Posts by Speiger

    UPDATE:


    As always links can be found in the first post


    Changelog:


    Version 1.2.1.0:
    -Fixed: Steel Recipes are now 100% working with IC2Classic. (You no longer craft then Refined Iron)
    -Added: Refined Iron to Iron Dust recipe
    -Added: Circuit Oredict support for recipes when GT is loaded
    -Fixed: UpgradeContainer Gui Needed to be localized
    -Fixed: Item Inventories do no longer duplicate Items when dropped in a certain way.
    -Updated: Comapt to IC2Exp items (just updated the uselessItemlist to decrease crash chance)
    -Fixed: Bronze Armor shows now up in the creative tabs.
    -Fixed: Trade-O-mats no longer eat up the TradeInfo when doing a trade
    -Fixed: Nuclear & Reactor Chambers Causing Unnessesary lag
    -Added: Better Networking for machines etc. Using only networkdata when needed
    -Added: ReactorPlanner V2 is cheaper & uses old texture in the 1.7.10 version so keep that in mind.
    -Fixed: almost the whole mod to make the ReactorPlanner possible


    Version 1.2.1.1:
    -Fixed: Bugs with the ReactorPlanner.
    -Fixed: Waila Plugin working also on serverSide syncing stuff.
    -Fixed: GuiSync ignores if tileEntity is on client side now. (if its not there its not yelling anymore)
    -Added: Custom Name to ReactorPlanner Setups.
    -Added: Needed functions to the ItemAPI.
    -Fixed: Crop Sticks do not eat the watercells/Buckets.
    -Added: Extra Crop Info on CropStick Items when advInfo shown.
    -Fixed: Crop did things wrong on rightclick.
    -Fixed: Mushrooms no longer require water storage just a wet biome


    Version 1.2.1.2:
    -Fixed: Some bugs with the ReactorPlanner.
    -Fixed: Random Bugs.
    -Added: Some other localization


    Where is your source code so we may laugh about you? I have seen projects with 1000 perfect lines, and project of 20M lines with lot of problems.. still waiting the perfect 20M lines project. If you think you may do a better mod, please, go ahead ;)


    IMO, this mod is quite good considering the circumstances.


    You have a bug to report? go to the correct forum and do it, be kind, explain the problem deeply, show your tests, etc..


    xD Well i am trying to tell them a lot of their bugs already and the chance of them keep fixing them is close to 0...
    I have seen them doing stupid changes like removing important addon API just because "They do not need it" but that someone else needs it is not in their mind.
    Their energynet is broken since years and is still not server friendly (i have some messages where people telling me IC2Exp performace = bad)
    And if you want to find my EnergyNet which is based on the 1.4.7 Enet (which they started with) and that has a lot more improvements then theirs. I am not telling that i am the best but i have shown them real issues often enough and they did not get taken care of.
    And the project is managed by 3 people... I have the almost same size project with only 1 person... and i am still updating fixing own bugs etc. As soon i learn something new and it would improve my code then i would apply it.
    So yeah i am tryinig to improve their code and this bugreport is simply a: This is a huge issue...


    And i was betting they ignore it and you were the person who answered me...
    If you want to compare our codes: go ahead.
    Here is a link: If you find something that can be improved you find there also a bugtracker. I will take care of it.


    Links: https://github.com/TinyModular…ssic/releases/tag/1.2.0.4
    https://github.com/TinyModularThings/IC2Classic/issues/201

    Well i readed the IC2Exp source because i was bored and wanted something to laugh about... Yes i am that mean...


    Then i was remembered a mail i got that IC2Exp has a very bad performance.... and i started checking why...
    I mean to be fair... IC2Exp is a very overcomplexed mod that could have less complex systems but its normally not very laggy...
    (Lets exclude the enet because thats WIP since 1.6.4 and earlier)


    After some randomly rooking around in the Components area i noticed something that was weird to me...


    Every Machine that uses the energy component is registered As sink&Source... Which is not a bad thing... When you just do not go in detail. As soon as you think in a Server range you notice one thing... THIS IS A HUGE LAG SOURCE.
    Now you may think: Hey its not a big deal because its just a machine gets added that means its just another null call...
    But if you think in a server range: Every machine gets added it tries to get some detailed information & try to reset data every tick for every machine... So this is a huge lag source...


    So here is a huge bugreport that is deep in IC2Exp...


    You are creating a huge lagsource by making every generator&machine to a IEnergySink&IEnergySource...
    Even if they do not emit energy they get still used & processed...
    I suggest that you do case based classes instead a "All can use it class" because you creating a lot of lag the more machines (not generators) get placed... (That use EU)

    well what about this: since 1.10.2 (aroma told me this) StackSize crafting is possible. So why dont you make it so that a recipe takes 1 energydust & 16x of all other components. With that you would ensure the usefullnes of the Cable but still making it not to cheap.


    Edit: Stacksize crafting = 1 slot uses more then 1 Item. So you can say: glassfiber cable uses 6x 16 glass 1 Energium Dust & 2x 16 silver dust

    So what you're saying is: you would use asm for something, even though you don't need to do that?
    And I'm sorry to disappoint you, but I already made a mod like that, about a week ago.
    In case you didn't notice that either: I fixed your API thing A DAY BEFORE YOU STARTED YELLING AGAIN. I'm sorry, but it's not my fault, if you're too stupid to actually verify the information you're posting before actually posting it.
    And let this be a warning to you. The next time you offend people again, I will start giving out bans again.


    Finally... I awaited this case for so long... Sadly you are wrong. Yes you fixed it but not before my yell post. (public visible) It was actually 2 Days after my post released. And the small amount of work required is enough time to tell: Ive done it already a week ago...
    (Edit: i missreaded that with the mod. Still my point stands i told it 2 days before you published the fix)
    Also you fixed only 1 of the 2 classes... (Oredictionary class is still unfixed)
    And the FluidContainer class should have optional New FluidSystem support... Well i take that back. The new Fluid System is not really that good and adds only problems... (for items)
    But oredict stuff you should have fixed too which it isnt (and i took the latest thing before i posted this here)


    By the way: Just to say something nice: Thanks for start fixing it. But could you please finish fixing it?
    (Allso is it just me or does it remind of Early Access titles?)


    Edit: The first line: I awaited this case for so long: I meant that you proven me wrong... Sadly nope...

    Aroma: You seem to missunderstoon my asm text... If you would care what i am talking about then you would know that i would never ever try using asm!
    ASM = For lazy people that do not want to find out anther way.
    I have seen only 2 Exception. Chocos modfixer... & IC2Classics 1.6.4 Forestry fixer...


    And you know how much i hate it... So if you think i am going to do asm then you can see me doing for IC2Exp a full transform hack that will do IC2Exp only do Change to RF & leaving EU (I am not joking. That would be my first action. Killing Exp EU)
    And i believe that would be a hyped mod... (And here is the fun fact: i do not even need ASM to make that Happen... I could do that without it...)

    It seems like that the IC2 Team doesnt care... Well then i need to ask The cb-mods dev to write a asm code for me that hacks into ic2exp addons to fix their classes, because the ic2 team is not competent enough to write a at least okisch api...

    The Link No Longer Seems To Work, Can Someone Get Me A Working Link? Also, Does This Planner Work For IC2 Classic? As I Mostly Play That Version And I Would Like A :Reactor: Planner For It.


    Yes the planner is working for ic2classic. Like Chocohead said.
    Only thing i have to mention: IC2 Classic also has also a intigrated reactor planner since 1.2.0.0 which also works through modpacks/mc versions (not bound to any mc version) but it is not as advanced as talons (so each has his ups/downs)

    Well what if he went of the teleporter when the energy was used up. I meant he said he had 4CESU as charges... Also i think that veryfiy idea is not a good idea... It causes chunkloading every 1024ticks...
    i just did it that it tries to teleport the entity and then set a cooldown for 20 ticks... (Redstone has to be offline). that prevents lag & also allows not this fast left right teleportation and does not cause chunkloading every 1024 ticks...

    Another feature of ic2Exp Teleporters they try keep sending you to another locations... as long they are powered. Thats why you should use a button instead of using pressure plates.
    (You got teleported like 50 times at once and then 1 teleporter ran out of power)

    Since it could have beeing sunken down in the Chat i will post it here.


    the IC2Exp api in recipes is still comparing items by ItemDamage. With the recently added (1.9 at least) getMetadata Function item damage & itemMetadata can be split
    IC2Classic does that already and actually uses IRecipeInput in cases where it requires it to getMetadata instead of getItemDamage.


    And i want you that you fix that. Either: Change it to getMetadata or add another hook with a IC2Bound API (only ic2 can add that hook) where you can say isItemEqual.
    Because i can not fix it without causing Incompatiblity issues... (And i at least try to care)


    Since i request it and nobody will care i point out that greg already said:


    [Aug 24th 2016, 10:41pm] Speiger: Aroma another yelll... Could you fix IRecipeInputs prefabs because they are highly outdated & i can not update/fix them without causing incompatiblity
    [Aug 24th 2016, 11:46pm] Speiger: could you switch please getItemDamage to getMetadata.
    [Aug 24th 2016, 11:46pm] Speiger: because some components in ic2c have always a damage of 0
    [Aug 24th 2016, 11:46pm] Speiger: and the meta is the only right thing
    [Yesterday, 9:16am] GregoriusT: 'People other than Speiger who want that'++
    [Yesterday, 9:17am] GregoriusT: metadata and item damage have been split, and even if the most common cases have those identical, its still a good idea to actually do it properly
    [Yesterday, 9:19am] GregoriusT: so please get rid of "getItemDamage" and replace it with "getMetaData" and that everywhere in the Code


    (show me that the people who send me: Ic2Exp is horrible at some points messages are wrong) xD

    well first aroma you are wrong: Batboxes support the Teleporter. (Even Validated it)
    Sulas chocohead is right. The teleporter is using quite a lot of energy but even that could be solved very easy.
    Because the Teleporter also calculates a weight. A Player Has a Baseweight of 1000 and each full stack in your inventory has a weight of 100 (if it is not full devide stacksize by maxStackSize and that times 100).


    And all that weight get included into the player...
    So i suggest you to clear your inventory. (Math of cost: weight * ((block distance + 10) ^ 0.7) * 5).