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    Will these makes the advanced machine "Mod" useless (They should be, since they could probably do what a fully overclocked regular machine do without any funny explotions or overkills?)


    The energy consumption due to overclockers grows exponentially.


    An induction furnace (or other adv. machine) running at the same speed does the same job for much less energy. Also building multiple machines with less/zero upgrades saves you lots of energy in comparison to overclockers.


    Induction furnace: 16 EU/t, 6 ticks per op (12 per op / 2 slot)
    11.7*OC El. furnace: 348 EU/t, 6 ticks per op
    non-OC el. furnaces: 65 EU/t, 6 ticks per op (on average)


    Using more than a few overclockers is an alternative/supplement to the mass fabricator, just another way to waste your energy if you have a very advanced base with lots of spare energy.

    We want to release this week, probably with some beta tag attached due to the large amount of internal changes.


    Note: All TMI'd el. items won't be charged, regardless of what the charge indicator displays


    Changes v1.60 -> v1.61
    - fix lossless wl. wrench mode not working
    - fix Batpack/Lappack not working properly
    - fix slotClicked crash in the simple el. machine gui (macerator etc.)
    - add charged and discharged items to the creative inventory
    - fix crash when opening CraftGuide
    - fix unreliable upgrade module detection in smp
    - fix mining laser mode setting
    - fix ElectricItem damage value allocation
    - fix nano/quantum suit damage distribution
    - fix ind. diamond -> diamond recipe
    - fix el. jetpack
    - fix BC blueprint bugs


    Changes v1.51 -> v1.60:
    - Port to MC 1.1.0
    - Add Achievements
    - Add overclocker, input transformer and energy storage upgrade modules (item sprites missing atm)
    - Increase default operation length for simple el. machines by 30%
    - Add mushroom TFBP (item sprite missing atm)
    - Add recipe handler to allow crafting electric items from partially charged ingedients
    - Add BC 2.2.x and BC 3.1.x integration sub mods for geothermal piping and blueprint support
    - Add NEI and CraftGuide integration sub mods to display the new recipes
    - Add lossless el. wrench mode (hold M to toggle), 10k EU/op
    - Add horizontal mining laser mode
    - Redo low focus mining laser mode
    - Add el. wrench mode to rotate the target similar to rp2's screwdriver (hold ALT or ALT+shift)
    - Combine all mode switch buttons (mining laser, hover mode) to a single key
    - Better integration of our items into the creative mode list
    - Configurable auto-refill option for painters
    - Deprecated industrial diamonds, the process yields normal diamonds now
    - Add a crafting recipe to convert ind. diamonds to normal ones
    - Painters can now paint wool
    - Increase EU detector cable loss to 0.5 EU/block
    - The Electrolyzer works differently depending on the adjacent storage block
    - More crop enhancements
    - Allow HV transformers to accept arbitrarily large packets
    - Make the explosion code ignore very high resistance blocks
    - Lots of bugfixes
    - Anything I forgot to mention


    Changes v1.50 -> v1.51:
    - Add Al's crops
    - Fix Miner crash
    - Fix CF Pack recipe (hopefully)
    - Fix Machines not reducing the input ItemStack
    - Fix scanner area calculation for negative coordinates


    Changes v1.45 -> v1.50:
    - Storage blocks don't emit redstone power anymore by default due to interference with nearby transformers. The plan is to add a button to the GUI which allows different modes, e.g. emit redstone if full, emit redstone if empty, redstone = switch output off, redstone = switch output off until full (old behavior).
    - New config setting to disable ore and rubber tree generation
    - Major internal changes, shouldn't be visible to the users


    This might corrupt your worlds, create a backup before.


    Client: http://player.to/ic2/dev/industrialcraft-2-client_1.61.jar
    Server: http://player.to/ic2/dev/industrialcraft-2-server_1.61.jar

    I implemented a nei recipe and usage handler for my new crafting recipe implementation* which will be part of the upcoming 1.6x core package. You may contribute your additions if you want to.


    * we don't use mc's shaped and shapeless crafting anymore to support using partially charged electric items in recipes and to preserve the energy.

    Bugs already fixed after 1.60:


    - Lossless wl. wrench mode not working
    - Batpack/Lappack not working properly
    - slotClicked crash in the simple el. machine gui (macerator etc.)
    - add charged and discharged items to the creative inventory
    - Crash when opening CraftGuide
    - unreliable upgrade module detection in smp
    - fix mining laser mode setting
    - fix ElectricItem damage value allocation
    - fix nano/quantum suit damage distribution
    - fix ind. diamond -> diamond recipe
    - fix el. jetpack
    - BC blueprint bugs

    We want to release this week, probably with some beta tag attached due to the large amount of internal changes.


    Note: All TMI'd el. items won't be charged, regardless of what the charge indicator displays


    Changes v1.51 -> v1.60:
    - Port to MC 1.1.0
    - Add Achievements
    - Add overclocker, input transformer and energy storage upgrade modules (item sprites missing atm)
    - Increase default operation length for simple el. machines by 30%
    - Add mushroom TFBP (item sprite missing atm)
    - Add recipe handler to allow crafting electric items from partially charged ingedients
    - Add BC 2.2.x and BC 3.1.x integration sub mods for geothermal piping and blueprint support
    - Add NEI and CraftGuide integration sub mods to display the new recipes
    - Add lossless el. wrench mode (hold M to toggle), 10k EU/op
    - Add horizontal mining laser mode
    - Redo low focus mining laser mode
    - Add el. wrench mode to rotate the target similar to rp2's screwdriver (hold ALT or ALT+shift)
    - Combine all mode switch buttons (mining laser, hover mode) to a single key
    - Better integration of our items into the creative mode list
    - Configurable auto-refill option for painters
    - Deprecated industrial diamonds, the process yields normal diamonds now
    - Add a crafting recipe to convert ind. diamonds to normal ones
    - Painters can now paint wool
    - Increase EU detector cable loss to 0.5 EU/block
    - The Electrolyzer works differently depending on the adjacent storage block
    - More crop enhancements
    - Allow HV transformers to accept arbitrarily large packets
    - Make the explosion code ignore very high resistance blocks
    - Lots of bugfixes
    - Anything I forgot to mention


    Changes v1.50 -> v1.51:
    - Add Al's crops
    - Fix Miner crash
    - Fix CF Pack recipe (hopefully)
    - Fix Machines not reducing the input ItemStack
    - Fix scanner area calculation for negative coordinates


    Changes v1.45 -> v1.50:
    - Storage blocks don't emit redstone power anymore by default due to interference with nearby transformers. The plan is to add a button to the GUI which allows different modes, e.g. emit redstone if full, emit redstone if empty, redstone = switch output off, redstone = switch output off until full (old behavior).
    - New config setting to disable ore and rubber tree generation
    - Major internal changes, shouldn't be visible to the users


    This might corrupt your worlds, create a backup before.


    Client: http://player.to/ic2/dev/industrialcraft-2-client_1.60.jar
    Server: http://player.to/ic2/dev/industrialcraft-2-server_1.60.jar

    1. We added those ores before Eloraam added the neccessary patches in Forge to use a single block id, migrating existing worlds isn't that easy.
    2. The implementation supports it, but it's currently unused.
    3. The processing time is currently fixed.