Posts by Speiger

    I shouldn't be worrying about it?

    Simply there are two differend Types of TileEntities.


    First one: That tick. That produces lag.. How much depends on the function. (Can be a Furnace, Chest, Sign, Hopper... Basicly every TileEntity in Vannilla minecraft (yeah i checkt that)),
    Second One: TileEntities that do not tick and act like a DataStorage. (Can be IC2 Cables, Decorative blocks (in most cases)... Well i do not know much more)


    The thing between ticking TileEntities and non Ticking TileEntities is that Ticking TileEntities are in a list (which depends on the dimension) and get called every tick. But NoneTick TileEntities are not staying in that list and do not get called at all. (Note even if the ticking TileEntity Does nothing it creates lag)
    So if you have 10k TIleEntities and 95% of it are None Ticking tile Entities then you do not have to care really much because they all act like Normal blocks. The Only thing you will have is that your Internet connection will be used more if you play on the server. And that even only if a chunk get reloaded. (which is not that often. Depends how much you move)

    Little information. The only thing that need to be fixed is the network handler. (if it is dissabled/not used ic2 runs semi fine.. Lets say guis do not open, blocks do not update and keybindings do not work...)
    I will now rest on that because i did overrun myself a little bit with that. I need to research and understand stuff a little bit more to be able to finish the stuff...


    I hope you guys understand that.


    I vote against configurable ID's in 1.7
    That would completely break the ability to remove/drop in mods as we please, which is a great benefit of 1.7. Okay, we do not have infinite blocks and items, but we *don't have to worry about block/item id conflicts AT ALL*
    This will also break world compatability between two people. If one person has their id's set to something different the map isn't portable. In 1.7.10 the dynamic allocation of ID's lets us do things like play worlds with an originally different ID set. It's NOT a good idea to keep number ID's exposed. let forge handle it


    Please don't bring back id nightmares from 1.6 >.>


    For the messages, just wrap around SimpleNetworkWrapper, and implement IMessage and IMessageHandler for messages. Check other 1.7 mods



    I vote against configurable ID's in 1.7
    That would completely break the ability to remove/drop in mods as we please, which is a great benefit of 1.7. Okay, we do not have infinite blocks and items, but we *don't have to worry about block/item id conflicts AT ALL*
    This will also break world compatability between two people. If one person has their id's set to something different the map isn't portable. In 1.7.10 the dynamic allocation of ID's lets us do things like play worlds with an originally different ID set. It's NOT a good idea to keep number ID's exposed. let forge handle it


    Please don't bring back id nightmares from 1.6 >.>


    For the messages, just wrap around SimpleNetworkWrapper, and implement IMessage and IMessageHandler for messages. Check other 1.7 mods

    First of all i know that but forge does that.
    Second thing i made a config option that simply uses automaticly the Forge methode if you wish and have no trouble.


    To the SimpleNEtworkWrapper... i have no idea what do i have to take care of and what not i tested that with the test mod from gradlew and it seems to be that i can send only messages from client to server and not back.... (else it will crash)


    My idea would work for your rubber needs, but it isn' t exactly what you were asking about. Rubber trees in ic2 are probably not going to change for a while.

    and i think thats good.
    Little side node for everyone who does not know it:
    Forestry Farms (manual) can harvest the rubber from the IC2 Rubber trees (without distroying they resinspots) with a Rubberthingy in the Circuit..

    Information about ic2 Classic Update:


    I fixed the Texture bug.
    Now there is a new one.
    I have trouble with the Networking stuff. 1.7.10 Networking is really hard because you have not a handler where you simply can receive a packet or something that is also really confusing to me...
    I think that this will take a lot of time to me (maybe 2-4 days) to fix.
    If someone knows how custom PacketHandlers Work it would be cool if someone could explain me that.

    True Chocohead that is a point. But the new System has a critcal bug that is extremly painfull and thats why i enjoy my system more, and that is that you can not remove blocks/Items that easy because they can rerange again and your world can currupt because of that. Maybe forge saves stuff but there are cases where that makes problems...
    I mean when they at least made a infinite system for everything then it would be ok but it is the same minecraft as before..... No thanks.



    Little Coding Report:


    I am at that point that i can run Minecraft without trouble. At least when i do not go into ic2. Because the Textures get not loaded and that causes crashes. I think i have to remove the TexturePack Support for this version to let this custom system run. Because he can not find the files and i did setup everything how it should be...
    We will see but ic2 classic runs like a cat. xD

    Little Update Information:


    I was able to finish all Coding Errors, but now there are two new errors.


    First one, Ic2 Ids are kinda to setup. And even if you guys think with 1.7.10 ids are removed. Nope they are fucking not. They still exsist.
    Now the Second Trouble is: The new ID System is still the Same as before you still have a limit of 4096 (0-4095) BlockIDs if that goes higher the game crashes. Now i am thinking of 2 things.


    First this new MC is a lie. Its like the Portal Cake. And i am laughting of every person who thaught that is thinking now that minecraft is able with unlimited blocks. xDD
    Second: I will make a config for Block and Item IDs because ids still exsist in MC 1.7+ its just autoassigned which i do not like. I hope you guys understand that.^^" I will need a little bit of time to create the stuff but it would be the same times making the ForgeAutoassing for Blocks, so i use my system and add a config for those people who want to use the way of forge. Its anyway a work of 1 minute to add that config.

    This is not a IC2 Bug.
    That is a 4096 BlockIDs mod bug which got implemented into forge.
    So it is a minecraftforge bug.
    You just need to adjust the config file and then there is no trouble.

    Another new Message from me:


    Since i started Friday with the update. Now i seem to be almost done.
    There are about 200 Errors left (we started with 3000), so the next time i post to you is that i maybe faild or that the Testversion is ready.


    But keep in mind the first release is extremly unstable.
    As more people test with me together the faster we get a really stable version out.



    Anyway have a nice day.


    Even stopped Wind Turbines would wear down IRL. The Force of the Wind against the Blades doesn't change, only the Rotation is stopped. The Blades would wear down EVEN FASTER when they get stopped.


    And before you ask "Why are those Turbines stopped during Storms", it is because the Dynamo behind the Wings cannot handle that much Rotation, and not because of the Wings themselves.


    But IRL those Wings don't really wear down at all unless during Storms, so the implementation of the Durability thing is a bit wrong compared to IRL.

    At some point you are right GG. But if we go for real life then you can adjust the PowerGeneration even if it is low wind or high wind (in terms of speed), not that big but you have controll about it.
    And the point you mean that the turbines get damaged when they are stopped is at some part right to but the damage would be way lower because not the dynamo does not stop the wings the wings get from their facing/rotation changed that they can not rotate while the wind is blowing.


    So the Stopping of a Windmills is actually i funny idea. It would not stop the damaging of the Rotor but it would decrease it to a minimum (lets say 1/10 of the normal rotation damage).

    Updating news:


    Since i almost finished the block classes in the stream (which seemed to be lost sadly or Twitch does not save it) i did finish now the Blocks, Fluids and most items.
    The things which are left are: LastItems (only a couple), Networking, Utities, And Core classes and the Energy Network.


    Little note here: I will do the EnergyNet at the end because i have to simulate the new Energy Net with the old one. And that is not an easy task at all^^"
    Because i can support the Old Functions that exsist in the API but the new ones require much differend Handling.


    I think that it will not take that long anymore to finish the next pieces, but when i have the first version ready i can only say it will really unstable.
    Updating code has two steps:


    First and Easy one: Fixing all compiling errors and adjust the code to the new version.
    Second and Hard one: Testing and finding bugs and fixing them.


    And since i do not play that much anymore and if i do play it is 1.6.4 i will need the help from you to find bugs ^^


    Anyway good night i am tired.

    Finished the Stream. Got about 42% of all the Errors away but maybe lost the stream data because i did click the close programm button instead of finish stream button^^"
    I think i will do this weekend a little bit and next time i stream i will finish it. (So i get only close to finish it and then i will finish it and test it (so not always coding stuff ( i know its boring just for people which wanted to see that), maybe 10 minutes of it, rest testing).

    ^^" Both of you you are right.


    But spawnX i would not limit that to rivers because those have just small amounts of water.
    I would say river & Ocean biomes.
    And weather effect only works at ocean biomes.
    Then again river has a higher energyproduction then
    ocean (river flows always and ocean stays sometimes)
    so that the river gets not that unusefull if you have a ocean.