Posts by Speiger

    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)

    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)

    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...

    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 %... ^^

    An interesting bug. You can fix it?


    https://youtu.be/mh0BHtCZYI4


    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...

    There seems to be a problem with automation.


    If you try to auto-load a generator with coal it gets added to the top slot instead of the bottom, same goes for the geothermal generator.


    Unfortionatly this bug is currently holding me back in my current playthrough to continue expanding. Solar panels with lots of batteries are not reliable enough for my current power usage. :(


    LavaGenerators can be filled with FluidPipes, (the act as FluidTanks) so to slove that.
    Generator can be filled with fuel only from the Side. I hope that helps.
    (Also Putting in a Stack of lava Cells into a Geo Gen last a really long time so no implementation)

    Some people are now getting random Client Crashes when they try to use the search feature while in Creative Mode.
    I have managed to access the crash report for this and am posting the full report here.


    http://pastebin.com/Rn8cZWmV


    Also Please can you add region checks for each item. Things like Dynamite bypass worldguard protection. I cant seem to find any way to disable them within spawn protection.


    Ok the crash happens because of 2 things:
    -First you press shift to write big things. (That is make the crash but is not the reason why it crashes)
    -Second someone registers in the Oredictionary a Item which has no DisplayName or is a null and i made no Secure System for that...


    The other thing yeah i will take a look about that and will add that. But atm IC2 Classic is in a Break (because of the last release) i will start fixing the stuff next week and try to be done really fast (but there is one other project which i want to finish before... I hope you do not mind. (If the crash is effecting only Creative Mode then there is no reason to make a hotfix)