Posts by GregoriusT

    Redownloaded IC2, gives server and client (in ssp) crash. I fear, that my config became messy, SOMEHOW. could that be a reason?
    I'll try to make things work with new version

    Could also be the IC²-API which is overloaded, by an outdated Mod.

    Just found a bug or at least something worth mentioning. You made the uranium cells stackable (due to the way the centrifuge works i guess). If uranium cells of different "health" levels are stacked all get to the level of the lowest one. At least the icon indicates that but when I put them in my reactor they seem full again.

    OK, i make stacked Reactorcomponents not pulsing/accepting Pulses, just to make that no longer possible. (happened when i switched to NBT-based Damage)

    Greg,

    Maybe the Laptronic Engerystorageunit / LESU-blocks could support multiple controller. I could see either an advanced unit or each addtl controller cut the output by number of controllers. IE a 512 LESU with 2 controllers would ouput 256 each.

    Here's my notion for this I'd like to have a controller near bedrock for my lightning rod and another at my base for output into my machinery.

    Then it would be a cable. I dont want to make it a Cable. It would make Superconductor useless.

    How do you charge the lapotron pack? Nothing I put it in works

    MFSU = Tier III
    Lapotronpack = Tier IV
    AESU = Tier IV
    IDSU = Tier IV
    Charge-O-Mat = Tier V

    I think that explains all. Also read the Ingamedescription (in the Computercube) of the Lapotronpack for more details.

    Quote

    java.lang.NoSuchMethodError: ic2.api.IReactor.produceEnergy()Z

    You see the "Z" at the End of the Line? I dont know why, but it doesnt seem to be supposed to be there, right in the middle of the Exception. Try redownloading IC² as the Function is Part of the IC²-API and should also crash in SSP when its missing. And my Version runs fine for me.

    @Neutronium: This Material cant be found on our Planet, thats why we have to go to find it in other Solarsystems. It's an Ideal Material to build highly advanced Nanites, Indestructible Armors/Walls and is also Part of the Machine which can create ZPM's. Subspacetechnology is highly relyant on this Material as no other known Element is dense enough for utilizing the Subspace in any way. Neutronium is Tier-VII, and we are currently only at Tier-IV, with a 3 Tier-V-Machines, and so its a very long way to get there.

    V1.23a:
    - New Centrifugerecipes. Including some for filling Fuelcans with Coalfuel, Biofuel, BC-Oil and BC-Fuel. You can disable Coal- and Biofuel for it, by switching the "Tinpincher"-Configoption. :D
    - QSuithelmet-Code improved and configurated

    - QSuitchestplate-Code improved and configurated

    Greg, Thorium cell gives server crash. Need log?
    Not only Thorium, even usuall cells give crash.

    What do you think. Do i really need a Crashlog? Yes of course.

    P.S. The longer you take, the later i release the next Version.

    GregTech, I was unable to find the new jetpack using some of the unique fuel types in your mod. Something maybe not as fast of quantum but pretty fast making traveling and exploring the world easier and of course costly but also last a lot longer.

    Jetpacks are scheduled due to some Devs, which i wont mention, who are not making proper Jetpacks.

    GREG!!1 make rockcutter harvest CAKES!! xD

    Then the "Rock"-Cutter would be a Lie.


    But now serious: Its enough that i made Cakes 64-Stackable.

    Just to nitpick, the centrifuge animation appears to stop after changing from overworld - to nether - to overworld again from the outside (front / top) and the inside arrows behave funny until they finish a cycle then start again.

    Otherwise YAY!

    Not only then. Everytime you unload the Chunk where it is in. Since its an Animation it has low Priority.

    Adding Greg to the test team will solve nothing.

    Exactly. Also its enough to report those many Bugs of the released Version.

    Greg is a developer. We are his testers. Dev or nothing <3 That and I doubt 99% of his stuff can even get into IC. They kind of crazy when comes to features. I rather just see greg do what hes doing and maybe consider going standalone someday.

    Standalone is not possible with this Addon, even when i use UE-, RP- or (ewwww) BC-Energy i rely on many IC²-Items and Blocks.

    Also anyone play with the new materials for the reactors? I'm wondering if you can use any design from standard reactors and use the new cells or would it require fully new plan? I'm really bad with reactors and only take blue prints from others :P

    My Reactorplanner can work with ALL Reactorcomponents. It scans the whole Itemlist once, to find those.

    As I already said it (but I guess nobody read the post, because it was the last of the page 23, was a bit out of the topic, and because someone posted 2 minutes after me)

    I saw it btw, because i look at the previous Page, when its beginning a new Page.

    Soulsand = Oil = Fuel
    BC-Oil = Oil = Fuel
    Coalfuelcell = basically Fuel

    I think my Centrifuge could be used to fill Fuelcans instead of just Tincells. (For all those Tinpinchers out there: I will also add the basic Biofuel to its list)


    Kane Hart: Since i found a way to overload IC²-Items i can say, that i also found a way to disable QHelmet-Food, QHelmet-Air and QHelmet-PoisonCure seperatly. Will be in the next Config. Oh and the QHelmet will then have the (also configurable) ability to give off light like my Lighthelmet.

    THIS IS THE BASE FOR A NEW ADVANCED QSUIT.

    I can't speak for the author but he had a lot of issues with his mod and stopped working at it. Chunk cruppting issues. GregTech adds sort of this feature and works flawless. Its a lot more costly recipe the way it should be anyways but I just wanted to let you know.

    You wont believe me, how often i got Chunkcorruption while testing it. I fixed it by letting the Mainmodclass (and the Tickhandler) save the Data, instead of doing so with the TileEntity itself.

    Ouch, that Suggestion (which should btw be in the Forgeforum even if this is the Offtopic-section) is not that easy to make, and it also wouldnt ease things. The 8 Refined Iron in a Pattern is already part of the Craftingrecipe, and Blocks are btw already Items. So what would be a change expect that you have one Classfile less, but therefor one even more complicated one?

    @KanesServercrash: Damn Creativetabs. I want to fix IC²-Items, by overloading them, and then you get a Crash when i'm trying to copy Creative-Tabs Serverside.

    Can we do something about the 9 copper for a copper block in a compressor VS 8 copper to make a copper plate? It currently looks like the copper plate recipe is the only one used.

    No we cant. The Code to add Copperblock-Compression is commented out due to the Copperplate-Recipe.

    yes, i leftclicked the other player with a fully charged teslastaff, and also tried to rightclick, and i tried to click on both :Quantum-Bodyarmor: and :Nano-Bodyarmor: ,it doesnt work

    I will take a look into it. But not in 1.22b, as that just fixes the Bugs/Crashes.

    i cant start reactor planner in the computer after i uprage the mod to 1.22a

    You cant start it? I tested the new Components with it, and it still works. Did you apply EU to the Computer?

    V1.22b: Fixed Kanes Servercrash probably.

    any chance of getting the recipes for fusion and centrifuge into NEI or are you just gona stick to the computercube?

    There is a chance, but only if there is enough Time for it.


    V1.22a
    Since Richard is taking ages to fix a few Bugs, i fixed the following two with this Addon myself:
    - Double/Quad-Cell-Turbo-Exhaustionbug FIXED!!! (Note that old damaged Uraniumcells will be refilled since i switched it to NBT)
    - Neutronreflector rather pulsing than reflecting. FIXED!!! (Now reflects properly)

    Note, that i still didnt use frikkin Basefilemodifications to do that. I just overloaded the ItemID's with proper Items.

    NEW FEATURES:
    Plutonium and Thorium as Fuel for Nuclearreactors. Currently only obtainable via centrifuging 16 Uranium.

    Plutonium has twice as much Poweroutput and twice as much Lifetime. (So 4 Times more Energy)
    Thorium has only a fifth of normal output (1 EU/t/pulse) but five times more Lifetime, making it a less hassle to refuel small Reactors (same Energyamount as Uranium)

    Produced Heat of a Reactorfuel is determined by its EU/t (at Default-IC²-Config) minus 1 (with at least 1 Heat produced), what means that Thorium has 1 Heat per Pulsetick, while Plutonium has 9 Heat per Pulsetick. Uranium is still the same with 4 Heat per Pulsetick. The Nuclear-Config of IC² does not affect Heat, but still EU/t.

    @Thumbs.db: As long as it doesnt cause Problems for me i will not do that, because its too much Effort for me :P

    Hey is there a way to play that awesome Addon in Singleplayer ?
    I tried the Fusionreactor , but it only works in multiplayer.

    Sadly, there is no Singleplayer in Minecraft 1.3.2 at all. So unless Mojang adds Singleplayer back to the Game, i cant help you.

    not quite the best idea, but that makes sense ~_~ . that is going to leave netherrack w\o purpose again. maybe just netherrack > redstone (it's friggin RED!!1) + more gunpowder + more coaldust?
    Did you read the wiki thread?

    Redstone seems to be a good replacement for the He-Cell.

    I really would like that the centrifuges are faster, that's why I hate making SI-Cells and everything else. I use Clay Dust to make them.

    Complaining about slow things being slow doesn't help you. Make more than one Centrifuge, if you want Speed.

    The thing about the water mills is that they are a wonderful, infinite source of energy that can be built literally anywhere, but they are quickly outclassed by the compact solars. Versus individual solar panels, they absolutely win hands down. A solar cell produces 1 EU/t versus the 2 EU/t of the water mill. Against compact solars, an LV array produces 8 EU/t and a MV array produces 64 EU/t simple because they are worth 8 solar cells and 64 solar cells respectively. Compact solars are a LOT of resources, but if you want something compact, generating energy, and out of the way they will be your best bet.

    But yea, don't use the wind mills. They are just about the worst power generation available, there as a last ditch effort if you seriously cannot do anything else. They are variable power, they get disrupted by ANYTHING in a certain radius, even the cable taking power from them, and generate next to nothing. In the course of a full MC day a single solar cell will generate a LOT more power than a windmill will because the solar cell is constant and the windmill might not even output power for huge swaths of time.

    Yeah, anything stated there is wrong.

    First of all: Watermills + Buckets = 500EU at 1EU/t (they got nerfed massively in 1.103)
    Second: Watermill + Watercell = 1000EU at 2EU/t (got nerfed too)
    Third: Watermill + BC-Liquid-API + Anything else than Waterbuckets or Watercells = Crash + Worldcorruption (in 1.103; Note that empty Buckets also cause that Crash, so guess what happens even with Waterbuckets)
    Fourth: Solararrays are OP and not Part of Core-IC²
    Fifth: SpwnX, could you please kill that Tekkitforumguy, who made that Description? We all know, that Wind is the best green Energysource in IC².
    Sixth: So Windmill generates 1.5EU/t on average and Solar 1EU/t but only at Day? After some calculation i found out, that you need 3 expensive Solarpanels just to get one cheap Windmill. (Thats why i nerfed the Recipe in my Addon)

    But seriously, are you one of this guy thinking Nuclear Plants have a real risk to blow up without external event ?

    Which, in Centraleurope occuring, natural Catastophe could blow up a Nucleareactor in Germany? Answer: None. What else could happen? Human failure? No, we have good enough Computers now, so that Tschernobyl cannot happen again. Nuclear is safe Energy, i have no Idea why People think it could just explode.

    Btw. All those who are against Nuclear, are mostly also against Wind, Solar, Water, Coal, Cars, Biofuel and pretty much everything else except Electricity.

    Let's back to Minecraft: I wasn't asking about ratio, but why ? Is there a reason to the existence of He in the Nether ? Being so light, it should be found at the top of the Nether, with that amazing heat, isn't it ?

    Thanks for the Idea. Why not centrifuging Glowstonedust for He-Cells instead of Netherrack.

    Make solar panels use 1 si-cell and 2 C Plates??
    And make Rock Cutter about as fast as a diamond pick(It's made out of 3 freakin' diamonds)??

    1. Nope, 2 Si-Cells are reasonable. Try to use Claydust for getting Si-Cells. Then you will also get Li-Cells, which you can burn in a Generator for much Energy.

    2. Nope, you have to "saw" the Block 4 Times to get it in one piece, thats why it needs so much time.

    Let me explain. I want to add new Nuclear Fuels (Plutonium, Thorium) with other stats. Thorium with 1 EU/t instead of 5 EU/t and Plutonium with 10 EU/t.

    But now the Paradox. Instead of "reflecting" the Neutrons back to the Cell (like expected), the Neutronreflector just adds another 5-EU/t-Pulse to ITSELF!!!
    You see the missing logic behind that behaviour, or since when are Neutronreflectors pulsing?

    This can be fixed like shown here:

    Code
    public boolean acceptUraniumPulse(IReactor aReactor, ItemStack aStack, ItemStack pulsingStack, int youX, int youY, int pulseX, int pulseY) {
    ((IReactorComponent)pulsingStack.getItem()).acceptUraniumPulse(aReactor, pulsingStack, aStack, pulseX, pulseY, youX, youY);
    return true;
    }

    This way the pulsing Cell just gets pulsed again, enabling custom Powergenerationvalues instead of fixed 5EU/t (or the Configvalue).

    Please fix it, before you release the Bugfixversion. I dont wanna introduce bugged Reactorcomponentbehaviour, just because of an IC²-Bug.

    Edit: RichardG, i know you have read this. Why do you answer those Bug-Reposters, but not me?