Posts by Shedar

    v.1.1.11
    - IC2 v.1.103 compatibility update
    - migrated to Reactor API from reflection
    - migrated to EnergyStorage API from reflection
    Thermal monitor/remote thermal monitor:
    - heat range increased up to 16000,
    - GUI width increased. Now slider has a separate position for each heat level.
    - Mouse wheel support for heat slider control. Default wheel step is 300, shift+wheel step is 100

    Please let me know if something goes wrong.


    Yes I just tested it on the server I currently play on (Inventioncraft). You can change the settings in the interface and it looks like its working but the actual functions don't change server side which leads me to believe it is a server sync issue. When you re-log the interface settings revert back to the default settings. This is the same with the remote thermal monitor and I am guessing the other items as well.

    I hope this is helpful.


    Is alarm sound setting also resets?

    You know i always come up with interesting ideas. The one i had on recent playing with the reactor planner is kind of a big one tho.

    What, if you could link a Pneumatic Tube from Redpower 2 with a link card and display the amount of items(or in case of IC² most likely Ice) going through a pipe.
    If that don't work, the same idea could also work on Buildcraft.

    I know i know, Eloraam isn't much of a fan of people using her stuff, talk to her maybe you both can come up with something. It would definitely be cool to at one point being able to precisely measure the various Minecraft related Tech Mods and generate precise statistics and controls for very complex machines.

    Sorry that I'm dumping my imagination on you, but it seems to inspire, even just a little bit.


    Items count is cool, but it is not even close to the nuclear reactors =)
    Energy storage monitoring at least related to the nuclear energy production.
    As for RP2 integration, I want to integrate with RP computer (via ribbon cable). I PM'ed to Eloraam on minecraftforum with asking for permissions, but still no answer.

    Heya!
    Thanks for making this great mod!

    I'm running Tekkit, which includes your nice stuff and I tried using the Industrial Information Panel.

    It worked fine in SSP, so I tried using it in SMP, too, but it didn't want to work for me - any idea on how to fix it or is this a known issue?

    cheers!


    If server is bukkit with multiverse (or other type of multiple world support plugin), then problem is known. Unfortunatelly I am not familiar with bukkit - so I still have no idea how to fix it.
    Otherwise I need more details.

    I'm using forge build 3.3.8.164, and NC version 1.1.10b. The only sound mod I have is soundpacks v1.3 & nothing that edits sd.class other than forge.

    Thanks for quick response, btw. 8|

    Edit: just tried forge 3.4.9.171 with same result.


    As far as I can see in mod_Soundpacks, it unloads all sounds from standard minecraft sound folders and then loads its own sounds.
    It also has an explicit reloading of sounds for moCreatures, probably was the same issue.
    So I see nothing to fix on my side. I can't handle wishes of other mods to unload my sounds =)

    Coming across a weird problem, every time I launch minecraft every sound works perfectly except the alarms from this mod, which make no noise at all. If I press F3+S I start hearing the alarm sounds, but I lose my sound pack. =\

    I've tried adding your ic2nuclearControl folder to my sound pack with no luck, & even if I don't use a sound pack & just load the default sounds it still has no alarm sound until I press F3+S...

    Any idea what could cause this?


    Please specify version of the NC and Forge build. Do you use Control Pack or any alternative sound system, which modifies sd class?


    If you play SMP - double check that you have same version of the addon on both sides and same block/item ids.


    Time Card, Energy Sensor Kit, Energy Sensor Location Card, Energy Array Location Cards was added in the 1.1.10. You can check change log in the second post of this thread for more details.
    Let me know if you miss something that should be in the 1.1.9b

    Last night I finished making an HV Solar Array. Manually in SMP and without cheats. It was an arduous task, I tell you, but well worth the effort. I now have enough power to run my huge force field, around my base, indefinitely.


    This config is vulnerable. It requires regular visiting of the base or additional power source. Otherwise someone can cover your base by dirt (or just a solar array block if it's visible) and wait until field disappears.
    Workaround - use forcefield up to 256 height, so block can't be placed above force field.

    yes i do. are you going to fix this problem in near future? (becase i planned a big nuclear plant and with this bug i need to change some things)

    btw: thanks for the quick replies.


    I use IC2 network api to handle most of network packets. Looks like it fails to get destination world for client-initiated event if multiverse used. I'll look into this. Probably will be fixed in the version for mc 1.3.

    hey. i just installed this addon, and it crashed my game.

    Display Spoiler

    i simply put the zip fie into my mod folder ... was that wrong?


    You need either Forge 3.3.7 (or newer) or previous version of the addon.

    ok i couldn't reproduce the bug in singleplayer....so thats working, but its still on the bukkit server!

    I use the IC2NuclearControl_client_v1.1.10b

    My other mods are:
    redpower 2.0pr5b2
    ic2 v. 1.97 (with graviSuite 1.1 and IC2NuclearControl_client_v1.1.10b addon)
    railcraft 5.3.3

    with forge 3.3.8.152

    i also got singleplayer commands and codechickencore with NEI and smartmoving, but i dont think these are part of the problem.....


    Do you have multiverse on the server? It's the only plugin I saw problem with.