Posts by RawCode

    well, i personally dont see any reason to allow sand to sandstone conversion, it shoud keep value of items.


    4 sand > sandstone
    sandstone > 3 sand (some sand lost in process)
    same with wool


    craftbench recipe can be disabled to force use of compressor-macerator, it's actually not very real to compress sand with bare hands


    Additional bug reporting yourtybe videos


    http://youtu.be/fp7lFWbSTNk
    http://youtu.be/y1sdgaTJw7o


    Additional dupe exploit with foamed cables - 2x drop.

    I decided to compile every bug reporting thread into one with my own description of bug. (including ones already "fixed" for reference reasons).


    bug != suggestion, but in some cases suggestion to implement something is bugreport


    1) TE
    ENET TE failed to update on block removal:

    Code
    breakBlock(){}
    TileEntity var7 = var1.getBlockTileEntity(var2, var3, var4);
    EnergyNet.removeTileEntity(var7)


    +
    DIRTY field goes to every IEnergy* object and prevent operations inside TE object after it's removal from world.


    Reactor component enumeration method make everything extremely hard, if you place two overcloked vents one will melt while second do nothing.
    If you place component exchanger before vent, vent will not be cooled down current tick.
    This can be fixed by divinging single tick into multiple runs for some(or all) components.
    When reactor tick run, we enum every vent 5-10 times with 5-10 times less effect but this allow to distribure heat over every component.
    If reactor produce 40 heat and two vents is placed:
    Single run: -40 0
    10 runs: -22 -18
    Done extremely easy and will fix every problem with enumeration order.


    Also we lack heat pump component that will sink heat from every side expect one and sent heat to that side, API also does not allow this.


    Reactor max heat not properly reported to componens.
    Reactor will burn personal blocks,there is no way to protect blocks from reactor overburn only bedrock is hardcoded, no blacklist API no check for destructable state or -1 resistance.
    Quad and double cores drain durability faster then shoud.
    Scaffords are burnable due wood metherial, this provide better then coal basic fuel.
    Miner lack nullpoint protection for cable below miner and invalid container near miner.
    Pump lack code to handle stackable 132 bukets.


    2) Recipe bugs:
    CFPack crafted with 50% charge (damage shoud be 259);
    CFPack not able to handle semiempty or semifull CF Sprayers (move to advanced recipe and extract sprayer metadata to use in crafting result);
    CF Sprayers may not be filled in canner (just not implemented but still usefull 1 line fix);
    Rubber leaves may not be used for biofuel production (just lack recipe);
    Wool maceration provide only 1 string (shoud be less then 4 but more then 1) (and not allowed to variations);
    Sandstone maceration provide only 1 sand (shoud be less then 4 but more then 1) (and not allowed to variations);
    API lack stripmeta methods for recipes that ignore metadata, it shoud use map for item ID and field for meta, not map for ID+meta;


    Personal safe shoud be shapeless
    Generator shoud be shapeless
    Single use battery shoud be shapeless


    Gradual regeneration recipes for condensators not registered via NEI API


    3) Items:
    Nanoarmor drain charge is over any reasonable values, single bite from cave spider will destroy entire suit, same with jumping from height.
    Quantum helmet throw nosuchmethod on poison.
    NVG code lack return statement in beginig, possible noobtrap due crushing.
    Drill and diamond drill full discharge damage 1 more then all other electric tools purely visual but still 1 linefix.
    Electric tools go "offline" on full discharge, preventing recharge from batpacks.
    Drill lack ondamage code, result in no damage to entities, shoud be 1 (just like discharged saw) (move damage method to superclass)
    Jetpacks offline
    Fuel value still secret ever with NEI, it actually shoud display how much fuel is stored inside.
    Laser super heat is broken.
    Chainsaw not registered as shears and useless on sheeps.
    Basically all electric items SHOUD display charge in item tooltip, there is no reason to show only bar.
    Same to reactor componens to show remaining uses (will implement via NEI source anyway, but this shoud be in base mod)


    Soulsand not registered with Drill (dig at speed of hands).
    Crops not registered with Chainsaw (dig as speed of hands).


    Most items go async, especially CF Sprayer and nanosaber, for CF - it shoud be completely server side, invisible killing foam or holes inside wall after relog is boring.
    Painter autorefull sometimes not working (or not working at all for no reason);
    Solar generator lack glass-coal reversed recipe


    4) Blocks
    Scaffords are not climbable upward, but will slowdown freefall just like vines.
    Scaffords not placeble downward.
    Iron fence shoud have more explosion resistance.
    Foam is silktouchable, this allow dupe expoit.
    Iron and electric furnace texture is different from any other machine.
    MFE lack dots(or any other indication) on input sides.
    Rubber leaves will drop apples, shoud override method from superclass to disable.
    Rubber leaves drop a lot of saplings due same reason.


    5) Generic
    Burnable interface not registered via forge.
    Rubber trees generation in superbiome swamp generate more rubber trees then normal trees.
    No config to disable suddenlyHoes

    Quote

    I remember al saying once that tin can can be used to "eat without wasting", since the Canner convert 1 food recovered into tin can (So if a food recovered 3 bars, it will produce 3 tin cans).


    my suggestion to reverse factor.


    3-32 food items used to create ONE TIN CAN that heal 20 5F (FULL).


    currently you use single food to multiple cans.


    ever if it heal only 10 2.5F it will be best possible food in game (without other mods).

    whynot


    codevice this is 3 lines for if(){}


    and single line in IC2 for new item declaration and possible sprite.


    poison food shoud not be just bad, we can implement variable processing times and food factor, just 4x time and 2x consumption for rotten meat will does job well, since there is no overcloker for canner and single can will cost almost stack of meat (since processing time based of items processed actual time will be 128 longer)(and pover consumption also will be 128 more since power per tick consumption, not per operation)

    Currently all food is stackable and food cans just like melon slices, absolutely useless compared to roasted meat or ever bread.


    Suggestion is:


    (FoodValue of itemstack[0] / 20) + 1 == amount of food items needed to fill single tin can.


    Single tin can shoud heal 20 5F


    This will allow to unify and compact food items;


    Codevise - 28 lines, wont take much time, will do everything myself if canner TE source provided.

    CF Pack crafted FULL, this was from very very begining and now i will again post fix (and get ignored)


    Ic2Items.cfPack = new ItemStack((new ItemArmorCFPack(getItemIdFor(var4, "itemArmorCFPack", 29873), 258, platform.addArmor("ic2/batpack"))).setItemName("itemArmorCFPack").setTabToDisplayOn(CreativeTabs.tabTools));

    anyone here is *able* to decompile IC2 and get it's "source".


    main problem is qualification, most of *us* not able to use source, who able to use it dont want to waste time especially when devs reject help.



    ps. buildcraft opensouce for ages and noone stolen it yet...

    "package net.minecraft.src;


    public class ItemBucketMilk extends Item
    {
    public ItemBucketMilk(int par1)
    {
    super(par1);
    this.setMaxStackSize(1);
    this.setTabToDisplayOn(CreativeTabs.tabMisc);
    }


    public ItemStack onFoodEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
    {
    if (!par3EntityPlayer.capabilities.isCreativeMode)
    {
    --par1ItemStack.stackSize;
    }


    if (!par2World.isRemote)
    {
    par3EntityPlayer.clearActivePotions();
    }


    return par1ItemStack.stackSize <= 0 ? new ItemStack(Item.bucketEmpty) : par1ItemStack;
    }


    /**
    * How long it takes to use or consume an item
    */
    public int getMaxItemUseDuration(ItemStack par1ItemStack)
    {
    return 32;
    }


    /**
    * returns the action that specifies what animation to play when the items is being used
    */
    public EnumAction getItemUseAction(ItemStack par1ItemStack)
    {
    return EnumAction.drink;
    }


    /**
    * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer
    */
    public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
    {
    par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack));
    return par1ItemStack;
    }
    }"


    No forge hook for this.