Posts by Talonius

    I guess a few fields arn't being reset between reactor simulations, I'll hunt them down... as soon as other tasks permit the time for me to do so. Thank you :P


    I did plan on adding some sort of 'health bar' overlay on the cells, if possible.

    Heh, it's not complete yet and the 'saved url' code is still subject to change. So be wary about posting your designs via the applet, atleast until the code is a bit more settled. ;P


    I only made this 'little' project to teach myself the workings of Java GUI design, it turned out to be much more time consuming than expected.

    Being booted off isn't the problem, it's the fact the destination teleporter is capable of imediately sending the player back.


    Imagine this: A griever placing a redstone torch and some redstone next to a teleporter so that it is permenently active. Anyone who arrives to that teleporter will be ported back and forth, thus causing a 'speed hack' disconnection'.


    Is it possible for the destination teleporter to have some sort of immunity against teleporting the player away for a few seconds?

    Pester me, eh? ;)


    For the files I posted orinally:
    - The mod file sits in the .minecraft/mods folder, thats all that needs to be done with that file.


    - The 'Texture pack' file can be placed into MC texture pack folder OR you can open the zip file and copy the ic2 folder into your prefered texture pack file.



    I've been trying to figure out ways to store the modified textures in the mod file (and thus remove the hassle with messing with texture packs). So far, I've not found a solusion.


    The source code provided is merely for reference for other modders, it does not need to be altered or compiled.

    Here's a simpler format, assuming one Isotope is paired with one Uranium Cell:


    At 0 reactor heat: One Isotope takes four Uranium Cells to charge.
    At 3000 reactor heat: One Isotope takes two Uranium Cells to charge.
    At 6000 reactor heat: One Isotope takes one Uranium Cell to charge.
    At 9000 reactor heat: One Isotope takes half a Uranium Cell to charge.


    Charging times do not gradrually change as the reactor heats up, the charging speed is effected immediately upon hitting a 3k/6k/9k heat boundry. There's is no benefit to having a reactor at 12000 heat or beyond.


    If an Isotope has more than one neighbouring Uranium Cell then it'll charge up faster (Two times as fast with two Uranium Cells, three times as fast with three Uranium Cells, etc).


    If a Uranium Cell has more than one neighbouring Isotope then they all charge at the same normal rate but the Uranium Cell will be producing more heat.


    Charging cells in reactors below 9000 heat will be at the mercy of the dreaded 'Random Number Generator' and thus charging times can vary slightly.


    Edit: As for the other OP questions:
    2) A 'reactor tick' is 20 minecraft ticks (one real second, assuming the game isn't being slowed down).
    3) Uranium Cells last 10000 'reactor ticks.

    As long as the excess heat from a reactor is less than it's total cooling, then a "50% on / 50% off" pulser will keep it alive.


    However, should you dare to try and fill a 6-chamber reactor full of uranium cells... for every second of use it'll need 72 seconds of cooldown time. Not only that, but if you run it for more than 5 continuous seconds it'll go boom and should you be crazy enough to make a working timer for this reactor it would only make 16 EU/t overall after taking into account it's cooldown time.

    Except this isn't OP due to lmited uses. (Although maybe solar panel should need charcoal clump or something, feels slightly OP...)


    I wasn't quite sure about the solar panels, I've not got an idea on how to make it more expensive at the moment.




    That just made me realize... This makes you able to get waaaay more energy per charcoal.


    I crunched the numbers and processing charcoal into normal fuel cans will get you 33% more EU at the cost of using a finite resource (1.5 tin bars per fuel can filled), I'd say that was a fair trade off as it's no longer 'Free enegry', it's 'Cheap energy'.

    This little addon allow charcoal dust as a limited substitute for coal dust.


    Installation - Client: Just drop CharcoalDust.zip into the .minecraft/mods folder.
    Installation - Server: Just drop CharcoalDustSMP.zip into the server's mods folder.


    To get charcoal dust you place charcoal into a Compressor. (I'd of prefered to use the Macerator but it is specifiaclly coded to reject charcoal and I didn't want to edit IC's class files)


    After that, charcoal dust can be refined the same way coal dust can.


    Charcoal Dust is an equal subtitute for Coal Dust in:
    - Solar Collectors
    - Coal fuel cells


    Charcoal Dust is a lesser subtitute for Coal Dust in:
    - SU Battries
    - [Error: Clasified Recipe]


    Charcoal Dust is not a subtitute for Coal Dust in:
    - Depleted uranium recharging
    - Carbon fibres
    - Coalballs


    Bugs: Due to the workaround, Compressors turn coal into charcoal dust. I'm hoping that if this addon gets approved then the devs would be kind enough to work their magic on the Macerator to allow me to code the addon to work how I originally planned it. ;)


    Note: The source file is also included in the zip.

    After watching Terraformers at work, I've come up with a list of (hopfully) minor alterations to how they act on the world



    Fighting with Minecraft itself:


    Chilling: Snow cover blocks should not be spawned ontop of ice as Minecraft removes them a few seconds later.


    Irrigation / Cultivation: Turning dirt blocks to grass should only happen if the block above is air. (There are other blocks that allow grass to grow but it'll probably be simpler to let Minecraft deal with grass growing on those).


    Desertification: This program spents a lot of time/EU fighting never-ending waterpools. I'm not sure exactly how to remedy this, perhaps it could replace water with sand/gravel?



    Possible missing behavior:


    Flatification: Appears to ignore snow cover and snow blocks.


    Irrigation: This could also remove snow, enabling it to transform icy tundras into lush green areas in a similar manner to how it effects desert areas.

    I appoligise, for a moment there I thought that the config file for a Minecraft mod would fit nicely in a config folder under Minecraft folder.


    As for the Block ID listing:



    You may think that there are blocks missing, but IC2 conserves block ID usage by having several blocks under one ID and then using the damage value to seperate them.


    To find the damage values, as that would undoubtedly be the next question, I suggest using the mod Too Many Items to view them ingame while playing a singleplayer world.