I do have the addon up to date, but some of the features I am working on aren't quite done yet so it might not be done until 1.4.4, sorry. Also, uranium will be a bit more difficult to get in the next version so I'd set up those miners if I were you.
Posts by Joe12o
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Ok, but that wasn't precised at first [Edit: this isn't mentionned for the time being so ... how could I check my information please ? I mean that: okay, it is mentionned that there is 2 Input for 1 Output but ... there's nothing writtenabout "values". Does it coun as much Protons and Neutrons for each Nucleus than IRL ?] ... and if it don't give you more EU than consuming: It's OK to get it for crafting a nuke but ... what would be useful with your "purer" Uranium ? I assume you'll add others uses than energy generation for it, or it will be completly useless.
My mistake, sorry. I forgot to tell everyone how to find the values, but I updated the OP so just look at the "Properties" section. The more pure Uranium was just a random idea I had while making that post, I haven't really made a plan for it yet, but it would be a waste of time to add something that is completely useless so I think you can answer your own question.
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The next update will make Uranium a lot harder to get from the accelerator by increasing the chance of producing a substance that will decay very quickly so you all can stop complaining about the production of uranium.
To the person that complained about being able to produce uranium from coal: I would love to know how you did that as it is impossible to produce uranium with coal with only two input slots. Also, please check that your information is correct before telling me that it is completely overpowered and easily exploitable.
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sweet addon, unfortunately it conflicts with NEI, and causes a crash upon looking up any IC recipe.
I haven't had this issue, could you give me an error log and the version of NEI/CodeChickenCore you are using?
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I think I found a bug, when 2 gunpowder is put into the target spot, and iron and coal are put into the input slots, it will return nothing, I'm currently testing to find if there is a pattern to it
EDIT: Also happens with 2 uranium targeted and 2 gold
EDIT2: 2 iron targeted and 2 uranium returns 1 iron as expected, as does 2 iron targeted and 1 uranium, but 2 iron targeted and 2 gold returns nothing
Are you sure it wasn't the particles "missing" each other and returning nothing? It should work for all as the code for each item is not different, it just checks to see whether or not the protons/neutrons from both input slots adds up to the protons/neutrons of the target item and if it does it will have a 1 in 2 chance of generating the target item.
P.S. The number of items in the target has nothing to do with the number of items created, it just keeps trying to create that item until the number of protons/neutrons supplied drops below the target number of neutrons/protons.
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SCIENCE FACTS:
Uranium 235 (fissile kind) has:
143 Neutrons
92 ProtonsIs this real in the addon? Uranium SHOULD be expensive...
I was assuming that default IC2 uranium was a mixture of Uranium-238(The most common isotope) and Uranium-235 with 238 being the larger part of the mixture as I have not seen anything about what isotope of uranium IC uranium is.SpwnX
It is a way to generate Uranium, but I was planning on making Uranium generation a bit harder than it is currently, although that is not going to be the only purpose of the addon. I was planning on adding various newer elements that would have various uses along with a much more efficient Uranium cell that produces more per cell(Pure Uranium-235). -
AH....
Still it should be:
Bad items: Low chance
Good Items: High Chance.And what do protons and neutrons do?
Protons and neutrons are set based on the element and you need a certain amount of them to get a new element. If you put an element into an input slot it will show you how many protons and neutrons are in an atom of each element.
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Outputs are whatever is put into the target slot which is any of the listed accepted elements.
You cannot get diamonds directly from this addon, only the accepted elements.
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This addon adds a particle accelerator that allows for the transmutation of substances. It works by firing particles at high speeds at other particles to create new substances. Thanks to the high-tech magnets IC2 provides us, this can all be done in a single block! These magnets consume a lot of power during operation and take a long time to get the particles up to speed, though.
The Particle Accelerator
Recipe(2 Magnetizers, 2 Advanced circuits, 4 Integrated Reactor Plating, 1 Reinforced Glass)
GUI Explanation
1&2: Input slots(Put items to be used here)
3: Target slot(Put item you want made here)
4: Fuel slot(Put items that can provide energy here)
5: Output slotProperties
- There is a 1 in 2 chance of the particles colliding and creating the desired item, even these high-tech magnets cannot have 100% accuracy.
- Extra neutrons and protons will be released into the environment.
- The only accepted upgrades are transformer and storage upgrades.
- Default maximum input is medium voltage. If more than that is input the machine will destroy itself and drop as an item, but not explode.
- Default energy storage is 10,000eu.
- Will consume 32eu/t when active.
- BC pipes/RP tubes can fill the input slots from the top, fuel slot from bottom, and the output can be taken out from any side.
- Each element(listed below) is assigned a specific number of protons and neutrons based on the element in real life(May change for balancing reasons). To find out how many an element has, simply place the corresponding element into one of the input slots and it will update the values for the total protons and neutrons of the items in the first two slots.
Accepted Elements:- Iron
- Coal(Carbon)
- Gold
- Uranium
- Gunpowder(Sulfur, I don't care that gunpowder only contains a small amount of sulfur, gunpowder was originally named sulfur in Minecraft )
- Copper
- Tin
Requirements
This addon requires IndustrialCraft 2 v1.106 and Forge 4.2.5.303 or later. If you run into any bugs while playing with this please give me an error log and I can help you out or fix the error.Changelog:
v1.0.0
- Initial release -
2012-06-24 16:12:13 [FINE] Unused MLProp configuration file for mod_ModularForceFieldSystem renamed successfully to mod_ModularForceFieldSystem.cfg.bak
2012-06-24 16:12:13 [SEVERE] java.lang.NoClassDefFoundError: vz
2012-06-24 16:12:13 [SEVERE] at java.lang.Class.getDeclaredConstructors0(Native Method)
2012-06-24 16:12:13 [SEVERE] at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
2012-06-24 16:12:13 [SEVERE] at java.lang.Class.getConstructor0(Unknown Source)
2012-06-24 16:12:13 [SEVERE] at java.lang.Class.newInstance0(Unknown Source)
2012-06-24 16:12:13 [SEVERE] at java.lang.Class.newInstance(Unknown Source)
2012-06-24 16:12:13 [SEVERE] at cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:107)
2012-06-24 16:12:13 [SEVERE] at cpw.mods.fml.common.Loader.preModInit(Loader.java:235)
2012-06-24 16:12:13 [SEVERE] at cpw.mods.fml.common.Loader.loadMods(Loader.java:593)
2012-06-24 16:12:13 [SEVERE] at cpw.mods.fml.server.FMLBukkitHandler.onPreLoad(FMLBukkitHandler.java:132)
2012-06-24 16:12:13 [SEVERE] at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:132)
2012-06-24 16:12:13 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:441)
2012-06-24 16:12:13 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
2012-06-24 16:12:13 [SEVERE] Caused by: java.lang.ClassNotFoundException: vz
2012-06-24 16:12:13 [SEVERE] at java.net.URLClassLoader$1.run(Unknown Source)
2012-06-24 16:12:13 [SEVERE] at java.security.AccessController.doPrivileged(Native Method)
2012-06-24 16:12:13 [SEVERE] at java.net.URLClassLoader.findClass(Unknown Source)
2012-06-24 16:12:13 [SEVERE] at java.lang.ClassLoader.loadClass(Unknown Source)
2012-06-24 16:12:13 [SEVERE] at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
2012-06-24 16:12:13 [SEVERE] at java.lang.ClassLoader.loadClass(Unknown Source)
2012-06-24 16:12:13 [SEVERE] ... 12 more
2012-06-24 16:12:13 [SEVERE] Unexpected exception
java.lang.NoClassDefFoundError: vz
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:107)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:235)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:593)
at cpw.mods.fml.server.FMLBukkitHandler.onPreLoad(FMLBukkitHandler.java:132)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:132)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:441)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
Caused by: java.lang.ClassNotFoundException: vz
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 12 moreVanilla no problem but Bukkit does not want to start ...
Btw
THANK YOUEDIT: Nevermind, didn't see it was on Immibis' download page.
EDIT 2: Even though it says it is for craftbukkit on his download page, I don't see it anywhere on his post so it may not be ported yet.
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Ok, error message...
Mods loaded: 27
ModLoader 1.2.5
mod_CodeChickenCore 0.5.3
mod_MinecraftForge 3.2.3.108
mod_TooManyItems 1.2.5 2012-04-13
mod_MorePistons v0.9.9 for [1.2.5]
mod_ReiMinimap v3.2 [1.2.5]
mod_BuildCraftCore 2.2.14
mod_BuildCraftBuilders 2.2.14
mod_BuildCraftEnergy 2.2.14
mod_BuildCraftFactory 2.2.14
mod_BuildCraftTransport 2.2.14
mod_AdditionalPipes 2.1.2 (Minecraft 1.2.5, Buildcraft 2.2.14, Forge 3.0.1.75)
mod_ImmibisCore 49.0.7
mod_IC2 v1.95
mod_InvTweaks 1.41b (1.2.4)
mod_ModularForceFieldSystem 1.2 Beta 6pre3_2
mod_Railcraft 5.3.2
mod_RedPowerControl 2.0pr5b2
mod_RedPowerCore 2.0pr5b2
mod_RedPowerLighting 2.0pr5b2
mod_RedPowerLogic 2.0pr5b2
mod_RedPowerMachine 2.0pr5b2
mod_RedPowerWiring 2.0pr5b2
mod_RedPowerWorld 2.0pr5b2
mod_WirelessRedstoneCore 1.2.2.1
mod_WirelessRedstoneRedPower 1.2.2.1
mod_WirelessRedstoneAddons 1.2.2.2Minecraft has crashed!
----------------------Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 5d98d75 --------
Generated 23/06/12 22:06Minecraft: Minecraft 1.2.5
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_32, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel Cantiga version 1.5.0 - Build 7.15.10.1511, Inteljava.lang.NoClassDefFoundError: cpw/mods/fml/common/FMLCommonHandler
at mffs.Functions.getMinecraftDir(Functions.java:39)
at mod_ModularForceFieldSystem.load(mod_ModularForceFieldSystem.java:75)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.(RenderManager.java:86)
at ahu.(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.common.FMLCommonHandler
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 9 more
--- END ERROR REPORT 226a017d ----------What am I doing wrong?</init>
Update to the latest forge version with Forge Modloader. (No longer requires modloader)
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so i have played with this mod in tekkit but out i am trying to play with so other mods but now when i add your mode i just get a white screen can any 1 help
here is the mod i am useing
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I cannot help you without an error log, but I'm guessing it is a block ID conflict.
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Generator needs to go directly on-top of EU loader.
Does anyone know if there will be an SMP version? From what Iv gathered the OP isn't working on the mod anymore, anyone else still at it?
If I have time I may work on it, but others are welcome to contribute as I will be posting all of my progress on GitHub.
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So, should I download the files on Github as a zip and use that?
Download the one at the top of this page attached to my post.
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can you please upload the config?
The config should generate automatically on load.
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I made a very simple fix for machines not being craftable and some blocks being damaged by explosions when they aren't supposed to. All I had to do was change one line of code and add another.
Edit: Added the source.
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If you can show me that'd be awesome :).
Here is a link to a tutorial:
http://mcportcentral.co.za/wik…p?title=How_to_port_a_mod
If you have any questions just send me a pm and I'll get back to you as soon as possible. -
Happy to let someone do that, I have no idea how that works :S.
I can try it out for you or even just show you how to, it isn't too hard I've done it a few times before. If I have your permission I'll start on it as soon as I can or if you want me to show/tell you how to do it I can do that as well.
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Will we be seeing the rest of the advanced machines being released later on or is this the only part of advanced machines you are rewriting?
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IGN: Joe12o
Age: 18Do you accept that as server owner, I retain my right to kick, ban, or otherwise take punitive action against you if you choose to:
1.) Steal materials from other players.
2.) 'Grief' or modify players structures without their consent
3.) Not maintain a respectful attitude for all players, regardless of the circumstances
4.) Build obnoxious structures such as 1-block dirt columns, or explore excessively.
5.) Use unfair (subject to interpretation by me) mods such as X-ray or FlightYes