Posts by Pantheis

    Thanks for the bug report. I'm positive that this issue is related to some changes made in Forge between the current recommended version (and the one I'm running, 4.1.4.272) and Forge 295. Unfortunately, there's some mods that still require the older Forge so I don't want to compile against a newer, not-recommended version.


    Rest assured, when Forge puts out a new recommended version, I'll update this ASAP to the new version. I don't imagine it will be more than a simple recompile.


    Advanced Power Management
    by Pantheis and Tallinu!


    Now updated for Minecraft 1.5x!
    >>AdvancedPowerManagement-1.2.68-IC2-1.115.jar<<


    Beta update for Minecraft 1.6.2!
    >>AdvancedPowerManagement-1.2.85-IC2-1.118.jar<<


    This mod adds several new blocks to Industrial Craft 2 to help you manage your energy grid. We present for your crafting enjoyment the following high quality devices: The Charging Bench, the Battery Station, the Adjustable Transformer, and the Storage Monitor (plus the Emitter for creative builds).


    More details are available in the README included inside the JAR or at the APM Github.



    Requirements


    The current version requires Minecraft 1.5.1 or 1.5.2, Industrial Craft 2 version 1.115, and Forge 7.7.1.666 or higher. Please keep in mind that this is tested on a beta version of IC2, and that changes to IC2 or Forge may cause problems.



    License Agreement


    This mod is provided 'as is' with no warranties, implied or otherwise. The owners of this mod take no responsibility for any damages incurred from the use of this mod. This mod alters fundamental parts of the Minecraft game and parts of Minecraft or of other mods may not work with this mod installed. All damages caused from the use or misuse of this mod are the sole responsibility of the user.


    Please see LICENSE.TXT inside the distribution jar or on github for the full agreement.



    Mod Packs


    Please see the wiki.



    Download latest version here!


    Version 1.1.68-IC2-1.115, for Minecraft 1.5.x and IC2 1.115 beta, last updated May 11th, 2013
    >>AdvancedPowerManagement-1.2.68-IC2-1.115.jar<<


    See the end of this post for old versions.


    Source code is available at github.com/Pantheis/AdvancedPowerManagement



    Known Issues:


    Please see the github issues page for up-to-date information.



    Support and bug reporting:


    If Minecraft won't start or crashes while playing, post in this thread for assistance. We will need a copy of the full log file titled "ForgeModLoader-client-0.log" found in your minecraft folder (NOT just the crash log).


    If you come across bugs while running this mod, please check the github issues page first. If it's not listed, provide the full log file and any reproduction steps you can. The more details about the setup and conditions you can include, the more useful your report will be. The best case scenario is that you can build something from scratch that will reliably reproduce the bug when you perform specific actions, and you write down all of it from start to finish. Developers love those! :)



    Change Log:


    Please see the wiki.



    Overview


    See the README for full instructions on everything below. There is not enough room here to describe all the awesome features of this mod in detail!


    Charging Bench


    The charging bench allows you to charge up to 12 items simultaneously! It comes in three tiers, with similar charging restrictions, energy storage, and voltage limits to the storage unit each is built on. It supports machine upgrades and provides a variety of useful information through its GUI. It also shows the player's armor slots for easy access, has a battery slot for "off-grid" charging, and input and output slots for better support of automation.



    New in 1.5.x - Automation changes:


    The vanilla Hopper and Dropper, and any mods using the new interface, will use improved inventory access rules. The input and output slots are now accessed from both the top and bottom, but the input slot will not allow items to be removed and the output slot will not allow items to be inserted. Also, the input and battery slots only accept electric items.


    LV Charging Bench

    1 Batbox
    3 Insulated Copper Cable
    1 Electronic Circuit
    4 Wooden Planks


    MV Charging Bench

    1 MFE
    3 2x Insulated Gold Cable
    1 Electronic Circuit
    4 Wooden Planks


    HV Charging Bench

    1 MFSU
    3 4x Insulated HV (Iron) Cable
    1 Electronic Circuit
    4 Wooden Planks


    The Charging Bench also supports in-place upgrades using the upgrade toolkit!

    1 Iron
    2 Sticks


    Craft a toolkit with any tier of Charging Bench to create a components kit, or craft it with such a kit to reassemble it into a ready to use bench.



    Battery Stations


    Sure, a charging bench lets you fill up a lot of items at the same time with ease, but what if you want to do the opposite and drain power from a lot of items? That's what the Battery Station allows you to do!



    It comes in three tiers, like the charging bench. Remember that only battery-type items can be drained of power - most armor and tools cannot! LV, MV, and HV battery stations will output one 32, 128, or 512 EU packet per tick if they can drain enough energy from the items in their inventory.


    The button on the left side of the GUI will switch between two input modes. The first accepts all input batteries immediately to clear the slot for more input, and the second holds them in the input slot until they are needed for outputting EU. The display on the right shows the average rate at which the battery station is supplying energy, and the amount of real-world time the batteries in its inventory will last for at that output rate.


    New in 1.5.x - Automation changes:


    The vanilla Hopper and Dropper, and any mods which use the new interface, now use improved inventory access rules. The input and output slots are accessed from any direction. The input slot will not allow items to be removed and the output slot will not allow items to be inserted. The input slot will only accept valid battery items.


    LV Battery Station

    1 LV-Transformer
    3 Insulated Copper Cable
    1 Electronic Circuit
    4 Wooden Planks


    MV Battery Station

    1 MV-Transformer
    3 2x Insulated Gold Cable
    1 Electronic Circuit
    4 Wooden Planks


    HV Battery Station

    1 HV-Transformer
    3 4x Insulated HV (Iron) Cable
    1 Electronic Circuit
    4 Wooden Planks



    Storage Monitor


    The storage monitor allows you to remotely monitor an energy storage unit. It will start emitting redstone when the power level falls below a certain threshold, and stop when the power rises above another. The levels are configurable. Craft a blank link-card, right click any energy storage device, then place the card in the slot. There is no range limitation, but it will not work across dimensions.




    Storage Monitor

    1 Gold Cable (No insulation)
    1 Electronic Circuit
    1 Redstone Dust
    2 Glass
    4 Wooden Planks


    Link Card Creator

    1 Insulated Copper Cable
    1 Electronic Circuit
    1 Paper



    Adjustable Transformer - New in 1.5.x


    If you've ever gotten fed up with the way the simplistic standard transformers work, or just wished for more control over your EU or more information about what's going on under the hood, then this block is for you! The Adjustable Transformer can accept any input voltage and produce any output voltage, and you can configure which sides are inputs and outputs. The GUI has useful readouts showing the average EU passing through, the average input packet size, and the amount of EU currently buffered.



    Adjustable Transformer

    1 LV-transformer
    1 Advanced Circuit
    1 HV-transformer



    Adjustable Emitter


    Originally created for easier testing, this cannot be crafted, but can be found in the creative inventory as a bonus for creative builds and map designers.


    The Emitter provides a GUI-configurable packet size and output rate when powered by redstone.




    Credits


    Please see Github
    Special thanks to the original Charging Bench mod. Without your ideas for inspiration, this mod wouldn't exist.



    All Downloads


    Current version is: 1.2.68-IC2-1.115 for Minecraft 1.5.x and IC2 1.115 beta, last updated May 11th, 2013
    >>Download AdvancedPowerManagement-1.2.68-IC2-1.115.jar<<


    Older versions archived below.


    Bukkit MCPC 1.4.6 port available here! Thank you Adamros!

    I can confirm that with IC2 1.106 / Forge 4.1.4.272, the induction furnace operates as expected with shift-clicking. First shift click of something places it in the first slot, second shift click places stuff in the second slot, even if it's the same stuff. I use this regularly to split stacks of dust into two and smelt them twice as fast.


    Shift-clicking additional of either of the existing two stacks will place stuff into the right-slot first.

    I'd like to suggest that alternate recipes be added that allow the player to craft Forcicum from existing resources. Make it a configuration file entry. I do not believe a single addon mod should be changing what spawns in the world. I'm up to my eyes in Forcicum in my new world because of how much it spawns vs how much I actually need it. That, and now if I ever want to remove this mod, there will be a bunch of blocks missing all over.


    Not good.


    Please make the world generation spawning of Forcicum a configuration option and provide an alternate means to obtain it via a normal crafting recipe.

    Ah hah!
    Okay, I get it now, thanks for the updated design and the clarification on how to properly use heat cells.


    Oh my god though, that's so much copper. It's taking me forever to find copper. I'm overflowing in Tin, even Iron, but so short on copper.

    No I think you misunderstand. With the reactor off, everything in-place but no redstone current, and 18 heating cells, the reactor hull temp sits at around 25. Not 25k, not 18k, just 25.


    I had to toss in double the normal cells so it would heat up with the reactor off, then pull out half and turn the reactor on, at that point, with the reactor ON, and 18 heat cells, it kept it at 18k heat.


    Either my understanding of how heat cells are supposed to work (1000 heat per heat cell in a stack, stops producing heat when the reactor hull reaches 1000 x stack size), or heat cells aren't working properly.

    Pantheis said he was going to do it and CPW has enough work with forge.


    Pantheis said he was going to do it and CPW has enough work with forge.


    cpw has a ton more experience with the IC2 API than I do, and given that he does work on forge, he has a ton more java programming experience. I will work on getting this rewritten but I won't feel bad if cpw comes along and puts something out. :) Updating an existing addon to a new version of the game is a lot easier than writing one from scratch using an API I'm not familiar with and believe me, a total rewrite starting from scratch is probably best for this mod.

    Is drashian MIA then? I may look at a quickie rewrite of this mod - it's very simple in its fundamentals... Or if someone else is trying to take up the slack?...


    cpw, you are more than welcome to take over a rewrite of this mod if you want. You certainly have a lot more coding experience with the IC2 API and probably Minecraft in general than I do and it would free up my time to work on my own mod. Let me know so I can stop working on updating this myself. It badly needs a rewrite away from using IC2 internal functions. Feel free to use my github source as a base. I've stripped out all MLMP junk and it compiles for IC2 1.103. Might be a good place to start.


    Hopefully Pantheis is still around.


    Of course I'm still around! :) I'm active almost daily on this forum. I do plan on updating Charging Bench for IC2 1.106 and Minecraft 1.3.2. That said, the new IC2 was literally just released yesterday (September 16th) and I haven't had time to even look at updating this yet. The 1.3.2 update may also take awhile longer as I planned on rewriting this to not call any internal IC2 code and only use the API. This will make future updates a lot easier.


    I appreciate your patience! :)

    Ouch. I haven't even looked at MC 1.3.2 yet, since there are no mods out for it (well, not the important ones, anyway). I'm not looking forward to learning the new system.


    Yea, I know that you have to use a proxy system in 1.3.2 but the way Forge does it makes it really easy. How hard it will be to update this mod to MC 1.3.2 is really going to depend on what changes IC2 makes. Most likely this mod will be a very easy update. A more complex mod like IC2, that's going to take some time to get right.


    Cool, thanks. I'm quite nooby at Minecraft modding (I have no idea what a CommonProxy is), so any bugfixes are quite welcome. I can't really test the Bukkit port myself, since I use a vanilla server.


    CommonProxy.java is just a file name I made up. You use the same file name on both client and server sides of the code and have the same functions within it. You can use this so client only things happen on the client and server only things happen on the server. The common code base calls CommonProxy.Function(var1, var2) etc, and on the side that nothing should happen, the code is blank in the CommonProxy.java file, while on the side that should have something happen, you have actual code.


    Luckily, this is a thing of the past (mostly) once we're all under MC 1.3.2. :)

    I've forked this project on my github (https://github.com/pantheis/UU-RP_Recipes) and made the following changes:


    Separated Client/Server specific code into CommonProxy.java files
    Added mcmod.info file
    Added proper CraftBukkit port based on craftbukkit-1.2.5-R5.0-MCPC-SNAPSHOT-182.jar
    Moved IC2 recipe additions to modsLoaded() so that we don't try to add recipes using blocks that haven't yet been initialized, which can still happen even with a getPriorities "after" line.


    -----
    This update may not be backwards compatible due to reorganizing the mod a little.
    I'm attaching the 1.1.1 fork I made below. The bukkit port has been quickly tested. Please let me know if there are any issues.

    The reactor was mostly rewritten, offloading component calculation into an interface and without any support for SUC or external cooling.


    I'm not sure if I like this change or not, but IC2 is your baby, so there's not much I can do to complain about it. :) At this point, I don't have enough information to know if the new reactors are going to be worth the effort or not. CASUC was worth it because you had to get your supply line setup correctly (unless you were using EE) and had to build in safety measures in case "something bad happened" and you were rewarded with a high power output reactor. We'll just have to wait and see how the new reactors end up compared to other sources of power.

    MikeTheShadowSage, don't download the posts from the opening post. They are way out of date. Grab the ones in my post here. Mine properly extend NetworkMod, not BaseModMP. The fact that you are seeing errors with java.lang.NoClassDefFoundError: BaseModMp means you are using the ones from the opening post.


    Client is corrupted, reupload please!


    By the way heres proof that the server ones dead aswell.


    Thats with MCF 3.3.8.x
    Its only this mod that throws that, and ive used it b4, so i know i installed it properly.