Posts by GregoriusT

    This is a little off-topic, but I'm curious - since Minecraft uses multitexturing for light, couldn't you make coloured light by having multiple versions of the light texture and simply swapping between them?

    Too much effort. You need an additional mapping for Red light, Green Light and Blue Light (in addition to the normal Lightlevels) for all the Chunks, before you can do that.

    probbably the worst drawing ive ever made but this should illustrate the workings of a lightningrod

    Display Spoiler


    The first drawing of the rod fits perfectly to how i would code it (Ironfences over the Lightningrodblock), and the larger the amount of Ironfences and/or the larger the height of the Rod, the higher the probability to get Lightning to hit it. And then a 8192EU/t Energydischargerate.

    The way i would code it wouldnt be "Lightning hits rod => Energy" it would be "Lightningrod detects Storm => Randomnessdepending on Ironfences => Produce Energy and make then Lightning hit the Top for Specialeffects". So it cant be exploited using Infernal Helmet from EE or other Lightningsources.

    allocate more ram

    Haha, it runs out of Memory, when it hits the physical limit (2GB) of the Computer, so allocating even more, than that wouldnt help...

    Suggesting a better Computer, doesnt help the ones, who have not enough Money to buy it.


    Smooth Lighting is a Graphiccardthing, so disabling it, reduces Lag only on bad Graphiccards. (I already tested it)

    *looks at Reactor* Hmm, its a Mark-I-O? Then why is there so much RF-Stone? One Layer of RF-Stone + your RF-Glass are enough to prevent damage.

    But your Basecontrols for the Reactor are looking good.


    And you have Redpower so the most efficient is my CASUC-Reactor.

    You are lucky that Alblaka is actually incredibly "Peacefull"/"Banhammerinactive", otherwise you would've gotten banned for the Lightningrod.

    Sidenote: while experimenting with Minecraftcode i found out how to code said Lightningrod...

    I'm thinking you won't have as much luck with this as Gregorious. He's using all standard machines, so he's got 10-20 seconds between operations on each to clear out the other machines. You have just under 13 ticks to clear out everything, so a single RP machine would have trouble keeping just two machines clear, even on a 0.4sec timer, much less 26 (would still save you 1/2 of your filters, of course).

    If its not fast enough then just add a second Retriever. They are not really expensive. (the Athame kills Endermen incredibly efficient)

    I'm sure this is a topic brought up before, so I'm hesitant to ask, but how about some backwards compatibility? As in, mods that utilize the IC 1.95 infrastructure can still be used in 1.97. I'm not sure how much time or effort it would take to do that, but it seems like every time IC2 is updated addon authors have to update their stuff or it's completely unusable without using the old version. Am I wrong? It seems like it might be a worthwhile (not necessarily easy) thing to have both past and current program infrastructure rolled into the same version, and let addons choose which set to run from on a case-by case basis. I'm not saying it's easy, but would it be worth it? Perhaps, to lessen the time spent on such a thing, backwards compatibility could be relegated to every .1 versions, so 1.9 addons are compatible with 1.8, and 2.0 addons will be compatible with 1.9? Maybe you can put compatibility-altering changes all in those versions, I don't know, but it's a thought.

    Its only, because of the Addon-Authors not or barely using the IC²-API (because the API has not all what they need). Most Addons are directly coded with the decompiled IC²-Sourcecode, what makes them depedant on it and causes incompatiblity with older Versions.

    -- BEGIN LOGENTRY --
    *Incoming Forestrymail*

    What the hack? A Mail? lets see...


    -- BEGIN MAIL --
    note: super secret ancient knowledge of how to reforge the core if it ever got turned into spambots in 5 easy(near impossible) steps
    1) find the heart of the asshole(fenixr) and combine it with the weapon of the chosen one(T10a's portable tesla coil) to create what what all spambots fear(spambot repulsion field transmitter)
    2) unlock the gate to every where(disable a teleport pads dupe guards) and spread the fear across the world(dupe-teleport the repulsion field transmitter to every pad simultaneously(your going to need a crap load of power))
    3) the spambots shall flee and the warmth of the earth shall come from its hiding place(under intense weight and friction of all the bots trying to put as much distance between them and the field as possible the bots at the core will melt creating a chain reaction that will reform the mantel)
    4) ???
    5) profit
    -- END MAIL --
    *Looks at 1)* Hmm... defeating FenixR is easy for me, but where is he? We never found out, in which spanish languaged Country he lives, even if i think its probably Mexico. And the Reason, why the TeslaCoil is even weaker, than my Walkingstick, is that its incomplete? That explains much.

    *Looks at 2)* We need a Crapload of Power? Well, i can order as much ZPM's as i want through the Stargate, but i need them for my own Core-Replacement-Plan. And Dupeteleporting is may not needed, as i still have my Disrupterplatform, and can configure it, with the Repulsion-Field-Transmitter, when we get it.

    *Looks at 3)* Uhhm what? Where did you get that "ancient" knowledge? There are many Errors at this Part of the Plan, but maybe its explained at Step 4...

    *Looks at 4)* WHAT THE FUCK IS "???" MEANING!?! I seriously doubt that this is ancient knowledge, as i got all of their knowledge from the Atlantisdatabase in my Computer!

    *Looks at 5)* Profit? Profit is not what we want, we want to repair the Core...

    I will continue the work on my own Core-Replacement-Plan, as its more plausible, than that...
    -- END LOGENTRY --
    -- BEGIN BLACKBOXENTRY OF THE RESCUESHIP --
    *Loud noise of Spambots breaking through the Hull nearby the Bridge*

    GregoriusDuplicate:
    What the... OK, now you all have to fight against me, and this is not good for you!
    *Shoots "perfect-strength-to-not-damage-anything-else-on-the-Ship"-EMP in the direction of the Bots with Walkingstick*
    *Bots deactivated*

    And now OUT OF MY SHIP!!!
    *Uses Gloveintegrated Tractorbeam to telekinetically move the Bots, with incredible velocity, out of the Hole, where they came from*

    Good, but that Hole doesnt look nice
    *grabs Materializerstick to repair the Hole with Matterconverters*

    Alright and now back to the Bridge.

    -- END BLACKBOXENTRY --

    I'm thinking that as proof-of-concept, efficiency wasn't really a consideration... this certainly isn't anything I'd ever need
    to build, or would want to build.

    side tangent regarding the whole 'secret infinite power' thing: AFAIK watermills work underground, don't they...?

    I have a 24 EU/t-one in my Basement, so yes they do. And as i said: Scrap in Generator = 870 EU and Scrap in Massfabricator = 25000 EU

    Nope, doesnt happen with Mystcraft.

    The Problem is, that these Plugins are loading Textures BEFORE loading the Tileentities, so that the Function, which returns the Direction of the Facing of the Block returns 0 (= Facing downwards).

    Its a link to the Reactorplanner. The Reactorplanner is a Program, with which you can design IC²-Nuclearreactors, without blowing your House up. To let it run in a Browser you need probably Java 1.6 and not 1.7, but if you download the Offlineversion then you can run it on your Computer.