The ratio was changed as of the new update.
1 MJ = 2.5 EU = 6.25 Joules
this should solve all your problems!
EDIT:
yes, yes, osmium is way too common. reduced generation in next version!
The ratio was changed as of the new update.
1 MJ = 2.5 EU = 6.25 Joules
this should solve all your problems!
EDIT:
yes, yes, osmium is way too common. reduced generation in next version!
Steel block not forge dictionarized bug still remains =\ , can't craft energy cubes with other mods steel block (and can't craft UE steel block, nor convert one into it).
Thanks, will be fixed in v5.4. Expect a release of this in the next week or so -- I'm heading to San Fran next thursday for a few days, want it to be out by then.
The Smelting Factories has multiple Bugs.
1. The Sound doesnt turn Off until you restart the game (not only unloading the Chunk, you really need to reboot the whole Server in SMP!)
2. It no longer accepts Upgrades at all, even if there is an ultimate Upgrade in the Slot.
3. The Factory dupes itself when dropped, but I think you already know about that.
Also your EU->UE ratio is still wrong. I need to avoid any IC²-Wire around a Smelting Factory (powered with Thermal Expansion), and one can still generate exploity amounts of EU using Hydrogen Generators, see SpwnX.
Aaah! So many things to fix!
I'm assuming most of you have installed v5.3.1, I'm hoping that solved most of these problems.
Great idea, config added for upcoming v5.2.4
Too much Platinum inside this Mod.
Alright! I'm planning on nerfing this a tad, perhaps just renaming everything platinum to something else.
Your Energy Cube is saving its data at the Location you placed it. If you break one empty Cube, and place a Full one at the same location, it will just keep the 0 MJ instead of the 5 MJ of the placed Item.
Most likely me forgetting to super blockBreak() or me overriding something in invalidate(). Thanks!
EDIT: Unable to reproduce. Interesting
Lol. So now, you're ... advertising us to win the competition ?
Haha, not exactly I didn't really phrase that correctly...
My goal for Mekanism is to have it work well as an independent mod, but also communicate well with other mods if they are installed. It is true that competition drives business, but I meant that in comparison to the other mods -- Mekanism isn't meant as a way to monopolize this kind of machinery.
Hope you understand.
If I find something wrong, then I will send either a PM or add a Post to this Thread.
Appreciate it
I haven't thought it wasn't an UE addon at first . This sounds cool, but Thermal Expansion, Factorization, Mekanism and IC² ... that's too redundant .
Exactly why I posted this here!
Redundancy is competition. I happen to think HP, Acer, Dell, Sony and Samsung is a tad redundant for computer companies as well, but the fact they all make practically the same products helps them innovate.
Download
Calclavia has been generous enough to let me host my mod on his site, universalelectricity.com. You can download Mekanism on it's page here.
Questions and Answers... with myself
Mekanism -- what is it?
Mekanism actually has no definitive goal, concept, or development plan. It has evolved since late 2011, starting off only featuring a few sets of tools, and now coming together with many ways of electricity generation and complex machinery. I can't tell you what it will contain in it's coming development.
Why would you post a mod like this here, on the IC2 forums?
Mekanism has experienced several complete reworks, most recent of which was my dedication to making this mod completely compatible with Universal Electricity, and using this as it's framework. However, as time has gone by, I've realized people tend to think of Mekanism as a mod that runs completely on UE, and serves as competition to mods like Thermal Expansion and IndustrialCraft. This couldn't be farther from the truth, and has led me to rethink how I think of Mekanism myself.
What do you mean by that?
Actually, Mekanism was never originally compatible with Universal Electricity. When I added the various machinery, it originally ran completely on redstone, and I later added IC2 support due to both my love for the mod and it's content, as well as my liking for it's various developers; specifically Alblaka and Player. I discovered UE when it was it's own standalone mod, and immediately took a liking to it's goal -- to make an electricity framework other mods could build upon. I've continued to appreciate this, but have begun to realize that this goal may be futile, considering the work developers have put into the IC2 EnergyNet and BuildCraft's Power Framework. Shortly after implementing UE I added support for BuildCraft, a decision that I definitely don't regret.
Why should I use Mekanism when mods like IC2's machinery function just like yours?
The answer, I must say, is that you don't have to. Shortly after Direwolf20's spotlight was released, there was a lot of complaints about my mod discretely copying IC2, something I hadn't even considered. I realized that this was largely true -- Mekanism includes machines that use the same ore processing system IC2 has. King_Lemming, someone who has encouraged me from the start of my modding "career," and who has helped me overcome countless difficulties in the past, explained to me not to get caught up in the politics of modding. I greatly appreciated his insight, and encouraged me to make my mod more independent -- something more along the lines of Factorization, but something that works universally with the most popular mods out today.
So there's really no advantage of using your mod?
Technically, yes, there are some advantages. My mod's machines work with every major electricity network, including BuildCraft power, IndustrialCraft energy, and Universal Electricity, well, electricity. This means you'll have no trouble using Mekanism if you already have a full-fledged, Thermal Expansion-style ore processing facility. Also, similar to Thermal Expansion, my machines have configurable inventories, allowing you to automate processing with BuildCraft pipes or RedPower tubes. Also, this is only talking about the machinery Mekanism consists of. There's plenty more to see!
I'm really starting to not like you.
Perfectly fine by me
Content
Energy Storage:
* Energy Cube - my favorite, a three-tiered energy storage device capable of holding 1,000, 2,500, and 5,000 KJ. Can accept and output Universal Electricity, BuildCraft and IndustrialCraft power. Breaking it will yield the cube, but with the same amount of energy it contained when it dropped. This item can then be used as a battery in, say, an MFSU. Place it down, and you get an Energy Cube with the same amount of energy.
* Energy Tablet - a universal battery, capable of storing 250 KJ, that works with IC2 and UE.
Machinery:
* Platinum Compressor - a machine capable of combining various vanilla-based materials with Platinum to obtain various alloys.
* Combiner - a machine used to combine dusts with Cobblestone in order to obtain their ore form. Not a cheap process -- requires extensive amounts of electricity and 8 dusts to create a single ore, although working with materials including Copper, Tin, Silver and Lead.
* Metallurgic Infuser - a machine used to combine alloys such carbon and an enriched form of iron to obtain steel, or tin dust and a copper ingot to obtain bronze.
* Crusher - a machine used to crush ingots of various materials in order to obtain their dust counterpart. Also can be used to crush clumps into dirty forms of dust, or to compress plant-based materials into biofuel. Yes, it can get you coal dust.
* Enrichment Chamber - a machine used to enrich ores into two of their dust form. Also is capable of turning dirty dust into it's pure form of dust.
* Purification Chamber - a second-tier version of the Enrichment Chamber, used to turn an ore into three clumps -- in other words, 300% ore output. Requires a large amount of Oxygen to function.
* Electrolytic Separator - a machine that splits water molecules using an electric current, leaving you with two units of Hydrogen and one of Oxygen.
* Smelting Factory - an electric furnace with 3 tiers -- having 3, 5, and 7 operation slots.
Generators:
* Solar Generator - a generator that runs completely on the sun -- generating a small amount of electricity during the day, and none at night.
* Advanced Solar Generator - nine-times more efficient than the Solar Generator, taking up 11 times more space. Cheaper than nine Solar Generators.
* Bio-Generator - used to create energy out of BioFuel. A fairly efficient process, although automation will be handy considering the BioFuel doesn't last that long.
* Heat Generator - a thermopile-based machine that is capable of producing tiny amounts of energy when lava surrounds it. Also works as a solid-fuel generator, simply put any burnable resource in the fuel slot and it will generate you plenty of electricity.
* Hydrogen Generator - directly converts Hydrogen into useable electricity. Requires immense amounts of Hydrogen to function, but generates large amounts of electricity. Can be directly connected to an Electrolytic Separator.
Other Features:
* Machine-based upgrade system that cooperates with all other UE mods.
* Atomic Disassembler, end-game electronic multitool.
* Electric Bow, capable of catching arrows on fire before launch.
* Configurator, used to modify machines' sided inventories (implementable API).
* 6 sets of tools and armor, all with visible HP information.
* Full-fledged IC2 and BuildCraft integration.
* In-game update system.
* Completely open source.
* Plenty more features!
Source Code
Mekanism is open source, and isn't currently held under any license. This means you have the right to copy any of my code you find, credit me, and use it on your own. Not crediting me, however, would be considered plagiarism. You can click here for the source.
Credit to GregoriousT for helping me balance this mod.
Thanks for reading!
If you don't put in harmful code it hurts no one. I just don't understand why people put malicious code in their mods its just weird to me.
That 'malicious' word is taken out of context, and is honestly innacurate. If you've seen the code, all it does is make sure MC isn't using that specific filepath for its resources, and if so, displays an achievement-based message to notify the player. How would this be considered malicious or unjust in any way?
Like Alblaka said, I'm pretty sure the byte[]-encoded strings were just RG playing around. If he wanted this code to be actually hidden he would have this be handled by a separate server.
Seems RG put quite a bit of work into making that link hidden -- encoding the URL into a byte[]
from what I can see it's certainly not malicious, and no, it doesn't look like that code you mentioned is there. he apparently uses that document to manage capes and a few other things, but I'm too lazy to use my byte-to-char converter to decode anymore
EDIT:
yeah, definitely not malicious. just an achievement that, localized as "ic2info," that says the modpack isn't allowed. the code, though, has all this data encoded into byte[]s, to make it hard to decode. strange
I still think IC2 is better than UE, some of the concepts in UE addons are a bit... weird, especially in Mekanism. I don't like that the machines take tons of platinum, especially with GT installed. I don't like the magic thingies either. I seriously miss Hawk's machinery an Green technology.
I happen to disagree with your opinion on Mekanism. Don't bias me as being the mod's author, but if you've used recent builds, you will notice nearly all content has been revamped to work excellently with the rest of the Universal Electricity mods. I don't think of IC2 as a competitor, I think of it almost a partner. Yes, a few of my machines are similar to IC2's, but this is most certainly not meant as a way of direct competition to Alblaka's mighty creation. Mekanism is meant as a way to have an IC2-like experience that cooperates with the rest of the UE mods and their content.
In the end, Mekanism serves as medium between IC2 and UE. Note that all my machinery and energy storage devices implement the IC2 E-net, as well as the BuildCraft power framework. The mod was, originally, only coded with IC2 in mind. Actually, UE came later as I discovered it's potential in today's modding community.
Thoughts on Universal Electricity as a whole
No, Universal Electricity is not meant as a way to ruin IC2 and take over all mods that feature some form of electricity integration. In the long run, it's meant as a way to unify the electricity network that many mods are starting to implement, and make it simpler for the user to understand and maintain. Contrary to popular belief, UE is not natively compatible with IC2 -- it's integration is a courtesy of Player's recent refactor of the E-net to make it event based, which I very much appreciate. I feel many people compare UE with BuildCraft and IC2 in the same way people compare Technic with major mods. We're not trying to take over. We're developing a simple way for other mods' electricity to work with others.
I'm thinking out loud here, feel free to contradict anything I say and discuss it. I highly respect IC2; I wouldn't have donated otherwise.
-aidancbrady
I could use some form of a leather UUM recipe, killing cows isn't my specialty.
Just donated to my favorite mod maker. Thanks for all you do, I have loved keeping up with your development.
Capelistusername is michaelbrady.
Your writing style is catchingon!
Sorry for being a n00b, but where can I change/add this code?
Inside of the 'IC2' class in the tickStart() method.
Guys, I did it. I found out what the problem is.
AudioManager is for some reason not being ticked anymore inside of IC2.
Code you need:
Platform.profilerEndStartSection("AudioManager");
AudioManager.onTick();
put that inside of tickStart() between EnergyNet.onTick(world) and platform.profilerEndStartSection("Networking");
it'll work, trust me.
-aidancbrady
That happened to be me, I don't really want to think I was ignored completely. You see, some kind of code would of had to be changed, because I have a working sound system in my mod. It works the same way IC2 does in the sense that it runs directly off of PaulsCode's SoundSystem. My mod is also similar to IC2 in the way that it creates a 'Sound' instance, just like IC2 creates an 'AudioSource' instance, for a certain object, in my case, a machine. I'm pretty sure I could sort this out if I saw the source code, but decompiling IC2 creates so many errors it's practically impossible to fix a sound-related bug.
cull() may or may not fix, worth trying though.
The problem resides in one of the following classes:
IC2
AudioManager
AudioSource
TileEntityElectricMachine
-aidancbrady
Seems useful. Half-byte metadata cap is fairly annoying, and you're right, it's technically impossible to have a tile entity - based block drop itself. This could also be taken to the level of bad wrench drops, so you could specify what block or item would be dropped if a wrenching was unsuccessful. This could easily be implemented, and I am completely with GregT on this one.
Thanks for your responses. However, there are a few things in the guidelines that I would like to clarify.
In the first guideline, it says I cannot post the mod anywhere other than this forum without permission of the IC2 team. I would be posting this on MinecraftForum and Planet Minecraft.
In the fifth guideline, it says I cannot receive any financial revenue, such as Adf.ly, with my mod. I would be using Adf.ly links for the mod, and it would be bundled with the IC2 API.
As for Greg, thanks for your response, and the reason I need the API is so that my machines and/or power source units can both output and input IC2 energy.
Thanks.
-aidancbrady
Just curious if anyone has had a chance to look over this. I'm rather anxious to continue development with the IndustrialCraft API.