I sayed no, but ok when you want it so much then i will add it in the second version.
Btw. COndensed Blocks mod is up to 1.4.2 and this mod is progressing well.
I sayed no, but ok when you want it so much then i will add it in the second version.
Btw. COndensed Blocks mod is up to 1.4.2 and this mod is progressing well.
but next time will you change the color of your text to a normal color because due to my color blindness i cant read the top part
I'm sry i didn't thougt about that. I changed it to bigger fond and bold.
For redpower cable, I think you need to make this for all cables including tin and HV cable, or you can go fancy and do this like Buildcraft do with its pipe wire, but in this case the wire is at the cable not the pipe, and the pipe wire conduct redstone
Short: no
Because i want them to be a little expensive. And i want to add more wires to this mod AND i only want to use one id.
My Cables don't work so i looked into the reactor api and made two components which are really usefull but need maybe some adjustment to be not to imba and not a wasted id. I will make some more Components with unusual/advanced behavior so there will be some more playing with the reactor and less mk1 here mk1 there ...
So here is the first release:
Advanced Cooling Cell:
3 Components: MKI - MKIII
Heat Capacity: MKI - 450k Heat; MKII - 900K Heat; MKIII - 1800K Heat
Reactor Heat Transfer Rate: MKI - 45 Heat/Tick; MKII - 90 Heat/Tick; MKIII - 180 Heat/Tick
They take heat from the reactor when he stores more then 2000 Heat. Below that they transfer the Heat back to the reactor.
They stop Working before they break (Like the LZH Condensator) to prevent cell spamming / make it harder.
Also they will crafted with no colling capacitys, so you have to cool them before you use them.
Advanced Heating Cell:
3 Components: MKI - MKIII
Reactor Heating Rate: MKI - 8 Heat/Tick; MKII - 32 Heat/Tick; MKIII - 128 Heat/Tick
They heat up the reactor until it is 2000 Heat before blow up.
They will crafted with no heat, so you have to heat them before you use them.
Simply put them in the reactor and turn it on. They need 100 Ticks per heat. So the MKII needs 32 * 100 = 3200 Ticks to heat up completly.
Before they heat up they provide only an part of the possible maximum heating and they cool down if you turn off the reactor (Same amount like the up heating).
Turbine:
3 Components: MKI - MKIII
Reactor Cooling Rate: MKI - 20 Heat/Tick; MKII - 30 Heat/Tick; MKIII - 40 Heat/Tick
UP/DOWN Spinning Time: MKI - 100 sec; MKII - 150 sec; MKIII - 200 sec
They Spin up when they can dispense heat and the reactor is running.
While they are upspinning the cooling rate is liniear decrased. (MK1 @ 25% spinning Speed => 5 Heat/Tick, MK1 @ 50% spinning Speed => 10 Heat/Tick)
If no heat is avaible or the reactor is out they spin down!
Electric Vent:
Reactor Heating Rate: 50
EU Cost: Same as one Uranium Cell (Lowest amount i could use...)
High cooling Rate but costs eu for running.
Place it AFTER the Urancell or they don't work! (i can't change that it's an ic2 thing)
Not up to date. Look into NEI.
Recipes:
Download:
http://adfoc.us/1063911
http://adf.ly/FWJgj
This is the Old Threat contend. I really don't get the thing with the cable I need a howto or an simple cable mod without ballast (Truely thanks Greg but i don't understand your code ^^)
Attention Please] This is not a mod suggestion this is an work in progress mod. Currently i'm at work and have nothing to do so i create this threat before the first release. You are free to suggest idears/changes to the mod but don't try to say that its unnecessary. I would simply ignore it
Like in my other Mod (Condensed Blocks, signatur helps ;)) i will make everything in this mod so, that you can disable it and/or configure it.
If you have problems with my english than it's your problem my native language is german
So now this all is sayed/written i begin with the mod:
Redpower Cable:
Wait what there are already the Splitter/dedector Cable! Yep i thay but this cable simply emits a redstone torch & will transport energy
For now 2 version are planned: Glass Fibre & Superconductor Version
Recipe:
xC = Cable
RT = Redpower Torch
CF = Carbon Fibre
RT CF RT
xC xC xC
RT CF RT = 1x Redpower Cable
Why so expensive? Because i can!
Covered Cable
Simly an Glass Fibre Cable/Super Conductor Cable with an cover (Planned are Stone/Cobbleston and Oak Planks(Standart Planks) so you can hide your cables in a 1x1 Wall
Maybe i will even include an Redstone Edition of them.
Recipe:
xC = Cable
sr = Sticky Resin (You need something to glue it togheter ^^)
Co = Cover
Co Co Co
xC sr xC
Co Co Co = 2x Cover Cable
Super Conductor Cable:
I like the SC Cable from Gregtech but they are so expensiv that they aren't really often seen.
My SC Cable are cheaper but also limited. Max Eu/t will be 8192 (Not 1 000 000) and they lose 1 eu every 100 Blocks (Instead of no loss)
You ask why i add loss to an SC cable? Because the cooling system is not perfect and the contacts aren't perfect, too.
Recipe:
IP = Iridium Plate
GF = Glass Fibre Cable
60 = 60k Cooling Cell
AH = Advanced Heat Vent
60 AH 60
GF IP GF
60 AH 60 = 6x Super Conductor Cable (Adjustable in Config)
THE FIRST CONFIRMED FIND OF IRIDIUMORE BY A PLAYER!!! (Quarrys and Miners dont count as Players)
Stripmining. Found nearly 20 (33% Chance i deaktivated the uu matter recipe ^^)
My fault - I don't test it with server with mods.
However I'd rather wait for stable releases, because 1.107 is beta, and some builds may not work at all.That's right, it was an error with "armour rendering prefix", because server does not support rendering. Please check the attached build. It will be much easier to find errors if you attach the full report next time.
Sry i wasn't at my pc the when i posted it. But thanks for the fix
It's out of scope of this addon, but perhaps I will include something like this in new addon, which I'm already writing. Currently I do not have much free time, so I don't know when I finish it.
Let me ask: why do you need so many EU?
With the Big scanner + Dia Dirll the autmoiner needs much more energie than 800k (im mostly building on hills)
And if you make the items so that you can disable them, then its not a problem to add many items in one mod (look @gregtech ^^)
oh you think he is too offensichtlich german?
Da manche hier im Forum gern auf Russisch schreiben frage ich mal ganz frch auf deutsch:
Wieso siehst du keine Chance für Speed einstellungen / Overcloocker slots?
Ich hab für mich selber nicht soviel zeit zum Zocken d.h. mag ich es nicht das die Zentrifuge teilweise 40 Minuten braucht.
egnlish: I just asked Greg something in german
@above
Quotequick question (i'm still a little new to the mod) where can i find ruby and sapphire i've been looking for quite sometime and i can't find them. Are they in a certain biome or am i just unlucky?
sapphire: ocean
ruby: desert
Could you recompile the code with the 1.107 APi?
Open Beta v1.107
Im getting an classnotfound: awr error from my server when i add your mod
And a suggestion:
Quantum Battery Array:
Recipe like this:
QB = Quantum Battery
IP = Iridium Plate
QB QB QB
IP IP IP
QB QB QB
Storage 4 000 000 EU (800 000 EU Storespace loss compared to single bats)
Transferrate: 1000 EU/t
Tier 1
Base file modding would mean to install the mod in the ic2 java file, or?
damn than i have to think about something else to prog
Is there an api for the machine upgrades like the overclooker/transformer upgrade?
I want to add high tech upgrade comps (Iridium LvL & Gregtec LvL (something realy expensiv & awesome^^))
Idears sofar are:
Iridium LvL:
transformer&storage combi upgrade (both in one slot. effective is the same like the original)
Big storage upgrade: 100 k eu storage upgrade
Gregtech LvL:
Advanced Overclocker: Same Speed up as original but better energy consumption
Energy saver: reduce the energy consuption by 10 % of the base value, min eu consumpion would be 1
For the energy saver: I want them to be the last one to apply so you cant reduce the eu to min and then use overcloocker en mass.
I suggest four config options:
EU Output for the fusionreactor & the lightningroot (like the config for the gens in the ic2 config)
Working speed of the industrial centrifuge
Bauxit generation amount (like the config for the iridiumore)
An extra option for the disabling of the old matter fabricator
I quartered the eu output of all the gens on my server and i want to use your massfab as an expensiv (build mats) but effective (matter/eu) matter source and the old one as an cheap but ineffective matter source.
ok now i get it
sry that i called your mod buggy
Same with Version 301 of FOrge. IC and a big load of other mods is working.
All Mods (Bc, ic, forestry etc) -> buggy
Ic2 + you mods only -> buggy
Also i reloadet minecraft + a fresh forge 301 + fresh ic 1.97 + fresh fallen mods dosn't solve anything
EDIT: BTW, I think it would be cool if you could place the superconductors in the world, as a cable without any energy loss.
And not having max energie packet size
my recipe would look like this:
avanced alloy = A
60k Cooling Cells = C
Goldblock = G
ACA
GGG
ACA
For 12 superconductor cable.
Not cheap but payable.
It works perfectly on SSP. And no feedback on my "Texturepack"
Yes it is the same bug
I searched for the bug but to name it ghosting...
I destroyed the cable betwen my MFSU and my Massfab but the MFSU is still sending energy to the Massfab.
If i put only a cable on the Output then the energyflow stops.
I use only the new IC2 v 1.103 and Forge 3.3.8 (testet with 3.3.7 with same result)
==== Energy flows
== Energy flows O.O
= Energyflow stops
Quoted from "GregoriusT"
I marked the Fail, AGAIN.
You DO realize I've removed that part from the OP about an day ago?
BTW: The Wiki install Page still refers to the old recuriment:
Quote
For playing install the following mods in the SAME order in to your minecraft.jar:
- Risugami's ModLoader
- Forge's ModloaderMP (Only needed for IC² 1.81 and earlier versions)
- SpaceToad's MCForgeIt's strongly recommended to install these prequesite mods in the listed order onto a freshly downloaded minecraft.jar for optimum results.
Changelog refers to the colored names of high-tier (aka 'enchanted') items. F.e. QuantumSuit has blue text color, NanoSuit yellow one.
Damm an Option would be nice
Quote1.100:
- Fixed enchanted IC2 armor and tools not having a blue name
Enchantments are back?
Or do we get a config option to re enable them?
Or is it only for cheata?