Posts by Speiger

    I also enjoy that idea. Maybe something that you can put on a rubbertree that change it.
    Like in thaumcraft you can charge nodes and have a little constant vis production but they take longer the normal to produce. So higher production in the beginning and it goes down down and more down.
    Until it is so low that it can not be lower^^" (so at 0,1% of the actual production rate or something)

    I think that Crops can take out Forestry Farms and MFR farms. Because the Production can be so imens that those Farms are only able to keep up if you produces a lot of fertilizer and use it constantly to grow stuff faster.
    But in fairness Crops in combination with Forestry Farms can be so extreme that you can not belive it. ^^" You know the Old PluginForForestry that allowed it to use Crops on Forestry Farms. xD

    I think the Windmills are not OP at all. The Mechanical idea is good. But there is a problem.
    IC2 Has always 100% Windstrengh and goes maybe down to 80% or up to 120% Speed.
    As i desinged the Spmodversion (fixed version) of Compact Windmills, i did add a Way that is not OP. The Windmills produce energy on the RotorSpeed so you have to build Windmills Differend. And based on the Windspeed the Rotor will adjusted the speed. Now i only need to fix the IC2 Wind. When that is done there is a noneOP version of Windmills.

    Hellow Guys.
    As far as you know i did work on IC2 Classic that is compatible to IC2 Exp mod (First version) on 1.6.4
    I plan soon (in a couple months) to update the stuff i did. Which version is not set yet. I am still thinking of it, and also look whats already update and what not.
    And now when i look into the new IC2 Exp (IC3 is it already called), i ask myself hmmm what should i support and what not. I mean most of the addons using the new API already but i do not know what not.
    And here you guys come into the play, i need research a lot of information, and because most youtube using RF mods i can not get all the informations i need from whatching youtube videos or something... or streamers because the do not do anything and searching information through the forums is kind of to hard because there is also some things i can not use.


    So guys here are my questions:


    Could you explain me the stuff that you suggests (how it works and what it does so i get a feeling about what it adds to the game)?


    What features do you wanted supportet? And WHY? Type in your Answers into the bottom. (you do not have to write a roman or something just some little explaining).


    And what features do you not wnat in IC2 Classic? Also why?


    And what features do you want to have which IC2 Classic which even do not exsist in IC2 Classic & IC2 Exp?


    Now i make a little list of new Features IC2 Exp has (i go from the API Files):


    -Heat Recievers/Sources
    -Kinetic Receivers/Sources
    -More Realistic Windmills (I would implement my Compact windmills version into it... look if you want to know what it is at my github thing)
    -Steam Reactors (Produce Steam instead of Energy. Is a totally differend Reactor and can be build seperate with a normal reactor).
    -Texture Copy blocks (that one that already exsist in IC2 EXP)



    Now i have also some features that i want to implement and i want to know what you guys think about that:


    -Charging Bench (LV,MV,HV)
    -Battery Stations (LV,MV,HV) (Opposite of a Chargingbench)
    -Steam Reactor
    -Steam machines, Steam macerrator, Steam compressor, Steam vent (Hurts Entities / Pushes entities away. Not sure yet), Steam Generator (basic one less than Railcrafts turbine).
    -Own Fluid Pipe System (only if the Steam stuff joins).
    -Electric Shild(EMP for jetpacks for Anykind, dissable Jetpacks instantly and you can build save houses. Also i make it GameMode Fly (like the extrautils rings save)).


    Tell me what you guys thing. I also make for people who do not want to comment a poll thing there.


    And i thankyou for reading that here.


    Speiger.

    Yeah... Now if only your version was 1.7.10 compatible.


    Also, I got a crash while opening a geothermal generator with a lappack inside:


    (Full crashlog: here)

    Hehe yeah. I would have stupid amount of work to finish that because i had to update like 8 Mods (size of Industrial Craft (and bigger)) to that and when i am done they say: Bad luck 1.7.10 is already outdated please update now to 1.8.x
    and i am fucket up because i made work for nothing...


    And a little hint there: You crashlog is useless at some point it is giving a hint that the Geothermalgenerator gui is crashing something but not where. Please post the FMLLog that logs everything and it is easier to find the bug for the coder... (I do not understand why crashlogs even exsist since the FMLLog give every information you need.)

    I can add stuff to that too as i made the 1.6.4 version for IC2 Classic to Exp mods compatible:


    -TileEntitie will lose their data at Server Side (at chunkunloa). (Every block in IC2 that is a tileentity)
    -Detector/Splittercable will dissapear after chunkunload. No TIleEntity registered. (So both sides)
    -EnergyNet will crash game every now and then because of a missing not Null check (happends only with detector cables).
    -Most machines that use IMetadelegate will be not working With IC2 Energy.
    -IC2 Tools/Weapons require a whole redesing with Damage handling (No Damage boost when equickt).
    -Networking Issus between IC2 Classic & IC2 Exp. Classic does not supports what Exp supportest. That will land into syncing Crashes...
    -Uranium ingot Recipes Are messed up (could be at my side but i had that bug so i post that to just in case).
    -Every Recipe that uses Charge is not Supporting none empty Items. Make it that he cares about Electrical Items do only care (in the recipe) about the ItemID and not about the metadata.
    -Nano Sabel & Chainsaw are enchantable like a Tool. (Not like a weapon/axe)


    That is what i found. and maybe even much more...


    and i did only use Immibis code as basement. And these are not Compiling bugs!


    Also SavingThrowVsIC2C thanks to your bugreport i will check these things on my IC2 Classic version to and fix them if needed.

    You want to get rid of it?
    Make a generator what is enough for your use and everything you voidpipe then you do not have a trouble.
    Or use a big tank^^" I mean BedrockiumTanks store more then enough and they are cheap to make(depends how you make it) its mostly only cobblestone.

    Hi F4113nb34 i started the support of your mods (sadly at the moment for an outdated version), just wanted to give you a note there^^" And i did plan to update them also....
    That includes AdvGenerators, Biomaterials (they sharing the ModID because of less mods but you can deactivate Biomaterials).


    And also i wanted to know if i can upload the sourcecode to github and make it publicly aviable.. It is not 100% your code but your code was the template ^^"

    EU <-> RF 3:25 (approx. generator vs steam dynamo with charcoal)
    EU <-> FZ Charge 1:1 (based on smelting energy use, not final)

    Actually it is EU <-> RF 4.0 (selset by Thermal Expansion), and factorysation is not what you think.
    the ratio between EU <-> FZ charge is 10,3 FZ charge are 1 EU. (that is a long number which i calculated down a little bit: 10,285714285714285714285714285714)


    the ratio is based on the first mod that supportet FZ energy and that is Powerconverters... (If i am wrong with the first then correct me).

    Hey, that's how I feel in my codebase too! :D


    It is a bug from NC2, I am certain. And yep, the Average Counter can count RF.

    XDD Ok good to know. Also report from IC2 Classic (even if it is 1.6.4 but when i update i try to port everything), everything that i tried yet (not much) works fine with it. Even the Nuclear stuff...


    Also a little feature request would be: Component heat detection. Not by the item type, the itemslot so you can define a slot and it detects its heat...
    That would be awesome, and allows by cold reactors to detect if the setup is almost at the point to break or not.

    Thanks :P it's not entirely updated for 1.6.4, so IC2 really uses 0-23 and GT uses 124-149, and the other mods don't exist. But the Mushroom CropCard addon that MistrX made uses 99 - 100.

    ok. I also add an CropID. (At the moment only one) that is Hemp. I do autogenerate the id from IC2s autoassigning thing.

    I checked the code and i am totally confuesed. I think it is a NuclearControll bug... But not a coding bug that is a logical error...
    xBony2 what did you do there? O.o
    Normally i can read code really easiely. You almost write Like Elorram code... That confuses me...


    First why do you calculate at the averageCounter the energy flow and then add the energy?
    Also you do not need to calculate it every tick. Ok the Energy Income needed to calculate every tick but the displayed Measurement can be about every second that makes less packet sync and spam... However i think that is your bug.. Not IC2..


    And the RF Thing is properly a TE3 or the mod you use to send energy to the thing thing...

    It seems like a bug.
    There is possebilities where it could break:


    First: The IC2 EnergyNet is still not Finish/The Function in the EnergyNet is dissabled (like in 1.6.4) and he can search as much as he want the energyNet say only 0.


    Second: The Couter makes a mistake and there is data not correctly stored and thats why the energycounter measure stuff not right.


    I think that the first one is happening.
    To detect that: Does the EU detector cable & the EU reader work?
    Test that please.


    If both are not working then it is a ic2 bug. Else the Nuclear Controll 2 gui made a mistake.