ok. ^^" But IC2Classic API parts can be removed with @Optional since classic has his own ModID that is there when exp is loaded.
Posts by Speiger
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=3 yeah it looks fine. But a little note estebes you do not need to split the loading area to if classic loaded classic items and else load Exp items (they are the same and do not require either IC2 Exp or Classic)
but i do not have your mindset in mind so. Lets see what happens. -
Update:
Changelog:
A simple Pre classic Update.
There will be a quick update after Classic gets released. I just added Prepairing&Compatiblity with the API with this update-Updated: IC2 Classic API. Some adjustments to the new Classic Update (Pre update)
-Added: Tea compatiblity. -
You fix that with adding in the API classes you are using
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I did never think of it is worth doing that. You simply said it is impossible and i gave you a way to do that.
Just a suggestion to that crop. Do not bind it to the top. Just any side it is connecting too. So that you can make 5 crops charge 1 Battbox...
(for loop with direction. and if he injected electricty then he stops) -
Hmmm Well you require a PositionTileEntity anyways... So thats a thing..
Also estebes you have access to the crop. the OnTick function provides it. Same for others...
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exactly. its impossible to add it to the energy net unless i deeply change the tile entity crop and the cropcard class itself which i dont really want to do so i just inject energy into an instance of ienergysink
Well you do not know how that EnergyNet works. Because it is actually really easy to add something like that to the EnergyNet...
IMetaDelegate is the answer to your question of what i mean. It simply allows you to add FakeTileEntitys to the EnergyNet and you can use Any TileEntity in the World to mark it as his position...
Note: only problem could be the unloading but i think that is not that hard to solve...Player did make a really good job on that part of the Enet. (Adding IMetaDelegate)
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A crop that produces EU? Interesting...
But how will you show that it's connected to cables. With a custom renderer or not at all?No he simply checks on Crop tick if a energy sink is above the crop and adds 1 EU to it... It is not a part of the EnergyNet
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With classic you would be right Chocohead. But Exp it is a little differend...
Exp process every cable by itself sending the energy manually step by step over (comparing: Like BC Pipes but without the EnergyLoop thingy)
So it does not matter if they are split to 6k in 1 thing or 6k in 60things because no matter what it will be still 6k calculations per tick -
Well It tells me something Chocohead. This mod is simply build for None long living servers with not much people on it or singleplayer worlds... If you have servers with a lot of players and IC2 As a most used PowerSource you reach really easy and fast a high amount of Enet Parts. Which means that you are not able to use it really...
But i would like it more then a system can be used at any size and cause not much lag (in a constant time) -
For all who still look at this thread.
I figured out that the current Enet from Exp has a limit. You can not make long wires and send Energy through them Without start lagging your world...
I am talking by the way not about 200 wires or something in that small thing. If you reach 1k-2k wires or higher (i did 6k wires in my testworld) and run energy through them you will cause a insane lag.
When i plugged in the energy to this amount of wires (6k) then the world did not react anymore... (It took 2 minutes to notify the game that i actually broke the connection) and after that he nodest i gave in the TPS command and i had 900ms Meantime... -
Oh ok manual additions. Not a special calculator ^^"
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At least the mobDrops crops can not make my MobMachine useless xD
By the way how do you define the MobDrops? -
What crops did you exactly add?
Looks cool by the way =3 -
That result matches what integer limits could cause: that amount multiplied by 100 but clipped to a 32 bit integer would become 1 381 954 804; then dividing by the capacity would give 18.
Edit: the mentioned threshold of 21.000.000 is also in line with integer limits (considering that it probably gets multiplied by 100 before dividing by the capacity to get a percentage), though to be more precise, I expect the threshold will actually be once it goes over 21.474.836 (since the maximum for a 32-bit signed int is 2147483647)
Well the Integer which is in MC is not limited that much wehn you think... It is still high enough but the way you explained. I already made NC a patch which will do this. The problem is not the Integer, I think the problem is that it require a Double Casting to get the %...
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These numbers go pretty high... I think it is still a problem with Integer limits... Not sure.
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that is and was no bug.
Simple to explain: A machine can only explode if you insert to much energy at once. But in your case the machine get no Energy Injected because the machine is full. Ergo there is no energy flow, ergo the machine can not be overcharged.
The reason why that is the case is simply when you modify upgrades and stuff and your machine has not a constant powerusage you can modify it without problems. (Not Adding EnergyStorage upgrades causes Explosions because EnergyFlow)I mean that is also a real life thing...
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Throw that under pending addons that has nothing todo with CropCard ideas or something.
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So IC2 Exp Support is indirectly Dropped. Xbony before you change something drasticly with Reflection search for API classes... If they have one would be greate (i can copy that easy)
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F4113nb34st i want to implement this mod into IC2 Classic (the compo armor only to tell the least)
are you fine with that?