Posts by Speiger

    It can beat a bioreactor since the effiency of the bioreactor is very low when you produce power with only 1 type.


    The charcoal... Well it is possible. You need just a large supply at the start to heat up. And it also depends which trees you use. I would go with jungle or brich wood...
    Apple trees is not a good way because handling them would give something which you can use to rais the effency but the supply of that from each tree is so low that it would make your system only slower.
    Also i would not go with Plums, at the orchard. Nuts/chestnuts are way more powerfull...


    Also as i said the exses oil/fruityouce you can use to create more power. (Biogas engine)

    I also think that you could create out of Potatos much more power then with sugar canes.
    Why? In combination with the ExtraUtils food generator you can produce a lot of power just with 1 cooked potato...
    Now a 64x Food generator with a big potato farm is pretty good.


    But something that can't be beaten at all is a Gas Farm.
    That can produce with 5-10 cows enough gas to keep a max size boiler constantly running.
    Which is 400-600EU per tick.
    xD And with one farm the maxium power that can be produced is limited to how much the game can keep up with entities xD


    I saw a setup that was able to produce enought to 16 boilers constantly.
    How much cows that were i can not remember but i think he had maybe 30-40.
    xDD


    (Note: The scale on gas production is about +4x times the entity scale so do not wander why the numbers are not fitting and when the numbers go to high the scale goes down to +-1,2)

    XD Well when we go for Powerproduction then the Forestry farms unbeatable.
    Because with 2 Farms you can produce a tone of power....
    You just combine and Orchard with a Treefarm (both have his own farm setup)
    and then you need to process a little bit of stuff and the result is a huge power production...


    Orchard: Produces Fruits which you make to the oil form. (Maybe seedoil or Fruitjouce do not know really)
    The oil you pump into a fermenter which you use Saplings in what you gain from the farm
    and then you have a 150% gain of Biomass... Which you can turn into biofuel but which makes the system
    less efficent...
    The Wood you gain you can turn into charcoal. If you want to go a rout further you create with Railcraft
    creositeOil which can be also used in a fermenter/boiler.


    Also the extra seedoil which will leftover can be used as fuel also..


    So you turn 2 farms into 5 possible fuelsources:
    Charcoal, Seedoil/fruitjouce, Biomass, Biofuel, CreositeOil.

    Lets say both versions are good.
    But i would change a little detail on Compact Solars and then they are technial better as every solar pannel.
    I would remove that they tick since the EnergyNet Autodraws power from sources the ticks are not really nessesary since the draw happens every tick there and they could make the light check there...

    Ah, that is why things like Tile Entities ticks... Interesting...


    The small bugs have been reported on GitHub ^^

    Yeah saw them already but still working on other stuff. Want to really finish now. (I moved everything away for ic2 classic and now its comming back...)
    I try to work this week on it but not sure yet... also I am still waiting also on Xbony if he has special requests (for making Nuclear controll at least a little bit compatible).


    Also a question. Do you guys know Better Storage?
    I was thinking of adding Special Support to that because i like some ideas what they have. And since IC2 was the first mod (at least i know) that made possebility of personal stuff i was thinking of making IC2 Doors compatible to
    Better Storage Looks. Shouldn't be that hard..

    You know IC2 Cables do not tick by themselves.
    That simply mean: You can place as much cables as you want and the tickrate (Server Side) will be not effected.
    The problem with that you can not make any complex internal logic. Because everything that require logic require ticks that is now the Problem...
    I have to think how i will solve that trouble. IC2 support with a lot of options in that case..

    The Enchatment system is extremly broken... Nano sabels can take Tool enchantments and co.
    To enchant a Electric tool you have to use the Anvil with books. I will make a custom enchant system there... That would be way easier...


    To the Solar helmet. It is a bug i can not fix. Do not know how at least.... The code has a logical error i can not see.
    Thats why it is a feature now. 1-5 eu per tick is totally ok. Since it works only if the sun can be seen.



    To the cable that is simply an idea. I have at the moment no idea how to make that because i want to make them like ic2 classic cables and drain coolant at the same time... But i have to do that without tile entity ticks...


    To the tiny dust config. That will be not dissabled since it is a recipe that is required. Maybe you did not ic2 crops but the ferus crop drops these tinyiron dust drops...

    Wow cool that powerloss was not planned as feature. xDD Anyway thanks i knew there were some bugs so i decided to wait. (since a recipe is missing).
    Also thinking about of an verylow powerloss cable, that can transfer energy even at high power very good... Kinda thinking of the Crypothium ducts from Thermaldynamics...
    But those would be only able to send Energy between transformer to next transformer... ^^"


    Thanks Mine_Sasha.


    One last question : p any way to detect a difference between yours and Immibis' version?

    Sorry i did miss understood your question.
    Yeah since the API files from my version are only used in My Version you can detect it also with my function.
    Also you can detect it with isModLoaded("IC2classic"). Because immibis version uses both ModIDs ("IC2" & "IC2Classic")

    One last question : p any way to detect a difference between yours and Immibis' version?

    Immibis version works in a Shifted Package. An Example:
    My Version has this package: ic2.core.IC2.class
    Immibis version has: ic2classic.core.IC2.class


    Other Differences:


    Immibis version do not use the API as basement. He creates a Fake IC2 and converting IC2 EXP classes into IC2 Classes with ASM/Reflection hacks (not sure how i can not make asm by myself),
    my version do use the API as basement. I also add some stuff to it so that i can make more support to addons.
    Like the ElectrolizerEvent, MultiSourceTIle, and other stuff.
    But comparing to IC2 Exp some of my packages are also shifted, and some classes are named differend. Since IC2 Exp did change them when they updated/changed everything.
    So i have to add on ModRequest classes / Paths and make them to them compatible^^" And nuclear controll is something which i really want that people can use.
    Sadly you use extrem much Innerclasses of IC2 Exp which will be a problem...

    How do I detect IC2 Classic? Does it have a different mod ID from IC2?

    As i said the API files from IC2 Classic are simply the same as the from IC2 EXP. But they just add their own files to it.
    And in these API files there is function called: Is IC2 Classic loaded.
    Here is the link to the API Class: ClickMe
    And here is the IC2 Classic API: ClickMe (+IC2 Exp api. I have the permission to upload that)


    If you need something when Classic is loaded let me know i can adjust some parts.

    Thats only an idea. Place the Miner on Top of Stone instead of Grass / Dirt.
    Then look whats happen. If that does not help. Try to use a Diamond drill. (Both cases. on Dirt/Grass Staying miner and on Stone Staying Miner)


    If that do not work i do have no idea what could cause that.


    If the Stone Trick works then the reason is that the IC2 Drill is not able to mine Dirt/Gravel/Sand and co blocks.. At least from Materials.
    Because the Drill is only a Shovel and Pickaxe. (In ic2 its a little bit differend)
    Shovel can only mine Snow kind Materials in IC2 thinkin.
    Pickaxe can only mine Iron/Anvil/Rock materials in IC2 thinking..
    Maybe that is the problem...

    Not going to happen, supporting two IC2s at once is a big pain in the ass. Also I don't really use IC2 Classic.


    Not even sure if both can co-exist in a dev environment.

    Both mods override each other.. Thats true.
    But the API Files from IC2 Classic just add a few files to the IC2 Exp API.
    So you can at least detect IC2 Classic when its loaded. So you can shutdown some parts of it that it is at least runnable together...
    Because i get a lot of Can not find classes errors when i implement the sourcecode into the dev invioment...
    Even if you do not support IC2 Classic would be nice that you make it that it won't crash with it.