This is not an IC2 issue. It is most likely caused by Pneumaticraft's Buildcraft integration not not working correctly.
Posts by Aroma1997
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Logs or it didn't happen.
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You can supply your recyclers with cobblestone generators and feed them infinite cobblestone. If you want to, I can post a screenshot of my uu setup with cobblestone generators from our test server. That's also a IC2-only setup.
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Looks like a nice thing. I personally never felt the necessarity to use something like that, since I never generated enough energy to need higher energy tiers. Nevertheless I think it's nice to have. Balance-wise it doesn't look too cheap. I'd even go that far to say, imo it's a bit too expensive, but that's just my opinion.
One more thing: can you upload the jar file directly instead of a zip file, that's containing the jar file (or does the forums not allow you to do that)?
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No power is lost. The transformer buffers the energy it receives, but does not send. (If you attach a batbox to the LV transformer you'll see, that the batbox charges 32 EU every tick, but the MFE is emitting 512 EU every 16 ticks.
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- There are machines that can accept a voltage of 128EU / t but I'm
giving them 32EU / t, does that affect the performance or consumption of
the machine?No, only putting them on a 32EU/t line does not affect their performance. The EU/t it shows in the tooltip is only the maximum EU a machine can accept in a single energy packet. If you give it more, it will explode. The energy usage of the machine is not affected by how much energy you supply to the machine.
- In the wiki I read that the induction furnace consumes 16EU / t to
maintain the heat but I produce 12EU / t and I gain energy even with the
thermal centrifuge and the blast furnace also with redstone levers,
what is happening?The Induction furnace hasx 2 energy usages. The first one is to heat up and sustain the heat level. Heating up/sustaining the heat level requires 1 EU/t. The second one is the actual smelting operation. That one requires another 15EU/t. This means, the Induction Furnace uses less power, if it does not smelt anything (but keeps up the heat level)(1EU) than if it is smelting something (1EU + 15EU).
- When my chain of solar panels had 10 panels and added two
more, these last two did not send energy to the cable to which they were
connected and I had to place them on the cable that connected the
previous ones, Why this happens?B=Battery (CESU)
C=Cable (Tin cable)
P=Solar panel
*The red solar panels did not send energy to the red wire, I saw it with the eu-reader. I
had to modify the configuration to the next one that does transmit all
the energy that it should, I think, that I will ask later;).
Salu2This is most likely caused by the solar panels only producing 1EU/t, while the energy loss through the cables from the solar panel to the CESU is more than 1EU. If you send less power than the energy loss alone, it won't even try to send the energy.
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itemStack.writeToNBT() puts the ItemStack on NBT to be saved to disk. itemStack.readFromNBT() reads it again (from disk). You do not want to use these functions. What you do want to use is itemStack.stackTagCompound (make sure to do a null check before you use that and initialize it if it's null). THERE you can store and load your values.
There are quite good tutorials out there on how to use NBT. You can find them using google.
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ItemStacks work like that (the ItemStack is different in every slot, but the Item can be the same). The Item instance is the same for all inventory slots with the same item.
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Try either discharging it on both sides or sync the inventory after discharging.
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because of no experience in minecraft, i don't know when i need to use code only on serverside and when only on client, your solution makes energy discharging as it need to be, but now it doing nothing (don't summoning entity)
You should basically do all the logic and world changing things on the server side (!world.isRemote) and the visuals on the client (world.isRemote).
If you entity doesn't show up now, where you have the code only executed on the serverside, it's probably not syncing properly (I don't know much about entities myself, but random guess: did you register your entity properly?).
By mine knowledges of minecraft possibilites from code view it's best i can write) if you know better system of cooldown, can you explain it?
You should rely on the tick counter rather than the system time and use a per-player rather than per-item counter (itemstack nbt would probably work as well). But don't know a full system that does that right now.
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This is probably caused by the code getting executed on the client side, then the cooldown timer is set and then it's not executed on the serverside anymore, because the cooldown timer isn't done yet (it just got set on the clientside). You may want to add a "!world.isRemote &&" to the beginning of your if-statement to make it only execute on the serverside. However your timer mechanism will most likely fail, if multiple people on the same server use the tool at the same time.
You should also avoid using floats for anything time-related, because you lose precision.
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The item needs to have setMaxDamage() set. (IC2's items use a value of 27 iirc)
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When I wrote that last post, it was only 5 in the afternoon. How could I possibly be tired at such a time?
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regarding getChargedItem() and getEmptyItem(), you should in 99% of all cases just "return this;" and nothing else.
Regarding the other thing: you cannot get the source code of IC2 core (You could install a java decompiler plugin to eclipse to see it without comments, but we do not ship the source code). However you can get the source code of the API, which is contained in the API jar, but not the DEV jar. Adding the api jar as (additional) dependency in the gradle build script should make it show up in eclipse (don't know for sure though)
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about first: with this i can work too, but for weapon i need a tool, i think, and tool have "getChargedItem" and "getUnchargedItem" it's returns type Item and i can't understand what to return, if i can't simply "charge" item by code (i didn't find field like "charge" or something like this)
How you can charge an item and discharge it, it says in the API documentation, but what you essentially need is:
CodeElectricItem.manager.charge(ItemStack stack, double amount, int tier, boolean ignoreTransferLimit, boolean simulate);
about second: i read it a lot times and still can't understand what i'm doing wrong, this my file "build.gradle" after adding this strings: https://yadi.sk/i/4vFeylkM3H6kGn
and this gives console after "gradlew.bat setupDecompWorkspace eclipse" after adding strings: https://yadi.sk/i/rxP4PcfU3H6kopA detailled guide of how to setup your workspace is available here.
Note:
Note that the repositories block is different/outside the existing "buildscript { repositories {} }" block. Ordering matters in build.gradle.
If you use IC2 core functionality, which isn't recommended, you have to replace api with dev at the end of dependencies - compile. Alternatively, you can use forged "deobfCompile" with the normal jar file instead of the dev one. This will make sure, that it will work no matter if you use different mappings than we use.
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i tried some InternalNames and no one work (crashing also), because of that i need some examples of IC2e code (mining lazer or plazma launcher will be best)
That's the most basic example I can think of:
Code
Display Moreimport net.minecraft.item.Item; import net.minecraft.item.ItemStack; import ic2.api.item.IElectricItem; public class ItemTest extends Item implements IElectricItem { @Override public boolean canProvideEnergy(ItemStack stack) { // TODO Auto-generated method stub return false; } @Override public double getMaxCharge(ItemStack stack) { // TODO Auto-generated method stub return 1000; } @Override public int getTier(ItemStack stack) { // TODO Auto-generated method stub return 1; } @Override public double getTransferLimit(ItemStack stack) { // TODO Auto-generated method stub return 32; } }
still can't understand what really i need to do, i read thread here about these "build.gradle" (file) and comments to this thread, trying to write needed parts of code in this file and make "gradlew.bat setupDecompWorkspace eclipse", nothing happens, or gives me an error.
Add the API dependency to your buildscript according to this guide.
In specific this part:
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at first you meant this? https://yadi.sk/i/TOBqk0yN3H6V8Q (chosen in left), if not, then, please, describe what i need to do
You download the API jar and add it to your classpath (the same way you added the dev jar to you classpath) (probably in the gradle build script)
about third:
code of future weapon (i hope :D): https://yadi.sk/i/J5twY5H73H6VTN
code where it's added to minecraft (if i understand it properly, of course, because i only started writing java, before i only writing soft on C# about 4-5 years): https://yadi.sk/i/t-ok43eO3H6VruYou either need to give the constructor of your item a InternalName (any of them will work) or you don't use IC2 core classes. (The latter one is recommended)
To go a bit more in detail: instead of extendine ItemElectricTool, you extend ItemTool or Item or so and implement IElectric Item (which you currently have commented out). That should amke it not crash anymore. -
First of all: you should add the IC2 API to your classpath (it has the source code of the API included with documentation and all.)
Secondly: All you need to do to make your Item Chargable it to implement IElectricItem and IC2 will recognize it as an electric item.
Thirdly: If you get a crash, please send us the crash log as we cannot help you without it.
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