Actually you have access to that information.
Since the Fluid that is required is hardcoded you can easy access that and the fluid amount that is needed can be accessed in the recipe... So that is no issue...
If that is not helping then change the api...
Posts by Speiger
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He already said, he doesn't want to use CompactSolars.
I don't want to use mods like Advanced solar panels as it's not realistic for me.
I know that i have sometimes issues with reading but you seem to have issues too. Because i checkt that before i gave him that link.
Its its simply only BlockCompressing with a couple extra materials so he does not gain anything extra from that. Besides higher Energy Packets per tick...Edit: if you (Kasssel) read this. What Compact solars does is simply its merging all the Vanilla IC2 Solar panels you crafted into 1 Block. a LV Solar Panel produces 8 EU but requires 8 Solar Panels. So if you make a HV Solar Panel you need 512 Solar panels (you get 512EU out of that HV one). Besides the Space difference you gain nothing extra from it. (I know that AdvSolar panels do not need as many resources thats why i think compact solars is a good option)
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there you have still 900 Solar Panels placed also his adv machines is buggy with the Energynet (i do not know why but it was the case often)
Simply the mod you are searching for is this one:
http://forum.industrial-craft.net/?page=Thread&threadID=4827 -
true on both... Only thing is if you would not do so many safty/stupidity checks then you could increase the speed even more...
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First of all: Speiger, you're wrong.
The energy flow in the default 1.7.10 IC2 enet is calculated by a matrix multiplication. Separating the solar panels into different parts of the energy net results in smaller matrices (for example 2 50x50 matrices instead of 1 100x100 matrix. Of course, that is faster to calculate).Agree on that because you decrease the work by half but throwing out that solar panels on night produce no lag is invalid because it still checks every tick if it has energy to send...
Best solution would decrease generator & cable (1.7.10 mostly cable amount) amount...
And to point something out: The 1.8.9-1.9-1.10 Energynet you made will die with that kind of situation too (IC2 Classics too) because its still a overflow... -
Aroma is partly wrong... If you have 900 Solarpanels no matter what you are doing it still has to process all these solar panels... Even during night they get processed (even if they have nothing to send they still check it)...
So the lag is simply created by a overflow in the energynet...
And you can not doing anything against it with Vanilla IC2 simply because there is no real option (If you want to keep the solar panels).
If you are playing with 1.7.10 i suggest you compact solar because you get no real advantage with compacting your solar panels its not really balanced eather but you have 512 Solar Panels in 1 Block (1 Process instead of 512 Processes)
if that is not a option then remove solar panels and make your base more efficent or swtich to other Powersources so you can decrease them... -
Actually Aroma The Shovel ToolClass has only the Blocks: Snow & Snow layer inside them and not the ground material (which would be nessesary here)...
Its actually a bug that he can not mine dirt and grass fast xD
And Multi Tool registration in 1.7.10 without special handler was bugged... as far as i can remember right... -
The reason that this bug exists is very simple:
1: EnergyNet uses a Delay list to process everything to reduce lag (bad idea because that can cause exploits)
2: EnergyNet does not update the wires instantly when they got a Update (Should happen the second they got added)
3: As soon the Cables receive the BlockUpdates the forget to rerender the actual block... (This is the connectivity thing)Fun Fact thing i told Aroma already how he could solve his Delayed thing... He also has a SourceCode example for it...
Also i do not suggest to use Any Multiblock EU Consumer/Producer since the new EnergyNet has still issues with that...
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you only can wait... Because its wip... You can enable the old Exp EnergyNet (1.7.10) with a simply system property (which i assume you add via java argument or something google that ) with the name "IC2ExpEnet"
Since player & Aroma seem to constantly use it they can properly tell you how to enable it. -
Nahhh you used the new EnergyNet of IC2^^"
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Which energynet do you have enabled?
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You asked me about that in TeamSpeak.
I told you, the fix is as simple as merging the Metadata-Damage to NBT instead of ItemStackDamage... Since ItemStackDamage is limited to 32k... -
Aroma asked me once how to fix it... (i think 1-2 times) i told him how but i do not know if he fixed it...
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Thanks maven... I was not sure how to solve that...
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Well yeah there is the problem.. I have to check now modtweaker for a second to see how the support is added...
https://github.com/stanhebben/…rAddRecipeFunction.java.d
I have to say i never worked with that... I hope that helps... -
Yes Minetweaker supports IC2 machine recipes...
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Well if he wants to delete it he can use the DeleteItem function from GenChestHooks which Just load a submod a couple secs later...
Also i did not see that there is a static methode which allow you to delete items... xD
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IC2 Exp removed in 1.8.9 wrenchloss.. So there is no lossless mode anymore.
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that i would call a bug.
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That could be a bug by me... Since i hardcoded the time when i made the fix so NuclearControl does not require IC2 Core Classes..