Also kinda not needed since the port was confirmed. You were 8 months to early for asking xD
From what i know it can not be changed.
And the Loss was disabled because the enet was still in construction in 1.6.4-1.7.x, it was not capable at the moment to handle loss.
Sadly (i dont know if that is the case anymore so correct me if i am wrong) the IC2 Team had implemented instant loss.
What that means before it was nessesary that you needed to reach natural numbers (1-2-3-4-5-6) to apply loss. So 1.2EU loss would be 1EU loss and 1.8EU loss would be 1EU loss, that is in +1.10.2 versions (could be later) completely removed. Loss gets applied instantly so the overal loss is in general a lot higher now since you lose everything instantly and not freshhold based.
EnergyLoss itself is not a bad concept, i fully agree on that feature and would be sad myself to lose it even in the EXP version.
But the current Exp Version implementation of it is just to punishing leaves no room for creativity in terms of how you could design with it.
But sorry no possebility. Unless they changed it.
for items yes, for recipes its correct, for textures that seems to be hardcoded too
I looked into the code and its fairly simple:
No You can not add a custom Profile, it is actually hardcoded into the mod.
Even if you change the Classic XML File you can only change recipes with it that is the limitation from that point.
No nuclear Jetpack. I doubt that they ever going to implement that since its not their way to implement things that way anymore.
Could you provide a bit more of a crashlog?
The Steam reactor itself is still the same chocohead. Only difference is that you cant do unstable ones and you need to provide coolant.
But not much more was added besides that in the reactor itself.
Thats why classic made it its own concept. Steam vents that need to heat up to produce steam. The hotter they are the better they perform.
The reactors heat tick runs also 20x faster, which adds a high risk to using it and pros can do so much more with it, because they have specialized components that act differently in the reactor and managing the inputs & outputs become a task instead of blindly filling & emptying the rods & coolant.
Steam reactor nice idea but a boring implementation. (That only counts the reactor itself not the outside stuff)
Yes the only reactor planner that would allow that is talons, which is the original, but the one you link isnt, it does 1 tick and then calculate out things based on that single calculation. It multicalculation would take to much resources and take also a good chunk of memory^^.
IC2Exp doesnt have that. Only IC2Classic has that, but their reactor logic is different in steam part.
Also classic is only 1.10.2
Recycler config is broken just remove the Recycler (blackor whitelist) and then it should fix itsel
You have a addon that requires IC2Experimental. Check out all your IC2 addons.
Also IC2C on 1.7.10 the latest version is 1.2.x.x you have a very outdated version because Tekkit DOESNT UPDATE SHIT!
Well chocohead there is just one tiny problem. With the release of IC2Classic on curse player said they would not support any offspring of IC2 anymore. Aka i would cause that no other IC2C project would be allowed. (Offically at least)
And i don't fully pull an Eloraam.
As Chocohead said Eloraam stopped mid development. IC2C was ported and at its release it was told this is also the last version of it.
So your statement of not beginning is partly wrong. I finalized the last version and it was well known that this was going to be then end.
And i don't plan to make my own voxel game. Nope mine is a 2D (with 3D view) game.
From look you can compare it to a simcity/banished.
Gameplay completly different.
What's the next step? Because i'd rather use IC2-Classic over IC2 "Experimental" any day. Only, every day is 1.12.2 and IC2c isn't.
Well really i don't have a interest to continue updating it.
The purpose of this mod was to teach me programming in a big project and also to show the IC2 Team how to do it properly.
I freely admit that.
Now the next step is my own game and i already work on my own engine.
Since I am not allowed to share the IC2 source i wont be able to make a team who maintains the mod for me. So yeah that option is also out of the window.
Jup 1.10.2 is the last version with IC2Classic.
The mod served its purpose and now i am doing the next step.
(Also there isnt a lot of updates because the mod is so stable that it doesn't get many bugreports for that mc version)
Thanks to Aroma who deleted my post and destorying the formatting.
Second, thanks to greg who gave me the post back.
Third: Good luck with next time.
First of all. I am not a IC2Exp dev i am not interested in becoming one but i would like to know what you think about Classic. Now let me add some comments so you have more weight.Quote
Quote The bugtracker:
The reason why we have our own bugtracker is because there's not really an alternative. We don't use github or bitbucket for our source code and I'm pretty sure using their bugtracker without using them for source code is against their ToS. We also don't really like to depend on other services to hold our data without being able to manually back them up/copy them.
Look at IC2Classic, Its bugtracker is also on github, or look at other mods that don't have their sourcecode shared on github they also have a tracker.
If you really want to be save put the API on to Github that is anyway publicly accessable. So there is no reason why not, even if closed source!
Also relying on another service to hold your data? How much bullshit is that? You always depend/rely on someone, and github is more relyable/dependable then any of this forum (sry Imer nothing personal),Quote
Yes that's definitely planned. The jenkins already has changelogs and ideally we'd add them to the curse upload as well. There are gradle plugins, that can do that, and I looked into using them. I also looked into how other mods autogenerate their changelogs. That being said, I spent a lot of time trying to do that, but I didn't manage to do it in a satisfying way, however I intend to look into this topic again, once I have a bit more time again.
First of all your Jenkins Changelogs are only Dev Changelogs not publicly shown changelogs, it is only either very cryptic or referencing another issue without any context at all. Nothing to show to any person who has no idea about coding! (You need to be a dev to understand that type of changelog)Quote
Aroma1997 wrote: Magnetizer:
I rewrote the magnetizer about half a year ago (or was it a year ago?). It no longer requires you to have metal boots when using it. I know, it's a bit unrealistic, but if it only works with metal armor, it's just useless.
Actually it could have some use if its range wasn't just so small (its 10 - 20 blocks i think), Why not upgrade its range by a bit since its actually one of the fastes ways to travel vertically up. Compared to a jetpack at least. (Classic again implemented that idea to improve it)Quote
Yes, that's on the todo-list, but we have other things to work on with a higher priority.
Interesting. I can't wait to see that, at least then keep this stuff simple to use and leave player out of the development of these.Quote
Heat based upgrades:
I'm not a huge fan of that suggestion.
I have to agree, It would be nice if you guys would add maybe more upgrades to improve machines more or in different way for example, Efficency upgrades to reduce power cost (doesnt have to be cheap), better Overclocker upgrades maybe or way to expand the Upgrade slots without rewriteing every single machine (maybe an upgrade container that allows to store upgrades and it injects the effect directly into the machine when used in machine?)
There is a reason why ic2c has over 40 upgrades because i went overboard with it but also they allow much more detail work on stuff, but i got out of the topic. The suggeted upgrades don't sound really good but it would be defenetly needed to expand on the Upgrade System since IC2Exp has such a great foundation for this type of thing. (Not joking)
Now about chocoheads discussion i want to make 1 point and ask 1 question: Remember how you guys often said that you don't have much time to work on things (that was back in 1.7.10 times) and then out of nowhere later the 1.8.9-1.10.2 update came out?
Remember that? My point being you guys can't oftenly sit together to get shit done but as soon it has to be about being in the latest version everyone has time now to work on this massive update or even core rewrite (which was done in 1.8.9-1.10.2 version) but not to get the mod even very good designed.
I know IRL isn't always giving time but you guys lack priority, and open to many new projects without closing many old ones,
This is getting soon to levels of Techreborn just more stable.
But these are my 5 cents about IC2Exp.
Greg the version he means is 1.7.10.
Anything below version 1.3 (or offical 1.4) is not 1.10.2 and relies on the old system.
So dahnuguy. You pipe in fuels from the top because of hoppers and because immibis changed it so in the 1.6.4 version of IC2Classic.
1.7.10 has some expansions to it but is still basically a port from Immibis 1.6.4 system with efficiency and bug fixes.
Basically rule of thum if sides don't work try the top.
Also after reading all this now. Whats exactly your problem since i personaly don't get it. (Its 1:40AM that maybe the issue)
Anyway sorry for that confusion and for the long delay. Speiger.
Yeah i was aware it isn't in 1.7.10. I asked htis question because he suggested porting it.
Isn't that already a thing in 1.10.2 maybe even 1.7.10?
Which IC2 are you using? Because this doesnt look like IC2Exp