The 1.7.2 version (should) work on 1.7.10.
Posts by luacs1998
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Those who want to use the dev jar have to include this line in the dependencies closure as well:
compile 'com.googlecode.efficient-java-matrix-library:ejml:0.23'
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Those who want to use the dev jar have to include this line in the dependencies closure as well:
compile 'com.googlecode.efficient-java-matrix-library:ejml:0.23'
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Greg, I'm a poor man.
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I have moved to CurseForge for download hosting http://minecraft.curseforge.com/mc-mods/compact-watermills/
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Can you add the option for the compact water mills to check for the same amount of block a normal watermill does, and yet produce the same output outlined before? basically just condensing a bunch of water mills together.
I know this willl make it OP as hell(a condensed watermill that can output 2045EU without variation forerver?! who needs nuclar reactors?!, i would avoid using the extremely powerful ones for gameplay sake but the lv i would definitely give it a try
Nothing's stopping you from placing multiple watermills near one another. The same block can be polled over and over again, just that it can't be all by the same watermill. -
I'll look into it for 0.7.3.
I actually made the tile entities save their tier and their radius to NBT, because apparently when TEs are loaded from disk they're given an empty constructor, not the one with the tier and radius that I need. So, I simply initialized all of them as LV ones, then made the watermills restore their tier and radius from NBT.
Also, there's nothing I can do about having to replace the watermills, can't be helped. I'll add a note on the blog post.
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Sorry for the long AFK, I've been busy with real-world stuff. Expect a 1.7.2/.4 (depending on Forge and IC2Exp) by end of
next weekthe week starting March 17th.
From now on, I will be posting releases on my blog at http://luacs1998.wordpress.com/ . Please do take a look.
Demakustus: I'll look into it. -
Fixed. Accursed BBCode..
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0.7.1 has been released, this adds a new message on right click of the watermill block that tells you how much EU it is producing per tick, as well as how many water blocks it's polling.
Also, I've updated the links so that they go to my website, I've moved off bitbucket for hosting binaries.
EDIT: immibis found a calculation derp, fixed and reuploaded. Please download again.
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Is anyone still experiencing the dupe bug in 0.7?
(yes, the output in packets isn't a bug, it just waits until it can assemble a packet before sending it out of the buffer)
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I think amount of energy watermill generated must be directly related to the continuous column of water (falling liquid only) above it. And tier (lv/mv/hv) of watermills must be just a coefficient of maximal height of water column it can bear before exploding.
My watermills are based on the vanilla IC2 ones in unmanned mode. I don't really have a way of telling how high a water column is without causing a lot of lag (because I have to scan up, and up, and up again) -
I have plan:
1) GUI with drag and drop mod list.
2) GUI shoud popup at mod list initialization.
3) Mods will load in order defined by user, no matter what stated in mod annonations.i have some problems with GUI, but, this is perfectly possible and will fix some of loadorder issues.
Dedicated headless servers? Those don't have a place to show guis, unless you can write a nice CLI interface? -
I swear, it's probably a problem with the way I'm implementing the IC2 experimental API. It might require a substantal rewrite of the mod, so I'll fix sometime in the next few days and push a 0.7. (And I need to update my experimental. Gee, I'm at least 50 builds behind)
EDIT: Found out what was the problem. I didn't clear the "cache". Might just need a 0.6.3 instead of a 0.7.
EDIT 2: I did a 0.6.3, but there's some new API additions that make my life easier. So I did a 0.7 too. Read the scary warning in the OP before updating.
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Quick question: would there be any demand for power generating swimsuits?
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What I have is:
wwwmwwwmwww
w = water block
m = LV millBTW, 0.6.2 has been uploaded.