Posts by Speiger

    That way i told is preventing these but it is kind of complex. It has something todo with class loading by your own.
    So you have these classes in your mod but they will be only loaded if specail cases happens. And that part makes it possible that people could remove these classes and the mod would still run.


    I can not explain it really good but here is an Example:


    Note: this code is 1.6.4 but it depends on no Mod version its java code which means you can copy the loading part without trouble of MC version problems...


    And Aroma before you say that is a bad way to add stuff... Thats based on IC2 code...


    Here is the code: ClickMe


    To explain it:
    Simply when i load these plugins i just say them where the path is and try to load the class. If some imports missing then it catches it and say can not load the plugin you are requesting.
    Also to be extra sure i load the pluginclass which give only the information i need and when i say load plugin then it is calling another class which has the imports which are required. (that is maybe not nessesary but i am sometimes extra carefull about things)


    Note: You can load the plugins any time it does not have to be at the end of MC loading you can do it also at Starting of MC or during the world load, you only need to be sure that you know that a mod is already loaded when you call that^^"

    You can create it without mod depency.
    At least in exported minecraft.
    Dev invioment would have depencies.
    That is a little bit complex to explain.
    But you change classes by differend modloads.
    If a mod is loaded that you have a depency to you load the classes.
    Else you load placeholder classes ^^"

    xD i have in 1.6.4 a bug that is close to that. But that has nothing todo with entities.
    Its a Openblocks tank every time the server restarts it fills with 100 mB water and if there is already water in it it starts to double it.
    But that happens only with Empty openblocks tanks xDD No clue why!


    Anyway working soon on a new feature that i made really long ago with Redled in my mind. But i was never able to do that because i needed the direct sourcecode from Ic2 xD


    Edit: that feature makes Chargpads on any way useless xD

    Chocohead: I told you last time which addons are impossible to support from my side as the classes can not exsist because of that i would require to fully implement exp to get that one running... Which is not posisble.


    To your E-net bug. It should run smooth. coule be possible that some parts will not notify everything instantly. Also the fixes for the machines which accept normally no power making the Enet even more unstable as it is in 1.7.10.


    To the Railcraft hing Minesasha. In the Dev invioment it starts to work if i place the Steam turbine first and then place the cables& stuff after that. It takes a couple tickts to register but it works...


    ^^" You maybe need some blockupdates so that the thing nodest his connections.


    But i will try to make everything more stable... But i need support from the addons too thats why i also releaseing dev versions...

    1.7.10-1.0.7 Update:


    Changlog:



    -Updated: IC2 Exp functions in Classic, so that addons still can run with Classic.


    -Fixed: Some Network issus. Some were derp bugs...


    -Fixed: Double Recipe for Rubbersappling.


    -Added: Special Support for AdvSolarpannels and some mods that have high draw & source power.


    -Fixed: Construt foam did not check for airblocks.


    -Canning machine did not fill the foampack to 100% (only to 99%)


    -Changed: Reactor platings only stack to 1.


    -Fixed: Energy net crashes no longer on addon blocks.


    And a lot of Addon support code was added. So that a lot of addons work now.


    But that code is only a temporary solution and will cause on larger worlds more problems then it will help...
    Download you find at the first post
    I hope you like it.
    Also if Mine_Sasha & Chocohead have no problems with it i would like to make you to my testers (testing things before i release it).

    Just a question to anyone who can make textures...
    The next update come soon and i want to add Iridium Glass. Iridium Stone is awesome but you can see sadly nothing through it.
    So if anyone has a textureIdea for Iridium Glass would be cool if you could help me out. (Codewise i also can add connected textures if you want to make some... Just need to tell me what codes i need to add)

    Generator sensor cards read the buffer not the output

    ok. Do not know why. I will check.

    Both Industrial and Advanced Panel Extenders don't actually extend

    Interessting one. Could be because of baseclasses...

    Reactor output is wrong

    Lol that should crash.

    Average and Energy Counters don't work, or at least I can't get energy into them

    As i said: Backwards. Input is output and output is input.


    Energy Sensor Kits don't place on Batboxes, MFEs or MFSUs

    ok. Good to know.

    Industrial and Howler Alarms don't actually make a noise, but the Industrial one does make light like it's meant to

    How did you setup the IC2 Sound Loudness and the Master volume? (those two effect each other).



    Nuclear Reactors appear to still be on with triggered Thermal Monitors on, even though they're not actually on. It only happens if you give it a redstone signal after the Thermal Monitor trips

    Well i do not know whats causing that :/

    Ztech has the same startup crash as Advanced Machines :(

    Not fixable. Same crash as atomic strycers...




    IHL startup crash:

    Sadly also not fixable since it requires the IC2 Exp chargepads...
    Requires support from the Modauthor of that mod.



    ElectricalAddition does load, but both the Wireless Energy Sender and Wireless Mega Sender have max EU inputs of 0 EU/t (like the Molecular Transformer). We could also do with an UV/IV transformer to down convert the Awesome Producer's 250M EU/t packets :P

    I can talk to Aroma to ask for support if he does that no clue.
    My dirty code Solving would be easy to add but then i have maybe to add a lot of stuff to add...




    Actually, for some reasons, item.null.name is OD with silver... Instead of the silver ingot... Derp ? xD


    Gonna test your batbox thing, although I don't really understand what was the problem ( MFR cables ).

    First yeah as i said: Silver get registered, but itemNo Use overrides it after it got created and all IC2 Classic recipes got loaded... I need to fix that.


    The other problem. Nope you do not need to. Chocohead gave me already the nessesary crash that proves that this bug exsists...

    Duplicate recipe with Rubber Tree Saplings: 2015-05-04_18.47.53.png

    I can check that really easy.


    Crash with Immibis Advanced Machines, it works fine until you try and process something, at which point there is a volume function based crash:

    Ok that is fixable. Should not take that long...


    Nuclear Control crash:

    Also fixable and also fast since i can copy it from Exp.


    Advanced Solar Panel's Molecular Transformer works fine, appart from the transforming recipes from and to IC2's Silver Ingot: 2015-05-04_20.06.58.png And, the energy acception limit is 0 EU/t, meaning you can't power it.

    Well thats a little bit hard. Classics Silver Ingot exsist but the ItemNoUse (thats the name i should print that properly) making still trouble since i did not register that it already exsists... But that should be easy to handel... To that 0 EU also need to check the sourcecode... Could be a Adv Solar pannels & Exp bug. Because IC2 Exp do not look how much energy is really needed. And because the molecual Transformer accepts infinite eu they used that... (I can make a workaround for that but they should fix that if it is the case)
    The problem here is that this what i added is a bugfix (which causes your problem) to the problem which some ic2 addon machines have (api users have), they say i need 23 eu,
    ic2 exp just say you get 500 EU use as much as you want. Now the modder think the number they said get directly injected, and drain everything.
    That simply means if your machine requires only 32 eu but the modder did not make a safe check they drain the x times more and a lot of energy get loss, which you can not even call powerloss anymore... I had that problem with exp in 1.6.4, sadly i was injecting 2048 EU (and it required only 10), you can guess how horrible it was...

    Crash with AtomicStryker's Advanced Machines:

    That is sadly not fixable since its a baseclass from Exp which classic do not have. For that i have to copy exp code and then hope that they did not use that much exp code required... (Basicly its a luckgame here but i say its not fixable)


    But it is anyway planned that classic will have internal AdvMachines so that would resolve that problem when it is implemented... Use immibis version in the next fix...


    The only other Advanced Solar Panels thing I notice is that it's Uranium Ingot is made from Refined Uranium Ingots, or item.null.name.

    Yeah the reason of that is simply because i exp has now a differend uranium (i am not joking), and because of classic uses a completely differend i try to solve that that you convert it back to the classic version with that. Its dirty solved i know... But it works fine...


    Ok thanks Chocohead i will start to fix that stuff.


    Good that you uploaded the crashes (i asked on the github page for that).
    Now it takes way less time to make the fixes :D

    The main thing I want is IC2 Classic to be stable, and the (updated) addons that were in Tekkit Classic to work with it, so we could actually have Tekkit in 1.7.10.

    You got the point. If you find something that does crash/not work just tell it i can look if i can make compatiblity. (Some things are not possible to fix since i have to change TileEntityClass names for that is impossible)...

    I don't understand why suddenly you don't want to implement fusion reactor anymore ;P but otherwise yup :thumbup:


    Messing around with IC2 classic to try to fork it atm, but don't have much time, need to go now ;P ^^


    Thats totally ok. I just try to relax in that time :D


    To the other thing well most features i implement in IC2 Classic will be implemented in 1.6.4 and updated to 1.7.10 then.
    Reason: 1.6.4 will be tested as it get created on a testserver where i and other people play. And the updating takes maybe 1/20-1/200 of the creating time and most bugs are already fixt which could be in there...
    And the reason why i changed my mind is this: clickMe
    And there it is not usefull to have it twice...


    Gonna test your requests, also, could you try to release the fusion reactor next build ? ( a simplified version of the already simple old Rocket Science fusion reactor, which will fuse D+D to produce a steady 100 eu/tick, at the cost of a starting cost of 100 000 000 eu, then you only need a supply of D ).


    EDIT: Deuterium would be produce by putting electrolysed water cells in an extractor, and adding coils ( in the same shape as the old GT fusion reactor, extremely expensive ) will reduce the initial fusion firing cost to 90 000 000 eu/tick and make 10 more eu/tick when working.

    Well first i know how rocket since work because i talked a lot with a friend about it who really got into it and also had the fitting knowledge to understand the thinking behind...


    But to answer your question. I was thinking to implement the fusion reactor into it.
    After thinking of it i decided to say no to the directly implementation into IC2 classic, that does nothing against this mod.


    But to explain: IC2 is nothing about rockets / reactors or something like that. Like the Name says Industrial Craft. Its all about industrialisation, which rockets are but in a differend way. Its already a step higher then IC2 goes.
    Also thinking of that some people would not like it to have it directly implemented... Which is totally ok. I can understand it and also think that this is a better way then force everything to be contained.


    My solution to this problem is a bad one. A really bad one. I planned anyways to make rocketsince back to life but that would stay at 1.6.4. Thats why its a bad solution....


    Another thing: The idea of implementing Adv Machines & Compact Solars are fitting better into IC2, simply because its only additions to the already exsisting things which is partly added. I am still asking myself why IC2 Exp did not implement more then a Induction furnace to the game.
    That would by the way go rather quick because the basment files exsist i can easy add the stuff, and the logic is also not that hard to create, the only missing part would be Textures. Gui & Block Textures. ^^"


    Just as last words. These things will not join the game instantly but over time, because to much adding stuff through one release is not a good way, you know bugs and co and me togehter you how that would end x)


    I hope that you understand that Minesasha...