minor decompilation flaw.
Posts by RawCode
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check top 5 threads maybe?
http://forum.industrial-craft.…page=Thread&threadID=3114 -
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replace mod_ic2.class
inside server or client mod jar.dont forget to backup.
actual changes:
CodeModLoader.AddRecipe(new ul(itemArmorCFPack, 1, 129), new Object[] { "SCS", "FTF", "F F", Character.valueOf('T'), tinIngot, Character.valueOf('C'), itemPartCircuit, Character.valueOf('F'), new ul(itemFuelCanEmpty), Character.valueOf('S'), new ul(itemFoamSprayer, 1, 1) }); ModLoader.AddRecipe(new ul(itemArmorCFPack, 1, 129), new Object[] { "SCS", "FTF", "F F", Character.valueOf('T'), tinIngot, Character.valueOf('C'), itemPartCircuit, Character.valueOf('F'), new ul(itemFuelCanEmpty), Character.valueOf('S'), new ul(itemFoamSprayer, 1, 1601) });
Full or empty sprayer will result in empty CFpack.
updated classes for client(SSP) and server(SMP) located in post 5
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ultra low is stupid solution, it designed as cheap one way cables, not 39 blocks energy transport.
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By the way - learn to spell "learn", it's hard to condescend when you demonstrate an inferior intellect.
grammarnazi attack or what?
your demonstrated complete lack of intellect with insults and gramma appeals, just stfu.to transport 60eu over 32 cable you need only single LV transformator every 19 blocks and nothing more, since it support up to 128eu per frame.
you dont need HV or glass or gold or fiber, just single lv every 19 blocks.
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@headhunter leanr2play idiot, nothing more to say.
http://forum.industrial-craft.…4021&highlight=#post24021
open this thread, view fist attached screenshot
it allow you to pass 512 EU over copper cable without any losses over 20 blocks (WOOT, THIS IS NOT POSSIBLE AND BOTTLENECK)
your wind farm teleporting around from 48 to 60 blocks can be linked with tin and copper without any problems, if you dont know how - very very sad.
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48 of 2048 0,0234375 loss
12 of 128 0,09375nearly 4 times more energe wasted if gold used, energy loses is better?
also learn2play
LV cables 0-40 batbox copper 42-48 and you will end without bottleneck and loses at all.
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learn2match
128-0.4per block
2048-1.1per block
gold better, it shiny!
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you dont macerator without energy source, you cant use redstone directly for machines in IC2 (last time i checked only storage consume redstone)
1) Generator+upgrade to lava
2) Extractor
3) Everything elsestupid poll, there is no reason to make macerator first, you can mine hurge amount of ore in no time, rubber is unlimited at start of new game.
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why wiki [censored] and there is no way to create new pages?
why wiki have soo many limits (cant ever create table or list)?i wanted to created few pages for abount generic info and changes to vanilla blocks, but simply cant.
for rules:
copypaste rules from wikipedia
add info about "no UUM recipes"
donebut its actually very sad, anyone able to get recipe list with client mod (recipebook and few others allow to view every possible recipe without any problems, this only makes this slower.
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- RawCode \ SharpXea8
- RawCode \ Initrd (IndustrialRage)
- GTM + 11
- Beta testing (advanced debug skills, midlevel MCP, advanced Eclipce\jad)
- Code design (midlevel java)samples of unpublished anywhere else bukkit plugins i created and screenshot of custom world generator results (fwg) (menger spounge runtime world generator)
ps. part of admin team bukkit SMP (~70 online)
pps. able to host IC2 server (i7 16gb ram) -
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insulation cutter will also selfrecharge on deplition, if you press right mouse button it will disapper, if not, you may use it as long as you like.
Not checked code for current version, most likely additional damage to nano-quantum armor from from nanosaber drop health negative and it wrap around.
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same on vanilla ever with freshly legit crafted items.
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we need split cables or bufer blocks.
in case of split cable - it will split current and reset cable lenght for energynet
buffer block will request hurge amount of energy (to drain every machine on energy net at once) - basically ionistor storage.
request 100 times more energy then its tier (lv ionistor request 320 eu at one and stop requesing energy till full deplition, then again request full amount, it will bottleneck a bit, but, will allow evenly distribution of energy.
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If you try to setup array of MSFU for parallel attachment of machines (this allow to pass over 512 EU per frame for massfab) there is no viable way to distribute energy evenly between SMFU blocks, there is NO WAY to provide equal cable lenght for more then 2 MSFU if you try to attach them in line.
No matter how you setup cables, one of MSFU is always closer and recieve more energy then others.
MSFU (and any other energy storage) will not work well, since you also not able to distribute output evenly.
If machine require 50 EU and MSFU provide 512, it will drain 50 energy from closes MSFU and ignore any other MSFU in net.
Ever if cable lengh equal, always one of machine is "closer".If you place T1machine-LV-MV-HV-MSFU it will still drain 32 EU, it wont wait for transformators full discharge to recieve full packet, this ruin most energy distribution schemes.
Adding any collector block (MSFU MSF, batbox) result in bottleneck and completely ruin entire setup.
same with powered transformators, they will bottleneck system (actually its possible to setup them "well" but it require hurge space to prevent bottlenecks)I provide screenshots of setup that allow to transport 512 EU over copper wires (glass fiber is used actually to prevent losses, but this 32 eu)
MSFU array (4 MSFU, then 4 MV, then 4 LV everything in parralel) (on screens few transformers removed to show system).
Massfab attached before trans drain 2048 per frame, othem machines have 512 per frame max (allow hurge setup over single wire) (machines removed on screens).
Energyloss is problem for such setup but you have 18 long wire for machines, on screenshooted setup 36 machines allowed and they all will work fine.
unmodded vanilla 123 without addons (no other mods) (SMP)
ps. powered transformators buffer energy, but will bottleneck just like energy storage blocks and this is not fun at all.
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I will report with youtube video after test on vanilla server.
on bukkit version (i know about no support) hit on discharged armor will set it's charge about 40% (have no mod for actual damage value detection)
both constant damage with nano saber and discharge with lava and then hit work.
and this is not client sided, tested with itemdrops and relogin (including client full reset and server reset) and not lag related (server hosted on my ISP with zero delay access)
also quantum armor dropped due death of user cannot be picked up by any player ever after server restart, possibly due invalid damage value.
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After few tests, (4 mins lava swim, unlimited fall distance, selfrecharge on nanosaber hit and others) i decited to nerf quantum suit.
1) Lava damage bypass protection
2) Nanosaber bypass protection
3) Falldamage bypass protectionIt still allow you run fast and kill mobs without any problems, but, in PVP, any player with nanosaber able to resist.
Adminium lift - nice way to die, and nothing more.
Lavafall - completely lethal just as it shoud be.I dont ask devteam to remove everything, but, such options just few lines of code:
Master class - add vars and stream reader for config file.
Armor class - add few ifblocks and its done and anyone able to use it without any problems.