I got an error :
MY BAD I forgot a semicolon reuploaded!
This also includes the new sprites - thanks Shadowrock!
I got an error :
MY BAD I forgot a semicolon reuploaded!
This also includes the new sprites - thanks Shadowrock!
Do you do that for both server and client, the same fix file?
Yep.
And on a side note, uploaded a new version again - just to make it throw errors at you when you dont have IC2 or Buildcraft. Redownload is not necessary.
QuoteThe cfg file won't generate.
CodeDisplay More# Configuration file # Generated on 4/24/12 8:07 PM #################### # block #################### block { } #################### # general #################### general { } #################### # item #################### item { }
IC2 and this is the only thing I have.
Yeah, thats the problem, you also need buildcraft ;).
ModLoader is stupid in that way, if I tell it to load after buildcraft and it doesnt detect buildcraft it doesnt load Transformers, while I'd rather have it error saying you need buildcraft :/.
So been testing it and everything seems to work. Love the adjustable
electric engine, that thing is awesome! Though I'm not sure why I'd ever
need as many as MJs as that thing can pump out! Lol
Anyways, love the addon, one of my new favorites.
Thanks! Well for example, I use it at max power together with a teleport conductive pipe to get wireless power :D.
I also must agree to this, but I decided to take this request and give you these fresh textures!
Thanks a bunch! I suck at spriting :>
Couplers - as in generators that run off Buildcraft energy?
Those are in fact a part of the mod, as Pneumatic Generators.
You basically go
Combustion Engines -> conductive pipes -> pneumatic generator -> cables -> mfsu
for example.
Unable to reproduce that, however i forgot to turn debug mode off so I reuploaded & try again?
Oh and you also might want to delete one version of BCFactory, seeing you have two.
Updated to IC2 v1.95!
Got this error when I reloaded a world:
java.lang.NullPointerException
at ic2.common.TileEntityCable.onCreated(TileEntityCable.java:90)
at ic2.common.TileEntityBlock$1.tickCallback(TileEntityBlock.java:27)
at mod_IC2.OnTickInGame(mod_IC2.java:1377)
at ic2.platform.Ic2.onTickInGame(Ic2.java:347)
at ModLoader.onTick(ModLoader.java:1102)
at EntityRendererProxy.b(EntityRendererProxy.java:22)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
However, when I reloaded again, I got no errors.
I took a look and it seems that sometimes you get unlucky and it calls onCreated before it is valid, and its worldObj is still null (I think).
Will update tomorrow, got exams & stuff. Don't worry
Okay, seems like current version doesnt work for the fix. Only works with the official 1.90.
Snyke thank you for all your hard work I absolutely cannot live without this mod.. One question does it work in 1.2.5? I know people have gotten the 1.2.4 version of ic2 to work in 1.2.5 so i'm wondering if your code works in it as well or have you not tried? Are you planning a 1.2.5 version as soon as ic2 updates or do you already have it done like cpw did for the solars? Thanks and keep up the fantastic work.
I have not tried. Yes I'm planning to release a 1.2.5 version as soon as ic2 updates - don't have it done yet.
Just here to state that he didnt say he uses technic pack, just 'pack' which could be referring to IC2 and all that it brings.
Has been denied, see the suggestion compendium and look for Flashlight Helmet.
Can't update yet - IC2 was released for 1.2.3 & 1.2.4, BuildCraft for 1.2.3 & 1.2.5.
Will have to wait for an official IC2 for 1.2.5.
Outdated forge version, I'm running forge 1.4.1.64
Found the energy-loss bug in buildcraft! If anyone noticed, in BuildCraft 2.2.x there is a bug which makes you lose 10-20% of the energy you put in.
As soon as energy enters a conductive pipe, energy is switched from an integer value (1,2,3,4,5,...) to a floating point value, so a number with a decimal (i.e: 3,562)
Next loss is applied. Conductive pipes defaultly lose 0,1% of energy, and golden conductive pipes 0,01%. This means your energy decreases by a small amount. For example: 4 MJ will become 3,996 MJ.
However, buildcraft machines only take integers, and when the energy is added to the machines, buildcraft casts the floating point value(3,996) to an integer value, which in this case becomes 3 MJ.
That's a big loss, so I made it round off -> 3,996 MJ will be 4 MJ, while 3,499 will be 3 MJ. This is IMO the fairest solution.
To install the fix, extract the EnergyLossFix.zip, and put its contents inside your buildcraft-transport.zip. Works for server & client.
Mediafire links work fine here? Hmm. I have attached the downloads to the OP now.
Thanks, also, if anybody ever comes up with better sprites, feel free to post them - I really suck at spriting :P.
If only sticky dynamite could stick to players
Transformers BETA-1 v2.0 - IC2 v1.115 & BC 3.4.3 & MC 1.4.7
Introduction:
This mod adds 4 electric engines and 4 pneumatic generators.
Electric engines are buildcraft engines which run off IndustrialCraft power.
Pneumatic generators are generators which run off the buildcraft powergrid.
I made this mod because I wasn't satisfied with the existing mods.
PowerConverters is only compatible with BC 2.2.x, and has a 20% energy loss.
IC2-BC crossover takes too much power, the conversion rate isnt right imo.
I tried to fix that in this mod, converting 2048 EU/t back & forth in the shortest setup makes you lose about 2-3%.
Electric Engines shouldnt have to be cooled IMO, so they don't have to in this release, but I may add it as an option in a future release.Also, I found it very annoying to have different versions for different BC versions. So Transformers is compatible with both.
Ratio & Numbers:
A steam engine produces 1600 MJ from one coal.
A generator produces 4000 EU from one coal.
Default conversion rate is based off this, so that's MJ : EU as 2 : 5, however you can edit that in the config.
This does mess up geothermals vs lava in combustion engines, as 1 bucket in a geothermal creates 20000 EU, and 1 bucket in a combustion creates 20000 MJ.
Therefore this mod does nerf lava in combustion engines.
Recipes:
Engines:
Slow Electric Engine:
(uses a Steam Engine)
Produces 1 MJ/t, defaultly uses 2.5 EU/t - equivalent to a Steam Engine.Accepts up to 32 EU/t before exploding.
Regular Electric Engine:
(uses a Combustion Engine)
Produces 5 MJ/t, defaultly uses 12.5 EU/t - equivalent to a Combustion Engine burning fuel. Accepts up to 128 EU/t before exploding.
Fast Electric Engine:
(uses 2 combustion engines)
Produces 10 MJ/t, defaultly uses 25 EU/t - equivalent to 2 combustion engines burning fuel, the exact amount a refinery/quarry/pump needs to run at max speed.
Accepts up to 512 EU/t before exploding.
Adjustable Electric Engine:
(uses 3 combustion engines)
This engine is adjustable, you can adjust the amount of MJ/t it will produce and thus the EU/t it will use. Accepts up to 2048 EU/t before exploding.
To set the amount it will produce, it has a nifty GUI:
Note that it's not able to produce more BC energy than the equivalent of 2048 EU/t in BC energy rounded down, with a maximum of 1000. (2048 * 2 / 5 = 819,2)
However, the Adjustable Electric Engine produces way more energy a regular wooden conductive pipe can handle. That's why there's a new pipe: the HV Wooden Conductive Pipe.
Pneumatic Generators:
LV Pneumatic Generator:
Takes the equivalent of 32 EU/t in Buildcraft energy at maximum. Defaultly thats 12,8 MJ/t.
MV Pneumatic Generator:
Takes the equivalent of 128 EU/t in Buildcraft energy at maximum. Defaultly thats 51,2 MJ/t.
HV Pneumatic Generator:
Takes the equivalent of 512 EU/t in Buildcraft energy at maximum. Defaultly thats 204,8 MJ/t.
EV Pneumatic Generator:
(uses 2 geothermal generators)
Takes the equivalent of 2048 EU/t in Buildcraft energy at maximum. Defaultly thats 819,2 MJ/t.
Tips:
- Always use pipes. Pipes make sure machines get energy every tick, if wired directly you'll lose most of your energy.
Common errors:
- NoSuchMethodError: ic2.api.Direction.toForgeDirection()
Check all your mods zip and jar files for containing ic2 folders. If you find one of those, delete them (except the one in IC2.jar itself).
This error is caused by an outdated IC2 api. Forestry usually causes it.
Changelog:
v1.7b -> BETA-1 v2.0
- Fixed the dirt issue
- Fixed Adjustable Engines not working at low rates.
- Fixed Adjustable Engine recipe not working
- Other engine recipes now also work with charged batteries
- Changed the config abit, to cope with the new options while still featuring the old options
And the new things:
- Added the Pneumatic Convertor! This will replace the Pneumatic Generator in future versions, but still needs testing and tweaking.
Use is quite straightforward I think. It converts MJ to EU (BC to IC2 power) - but only directly. As in, no pipes, you attach your engine directly to the Convertor.
Currently only vanilla BC engines are accepted, but I plan to add support for a lot more mod engines. Using this direct conversion the conversion is always the way it should be, there is no standard 2:5 ratio or anything, the ratio is different for every engine. Try it out, play with it, report bugs. Recipe is Advanced Machine in the middle, corners empty, rest filled with golden conductive pipes.
v1.7a -> v1.7b
- No longer using deprecated ENet methods
- Should? no longer get the API ERRORS in the log. Not sure though, as I wasn't able to reproduce them.
v1.7 -> v1.7a
- Ported to 1.4.6
- No longer using deprecated registerBlock function
- Fixed default ID's to outside the worldgen area. Now defaults to 695 and 696
v1.6 -> v1.7
- Straight port to 1.4.5.
v1.5 -> v1.6
- Straight port to 1.4.2. Enjoy
v1.4a -> v1.5
- Cleaned up the code alot
- Now has OreDictionary support (better recipe handling)
- Fixed lazy implementation of canRecieveEnergyFrom
v1.4 -> v1.4a
- Fixed engine recipes not showing up in NEI.
v1.3 -> v1.4
- Updated to 1.3.2
- Less use of Reflection because of one version of buildcraft
- Made the main classes more readable
v1.2 -> v1.3
- Fixed engines showing explosion animation but not disappearing
- Slow, regular & fast electric engines now have a slot for transformer upgrades
- Made some changes to the config
- Made the config generate before any errors could occur
- Added an option to the config to disable version checking
- Changed the engine sprites - thanks Shadowrock!
v1.1 -> v1.2
- Fixed Pneumatic Generators transforming more than they should be able to
- Fixed transforming algorithm for BC to IC (more efficiency! Yay!)
- Transformers will now violently spit errors at your face if you dont have IC2 or BuildCraft
- Fixed NPE while fixing lava energy values.
v1.0 -> v1.1
- Fixed engines not dropping contents
- Made errors when IC2 or BC were missing more user friendly
- Now using FML
Old versions:
And a nice picture which shows the Adjustable Electric Engine at full throttle:
ULTIMATE POWAAAHH
New engine textures thanks to Shadowrock: