Posts by Speiger

    Not what I meant.


    In the current version, is there a way to do that?


    If I copy a pattern from a wood block, I get a wood side pattern. If I grab one from another wood block which faces another way, the image is different, either flipped or rotated 180 Degrees. Is there a way to get it to display rotated 90 degrees in the current version?
    --
    And it would cost 1 bit of data per tile. I don't think that would be that expensive.


    So you mean this?
    You have a log rotated to the X axis and copy the texture of it but when you apply it to any other side the rotation gets not applied?


    If you mean this then i can explain it why its happening.

    Stupid suggestion. Just want to know what you think about this (IC2Team).


    What about making a seperate mod that will provide the Enet & only the Enet to other mods. That means something like Uncomplication.
    But that would allow people to make use out of EU as main Powersource without forcing IC2 as requirement.


    To be honest. I like & dislike the idea... For multible reasons... But i would like to know your opinien on that one.

    You have a Extremly outdated version... Update it. You performance and a lot of bugs should disapear. Especially EUBlocks Related stuff got fixed because aroma deleted bad stuff IC2Exp...

    I am making a modpack and one of the mods in it are IC2C (Industrial Craft 2 Classic) and the modpack keeps crashing when it loads because of IC2C! At first I did not know why my modpack was crashing so I asked on a forum and got a reply saying this, "'Caused by: Java.lang.NoSuchFieldError: blockcutter at ic2.core.ic2.load(IC2.java:959)'" that was a copy paste from the crash report he/she also said this, "caused by industrial craft classic" Both of us did not know why IC2C was doing this or why it was crashing the game. I was hoping someone here could tell me. Thank you! <3


    P.S. the forum page I asked the question on was here: https://minecraft.curseforge.c…my-modpack-keeps-crashing


    Yeah the issue is that one of the mods have a outdated API in it... Thats why its causing these issues...
    Take out all IC2Addons and check that. If it still crashes then come back...

    Yeah but i found a couple core reaons why not to support the line/wall Spraying... (Would make Scaffolds 75% more useless)
    But the bigger sized spraying (or the better controll about the size) is something really good..

    A electric Sprayer that has differend modes for example:
    Line spraying. Small Spraying, Big Spraying or a wall to spray. Its using EU & CF.


    So a bit advanced version of Sprayer. Allowing for a upgrade

    Since that is the same thing: Its because Aroma Caches all pending BlockUpdates until the next tick starts. While Blocks like Transformers require actually a Instant BlockUpdate...
    (Edit that is only a guess)

    Well every issue i find at Exp i check with Classic and fix them in there too if we have a similarity.
    Like for example: Nuclear Reactor does a lot of BlockChecks per tick. (In worst cases over 1200 TileEntity Checks per 20 Ticks)
    So yeah when i post a bug or something i did check it and validated it.


    For example:
    Make a reactor (full size) with a setup that produces a good amount of power. Like 60-100 EU
    Connect on one chamber a cable that is bound to a Full MFSU that has a constant 3 EU drain (Electric Furnace connected with it (transformerupgrades in it).
    Connect a Second MFSU (Empty) with a wire to another chamber that is not connected to the First Chamber in any way.


    Then start the Furnace cook something. And start the reactor & look at the Empty MFSU. If the Enet works how it is supposed to work then you would receive 57 EU (with a 60 Setup).
    Problem is: You will get ranomdly into the empty MFSU Energy and if the almost full MFSU gets charged the Empty MFSU does not get charged at all. Energy would be voided...


    I posted this issue out a long time ago... It has not been fixed. Actually it got ignored...
    And here is the thing: The Enet is supposed to send energy to all receivers equally. If energy from 1 Receiver is left over it will distribute it to all the others.
    Another bug is: Every Machine is markt as Energy Emitter, And that means Every machine you place down will get processed in the Emit Energy List which increases the lag always a tiny bit... (And what do you think is going to happen on servers)

    You cause BlockUpdates without a check if the blocks are actually chunkloaded or not... Which causes that already unloaded blocks reload the chunk readding the Cables and then the chunk unloads again etc.
    Causes a chunk flickering and sometimes the stuff gets not removed properly and causing this issue.
    a if check: isBlockLoaded(pos) should be more then enough to fix this issue.


    Also Aroma: You were the person who said: If a bug gets reported by speiger & nobody else reports it to its unlickly to get fixed...

    Well i point it out like this: if these people care about the mod they either fix it or they come to me and ask. (They do not have to be nice. Just need to ask)
    To answer your question. I told them what the problem was when i fixed it...
    +Aroma owns the code of the fix to... But i doubt he will look into it...


    so no. I will not tell it now... That may let me seem me let me stay as a bad person...
    But i am telling them issues since months. Doing posts etc... And nothing happens... So why should i do them a favor of giving them something when they dont care when i tell them something else what will come at them...

    EnderIOs stuff can you count as a Gui that you have to open. So it does everything based of a thing you have to stay nearby so everything is loaded.


    With a camera & displays (You can see ingame without a gui) is it differend. Since they live render the stuff from the position...
    Screenshots would also not help because it would freeze the computer of that person to make a screenshot to save it... even if you have only a 1-2 second delay between those

    amitarvind. Sry but i should have told how i meant this really...
    Since the Current IC2 Team ignores what i say (even important bugreports) i want them to ask me.
    Note: Chocohead&Estebes are excluded from this list.


    Else it would make no sense to help them...


    Hotleve the thing is: They use the Old IC2 (1.4.7) Enet again. But the difference between classics & Exps is. Classics is far more evolved...


    (Classics is still not the best enet on the world but its still miles away from Exps. (Same Goes to Uncomplications 1.7.10 Enet which is still weaker then classics but stronger then Exps Enet, in 1.10.2))

    That was a longtime IC2Classic bug.
    It was really hard to track down... But it was a really stupid bug... Seemed that Aroma made the same mistake i did...
    (If you want to know just ask)