Jup i have skype.
I pm you the data.
Posts by Speiger
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Update 1.3.12:
Changelog:
Not much. The only thing i changed was how the Inventories Register their Safe Files. No change ingame or something like that,
But the boxes have with IC2 Classic very much support and you can put in much stuff.Also in this mod the updates are only bugfixes or just Adjusted versions to the new SpmodAPI & IC2 Classic...
As always download link at the top.
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Update 1.3.12:
Changelog:
-Fixed: Machines should be wrenchable now.
-Fixed: PESU stores now energy again.-Fixed: Wood Gasser accepts now MFR Wood, also it should accept IC2 Wood. (IF not blame me for that and you get a hotfix)...
-Added: SolarTurbine is now a FluidTank, it accepts only Water.Thats it Basicly. This mod is simply done i just keep fixing bugs i find. No really much new content.
Hope you enjoy it. Download link is as always at the top.
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Update 1.5.0:
Changelog:
-Added: Advanced Solar Helmet. Produce 5 EU Per tick. Works fine and is not that op.
-Added: A lot of Support for IBoxable Items. For Quantum Pack. So now you can put in a lot of Tools and Weapons into the Box.
-Fixed: Network Problems that crashes clients.
-Fixed: Uranium Ingot Recipe works fine.
-Fixed: Densed CopperPlate Recipes.
-Fixed: Reactor Components calculations work now a little bit finer. Even if it does not look like it but Reactor Planer setups work now in IC2 Classic Reacots.
-Added/Fixed: Missing TileEntities to Register (Immibis -.-"), Detector Cable, Splitter Cable.
-Fixed: Energy Net Bug that could crash Worlds sometimes every now and then... Made a catch function for it so it should not crash anymore.
-Added: IC2 Tools are now Enchantable, (on Drills you can only apply Fortune & Silktouch), Chainsaw & NanoSabel are equal to Diamond Swords,
only these types are only enchantable: "Diamond Drill", "Drill", "Chainsaw", "NanoSabel". Also only enchantable with books in the Anvil.I hope you like the Changes.
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You don't have permission, and I don't have permission either according to the license
"Public distribution of modified versions of the mod require advance written permission of the owner and may be subject to certain terms."
When I tweeted at the mod authors and stated I ported it, they didn't seem angry though.
I think it would be fine if you did it, but it would be nice if you fixed the issues with my port that Chocohead described, so both versions could be stable. I would, but I'm lazy and have been working on other addons/mods.
I did not plan to make it as seperate addon or something.. The plan was to fully implement it into IC2 Classic... ^^"
So if you xBony2 have no problem with that then i will implement your version into it (usage as template as i said).
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I have a question now to the Currently Working coder on this mod. I enjoy this mod so much that i planned to implement the blocks & guis & textures into the IC2 Classic mod.
But for that i need the permission of the Code which is working on that mod currently. It will be not 100% his code but i use it as template.Do i need the permission for that?
And if yes can i have the permission for that? -
I know. ^^" Thats why i enjoy the old mc versions more, because they are more weak computer friendly, and still have awesome stuff.
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I am aware of it. But chunkloading here, chunkloading there, causes still a lot of lag, if it is forced by a chunkloader. (Players create with chunkloading also lag but none playr chunkloaders go a longer way then players), and Having entities moving constantly is more lagging than a not ticking TileEntity. Which a Tesseract is. (Non Ticking TileEntities do not affect the normal WorldTick (that does not inculude Packets and co)).
My idea would require a Ticking TileEntity too, but the effect would be not that big because it is only counting down numbers and then send a Item, so the tickrate usage is less then a furnace. -
You could write a small Forge mod (or Bukkitesque plugin) which checks on world block placement if the dimension is something other than the overworld, then if the block being placed is on your blacklist cancel the placement. Or if you find a mod/plugin which already does this (I'm sure it exists), you could just use that, especially if you already have one installed (having too many checks on every block placement probably affects performance).
That would not work as you think with Tesseracts ore teleportpipes. Because you need the Sourcecode of the Mods when you want to prevent only transdimensional Transport (of whatever is the thinking of). Because if you spread things out because of Renderring performance reasons or something else you get a problem....
I personally enjoy the idea of rockets flying around but the chunkloading is really hard on cpu usage....
Maybe making a block that allow Transdimensional Object Transfer but on Delay so you put something in and Send it and it takes a while until it is in the other dimension. And you have to make cargo things that get sended by these blocks only. So your storage is also limited. ^^" That you could also render... How ? I have no idea about that kind of renderring xD -
Technicly infinite to 1. I know which block he mean, but i think that works only with TileEntities.
And you can connect more than one of them to the same block xD.
And here we have a new Op production. -
Well, if the MFR wood is not registered in ore dict, that's not your fault and I will go ahead and report that to the creator (or as of now I think maintainer) of that mod.
€dit: Ouuu! I just realized I used an old version of mfr (only the 2nd latest) which I got from a FTB pack while COFH was down for me. Maybe an update will fix that.
€dit2: Nope it did not. I found out why this happens now anyways: you use oredict to input logWood into the gassers, but woodRubber is not accepted (applies for IC2 rubber wood too). I guess this was done on purpose, so I'll just pull back this bug and fix it for myself via minetweaker.
Hi shadow. I already Fixed that bug.
MFR rubber wood is registered inside of the Oredictionary, but not as logWood. It is registered as rubberWood.
I adjusted my isWood() function to that and added the searching for the OreID rubberWood id too.Thanks for that bugreport and i will uploade the newest version in a couple days when my newest update is ready. (Missing some recipes everything else is now ready to test)
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Hey Shadowlife thanks for this big support.
I nodest your thing as bugreport and will try out what causing that,
but normally it should accept that as wood because i do use the Oredictionary to get these Woods. So they are not defined inside of that.
I will try to fixing that as best as possible.
I will make an update anyway soon but let me finish my ItemEnergyNet on TinyModularThings first ^^"Little changes that happend: SolarTurbine is now a FluidTank. Some little adjustments here and there,
but the InventoryTweaks i could not fixSpeiger
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YOLO FTW
You can not imagine
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Nope it is not german english. It is: "I do not know how to type a word and just try to make it at least readable so the person know what i mean".
Even so, i generally have a spelling problem, with every language.
Sometimes i combine the german language with the english (how you type worlds big and small) and the opposite happends sometimes too^^"
Funfact: I am already thinking to learn a third language xD -
LP is kinda usefull but create on big systems lag because every calculation requires time and if you need to calculate a whole routing through an big system makes it really hard.
AE i would only use to make Storage, Thats it not really much automation with it or something, distroy the fun of MC.
and thanks Malcanteth for the explainaischen -
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Why not BC? I mean the Pipes need a little bit of thinking but they are IC2 Machine frendly. (If the Current BC coder did not change everything there).
And if you want a really easy Pipe System then combine it with Logistic Pipes. -
It really depends how the mods are coded. If there are mods that have memory leaks in it you surely have more Memory usage.
From IC2 Addons in 1.6.4 i know only 1 that has a memory leak. (Even so he says it is a lie.) -
Note you should remove the lasers after you build your gates/everything that you want to build because they are quite tickrate heavy. They have to check a huge area and the current BC coder did not make it more efficent at the moment.
Only a info. (I have custom bc version where i fixed that bug) -
The reason for that is that engines send every second a energy packet.
Try use BC Pipes they do not try to send the Full Energy Instant,
RF Pipes (it is a pipe for me) try to send as much power as possible, and if you send only every second a packet then it will shutter. (Note: With combustion engines you may have the same problems)
BC Pipes are not transfering that much power at the same time but adjustet to the current input,
If you create 20 RF per tick and send 400RF packets it will not send 400RF instant, it will send first 31RF per tick and will go down as the internal powerstorage goes done.
^^" That is the difference.