Not only for performance reasons, it was a terrible Idea to even add that Hook, since it completly kills the MetaData of the Item. I need to call Items.feather.getDamage(aStack) in order to get the MetaData properly.
Posts by GregoriusT
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As far as I know, the GT 6 API is different enough from the GT 5 API to have both of them in your Dev Environment at once, because both APIs use different Package Names.
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Those happen regularily. I get them at least once per Month.
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Do your RTGs have 5 or 6 Slots? the ones with 6 Slots do 32 EU/t.
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And what if I told you, that maybe something else is scanning for all the CFoam TileEntities and that something else thingy causes the Lag?
Also Player, how about removing the TileEntities entirely and only adding TileEntities to the CFoam Blocks if they get obscurated? That System works and is widely used in GT.
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I bet that would be really cool on a server. I haven't played on a server yet, I'm also very curious about two things:
Forestry's mail, trade station and catalog system, and IC's IC CREDIT system. Do these economies really work out? That would be awesome if they do.
The IC Credit System doesn't work at all, due to the lack of a controlled way of crafting them, there is either Crafting or No Crafting, but no control over it, unless you disable crafting and cheat them in (what is also a bit bad). It just looks good and that's it.
The GT5 Credit System is better, since people can create their own Credits with unique NBT, which are therefore secure (unless you steal the Coinage Mold from them and copy it).
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As "always" the Text the API states doesn't reflect the changes Player made. It is a Name->Crop Map now, and the old ID System is gone since about a week.
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This Thread is all about Maths behind different Objects, and should answer Questions like "How many Railcraft Coke Ovens do I need for a Boiler in GT5?" (if someone would please post an answer to that, that would be nice). This Thread will be pinned on the GT Forum Board to receive the needed Attention.
I will list all the things, which are actual answers, below:
Small Boiler Math, More Small Boiler Stuff
Large Boiler OutputYou can also ask Questions so that people can answer them, so that I can link their Answers.
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I told you that List was going to be replaced by stoneMappings.values().
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Did you change the Name of the Blocks, as I told you? Because the old "gt."-prefixing I mentioned was a real Problem. (just making sure )
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May I see the Code in which you initialise the Blocks, just in case you forgot something important? (and the Ore Generator registering Process)
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Native UB Support added. Now you can start.
Oh, and don't generate UB Stones with COG, it will lag much more than using UB itself!
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Yeah, it is much easier if there is a placeBlock Function, instead of having to hack into the Code. I need to refine Worldgen Code a bit so that it has an automatically working Ore Placement Function (which takes all registered Stones into account), instead of you having to decide about that manually.
And yes, unless you want to wait until I make UB Rocks visually compatible to my System, Worldgen is okay.
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It is the other Mods compatibility Code which crashes, not GregTech itself. But you are right, we should wait a little. At least until the Crafting Recipes are back.
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Wow, this is indeed very basic. Every Block uses one ID. With all those used IDs I could make 819150 different Blocks. XD
Note: You should register those Blocks as "blockGem" too. That is the Prefix used in the future for those Storage Blocks. Otherwise only half of them would be re-registered due to Crossmod-Compat-Code (since I only selected very few Gem Materials to be re-registered).
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Why don't you let the Motor Part of the Bore do the work of the Tunneling Shield? Then Chunk Loading is irrelevant since each "World.getBlock"-Call and similar results in automatically loading the target Chunk for a few ticks. What may be inefficient or laggy, but it works.
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but i also think that he has real life too.
Do I have such thing? Oh right, must be the watching TV and playing some other Games than Minecraft Part. XD
GregoriusT, Please take into account this small suggestion. You can make 2 minor changes with deep and meaningful result. And it may be better to do while moving to new version with new save system since no contradiction between old recipes and new one may arise. The first suggestion is to rename Pu-244 to Pu-238. It is Pu-238 because of it's low half-life is hot enough to be glowing red and can be used in RTG fuel. Pu-238 is the isotope of Pu that is contained in spent nuclear fuel and it can be separated from fuel rods just like in IC2. It matches existing crafting recipes perfectly.
The second one is to rename Pu-241 to Pu-239. Pu-239 is the isotope that really can be separated from Pu-238. You already have this recipe: Pu-244 ---> Pu-241 + U-238 where Uranium is a decay product. To be correct you just need to rename two Pu isotopes. So the recipe will change to Pu-238 ---> Pu-239 + U-238. Pu-239 is less useful in nuclear science and less radioactive, like you in-game Pu-241, so it will be really nice to rename Pu-241 to Pu-239.
I will add some System to contain Data Values for proper IRL Radioactive Decay (with the "Half-Life³-Time measured in Ticks), and add Defaults for some (but definetly not all) Materials. That will result in the creation of a special RTG Pellet, that contains more than one Element (due to Decay over time) for a GT-RTG.
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(this is my other account, i lost my original pass... )
Uhhm how about you use the Password Reset by Email for getting a new Password?
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And all 9 Spambot Posts got deleted.