Posts by Jempa92


    I don't normally participate in the IC2 classic thread, but I see two additional problems besides the inputs/outputs being backwards (outputs generally come first in Minetweaker scripts):
    1. Outputs cannot be ore dictionary entries - they have to be specific items. In most cases, machine recipes don't allow the ore dictionary for inputs either. You can iterate over the values in an ore dictionary entry, though (see http://minetweaker3.powerofbyt…alues_in_an_oredict_entry)
    2. Shouldn't you be inputting multiple ingots per compressed plate?

    Thanks for your help. Using the specific items for the output fixed the problem and I think I'm using 1 ingot to 1 compressed plate as I have galacticraft in quick mode.


    Here is a copy of the working code for anyone else who wants it:


    import mods.ic2.Compressor;
    Compressor.addRecipe(<GalacticraftCore:item.basicItem:6>, <ore:ingotCopper>);
    Compressor.addRecipe(<GalacticraftCore:item.basicItem:11>, <ore:ingotIron>);
    Compressor.addRecipe(<GalacticraftCore:item.basicItem:9>, <ore:ingotSteel>);
    Compressor.addRecipe(<GalacticraftCore:item.basicItem:7>, <ore:ingotTin>);
    Compressor.addRecipe(<GalacticraftCore:item.basicItem:8>, <ore:ingotAluminium>);
    Compressor.addRecipe(<GalacticraftCore:item.basicItem:10>, <ore:ingotBronze>);
    Compressor.addRecipe(<GalacticraftCore:item.meteoricIronIngot:1>, <ore:ingotMeteoricIron>);
    Compressor.addRecipe(<GalacticraftMars:item.itemBasicAsteroids:6>, <ore:ingotTitanium>);
    Compressor.addRecipe(<GalacticraftMars:item.null:5>, <ore:ingotDesh>);


    The only issue is the compressed copper recipe overrides the dense copper plate recipe. A workaround could easily be made using the same method as above, but as I use the big reactors mod, I'm not planning on using the IC2 reactors, so it isn't an issue for me.


    Thanks again for your help MauveCloud.

    Ok. I've started doing that but I get an error about the parameters of the script.
    (I'm aware that I may have the input/outputs the wrong way round, and I have tried both ways and the problem isn't fixed.)


    Here is the script:


    import mods.ic2.Compressor;
    Compressor.addRecipe(<ore:ingotCopper>, <ore:compressedCopper> );
    Compressor.addRecipe(<ore:ingotIron>, <ore:compressedIron>);
    Compressor.addRecipe(<ore:ingotSteel>, <ore:compressedSteel>);
    Compressor.addRecipe(<ore:ingotTin>, <ore:compressedTin>);
    Compressor.addRecipe(<ore:ingotAluminium>, <ore:compressedAluminium>);
    Compressor.addRecipe(<ore:ingotBronze>, <ore:compressedBronze>);
    Compressor.addRecipe(<ore:ingotMeteoricIron>, <ore:compressedMeteoricIron>);
    Compressor.addRecipe(<ore:ingotTitanium>, <ore:compressedTitanium>);
    Compressor.addRecipe(<ore:ingotDesh>, <ore:compressedDesh>);


    I'm assuming the problem is to do with missing parameters to do with the compressor.
    Any help would be greatly appreciated.

    Thanks for the quick response.
    So would disabling that feature mean lightning damage would be applied as normal?

    Em yeah thats a feature... The lightning is charging your armor and every EU that was not injected (if at least 1 EU was used to charge your armor) will be applied as damage. (100 Million EU) so yeah... The only way to prevent that you get actually damage is to wear electric boots and stay on the ground... So yeah...


    Also yeah the config removes that feature that electric damage (including lightning) charges your armor (and damages you when there is electricty left)

    I don't know if this is a bug or not but it might be.


    I have a full quantum armour set equipped but when I get hit by lightning, I instantly die. (The lightning damage I tested this with was from the thunder staff & the lightning attack of 'The King', both from the Orespawn mod).


    I also found this in the config file, which may have an effect:
    # Enables that Electric Damage (including the downsides) charges Electric Armor
    B:"Enable Electric Armor Ability"=true



    Thanks for all your work.