Thats ... just sadistic. Gold is ridiculously rare
Posts by AtomicStryker
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Is it? Redstone is "diamond level depth" and Netherrack, well, Netherrack. I am really not aware of current MC "balance" ... hahahah the very idea
I suppose i could nerf it so that EIGHT Netherrack and EIGTH Redstone yield ONE Glowstone dust, if that is a problem?
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Ejector is working exactly as advertised.
Version 5.2.3
ditched refined Iron Dust since refined Iron no longer exists
additive macerating can still produce bronze dust and hydrated coal dust
added new additive recipes: 1 Nether Quartz Ore + 1 Sand = 2 Quartz; 1 Netherrack + 1 Redstone = 2 Glowstone Dust -
Thanks for the pointer
Version 5.2.2
updated to newest IC2 build, changed recipes with new stuff
bugfix for wasting power in fringe cases(?)You'll have to test the power thing yourself. New recipes in OP.
EDIT:
By the way, i switched the reobfuscate to Searge Names. It should be compatible with 1.6.2 and 1.6.4 both -
1.6.4 build is there, i'm assuming IC2 will update shortly (no dramatic changes except structure gen)
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Like i said, it can and will suck 2024 units a tick. Transformers have no effect on power consumption, however.
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Version 5.2.0
adapted to new Energy methods order (Transformers work once again without explosions)
note you need 3 Transformers now to reach the new HV level
you can now disable single advanced machines if you want to (note: untested.)Thanks for the bugreport. The order in which machine methods are called has changed, the upgrades were not updated yet when IC2 already jammed HV into the machines. Note you need 3 Transformers to reach 2024 (= 32 * (4 ^3))
Config to disable single machines? Done
As for how Upgrades work ... i still think they are overpowered, and applying the law of diminishing returns atleast keeps them in check somewhat. That being said, you can implement your system based off my repo, sure, and make it a toggleable alternative to mine. I'll take it into the codebase if demand exists...
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Define "not working"
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Thank you, there was indeed a typo in the method
Version 5.1.9
fixed typo in ISidedInventory, preventing Hoppers from working -
It's not random, this happens if the ItemStacks were not copied before being modified (directly or by putting them in a slot).
Ah, good old side effects for the win
Version 5.1.8
fixed output amounts randomly changing -
I noticed varying amounts of results but i thought that was meant to be a random mechanic. After all, the results come from the IC2 API
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Well, this is just brainfuckery. First: I did test the last build (amazingly) and it worked. The vanishing bug only happened after you removed something from the output slot...
Then, when tracking it down, this:
Code
Display MoreSystem.out.println("Considering slot "+index+", space left "+stackSizeSpaceAvailableInOutput[index]+", resultstack "+itemstack); int stackSizeToStash = Math.min(itemstack.stackSize, stackSizeSpaceAvailableInOutput[index]); System.out.println("Putting "+stackSizeToStash+" more onto output stack "+inventory[outputs[index]]); inventory[outputs[index]].stackSize += stackSizeToStash; itemstack.stackSize -= stackSizeToStash; System.out.println("Output slot now: "+inventory[outputs[index]]+", results pending: "+itemstack); if (itemstack.stackSize <= 0) { break; } 2013-09-02 10:17:36 [INFO] [STDOUT] Considering slot 0, space left 63, resultstack 1xitemRubber@0 2013-09-02 10:17:36 [INFO] [STDOUT] Putting 1 more onto output stack 1xitemRubber@0 2013-09-02 10:17:36 [INFO] [STDOUT] Output slot now: 1xitemRubber@0, results pending: 1xitemRubber@0 Both inventory[outputs[index]].stackSize += 1 and itemstack.stackSize -= 1 operations failed. Somebody explain this pls.
Before this could sap my will to live any more, i deleted the entire code block and wrote it fresh ... it works now. If someone can explain to me what was wrong before he or she shall have a cookie.
Version 5.1.7
fixed broken output after manipulating output slot -
No. The problem is texturebinding, not the path.You are wrong. kolo33 is correct. MCP accepts the slashes (and i swear MC did too at some point) but now it doesnt. Its fixed now.
IAmOmicron
You have the right to remain annoying until the bug is fixed. Anything you say or do may be used to fix it and also be held against you FOREVER.
It should be fixed really now. No the last changelog wasn't lying. I fixed it. No matter how broken it stayed.Version 5.1.6
fixed broken GUI textures
made supplement slot in rotary macerator clearly distinct from input slot
fixed supplemented macerating producing bronze from iron (alchemy anyone?) -
Interesting, the IC2 backbone uses invalid List implementations ... meh
Version 5.1.5
crashfix for supplemented macerating
fixed supplemented macerating to work with the new crushed Iron, Copper and Tin Ores -
And that would be because you downloaded the 5.1.2 build for the last non-experimental build of IC2. Did you try pressing F5 on my site, or deleting your browser cache?
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The currently available version compiles fine against current IC2 experimental build #104. You have #97
I playtested myself on #104 and fixed a crash unrelated to yours
Version 5.1.4
bug- and crashfixes for IC2 experimental builds 104+
added russian translation, courtesy of comrade Adapt of IC2 forumsIf the GUI textures aren't showing for you, well, they aren't for me either, and i have no clue at all why. It works in MCP and i didn't change the code
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Then why make it a list at all? I'm prepared for him changing his mind randomly as always, also mods introducing byproducts (like recycleable slag or whatever)
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Using get(0) is a cheap improper duct tape fix, iterate properly you slob
While testing it also became clear those experimental builds are very broken as of yet. The IC2 API kept giving me 0 stacksize items, not to mention the console spam.
I added a workaround to Advanced Machines, so those atleast work reliably LOLVersion 5.1.3
made compatible with IC2 experimental builds -
If he flat out removes default items its his responsibility to fix the recipes he breaks in doing so
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Version 5.1.2
added Translation support