Next Update comes tomorrow i found some new bugs...
you find all bugs at github...
Posts by Speiger
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I personally don't see much of a problem on that link of yours since its for old versions, but eh. Rules are rules. I'm not really known for following them straight too though.
If you're really interested on monetization, you could ask player for permission.
Yeah i did see that coming. xD and nope money is worthless... At least for me and i need about 10k downloads to get 5 dollars together and that will take time xD
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Yeah, with the EV-Transformer I rethought it and you are right. And it was the stored power from what I could tell that caused it to go bang without being connected.
The iron cables should carry 2048EU/t however, if they carry less that's a bug. Glass fibre cables can only carry 512EU/t.
The really ?? I can not remember and i will check that now (ic2 1.2.5 version i will check that).
You are right.. Changing right now as i type from 513 to 2049 eu (must be always 1 eu higher as the max it can carry).^^" Thanks.
Edit: It is already at 2049 EU i have to check that what is going on...
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Apparently EV-transformers have issues too. They don't downscale voltage correctly (they explode MFSUs without EU flowing through), they also melt iron cables (which should be able to carry that much). We need a 8192EU cable when they're redstoned too.
The EV Transformer is based on 2048 EU. It is by the way only aviable on Creative (will change soon) you have to put a HV Transformer directly after it. That an MFSU explodes is totally right and not a bug^^" But i did not document that yet.
And that No Energy is flowing into it is because that you do not lose power when it tries to charge. (old ic2 code).
And that iron cable melts is because it can only carry 512 EU. Try to use the EUReader (shift click, because normal click asks for node stats and that crashes the game!, is already fixed but i can not upload now because i want to fix the other stuff) it will give you an information about the cable how much it can carry (in power) and how much the loss is. Note only my version of IC2 Classic has that feature.Thanks by the way. look into github when you want to see how the progress is going on. (Issus have information with InProgress / testing / waiting and co so you can see everything).
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Note: Naming Errors are the last thing i will fix (always.)
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There are some kinda critical bugs I've found:
Exception in thread "Thread-18" [19:53:32] [Thread-18/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: java.lang.IllegalStateException: Only one OpenAL context may be instantiated at any one time.
[19:53:32] [Thread-18/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at org.lwjgl.openal.AL.create(AL.java:113)
[19:53:32] [Thread-18/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at org.lwjgl.openal.AL.create(AL.java:102)
[19:53:32] [Thread-18/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at org.lwjgl.openal.AL.create(AL.java:201)
[19:53:32] [Thread-18/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(LibraryLWJGLOpenAL.java:164)
[19:53:32] [Thread-18/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.SoundSystem.CommandNewLibrary(SoundSystem.java:1576)
[19:53:32] [Thread-18/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2572)
[19:53:32] [Thread-18/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.CommandThread.run(CommandThread.java:121)---- Minecraft Crash Report ----
// Would you like a cupcake?Time: 07/04/15 19:58
Description: Ticking block entityjava.lang.NullPointerException: Ticking block entity
at ic2.core.block.wiring.TileEntityCableDetector.func_145845_h(TileEntityCableDetector.java:48)
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)A detailed walkthrough of the error, its code path and all known details is as follows:
----------------------------------------------------------------------------------------- Head --
Stacktrace:
at ic2.core.block.wiring.TileEntityCableDetector.func_145845_h(TileEntityCableDetector.java:48)-- Block entity being ticked --
Details:
Name: Detector Cable // ic2.core.block.wiring.TileEntityCableDetector
Block type: ID #183 (tile.null // ic2.core.block.wiring.BlockCable)
Block data value: 11 / 0xB / 0b1011
Block location: World: (205,73,224), Chunk: (at 13,4,0 in 12,14; contains blocks 192,0,224 to 207,255,239), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Actual block type: ID #183 (tile.null // ic2.core.block.wiring.BlockCable)
Actual block data value: 11 / 0xB / 0b1011
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)-- Affected level --
Details:
Level name: Testy Testy World
All players: 1 total; [EntityPlayerMP['Chocohead'/320, l='Testy Testy World', x=204.44, y=73.00, z=224.29]]
Chunk stats: ServerChunkCache: 625 Drop: 0
Level seed: -3817990188452501133
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (215,64,236), Chunk: (at 7,4,12 in 13,14; contains blocks 208,0,224 to 223,255,239), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 14060 game time, 14060 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 137861 (now: false), thunder time: 61398 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 163098056 bytes (155 MB) / 828899328 bytes (790 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.85.1272 Minecraft Forge 10.13.2.1272 Optifine OptiFine_1.7.10_HD_B4 8 mods loaded, 8 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1272} [Forge Mod Loader] (forge-1.7.10-10.13.2.1272.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1272} [Minecraft Forge] (forge-1.7.10-10.13.2.1272.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{1.0.4.35} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.0.4.83} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.83-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2BackpackHUD{3.0} [IC2 Backpack HUD] (IC2 Backpack HUD v3.0 - MC 1.7.10.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2{2.2.999} [IndustrialCraft 2 Classic] (IC2 Classic Version 1.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ReiMinimap{1.7.10} [Rei's Minimap] (ReiMinimap-1.7.10-3.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['Chocohead'/320, l='Testy Testy World', x=204.44, y=73.00, z=224.29]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
The NEI plugin doesn't work, so shaped crafting recipes don't show (but they still seem to work)Cables can't be placedThey can, but must replace some block like grass, they don't like to be placed in just air. Also, they form a whole block texture cable, but the hit box is right. They also have amazing block breaking textures
The nightvision goggles still don't have a texture
Every EU thing ends in .0, which from an integer using past IC2 is quite annoyingThe following items have broken localisation:
Beer
Coffee
Brewing barrel item
The upgrades
Active nanosabres
All coloured painters
Charged RE-BatteriesAlso, did we ever decide the policy on adf.ly for this, does it count as an addon or not?
First please not crashreports. Put FMLLogs in they contain more data which i need.
Second thanksThat you can ask GregoursT his words that this counts as an IC2 Addon even if it is a 99% copy of ic2.
and the adfly.... well ^^" It is not against the rule. At least that what i readed said nothing against it.
If it breaks the rule (with showing me the case where it breaks) then i will remove that...And i will sit down and try to fix them..
Please give me a pastbin of both logs where the crash came.. (Note that the Volume of IC2 is based on the master volume). -
Update to 1.7.10 is out:
After beeing a Derp so extremly that i could punch myself i made now a release. I hope you guys like it.
Mod Support is at the moment (exp addons) not save yet. Since its only the first release.
I will try to make it as much compatible to it as i can...I hope you guys like it and downloads you can find at the first post.. Just read.
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Your second solution is literally just making the replicator produce UU-Matter itself and having everything pre-scaned in it.
Yes and No.
Yes it has a prescanned list but it is not a prescanned list.
It is a list with allowed items/blocks which are default set by ic2 & every addon can add their own stuff to the list. So you can controll what can be scanned and what not. They can controll how much uu matter would be required... and more... -
Even if you connect +6 hv solar pannels to the mass fab or replicator
it will not generate faster (1 solarpanel per side)
because the new energynet limits the transfer of energy to 1 packet.
And that is limited by the cable/the energy receiver.And to solve the dynamic with the old uum is really easy. i would have two ways:
First: Conflicting Recipes. You have for the most items a same recipe.
Then add a crafting table that solves UUmatter recipes automaticly so you can chose what you want.Second: Create a machine that uses a little bit of power (5000 EU per item (times the required UU))
And then a player can choos from a list what he wants to get^^"
The eu cost was just a random number in my head. -
XD Yeah like that. Funny that GregirousT is a fan of Stargate xD.
But you should be able to craft Zero Point Module...
I mean you only need the right technolgie xD -
I am close to finishing classic anyway... If someone wants to create when it is released a couple more UU Matter recipes then go ahead. Maybe some get implemented into the version itself.
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Batox, CESU, MFE, MFSU.
These are the blocks which you searching for....
But the idea itself, to have a "bsu" (battery storage unit) sounds cool. xDD -
Updating Infos:
I did fix all the bugs which i would say need to be fixed in the first release. (Since my Dev invioment has still bugs (world dissapears when dropping a block)) i have to figur out which bug is mc and which is ic2. Since there is no new bug found in ic2 i tried to make a release.
Yes Tried.. Exporting works fine. No problem at all. But when i Start my Test MC with that mod i get tones tones of crash errors which i am thinking: MC do you really want to .... me so hard? yeah i am already thinking that about mc 1.7...Anyway after testing and testing 1 hour with 6 exportings and try to merge everything that it works i gave up for today i have to sleep sadly.
Also i need to request help from outside to figure out what the hell is going wrong with my workspace. I assume its java 8... Not sure yet,
but every workspace i created with gradlew (which requires Java 8 ) srews up. I mean the world disapear (rendering wise) is only happening on my computer with my workspace? I really want to release that stuff right now but i cant because it is a release that would not even start...Anyway thanks for everyone who is waiting for the release
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Thinking of that solution would make it easier. But then again you would require a change of the Inventory of the Replicator & the Massfab.
And that would the ic2 team not do. Also that would not remove the thing with you need to scan something to get it...
And that is what he actually request. That you can create stuff without scanning it... -
That would require a api change when you activate that feature...
^^" -
Update on Coding:
After Researching on other mods how they did packet Handling. I discovered how Buildcraft handles that.
Thanks to Asie (the BC code at the moment). Since i know that our coding styles are close enough that i did understand what he think and what not i was able to understand how packet Handling works.And for the log: With out that i would not be able to understand Packet Handling because it works on a way i would never think of.
The new Packet System is not better than the ld one. Because some things are not possible (or you have to make a workaround), but it is way more modular than the old one, which i enjoy.
So to the news i am on the Final steps of Fixing the packet Handling.
If no other big error comes then the first test release will be sooner then later!Note: it seems to be that my luck stays almost at 0
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It has its good and bad sides. But splitted textures are better at most cases.
But at the IC2 Classic case it is not really needed since there will be not always new Textures and co.. -
Ah...
The Difference which i like with IC2 Classic Textures is that they have a big texture.
Good things: Everything is sorted and you add easy stuff without trouble. Because you just add a number to the loading list (or load everything).
Bad Things: Animations are not possible with this system and the Texture Pack support is kinda hard.And the problem in 1.7.10 is that the path finding with the textures is a little bit weird. As much as i tried it he could not find any textures so i decided to go the old way and search in the SourceCode area where the textures are.
And that is fine. -
The only thing i need with textures is to find a way to make the texture pack support working again.
1.7 is differend from 1.6 at that point. -
Don't push yourself too hard!
Excited for good old ic2 with experimental addon supportProblem is that i do not understand the packet system really much...
The Event Handler thingy is a good system but to find paths with it is like you want to catch a running chinchilla... (Note that is freaking hard)If someone wants to help me with that he can. Just send me a private pm.