Posts by GregoriusT

    Is it possible to add a wire mechanism to translocator and electric buffers? When building a pipe I don't want to wire every buffer.

    Suggestion approved. Outputfacing of Buffers and Translocators will be 32 EU/t.

    So 1.4.2 update will be on 1.38a or 1.39a? Also, sodium replacement for lamp recipe?

    1.4.2-Update will be 2.00a
    1.38a is just the last 1.3.2-Update

    Compared to all the EU needed to make the ingrediants for the fusion reactor, just how much 'profit' does it put out after costs?

    Even more in 1.38a as the Centrifugerecipe got cheaper.

    @Centrifuges: I corrected my Matherror and decreased the amount of needed Centrifuges from 161 to something less than 40 in 1.38a (what is going to be released Thursday).


    @Soundbugs: This is not the right place for IC²-Bugs


    @Serverlag: Its not my Mod, whats causing it.


    @Color Of Chrome: Its light Pink because white is not an Option (Iridium, Tin, Silver, Iron and tons of other things are white)

    Yay! Now I will need another tutorial for the automation stuff

    Its very easy:
    The Translocator pulls Items from the green Inventory to the Red, at the cost of up to 400EU (worst case).
    The Electric Buffers are just putting their Content into the targeted Inventory (red side), and accept Input from any other Side at the Cost of 1 or 2 EU per Item (I have to fix a Bug about that price as its currently 1 or 2 EU per transaction).


    Edit: Changed Translocator to also use EU for single Items instead of transactions.

    I noticed that there is something buggy going on with the logistics pipes. When I import the recipe from the autocrafter it shows up the 0 / 1,000,000 EU in the Lapotron Crystal tooltip. But when I craft a lapotron crystal, the EU line doesn't show up so i have to manually place lapotrons in the the crafting pipe.
    Can you somehow fix it to have no damage value but display the EU amount in the tooltip?

    I tried that already, but it somehoe doesnt work.

    Greg, Fix this annoying stuff: I disabled steel for electric tool recipes and now the chainsaw has the same recipe as the drill so I can craft only the drill.

    Do you have the latest Version?


    Edit: Derp. fixed in V1.37c.


    Edit: V1.37c:
    Finished Automationupdate. HAYO! Now we have simple industrial Automation without BC or RP!
    NEW: The electric Buffer! See the Information i gave on the Wikipage for this awesome Device, whichs smaller Version can also be used as some kind of One-Way-Tube.
    Added a new ability to the electric Autocraftingtable. It now gives you Tincells from crafting back! Try it with the 2xKNO3-Recipe (K- and N-Cells from Enderdust) to get Saltpeter/Gunpowder


    Edit: Please report every Bug you can find before Thursday! I will then release 1.38a and begin to port to 1.4.2!

    V1.37b:
    Fixed a few things.
    Added Redstoneoutput for the Sonictron after it finished its cycle (for ease of use)
    Added the Translocator. This Device pumps Items out of one Inventory and puts them into the other at the Cost of EU (100 - 400 per Transaction depending on complexity of operation). It has also a Filter.

    Forgot this one...

    In 1.36b this recipe is actually reversed. so for one Thoriumcell you get 2 Uranium cells and one empty cell.

    Fixed.

    Btw in this threads 1st page there was a bit of info about Fusion reactor that said that you need one Electrolyzed water cell per 2 seconds, I'm pretty sure it was meant to say you need 1 Electrolyzed water cell per 2 ticks. Which would mean something like 175 Centrifuges, 288 Electrolyzers, 72 MFSU's and quite a few pumps. (did I make a math error somewhere along the line or is this really the cost to fully automate Fusion)

    The Math changed since that statement (thats why i didnt add it to the Wikipage). But back then it was right.

    Suggestion: Advanced Teleporter.
    The advanced teleporter is a very expensive device (compared to the teleporter) needing 2 teleporter + 1 very advanced machine + 1 Iridium plate + 1 Gregtech computer cube to be crafted but wich has some advantages:
    -1st: It's more efficient about EU consumption. It needs about 1000*distance (in meters) to teleport you. Of course it can seems amazing vs the normal one, but the Adv. teleporter is much harder to craft.
    2nd: It has an integrated computer and uses more advanced technologies to create portals where you want without needing another teleporter ... what means with a special freq transmiter, you can save several positions (because this special transmitter would have dataorb/something else with emeralds) and when you come back at your teleporter, this one would be able to teleport you to all the position you've registered, by puting your special freq transmitter in its GUI.
    So this teleport would be able to teleport you at several position (you could chose with the GUI for example) and wouldn't need another TP.
    I guess it would make teleporter more useful, because they are actually quite as unused ...

    Some kind of better Teleporter is already on my slow TO-DO-List.

    I can see what you mean there, with the portals. I can imagine being in a lab, turning on the portal that drains a whole mfsu per use. perhaps 3 when you type in coordinates far away from the portal. hmm...perhaps the farlands can be reached by others. But i bet that would take a weeks worth of nonstop coding.

    A Week? Hahahahaha. Do you really think that setting Postions is that much work, when i already have tons of Basecode?

    Are you gonna make this addon 1.4.2 soon, or wait until ic2 1.108 is out of beta?

    Since Eloraam is no longer porting RP to 1.3.2, i will do that this week. But i have to add one new Block before doing so. *Ahem* Translocator *ahem* Automatisation *Ahem*

    For you its as easy as just putting down the players name in your code? 1 stinking line?

    Uhhm, yes. Why else is it a "List".

    Here's few issues that I noticed today... (@ 1.36b version)


    AESU doesn't correctly update lowering output EU/t rate until all input cables have been severed. (eu meter shows the set value as output but machines are still getting the old higher rate)


    Meaning if you set output to 2048 EU/t and then lower it to 512 EU/t connected machines would still be getting the 2048 EU/t.

    hmm i will look into this.

    Other issue was bit more severe as client was having null pointer crashing when ever I go withing 100m of my base. (server kept on running just fine and if I teleported further back I would be fine also)

    Blame BC for doing stuff Clientside (causes lag) but i will fix it.

    It says blame Dinnerbone, not ME. joke aside i will fix that. It seems that the MetaTileEntity is just not reloaded, and as i rarely check for Nullpointers, well...

    Stop talking Greg, there's mllions of people dying in the world because your IC2 add-on is not yet released for 1.4.2 ! :love:

    Lol, no single official IC²-Addon is out for 1.4.2 so why caring about that? And as i said there are two possibilities:
    1. The IC²-Update to 1.4.2 is official.
    2. Redpower updates to 1.3.2, so that i can make at least a testrun.
    So bug Alblaka and Eloraam to update their Mods officially, before bugging me. (Thats not a permission to ask them for Releasedates! You may get banned if you do.)

    I can't easily register ours before preinit because of the way Metallurgy is constructed. I could, but it would take a quite a bit of restructuring.


    Well dang, time to rename all my dusts for IC2 again

    My OreDictionaryHandler is able to detect both Versions of the naming. I just check if the String endsWith "ustCoal" and begins with either "dust" or "itemDust".


    There are 5 Loadphases with Forge:
    1. The Constructor of the Mod itself (where i initialize my Oredicthandler)
    2. preInit (config only)
    3. Init (registration of Blocks, Items, TileEntities and Oredictionarystuff)
    4. postInit (recipes)
    5. serverStarting (resetting Ingame-Values, like my IDSU-List)


    My OreDictHandler just saves all the incoming Events in an ArrayList and executes them in the postInit-phase.


    I wonder when Alblaka realizes, that i just called him a Hipster in my previous Post. :D