Posts by GregoriusT

    I'm glad you people don't really have any actual control over the mod development otherwise reactors would output 999999999999Eu/t and could be made of simple sticks and stones.

    I see an Integeroverflow over there. That must be a Bug from FenixR's Software. Also you forgot the Config, which can actually do that, what is a second Bug. I think i have to talk to your Mom Dev about that. :D

    Anyways, when Redpower is out, we can easyly refuel our Reactors. And the Quadcell having four times less Duration-Bug is also fixed in the mythical next Version.

    not sure I know what you mean, I generally try to stay away from multi-block structures, because they are much more difficult to code without accidentally having severe exploits

    I know an exploit with my Fusionreactor and Redpowerframes. You could just save the Fusioncoils of a second Reactor, by moving these quick up and down with Frames.

    But for my LESU, which is the "ultimate random" Multiblock, i have found an absolutely nonlaggy solution (which could also work with Railcrafts Cokeovens). The LESU-Storageblocks are scanning the already existing LESU-Block-Area upon being placed/broken, with a recursive Algorithm until they find an LESU-Controllerblock, then they notify it and the Controllerblock scans again after 1-10 Ticks (in case of explosions it divides Lag by 2), to determine the amount of LESU-Storageblocks.

    So its not that hard, to make Multiblockstructures lagfree.

    According to that Tungsten is moreless the Ore-Form of it (heavy stone), while Wolfram is the chemical Element. Its a bit like Bauxit and Aluminium.

    @Cablemodels: NOPE. I like the Cables how they are now.

    @Next Release: V1.17a

    New Features:
    Dataorb for storing, guess what, DATA!!! Used like portable Sonictron on Computercubes for Reactorplans (can also store Sonictrondata)
    Energybar at 4 diffrent Block-GUI's.
    Fixes:
    Should now have fixed that E-net-Log-Issue, but i wasnt able to reproduce it, so i dont know for sure.

    @Ghost-E-net: As i said, i fixed Ghost-E-net for all MY Machines/Cable long ago. I tested it to be sure, and my Machines were (unlike IC²-Machines/Cables) not ghosting at all.

    You know that the Heat inside the Reactorhull is just the Excess-heat, or? One cant use ALL the heat of a Reactor. Thats also a law of Physics.

    If that what you suggest would work IRL, why do IRL-Reactors have "smoking" Coolingtowers? Wouldnt it be less wastefull to put all that into a Turbine?
    NO, because it doesnt work. One can only use 66% (at optimum) of ANY heat inside a steambased Generator. Thats also applying to Turbines.

    EDIT: HOW THE FUCK DID I GOT DOUBLE-NINJAED!!!!

    Quote

    Or you could wait until the next release. No offense, you can't know it, as I didn't tell anyone yet.

    Lol, i know it as Friedi asked me about how to add Macerationrecipes. :D

    Quote

    Thanks!
    I think, if you used this with Dense Ores (assuming you mean the MystCraft symbol) your chests/worlds/computer would explode from too much ore.

    The way Mystcraft worked in 1.2.5 was similar. It just increased the size of Veins by 4x and changed "Worldgenminable" in a way, which spawned multiple veins at one place. So as long as Worldgenminable isnt used for those Incredible Veins, you will not have any "TOO. MUCH. ORE. GENERATION. LAG."-Problems with Mystcraft.

    i think that using letters in chronologically reverse order to what they symbolize is not very reasonable

    From the psychologically standpoint i have to say, that a good Class-A-Reactor sounds much better than a good Class-F-Reactor, like Grades in english schools or the european Energy-Efficiency-Standard, where "A+++" is the best and "H" the worst. This naming could reduce the Noobs, who spam bad Designs.

    Or Talonius adds a Description on how good or bad, the designed Reactor in the Planner is. Hmm, i should add such Description to my own Planner.

    OK, i will add those nifty little "," inside my Numbers, because 40,000,000EU is easier to read than 40000000EU. And the E-net-Ghost-Bug is very common. I wonder you didnt stumble over the 100 diffrent Bugreports about it. (btw my Machines are not affected by E-net-ghosting, as i fixed that Bug for myself)

    Edit: the 90,000,000EU costing Fusion is for producing Iridiumore cheaper, and doesnt give you any Energy (it even costs Energy to keep the heat up), so if you fuse Lithium and Wolfram, then dont even connect the outputs to anything, as you dont get Energy from it.

    SPLITTERCABLES!!!
    Can nobody read the frikkin OP. Why did i even write it, when nobody is reading it? [/rage]Sorry, but i had to get loud. Now i know how Rick must feel with his Nuclearreactor-Thread



    Just hook up a Splittercable on the Outputside, right after the HV-Transformer and power it with Redstone, before you fill your Fusionreactor with Energy.

    Why do all those people who suggest Stuff, stealing my Ideas right before i wanna implement them? My Ingamereactorplanner can already work as Reactorblueprintdatabase, i wanted to improve it by adding Datadisks to it, in the next Version of my Addon.

    And PIS isnt "pain in the ass", PITA is "pain in the ass".

    Also its "HAYO!" and not "HYATO!". We are not a japanese Carcompany.

    Label your releases with version numbers, please :) At this rate of updating it's kinda crucial :D

    There are already 3 Labels. One in the title of the Thread (which gets updated together with the Download), one in the "mcmod.info" inside the Download and one inside the Code. Also the updatingspeed goes down at the beginning of the next week, as of real Life. Not to mention that most updates were just Bugfixes, which also contained new untested Features, which then had Bugs, which then had to be fixed, which then... and so on, until i get out of Features, which i must implement.

    @Teslastaff: It is, as Kane said, just a Nerfbat. The Diamonddrill already got an upgrade, due to the SMP-Turbo-Shovel-Glitch. The Chainsaw is fast enough. And the Nanosaber is already very powerfull, so i dont wanna buff that.

    @Cablerendering: Its just connecting Textures (took me 2 hours to implement that correctly). Nothing laggy.

    My bug is using percentage = value*100/maxValue, with integer vars. Integer overflows on value*100 step;

    Guess how ElectricItem does its calculation. percentage = value*100/maxvalue, but with Shorttype-variables. Overflow comes when using 10000 as maxdamage like me.

    V1.16a
    Fixed a few Graphical lags
    Added Superconductorwire with 0% loss and over 2Billion maximum EU/t.
    Added Endstonebased Recipe for the Centrifuge, so go to the End and mine out all these white Stones for more efficient Fusionenergy and Wolfram!

    There is one tiny thing about your Addon i dont like. Its the Rotationcode. It works as unintuitively as the new Snapshot-Wood-Placement-Test. I suggest to fix that by using something similar to the following Code:

    @Override
    public void onBlockPlacedBy(World aWorld, int aX, int aY, int aZ, EntityLiving aPlayer) {
    GT_TileEntityMetaID_Machine var6 = (GT_TileEntityMetaID_Machine)aWorld.getBlockTileEntity(aX, aY, aZ);
    if (aPlayer == null) {
    var6.setFacing((short)1);
    } else {
    int var7 = MathHelper.floor_double((double)(aPlayer.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
    int var8 = Math.round(aPlayer.rotationPitch);
    if (var8 >= 65) {
    var6.setFacing((short)1);
    } else if (var8 <= -65) {
    var6.setFacing((short)0);
    } else {
    switch (var7) {
    case 0: var6.setFacing((short)2); break;
    case 1: var6.setFacing((short)5); break;
    case 2: var6.setFacing((short)3); break;
    case 3: var6.setFacing((short)4); break;
    }
    }
    }
    }