Yeah, but it's still likely to be that -- I don't think Minecraft sets the default locale for String.format to use. Either way, it's fixable, and I can't really think of anything else that might've caused an issue at that line of source.
Posts by narc
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Okay. What about removing Buildcrash from the List of needed Mods? Now that Forge has it integrated.
I'd still need to decouple a few things other than the liquid stuff, but it is a future goal to do so.
Wow, that's super-confusing. That string should have split into three pieces every time it generated. What were you doing with it? And what version of LiquidUU was this?
EDIT: Wait, I think Funnyman has it -- you're running a non-English localization, so your Java is printing String.format("%.3f", number) with a comma separator, isn't it? Yeah, we can fix it. Thanks for the report.
And my UUM-Assembler will work with Liquid UUM in the next Version.
Neat, I'm sure your players will love it.
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You can create as many cells as you put UU-matter in. The reason was to support the opposite operation cleanly, so this is really just a side-effect, but wouldn't it be cheaper to just use the UU to make *tin* for 32 cells (and 2 ingots left over) instead of 3 "free" cells?
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You tell me:
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Correct, the blob (Ic2Items.matter) is a filled container, with empty cells as the empty container variant.
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"EnergyNet.emitEnergyFrom: advsolar.TileEntityAdvancedSolarPanel@34f3683 is not added to the enet"
I believe I've only seen that lately when electric things complain about their chunk being unloaded. Maybe that's what was going on? They're really harmless messages either way.
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Life and work, those terrible, terrible four letter words.
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Don't implement ILiquidTank, implement ITankContainer in your TileEntity.
There's already a half-decent ILiquidTank in Forge called LiquidTank, it does almost everything necessary. I actually needed to extend it to give it a simple getLiquidAmount(), as I'd otherwise have to poke about in its internals. Then again, that was when I was using buildcraft.api.liquids.LiquidTank, dunno if Forge's version has that.
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If you have NEI-IC2 Burn plugin or lately just Mistaqurs NEI plugin it shows eu value for every fuel that can be burned in a IC2 generator...and it shows 50000 eu/lava....and I'm pretty sure he get's his data from source code.
Yes, in a generator. Not a Geothermal generator.
The geothermal generator (reading from 1.106 source here) will produce 20 EU and consume 1 fuel every tick. It gains 1000 fuel from one bucket of lava (or lava cell), which, through basic algebra, tells us it will produce a total of 20,000 EUs out of 1,000 millibuckets of lava.
As for lava's value in the generator, again reading from 1.106 source, the generator will *refuse* to accept lava buckets. They are, in fact, explicitly exempted from burning in the basic generator because the geogen exists. Lava cells do not need to be explicitly mentioned because they do not have a fuel value, and what Mistaqur's NEI plugin really shows is the item's fuel value multiplied by 10 (or whatever the value of energyGeneratorBase is in your IC2.cfg, if non-default).
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^ Thanks for that, I did notice the bugfix, but didn't make a note of it in the thread's first post. Good stuff.
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I'm currently thinking of Liquid-UUM-Compatiblity by reading this, but that has to wait until its update to 1.4.5
I read this yesterday and thought that sounded nice, so I took an hour today and updated -- please let me know if you have any issues.
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^ Aye-aye, Quintine. If it helps, I had odd Shift-click behaviour when I tried an updated LWJGL as a test.
In other news, I built a version of 0.7.3 that seems to run just fine in Minecraft 1.4.5 (with IC2 1.109). From very limited testing, it seems to run okay. Download in the OP, as always.
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Blob does not imply liquid.
Also, as far as I'm concerned, achievements in Minecraft don't really exist, instead there are these irritating notifications every once in a while to "Press 'E' to open your inventory".
Also, I've already got UUM pieces converting to liquid UU at one bucket per piece, and I've built some of my internal balance around this assumption -- why would I want to reduce it to 125 millibuckets?
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^ Or "don't", if you mean to imply "don't you guys also think so?".
As to the idea itself, it scans like a fairly complex production system. Does Universal Electricity have nuclear reactors yet? You might try shopping your suggestion on Calclavia's forum, if not.
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Store the timestamp when the item was picked up in NBT. Reduce charge appropriately when in the player's inventory.
Looks a little strange, though.
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How about if it auto-fed you only if you were starving?
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I'm agreeing with the others: use canned food if available, otherwise use regular food if available, otherwise mass-fab it, at increasingly ridiculous EU costs.
For instance, you should get maybe 10 minutes of operation out of a fully-charged helmet fabbing food, and maybe 30 minutes when it's only processing regular food. On canned food, it should last a good long time, i.e. ~90 minutes or so.
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As Funnyman points out to me, making another machine that works mostly like the refinery already does isn't terribly interesting -- if you really just want the configurability, I can give you that instead, especially since the refinery has gotten its bug (mentioned in the OP) fixed (though the bug fix isn't in the current FTB pack version).
We'll take the idea and think about a way to make it interesting, though. Decoupling from Buildcraft altogether is a worthy goal.
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^ Either one, doesn't really matter which.
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If we don't like the idea of people using storage blocks instead of the portable charge-retaining items, how about we suggest that storage blocks with charge lose their charge after a minute in inventory? Still helps for accidental removal, not so good for carrying around for extended periods.