Oh.. well thanks, i'll keep that in mind.
4 upgrades - 8192 packes size. You need 4 hv transformers, connected to the counter's outputs, if you want to count more then 2048 eu/t
Oh.. well thanks, i'll keep that in mind.
4 upgrades - 8192 packes size. You need 4 hv transformers, connected to the counter's outputs, if you want to count more then 2048 eu/t
There might be a bug in energy counters using transformer upgrades. They actually start working as transformers if you put more upgrades, than it needs to handle the power. For example by putting 4 upgrades i can melt HV x4 cables so basically there's more than 4096 EU/t passing through.
I'm using IC2 v1.107.35-lf and Nuclear Control v1.3.2
Can anyone else confirm this?
I can confirm it =) It's intended behaviour.
Should make a thermometer that doesn't simply wear out with use, and that has to be dropped in the nuclear reactor. Use that extra data feature so it can have its damage bar increases (as in, more green appears, not less) with reactor heat and have it so it melts past a certain point (probably 8500, when nearby blocks also begin to melt)
I thought about in-reactor thermometer. But not decided yet, which advantages and disadvantages it should have.
Hi,
The mod are nice but I detect a bug
The 2 alarms don't work, if i click with the right botom the minecraft crash.
I need a crash log
Just make a static Variable for that. I have a static HashMap to sync my IDSU properly.
With sensors I should get an access to block in another dimension (if it's loaded) to get data from it. So i need to check if dimension is loaded, get world object for it, maybe check is chunk loaded, get block data.
Hi
Shedar if posible in the upcoming future version make the info cross to dimension ? (Remote Sensor Kit In interdimensional )
I don't know, have never tried to add crossdimensional features. Added a task to examine, how it can be implemented.
Somewhat of a feature request; How hard would it be to have it be possible to either A) not loop sounds even if the redstone signal remains applied, or B) not stop sounds until the end of the sample is played even if redstone power is removed, both suggestions being for the howler alarm. This would make it very useful for applications outside of siren functions, e.g. announcements, doorbells, etc.
Announcements are most usefull on servers, but it's not to handy to give sound file of each announcement to each player for future use. Your suggestion have more sense with automatic syncing of alarms from server. And syncing is harder for me to implement. But I like your idea, will be done, eventually
I'd wondered if it would be possible to somehow tie the extractor/capacitor into the Nuclear Control mod? The energy sensor part that is... or would you or he have to make a different sort of sensor kit? The Nuclear Control mod will show for example EU stored in a Gregtech energy storage device, but of course MFFS doesn't store EU it stores FE.
I was thinking that it would be brilliant to be able to use the Nuclear Control Information Panel to show FE, WC, WE and whatever other values. I know the values are shown on the units themselves, but with that integration, those units could be buried safely somewhere, or locked into a separate room and all the display information could be shown in a single common location etc.
Thoughts?
Info Panel Cards API is almost done. Bug hunting in process =)
Здравствуйте а где можно скачать версию Nuclear Control 1.1.11
Hello and where you can download a version of Nuclear Control 1.1.11
You can find download links for all versions in the second post of this thread, "Old versions" section.
Hello all, we have created a little texture pack for Nuclear Control
Download/Info: [64x] TP for Nuclear Control [Addon IC²] by Lavapo
Thank you, added link to the list of texture packs.
Awesome mod, Now I can make my control room that I always wanted
BTW it would be cool to have different screen colors like a light blue or a light tan color
Different colors of screens are in my ToDo list. But X-COM enemy unknown will be released in a few hours, so no ETA for next version
Yes, you can.
P.S. why link from the 'S' goes to SeNtiMeL's profile?
Can I have a page for Nuclear Control, please?
PM sent with link.
EDIT:
It may be worth noting that I haven't had sound effects from IC2's machines themselves except for the stopping sound when out of power for the last 2 major Forge releases. Probably related.
Seems format is unsupported by MC audiosystem. Try audacity (free audio editor) to create ogg file. Sent your files back after resaving, check PM
So I've added about 9 new audio files to the add-on, following the instructions, converted and tested them externally in .ogg format, and added them to the config file. They display in game in the gui in both smp and ssp, and the klaxons can play the default sound files fine. When I select and try using one of the custom files, Minecraft loses all audio until I fully restart it. Most of the files are smaller than the default ones. Is this a known issue, and if so, where did I mess up?
Can you give me your files, so I can check is the problem in file format?
we now have a 'IndustrialCraft-Addons' Section on the wiki
Great! Thank you. Would mod devs have a permissions to create pages for mod items or you will add pages by requests?
Old version of IC2 API in ExtraBees or other mod.
Display MoreIf I understand you correctly - that's the message with the collapse of MC
(tried Minecraft Forge Forge 4.1.1.251 - 4.1.4.273 - 4.1.4.298 - 4.1.4.301)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to C:\Users\Sidorov.AV\AppData\Roaming\.minecraft\crash-reports\crash-2012-10-07_08.48.38-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT a0009b4 --------
Generated 07.10.12 8:48
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 407536696 bytes (388 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.0.196.366 Minecraft Forge 4.1.1.251 Optifine OptiFine_1.3.2_HD_B3 4 mods loaded, 4 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed
IC2NuclearControl [Nuclear Control] (shedar) Unloaded->Errored
- LWJGL: 2.4.2
- OpenGL: GeForce 7300 LE/PCIe/SSE2 GL version 2.1.2, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Hyperion HD TexturePack.zip
- Profiler Position: N/A (disabled)
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: shedar.mods.ic2.nuclearcontrol.IC2NuclearControl
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:459)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:144)
at net.minecraft.client.Minecraft.a(Minecraft.java:405)
at net.minecraft.client.Minecraft.run(Minecraft.java:737)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: shedar.mods.ic2.nuclearcontrol.IC2NuclearControl
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:341)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:458)
... 4 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:167)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 31 more
--- END ERROR REPORT b4244750 ----------
Solved. Invalid addon's file name.
Ahh Nothing big his mod is pretty amazing and adds a lot of new power making / power storage devices. It would be pretty neat if there was a way for him to simply hook into Nuclear Control or for you to hook into his if that is something you would need. I think hes open to anything that would not cause problems =)
Anyways night and thanks again!
PS MFFS Would be another one to consider and has really cool machines Its also open source and ThunderDark accepts pulls or whatever its called on GitHub hehe Just ideas
Energy storages is already supported by Energy Sensor Kit. As for custom cards for Info Panels - I still can't finish API for it. Hopefully will include it ti the next version.
if you have more ideas for cross-addon interaction - please post them.
And yes, Nuclear Control is also opensource, from the first version =)