"no simple way"? Sure there is. I can thnk of two more off the top of my head.
1: Redpower deployer
2: Bottler from Forestry.
Deployers work with empty cells? That's news to me.
"no simple way"? Sure there is. I can thnk of two more off the top of my head.
1: Redpower deployer
2: Bottler from Forestry.
Deployers work with empty cells? That's news to me.
Probably not going to happen. Whenever Minecraft changes version, the obfuscation changes too. Which means that any mod that even looks at a Minecraft base class will need to be recompiled and reobfuscated.
IC2 version changes tend to happen when Minecraft version changes happen, therefore mods will not work unless recompiled against the new Minecraft.
Display MoreDoes indeed appear to be fixed.
I see that you applied your suggested short term fix since it no longer adds the names containing < and/or > to the config, so it works fine now.
One thing I noticed is that when holding ChickenBones redstone remote it says "Remote ####" where #### is the current frequency of the remote. This is awesome, however I noticed that it adds each name with a different frequency to the config file. This would eventually create a very long list of items.
Not a major issue of any kind, but something of note still.
Yeah, that might be a problem, but I think that WRCBE items are unique like that - I don't know of any other mod that actively changes the name of the different damage states of its items. Unless someone can show me other instances of that behaviour, I'm inclined to leave it be.
And yes, I used the short-term easy fix for now. I might see about creating a better config file parser in the future, but I don't want to be responsible for breaking the MFFS (that mod is *definitely* going on the server I run when its development slows down). Perhaps in version 3, I'll have a better parser (along with the planned features).
Forecaster: that bug should be fixed now. Remove your Armour HUD config file (or search through it and delete all the MFFS references) and install version 2.1a.
The Retriever is right next to the Alloyfurnace and the 4 Recyclers (And they are the fastest), and even when nearly all Machines are used, the ItemDetector right behind (with RedstoneTube inbetween) my Retriever is completely enough to speed the Timing up for the 6 E-Furnaces and the Canningmachine (which are farest away). Of course I'm not using Overclockers, because they are Energywasters and with the Relays i have enough Buffering for all the Ores.
The other Machines are: 1 Massfabricator (MISEL mk II), 6 Macerators, 3 Extractors and 3 Compressors, where one of these Compressors is especially for producing Netherbrick out of 3 Netherrack.
Hmm. I might try a little prototype setup like that on my system. It'll save me 26 filters (8 induction furnaces, 6 rotary macerators, 4 singularity compressors, 4 centrifuge extractors and 4 recyclers, each machine has 4 overclockers) and, if it works as you say, might actually eliminate bottlenecking. I'll test it out on my tin-iron alchemical production line first.
Display MoreI do believe I've encountered a bug!
java.lang.RuntimeException: unknown character <
at forge.Configuration.load(Configuration.java:258)
at mod_ArmourHUD.loadAbbreviatedItemName(mod_ArmourHUD.java:230)
at mod_ArmourHUD.gearWords(mod_ArmourHUD.java:657)
at mod_ArmourHUD.onTickInGame(mod_ArmourHUD.java:1287)
at BaseMod.doTickInGame(BaseMod.java:48)
at cpw.mods.fml.common.modloader.BaseModTicker.sendTick(BaseModTicker.java:104)
at cpw.mods.fml.common.modloader.BaseModTicker.tickBaseMod(BaseModTicker.java:84)
at cpw.mods.fml.common.modloader.BaseModTicker.tickEnd(BaseModTicker.java:58)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:185)
at cpw.mods.fml.client.FMLClientHandler.onRenderTickEnd(FMLClientHandler.java:315)
at net.minecraft.client.Minecraft.x(Minecraft.java:878)
at net.minecraft.client.Minecraft.run(Minecraft.java:753)
at java.lang.Thread.run(Unknown Source)
This nasty thing occurred when handling an MFFS (Modular Force Field System) frequency card.
It appears your mod does not like the "<" and possibly the ">" symbols.
This was a mid-game crash.
Upon restarting the client this one happens:
java.lang.NullPointerException
at fr.a(CraftingManager.java:175)
at ClientRegistry.addRecipe(ClientRegistry.java:20)
at cpw.mods.fml.common.registry.FMLRegistry.addRecipe(FMLRegistry.java:42)
at ModLoader.addRecipe(ModLoader.java:179)
at mod_AdvancedMachines.load(mod_AdvancedMachines.java:70)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:273)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:628)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
Although it doesn't mention Status HUD, disabling the mod resolves it.
Now that is a Forge bug - I hit this myself a few times earlier. The config file parser is, to put it bluntly, a pile of crap. Alphanumeric characters, underscore and spaces only - anything else will make it explode in a shower of gore and booleans.
Short-term fix: I put a check in the abbreviation code to just return the original name if it contains something that hurts the delicate little flower of a Forge config parser.
Long-term fix: I write my own, superior config file code. No fancy categories, no scope errors, no forbidden characters.
And, i won't be able to use it as it is incompatible with a mod that requires basefile editing and has forge [outdated] "compatibility"
I'm getting reflection errors
Can you give me an error report? (also, which mod is this?)
I've released version 2.1 with a lot of changes. Should address most of the points made so far.
I have version 1.1a and the info for the electric wrench doesn't show up, it's like I don't have anything in my hand.
I've squashed that little bug now. Wrenches will now show their charge.
Display MoreVersion 2.0 looks nice, now can you add a config file to disable the image (that show body parts colored) ?
one to abreviate Item names (and values) like this :
(and one to set font size if possible)
Dia Sword : 1500/1561
QSuit Helm : 1000000/1M
QSuit Body : 10000/1M NSuit Body 1000/0.1M Lappack 300000/0.3M Jetpack 18000/18K
QSuit Legs : 500000/1M
Qsuit Boot : 250000/1M
So it doesnt fill up screen much.
Thanks for making this addon, it is nice ^^.
Abbreviations can now be set manually in the configuration file, the image can be disabled and the image/text sizes can be changed by you.
I think adding the armor graphic is just a bit overboard and I won't be updating until I have to. Now if there is a way to disable the extra graphics then it would be nice to have.
Version 2.1 gives you the option to disable the graphic, scale it down and scale down the text size.
Retrievers bottlenecking up? Well that doesnt happen to me, and i use one Retriever and a 5sec-Timer for all 24 Non-Overclocked Machines. (Of course there is an Itemdetector behind the Retriever to speed it up when needed)
What I mean by bottlenecking is that the retriever will pull items from the closest inventory, which (unless you do some careful machine placement and pipe routing) means that there will be one machine which is closer than the others and as such will always be the priority target. Assuming that the machines finish one operation in a comparable timescale to the retriever pulse, the retriever will pull an item stack from one machine, which processes something and has more inventory just in time for the retriever to pull another item stack - meaning that the other machines get ignored. The item detector might help with this by accelerating item removal, but it feels to me like a stopgap solution.
Then again, I don't know what kind of workload your machines are given.
Display MoreWow a Modular System, but in this Case it wastes Space and Power (due Overcloking). My Factory (23 Machines + Scraponly-Massfab) runs just on a 24 EU/t automanned Watermill + rarely used Scaffoldburning Emergencyenergysystem.
Ever heared about Retrievers, Relays and that you can paint Magtubes?
Perfectly fitted semimodular Factories FTW!!!
I personally don't use retrievers in my auto-processing system because they get bottlenecked very easily - especially when you're loading in an inventory full of copper ore from a UU matter spending spree. I always use one filter per machine in my automatic setups, so I can extract from every machine at once rather than just one machine per retriever per pulse.
I haven't seen that bug myself in a while, but from what I remember, the solution was to drop your nanosabre and pick it up again (which is also the cure if you don't know what state it's in).
OK, I've (finally) finished the graphical HUD. I could have had it done a few days ago, but oh so lazy...
See the first post for new pictures and download links.
First, cool addon. I was looking for a HUD addon which shows charge of my stuff, but i'm not completely satisfied.
So is it possible to make a version which shows exact EU remaining Instead of Percentage?
Like this addon : NEI IC2 Charge Tooltip [If possible use some abreviations] (examples : QSuit H : 1000000/1M EU , Lappack : 300000/300K EU)
Screenshot:
I was actually seriously considering doing that. I'll probably set it up so that you get 10% accurate data with no helmet on, 0.1% accurate data with a nanosuit helmet on and actual EU values with a quantum suit helmet on. Sound good?
I was planning to figure out how to do this myself but was too lazy. Thank you. Bookmarked for later assimilation.
Oh and... DoomFruit: MissingNo. avatar?
Yup. My favourite Pokemon.
I wouldn't mind a version that just destroys vines. I hate vines. They make quantum suit parkour extremely difficult.
I have version 1.1a and the info for the electric wrench doesn't show up, it's like I don't have anything in my hand.
Yeah, I'm not sure why that happens. You get it with electric hoes as well. The hoe, wrench and drill are all subclasses of ItemElectricTool, so I don't know why the drill registers and the hoe/wrench don't. That little bug's going to need a little more digging for me to squash.
On the topic of progress, I think that I've got a working scaled font renderer, so that's one step nearer to making the graphical overlay.
I personally use HV solar arrays from the Compact Solars mod. I've built an almost completely automated production line (using BC 2.x, Redpower and IC2) that takes UU matter from my mass fabber and turns it into solar arrays. It's not fully automated, since I still need to pop in ever so often and run the cobblegen to create glass and cobble (glass is automatically made) and I need to manually supply the transformers, but I've essentially got hands-off exponential growth now.
Here's a little preview of what the HUD will look like. The drawing, scaling and colouring code is essentially complete at this point. Remaining tasks are:
(Easy) Linking in the existing health detection code to colour the items automatically.
(Easy, but will take a bit more time) Changing the code to only display the graphical HUD when you have a nanosuit or quantum suit helmet on - without it, you're only getting a text display accurate to 10%.
(Harder, but I see a way to doing it now) Adding in a scaled text display to write the item names and percentages alongside the HUD, with lines leading to it. Tricky, but after poking around inside Tesselator.java and FontRenderer.java, I might be able to create scaled text.
Item colours: blue for full charge/health with a smooth transition to red for critical damage/charge level, white for invincible armour (eg. solar helmet), black outline for no armour. Arms represent the status of the currently equipped tool.
Due to a brainless mistake on my part (gave it the server's file location code - stupid Forge, why can't you have a "locate Minecraft dir" function for both client and server), the client mod would not have worked. I've uploaded a fixed version - use that instead.
EDIT: ignore this, don't download it - it'll crash your Minecraft. You might need to use the newest version of Forge (I'm on 3.1.3.107).
Tungsten could be a large Problem due to having to cost at least 18 UUM. If there would be Tungstendust in IC², then you could make an 8-UUM-Recipe for it.
But now seriously, Tungsten has actually no use, except throwing it into my Crucible (i gave it a Visvalue of 250 via config). I guess Pahicraft Incorporated gave it an EMC of 2 Diamonds, but EE is not used by me.
I will try your Addon, when you addedthe other Recipes for Nikolite and the Gems. I would use 7-UUM-Recipes for the three Gems and a Recipe similar to the Redstoneone for Nikolite. For Silverore i would prefer a 4-UUM-Recipe, so thats between Gold and Tin in UUM-Valuability.
Added recipes for the other Redpower items. I've priced the gems at 4 UU matter each (because they're almost useless), 12 nikolite for 4 UU matter (twice the cost of redstone), 1 silver ore for 4 UU matter (that stuff's quite rare) and 8 UU matter + 1 diamond for 1 tungsten ore.
Gems and that blue stuff from UU matter would be a nice feature for a later update.
No rush, but it would be nice.
Adding gems, silver, nikolite and tungsten would actually be a pretty quick and easy change - all I need to do is pick their block/item IDs out of the config file and add recipes. The hardest part is actually going to be balancing the costs - you get 16 fired stone from 1 UU matter, so I halved it for marble (it's rarer) and then took it down again to 3/4 for basalt (rarer still, more explosion-resistant). Bear in mind that diamond already costs 9, so making it cost more UU than that would be somewhat difficult, unless... somehow I could put a multiple itemstack in the crafting requirements.