Posts by Pantheis
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					Advanced Power Management 1.1.40 for IC2 1.109 and Minecraft 1.4.5 has been posted! 11/25/2012 1.1.40-IC2_1.109: - Updated codebase for Minecraft 1.4.5, MCP 7.21, Minecraft Forge 6.4.0.394, Industrial Craft 2. 1.109 beta
- Battery Station now has two operating modes, accept always and only when needed. In the accept always mode it immediately moves items placed in the input slot into the main discharge area. In the only when needed mode, it will hold an item placed in the input slot until it's actually needed to maintain the EU output rate. This allows the Battery Station to place restrictions on automation systems on how many items it will accept and allows smarter automation systems to detect when the Battery Station needs an additional item sent to it.
- Battery Station now also displays the average EU/t used and estimated time remaining until energy stores are depleted based on the actual charge level of all of the items in its inventory.
- The LV, MV, HV and EV emitters have been removed. Existing placed emitters will all automatically update to an Adjustable Emitter with the appropriate packet size and output rate. For now, any leftover LV, MV, HV, and EV emitters in your inventory will place the new adjustable emitters instead, but we recommend grabbing new adjustable emitters from the creative inventory since the old items may be fully removed in some future version.
- Custom item type background overlays have been updated on the Charging Bench, Battery Station and Storage monitor in appropriate areas. This replaces drawn in item types and is now possible thanks to a new Forge hook.
- A bunch of behind the scenes code optimization has been done.
 
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 Speaking of 1.4.5 how long till this is updated to 1.109 do you think?Literally the last couple of posts before yours talks about how asking this is a bad idea... 
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					I hope your users enjoy Advanced Power Management!  We've enjoyed making it and using it ourselves! We've enjoyed making it and using it ourselves!
 As long as you follow the guidelines here, which it looks like you are, then modpack inclusion is completely fine.We are in final testing for the IC2 1.109 APM update. We're hoping to get it out tonight, but it may be late at night. 
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					3.1.2.17 is for MC 1.4.4 technically, but because there's extremely minor differences, it works. 
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					Yeah, that was the first thing I did was to go through the mods trying to find the one with the outdated API but I couldn't and it was pretty late so went to bed. Woke up this morning and IC2 1.109 was out so spent most of the day updating addons and getting the server to work  Just missing Transformers and APM currently. We have APM compiled and it seems to run fine, we just want to do a little more testing prior to release. I hate releasing things untested. It leads to all sorts of issues.  As to the issue you were having, the stack trace you posted shows the problem is definitely caused by the Transformers mod trying to access "ic2.api.Direction.toForgeDirection()" 
 in the TileICEngine.acceptsEnergyFrom call in Transformers. This is usually either an outdated forge, IC2 or API in some way. We don't package the API with our mod to avoid API issues and we're successfully using APM with Transformers (and a ton of others).Of course, hopefully none of this will matter now that everything is moving to 1.109.  
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					Hell yea! Incoming Advanced Power Management upgrade tonight! (Hopefully) 
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					Tallinu and myself did our very first "Let's Play" SMP series on the KaijinCraft server. It's our first time doing something like this but we think it came out decently. It also has a preview of some upcoming changes to the Battery Station that we're excited about, as well as a little glimpse at a still-unreleased mod we've been working on since April. We plan more of these Let's Play episodes going forward! Enjoy! 
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					Just a quick tip: If you are just trying to develop mods FOR IC2, don't decompile IC2. Use the API instead. If you are trying to obtain an unobfuscated version of IC2 you can import into Eclipse so you can test your IC2 mod from within Eclipse, don't decompile IC2. Use BON (https://github.com/immibis/bearded-octo-nemesis). This requires Java 7, but you basically give it the downloaded IC2 1.108 jar, your MCP + Forge directory, tell it it's a client / merged and then click go. In about 5-10 seconds, you'll have a new JAR file you can add to Eclipse in the Library -> Add External Jar area of your Minecraft project. This will work 100%. It's what Tallinu and myself use to be able to test our mod (Advanced Power Management) from inside Eclipse. The reason I'm pushing the API so strongly is that it is less likely to cause major issues for you during Minecraft / IC2 updates and doesn't require you to have to decompile IC2 and fix the thousands of errors the decompile process generates. 
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					Beta 1.107 (for Minecraft 1.3.2) 
 [1.3.2] Open Beta v1.107Beta 1.108 (for Minecraft 1.4.2) 
 [1.4.2] Open Beta v1.108
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					Im sorry, but which version do we use for minecraft v 1.3.2; IC2 v 1.106? New charging bench beta is up! 
 [Addon v1.106] The NEW Charging Bench! [SSP/SMP]Use the 1.3.2 version from that thread. You'll have to update to IC2 beta 1.107 though. There's no getting around that. 
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					I tried sending 16384 EU/t in 5 EU/p before, it didn't end well. Now I can send 32768 EU packets per tick and have ~85 FPS Think about that for a minute.  16384 EU a tick, in 5 EU a tick packets, means you are sending 3276.8 packets a tick. A tick is 1/20th of a second, so you are sending 65536 packets a SECOND. That's a lot of CPU load on your computer. 16384 EU a tick, in 5 EU a tick packets, means you are sending 3276.8 packets a tick. A tick is 1/20th of a second, so you are sending 65536 packets a SECOND. That's a lot of CPU load on your computer. 
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					Mh nope, as you can check for yourself in the source, invalidate is overriden and does call for the EnergyNet to remove the Tile Entity. Odd. If they are on IC2 1.108 this shouldn't happen. I'll take a look at the source code when I can get to the download file (sugarsync is blocked at work). 
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					Display MoreSo even after the machine is removed, its still "there" to the energy net. 
 steps to reproduce
 1. place any of your machines
 2. remove the machine
 3. run energy higher than LV next to the spot it used to be
 4. watch the fireworksEDIT: after one explosion, the ghost is gone. I originally discovered this in 4.4b, and its still there in 4.4.c 
 Btw, love the mod, This isn't the energy net ghost issue, this is probably a bug in the code of the mod itself. Most likely the TileEntity is not being removed from the energy net when the block is removed. This should happen in the invalidate override. 
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					New version is now up! Besides being for MC v1.4.2 and the IC2-1.108.71 build, this release also provides NEI support and moves creative entries to our own tab (look for the 'pad' icon). May I ask what specifically you did special for "NEI support"? What does that add? 
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