Posts by GregoriusT

    so we can't craft wind mill & solar panel without carbon plate now?

    Yes.

    Its the German Unification Day :P btw. Greg bist du deutscher? :DDDDD^^

    Haha, natürlich bin ich das. Ist die deutsche Flagge unter meinem Profilbild nicht genug? :P


    And studying goes pretty well so far. But now i search for a way of annoying Direwolf and Soaryn in the Future. I know what i want to do, i just need to find the Renderingcode for that specific Minecraftfeature. :D

    Answer for my question above?

    Oh, i overlooked it. Answer = Nope, its not that hard to just put Iridium into the Compressor before making Plates of it

    And if you really want it, then just use the Industrial Diamonds. :D

    Holy shit no update today? Greg must have died.

    What!?! You know I'm immortal, or? Yesterday i was out of Home between 6:30am and 5:30pm, and i set up my Dropbox for coding on Thursday. Luckyly tomorrow is a Day when i dont have to go to university due to, (how is it called in english?) "Deutsche Wiedervereinigung".

    Oh, that's perfect. I didn't know that. We have to keep that point: Cells that have to be (re or not)-enriched.

    Edit: And if you think Gunpowder is hard to get, then put a Stack of Netherrack into your Centrifuge. And yes i should re-add at least one TNT, just to ignite the Nuke.
    I didn't know that either. I hope it's 1-2 GunpowderVs64 Netherrack. (But this is a good way to get energy from SuperFuel :D)

    64 Netherrack = 4 Gunpowder (i nerfed it from 8, for the next Version), 1 Coaldust and 2 Goldnuggets (now you know where those pigmen got Gold)

    Some new elemental substances, like Plutonium or Neutronium (just a tier better than Iridium and not UUM-able), are already planned to be added. But until then, you have to use the current Recipe. And yes, you would get 1 Plutonium and 1 less Uraniumcell for centrifuging Uranium. And if you think Gunpowder is hard to get, then put a Stack of Netherrack into your Centrifuge. And yes i should re-add at least one TNT, just to ignite the Nuke.

    The current Recipe requires you to have at least a Breederreactor, just to get the Reenriched Cells.

    I dont know if thats exactly what RawCode suggested, but i have a second MCP-Environment just for decompiling Mods. Then I take the desired Source out of it, and put it into my Main-MCP-Setup (the one with the Default-Forge-Install).

    And for testing, i still strongly suggest running it inside the normal Minecraft-Environment instead of the MCP-one. Also it takes only a Minute (for me, and since your decompiling takes also 15 Minutes, like with mine, that should also apply to your Computer), to recompile and reobfuscate the Code, and then i just zip it and put it into the mods-folder. That way i can find more Bugs, than with the MCP-Environment.

    One could also make things cost more Tincells. So that special Machines, like my Centrifuge can precicely calculate how much Cells you have to Input (or get as Output). And as i said: If thats not going to be Part of the IC²-API, then i will do that myself.

    In this case i'm not a Tinpincher, i just want a universal way to get the amount of needed Cells for special Craftingrecipes, which are added via Oredictionary.

    What i suggest here is just an Interface, to get if an Item is a Capsule-Cell-Container or not. To be precicely, i want to have something like the following, inside the IC²-API.


    This is just a Codingsuggestion, to make it much easier to get Tincells back. If that will not be Part of the IC²-API, i will contain it in mine, with an additional Function, which gives the Values for non-interface-implementing Core-IC²-Items.

    Can more than 1 Lightning Rod outputting power use only 4 HV-transformers?

    If you are talking about 2 Lightningrods, which "share" 4 HV-Transformers via Superconductorconnection, then it will work as long as only one of them is outputting Energy. You really need 4 HVT's per Rod (no matter where those are placed), there is no way around, since there is no Storageblock which accepts more than 2048EU/t (And yes i know the HV-Transformer is basically a Storageblock, which does that).


    P.S. I just looked at the most recent Version of my Lectureplan (for tomorrow), and i was even more horrified, than last Semester. Even when there are now only 2 deadly boring (that was serious) Lectures a week, i have now 4 Days with Begin at 8:00am, End at 5:15pm and giant holes of nothing inbetween the Lectures. At least 2 of the Lectures are really important for me. I think i will use my Dropbox now also for Coding. And HAYO!, Friday is 8:00am to 1:00pm, so i can visit my Friend and Betatester "zerggrez".

    If you want to copy Data from a Computer onto the Dataorb, then just rightclick the Computer (if its in Reactorplannermode) with one Dataorb.

    If you want to paste Data into a Computer then sneak-rightclick the Computer (if its in Reactorplannermode) with the Dataorb (which in that case, must contain a Reactorplan).

    Copying Data from one orb to another is only possible if you have a Computer for Datatransfer (and then do it, like explained in the 2 Lines above)

    I just recognized a Bug of V1.19b, which accidently disabled the Dataorbs. Will be fixed in V1.20b right now.

    I think this is what greg was telling me about. I kind wanted to keep the recipe just wanted quantum food to be nerfed. It ruins the helm discharging to fast and its cheap too I rather people work for their food.

    Yes, that was what i ment. Sadly removing the QSuitHelmet-Food-Feature is a Basefilemodification, and those will not be Part of my Addon.

    MatLaPatate: Watermills can be nerfed by disabling the Infinite-Water-Quirk (the Basefile for that was in the OP, before the 1.3.2-Version of the Addon itself).


    My Gameplaytests are working properly. I already have 9 Solarpanels and 5 Windmills (crafted with the expensive Recipes!), and am currently at Tier-II. My 64x64-BC-Quarry already found two Iridiumore, and my Massfabrication just began. My Centrifuge is currently processing a Stack of Lavacells, to filter Gold, Iron, W-Cells and a bit more than enough Tin to get those 64 Cells back, out of the Lavacells. And even with that, i'm currently short on Tin! But I have stackwise Iron/Copperingots...

    Edit: V1.20a:
    A bunch of minor tweaks and Recipes. For producing Iridiumplates, you need now to compress the Iridiumore into Ingotform before crafting. Lithium has also a new use for Re-Batteries.

    Appears to be caused by magiclauncher

    Nope. I have Vanillalauncher and i get this too

    Display Spoiler


    2012-09-30 11:59:28 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:28 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:29 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:29 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:30 [FINE] [ForgeModLoader] Set beekeeping mode for a world to NORMAL
    2012-09-30 11:59:30 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:30 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:30 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:30 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:31 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:31 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:32 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:32 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:33 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:33 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:35 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:35 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:36 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:36 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:37 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:37 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:38 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:38 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:39 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:39 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:40 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:40 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:41 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:41 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:42 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:42 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:44 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:44 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:45 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:45 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:46 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:46 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:47 [INFO] [STDOUT] Starting Transfer
    2012-09-30 11:59:47 [INFO] [STDOUT] Transfer Complete: 0ms
    2012-09-30 11:59:47 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:47 [INFO] [STDOUT] Channel null in method 'stop'
    2012-09-30 11:59:48 [INFO] [STDOUT] Error in class 'SourceLWJGL OpenAL'
    2012-09-30 11:59:48 [INFO] [STDOUT] Channel null in method 'stop'

    I have to agree here but can we always blame the testers?

    In this Case yes. Why? The Testers are deaf (didnt recognize no sounds), didnt check if old Bugs (Ghost-E-net 1.103) are still there and were obviously not even using the QSuit and Jetpacks in their Tests (which are bugged in every single Version of IC²). I guess most (not all) of them are only Testers just to have ealier access to IC².

    According to RichardG, only ONE Tester had issues with Ghost-E-net!!! ONLY ONE!!! And it was still the most basic Ghost-E-net! (permaexploding Machines, wireless Energy)

    I think they need some more serious Beta-Testers, and should fire all except the one, who found the Ghost-E-net. Unless all those Bugs were reported, and just ignored by the Dev-Team.

    I thhink the craft you create for the Solar Panels is too expensive: Solar Pannels are already very hard to get, compared to others generator, and generate so fewer energy than Windmills, even if it's easier to deal with.
    But the fact is, making them even more expensive because you hate solar spammers is kinda stupid. Because if you want to use it as middle game devices, it's too expensive (because you can't create it before compressor and because of the Tungsten cells, wich means you also have to get Centriguge).
    In an other hand, I understand the fact you have to make it more expensive to make your Fusion Reactor better to generate EU but ... I think you should make it a bit easier to get (less machines, for example) and to let Solar Panels as they are already.
    Do not forget that the Fusion Reactor, even if it needs to be feeded in Fuel, can be placed underground and is working the night too ...
    Because seriously, if noobs want to create large Solar Panels plants, let's them do, they would be smarter if using Windmills/Watermill-feeded-by-bucket-using-RP2 ...
    The recipes you imagine would be good ... for some advanced solar pannels :/

    Lol, FUN-Fact: I gonna also make the Windmills more expensive. I think 3 Carbonplates instead of the 4 Iron are a great Idea.

    And never forget: I add Configs for almost everything!

    I was a bit lost there. The new settings? Have you actually added something like this I was a bit lost there

    Why did i say "new"? Answer: It was added in in the currently most recent 1.19b!

    I agree the solar panel recipe change seems excessive, maybe you could just add the new recipe as an alternate? I know that's not a fix, but then server admins could pick which if any they want to enable/disable

    Config? Did you read it?

    unrelated note: had a question about the lightning rod, maybe i missed in reading the OP but was wondering if the vertical height or horizontal area covered effects lightning strike frequency, recently built one to test in a super flat world and forced rain with nei, lightning was infrequent but when it did happen it seems to strike the ground around the rod more often than the rod itself, built it from bedrock to max height and the expanded out in a pattern, using 1.18a, when lightning did hit it, worked great, but was just wondering for making build more efficient

    Only vertical. The higher and longer it is, the better. Bedrock to Sky is best. If the height of the highest Fence exceeds 128Blocks you can even get stroke while its just raining.

    I have a request. Could you please add a setting to remove the ability for the quantum helm to give me free food.

    If the new Settings for disabling single QSuit-Parts are not enough. Lets see if i can disable that without IC²-Basefilemodification.

    V1.19b
    Tweaked the Texture of the industrial Centrifuge a bit
    Added Centrifugerecipes
    Made Computercube-GUI only show up for its Owner (Offline-Mode-SSP-People can ever access them)
    Removed old useless Code from the Fusionreactor

    I'm currently testing gameplay with my Addon, so dont expect me to do much.

    In case you are wondering, why your EffectRenderer crashes. Its a Forestrybug. It happens as soon as an enchanted looking Beequeen dies. I had to do 2 Basefilemodifications on my Client to stop that shit.