Posts by Speiger

    Suggested Modules:


    TFBP - Desert Biome (Converts nearby area into desert BIOME - Does not change the terrain, only the biome type. The Desertification module is for terrain.)
    TFBP - Snowy Biome (Converts nearby area into Ice Plains BIOME. Same as above, with the chilling module.)
    TFBP - Plains Biome (Converts nearby area into Plains BIOME. Same as above.)
    TFBP - Jungle Biome
    TFBP - Swamp Biome (No idea why someone would actually want a swamp biome, but okay...)


    Just a idea. I add Biome TFBP which you combine with the exsisting ones and then they will reproduce the biome you put in... (I think that is what you suggested indirectly)
    But one thing. I will not support Modded Biomes... Vannilla only...

    Hey Speig, are you open to a suggestion of adding additional Terraformer modules that can change a biome, like Thaumcraft can with Pure/Sinister/Tainted Nodes?
    The ability to physically change a useless Ice Plains biome into a normal Plains biome would be invaluable on any server, for both buildings and forestry beekeeping.


    Yeah. 1 Does that already but there could be some others too^^"
    If you have special suggestion about them then just throw them in^^

    We're now two years with a core part of the mod broken.


    Has the prospect of reverting to the classic energy net been considered?


    If you want the classic energy net then try uncomplication or IC2 Classic (depends on how drasticly you want to go):


    Uncomplication: [Addon][1.7.10] Uncomplication, IC2Classic E-Net, IC2Classic Recipes, Old UUMatter... And all of that for IC2Exp.
    IC2 Classic: (Not Exactly an Addon)IC2 Classic Experimental (MC 1.6.4 & MC 1.7.10)


    Little note: Uncomplication uses the IC2 Classic energyNet. (It is implemented into it)

    EDIT: This addon now supports multiple packets.


    well it this function is in a for loops so no it will do that not...
    Do not calculate the amount of the Packets in the function... It has to be a static number.
    The code i made has a backup for that:
    If the energy that it can emit <= 0 then it will automaticly stop the packetloop. So you can return 512 instead of calculate it. When you emit no energy then it will stop it..
    (IC2 Classic code. Not IC2 code. So nothing against rules)
    Edit: removed just to be on the save side.

    Hello!
    Thanks Speiger for recommending this version of IC2 Classic, this is amazing :)
    Just wanted to ask if you could look into possibly adding some TechReborn (GregTech 4 Rebirth for IC2 Exp.) support
    It does load, but many of the functions don't work due to this IC2 Classic not having a Forge Hammer, so you can't make certain plates that TechReborn requires. I may be doing it incorrectly aswell, that's a huge possibility.
    Thanks for Everything, and keep up the good work! (Could I recommend maybe adding LV, MV, and HV water mills similar to how you Implemented the Compact Solars LV,MV,HV into the mod?)
    TechReborn


    Thanks for the Reply.
    About the compact watermills... Well i had that suggestion before and i decided at that time against that... Simply because i did not like the system of compacting it.
    Now we have 2 options:
    Either increasing the Value per water Block that is connected to it instead of increasing the Radius.
    Or increasing the radius of the Water Mills...
    The problem is that this a cheaty system... Simply like windmills (atm i will change that sooner or later) you can put the windmill in blocks and have everyhing around it air blocks and the windmill still produces energy...
    Which i partly do not like... Because it is not really logical (and f...k MC Logic at this point) Well my idea is that it is checking the connecting blocks if they are air/water blocks (depends on which mill you work on) and if that is the case then it will check the blocks around them and if they are air/water blocks then it will check those too... But the problem is this system is logical correct it still is laggy because way more calculation happen then just BlockCheck is happening. But it would ensure that all waterblocks get counted only...
    With LV and MV it would not make much problems but in HV the radius has to be much much bigger...
    That is a thing which i think of now... would you prefer a cheaty system or would you prefer a partly logical way but a little bit laggy?


    Anyway enough of that. Now to your main Demaind:
    I know tech reborn and i am talking to the devs maybe almost every day so that is not a problem. But i did not know that this is a problem. I will have a talk to them and we will find a solution^^"

    Version 1.1.3.7 is now out.


    This version is just a compat/fix version with a couple fixes in it..


    Just for everyone i suggest to update as soon as possible because here are fixes for critical bugs in it..
    Thanks for all Bugreports and help.
    Thanks for Minesasha, Chocohead, Nentify for helping me tracking bugs down and testing everything so that you all have stable versions ^^


    Changelog:


    Version 1.1.3.5.1 & 1.1.3.5.1.1 & 1.1.3.5.1.2:
    -Fixed: EnergyNet bug which caused lag Chunk Problems and more. (Thanks to Nentify and Modmuss50 for helping)
    -Fixed: Water Generator now pushed into the right slot.
    -Fixed: EnergyStorage (BatBox, MFE, MFSU) update redstone even on worldload. (before it required a BlockUpdate)


    Version: 1.1.3.6:
    -Fixed/Changed: SolarPannel Config applies now right and can be increased too. (Lowering it caused almost nothing on IC2).
    -Fixed: Micro Fixes here and there (updated functions which were outdated etc...)
    -Fixed: Removed EnergyNet debug code...
    -Added: EMC Plugin for ProjectE.
    -Added: All IC2 Entities for Swiftwolfs ring and Torch (simply because for normal usage).
    -Added: Exluded TileEntities for the Torch: Solar Gen, Detector Cable (performance reasons), GeoGen. (Simply because they cause lag when speed up and you have no benefit of it...)


    Version 1.1.3.7:
    -Added: Custom EMC Values for missing stuff.
    Release


    the release link you find at the first post. (Not in the attachments! thats MC 1.6.4)

    Version 1.1.3.4 is now out.




    Huge/Little Update on IC2 Classic.
    Thanks to Mattabase for finding this huge bug.


    Everyone who would like to support me please help me on patreon
    https://www.patreon.com/Speiger


    Changelog:


    Version 1.1.3.4:
    -Updated: IC2 Exp API to the latest thing
    -Fixed: Tea Crop Crash.
    -Added: API to read only IC2 Recipes. Getting also Inputs and recipe sizes.
    -Fixed: Cropmatron accepts items now inteligent
    -Added: Exluding Enchantments in the IElectricTool API.
    -Added: IC2 Classic Armor parts can be no longer enchanted with thorns. (Causes only problems)
    -Added/Fixed: Nuclear Jetpack when reactor is dissabled (because of full) the components still work but the Cells are dissabled...
    -Fixed: Tea applied also the Ice Tea effect.
    -Changed: Ice Tea effects are 3x stronger then normal
    -Changed: Modified the mininglaser a little bit.
    -Added: TreeTap has now a fortune support.
    -Added: Missing Localisation
    -Added: Terra wart cures Radiation
    -Fixed: Massive Memory leak thanks to Profiling. (Mattabase did discover).
    -Removed: AEIntigration (to much bugs)

    Well actually not really chocohead because IC2 Exp has something that makes it usefull to have even 20 in side (as long you run them via Crystal/charger) because IC2 Machines can process more items per Tick now. So if you have 20 upgrades installed you process at least 2 Items per tick. Which is faster then the induction furnace xDD Any other machine. (Note then you eat at least 2k EU per tick but then 1k EU is per item is still cheaper then 8 overclocker upgrades per furnace, which is i think 300-600 EU per tick and i think 3-5 ticks)

    Update 1.1.3.3 is now out:


    Download can be found on the first post


    Huge Update which adds a couple new Plugins a Big EnergyNetwork Improvement and a hopefully 99% Localization (debug things are not supportet)


    Thanks for Mine_Sasha for this Amazing Texture work
    and also Thanks Chocohead for his amazing Bugfinding skills and also helping me with my language problems.


    Changelog:


    Version 1.1.3.3:
    -Fixed: Battlegear crash with Chainsaw...
    -Fixed: ConfigCategorie Speld wrong
    -Fixed: Localization bugs.


    Version 1.1.3.2.1:
    -Fixed: RF Producer can be wrenched into direction now.
    -Fixed: Mute Upgrade can be placed now in machines...
    -Updated: Doubled the effectivyness of Muffler Upgrades (from 10% to 20%, but you do not get with 5 upgrades a full mute. The stacking happens differend)
    -Fixed: Miner did not work if mining drill was completly empty. (If its chargeable then he tries to charge it first now)


    Version 1.1.3.2:
    -Added: APIUpdate. Some required stuff and also Doc for people.
    -Fixed: Tea crop throwed Missing textures call because of the API that Exp provides.
    -Fixed: Crops do not mess up anymore when you change the language in the middle of the game
    -Added: ElectricEnchanter has now Active and passive mode.
    -Added: Finalizing Textures. Thanks Minesasha :)
    -Updated: Final API.


    Version 1.1.3.1:
    -Fixed: Enet got a huge Improvement.. It has some downsides too, but they are adding more realism features.
    -Fixed: Machines/Storage or Any Cables/Sinks accept power now. I did compress the Workload to 1 instead of every cable. (Helps only with ChunkLoad and Worldload. Normal placement gets handled normally) (EnergyNet)
    -Fixed: Right RE Batteries will be shown in the NeiRecipes
    -Removed: Uranium Cells apply radiation if they are used... (Do not really like that feature)
    -Added: Luminators are now wrenchable. 80% chance of getting it back (without lossless mode)
    -Updated: Enchanter is updated. Works a little differend now but still the same result (less buggy)
    -Added: Electric Tools and Weapons are now Enchantable. But only with the Electric Enchanter
    -Added: Electric Armor is now Enchantable. (Electric Enchanter Only!)
    -Added: Unbreaking & Efficency apply to powercost now. (unbreaking 10% less Cost (per level) and Efficeny 15% more cost (per level))
    -Added: More Things that required Localisation.
    -Fixed: Detector wires do not flicker anymore when you add new Wires to a connected connection.
    -Added: Luminators can be clicked with colorless glass and they turn into a Light in a Glass Block
    -Fixed: Lumiators flicker... Insane amount of work for a so easy fix...
    -Added: Reaction time of Splitter cables is now much faster.
    -Added: Sneak Click with Empty hand removes the Glass from Lumiator.
    -Added: Reinfoced glass to Valid Glass on the Luminators
    -Fixed: Upgrades caused soundVolume Increase (even if they were not sound Upgrades)
    -Added: Missing Recipe.
    -Added: Obsidian Blades, Tea and components to that
    -Added: Minesashas Textures for some things


    Version: 1.1.3:
    -Fixed: Terraformer Items. (They placed invalid Blocks (null))
    -Added: You can no longer go down if you press shift while on Scaffolds
    -Added: Unknowen Crops are back. (Simply none Scanned Crops)
    -Added: Localization support.
    -Fixed: Battery Box did not calculate stuff right (alone and with Electrolyzer)
    -Added: RF Converter (Small, Medium, Big).
    -Added: EnergyNet is now Rounding possible energy to send Properly
    -Added: EU Converter (Small, Medium, Big)
    -Added: Crash security for Scanners...
    -Fixed: Basic Machines do no longer create 0 Stacksize itemstacks
    -Added: Finished Electric Enchanter.