Posts by Speiger

    Update 1.7.10-1.0.9.10:

    Huge update...


    Download link you find at the first post.

    Note: Next update will take longer because big code changes will happen what will make really old features from IC2 vissible again which are removed through classic / exp. I hope you understand that.


    Changelog:


    -Fixed: Quantum Suit let you constantly run.
    -Fixed: EnergyNet, now Railcraft Blocks work now fine.
    -Fixed: RubberTrees grow now with Bonemeal,
    -Fixed: Scaffolds do no longer hurt players (even if it is funny),
    -Fixed: DamageBars from CoolantCells were wrong
    -Fixed: CropMatron Crashes when using WeedEx
    -Fixed: Electric Tools work now again.
    -Added: RocketMode to the NuclearJetpack. (Activate BoostKey+ModeSwitchKey) uses huge amounts of Energy!
    -Fixed: Pumps Create Infinte water/lava sources
    -Fixed: Pumps send way more Lava to geos then it should be (3x then usual)
    -Fixed: Pump did not fill buckets.
    -Added: Pump fill buckets now with any fluid (as long you can it up with rightclicking in the world the pump can do that also)
    -Fixed: Weed is spreading now right.(3x3 area now)
    -Fixed: (Removed the speedup of crops because of my explaining video i added it)
    -Moved: Moved the Sound Files to the assets folder. ResourcePack support is not added with that.
    -Fixed: Bucket will be accepted in a Pump.
    -Changed: IC2 Machines that auto Export accept now the Rules of IInventory & ISidedInventory (Before not) (But importing not now at least)
    -Fixed: Crash with Trade-O-Mat.
    -Fixed: Electriolizer problems with the Cauldren servers.
    -Added: Constructon Foam is now Harvestable with SilkTouch.
    -Added: Mining the Foam with a sprayer act like using Silk Touch (Only on dry ones)
    -Added: Scrap Metal. Can be gained by simply putting something in the recycler that is a metal(in the oredictionary). Also Chance is twice as high to gain scrap metal then regular scrap. The Amplifier amount is 100k (Scrapbox = 45k)
    -Fixed: Missing BlockUpdates on EnergyNet changes.
    -Fixed: Personal Blocks can now insert into each other again. (Need tweaks but its working which is important)

    Well XBony you need a lot of resources to gain the IDSU (i think it is called like that) and that is not that op that you think. You need a lot of UUMatter and electricty to gain even that thing... And since it has a high output in the energynet makes it also not that easy... The only OP Thing would be the ocean generator which produces about 200 +-200 EU but that get effected by everything... ^^" Also everything is configable so you can make this mod extrem op or not...


    Also it is planned to be in adv generators anyways... Since it is a copy from gregtech and i think i have the permission (thanks to minesasha) i should have no trouble...

    Worldgen is not perfect. Also that requires that what IC2 can not support. Recipes. At least not that far from what you are thinking...


    Because as you said uu matter is something that can turn into something. that means also machines since they are made out of the base materials in the world... And there you need the recipes...

    well, i tihnk NEI has support for quite many mods, so you might be able to use the recipes it finds if it is installed. also, for stuff that doesn't work, maybe add a cheat command that allows to assign UU values to items either with ID or to the item you hold in your hand, like EE3's solution to the issue?


    Well i think you do not understand how nei works. Nei supports nothing by default. Only Minecraft and Forge thats it.
    There is a addon which adds support to a lot of addons. But 75% of all mods do support nei and not other around. And also they do not show nei a Recipe Data which is required for a system. They simply say where which item (position wise) is placed and call it a recipe... Which you could easy add fake ones.
    But for a system like IC2s UU matter thing you need the data inside of the recipe which is not easy to add and rely on nei would be bad idea since it is client only.
    The only thing which would be helpful if forge add a BaseClass which adds functions like: getInputs() getOutputs() but even that is not a "must have" feature... So well...

    Well OP compared to IC2.


    Well they are op because you gain as much as you want from almost nothing. A bigReactor has almost the same material cost then a IC2 Reactor (even less i think) and you gain much more power out.
    If you want to play OP then play OP. But IC2 is not dead. Even Exp is not dead.
    If you want voltage and explosions use the config of Exp or IC2 Classic that is even like the old one.

    There is already one that is clse to the ic2 enet system (as itemform) and that is enderIO. The item pipes there transfer Items like IC2 Does send energy. ^^" I know its not the same but is something good to know...

    Well it depends how you want to make it, and also how much coverage you want to have. If you want to have only basic stuff then you simply go by crafting recipes and FurnaceRecipe & OreDictionary with that you cover about 50-70% of the stuff...
    (Incuding ic2 machines)
    But the problem is modintigration. Most mods use their own RecipeHandlers which make looking into recipe results and inputs like almost impossible/hard to work with...
    (Thats why i make my recipes always extend the Base Classes so they do not need special care for detecting stuff)

    You know that minecraft and mods do not go that realistick, if you really want to have a realistic version override the recipes. They are configable in IC2 Exp.
    (and i am normally the person who would make this kind of posts)

    I solved it by simply inject the Texture before and after the renderring is happening... I know it sounds weird but that solved that bug at my side. (I tried to render a Boss Status with a event and the texture switched after it got dissabled and enabled again even if i said to him do render with this texture...)

    xBony i had almost the same bug as you had... With something differend. And i were able to fix it...
    Maybe its the same problem as i had xD Then its not your fault but a new rule that you have to follow...


    Now i need to ask 2 things: Can you force your Renderring bug to appear? and if yes how?

    That's exactly what you have to do to fix a bug:
    1.) Find out what to fix
    2.) Find out how to fix it.


    If you're lucky, you find an answer to both questions. If not, you either fix something that's not broken or you break something that's not working anyways.


    Well and what if the code is right and there is no logic errors in your code and it is still bugging in the game?


    I had a bug where the BossStatus Renderring did break (Texture Wise) and i had everything right... then i nodest MC Requries after 1.6.4 (for me is after 1.6.4 = 1.7.10) twice the injection of the Texture to actually not break...

    Sorry if it even do not fit really. But what you request is a TinyChest xDD That has a varibalish size from 1-9 slots (chooseable)