I'm just keeping the API as open as possible regarding what people can do with it while still having it easy to use. Making it side- and source/sink compatible isn't something, that makes it harder to use, but it makes it more powerful. I won't promise anything regarding use in IC2.
Posts by Aroma1997
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					Is the way interface done (its name, method parameter and description...) spoilering possible IC2 changes or it is just decided to be general? Check the api for the latest 1.10 build. 
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					I just added a Colored cable interface. You can use that for colored cable connectivity. 
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					The EnergyNet with machine explosions, power tier and zapping is implemented again. 
 How it works:
 Every machine can accept up to a certain tier of power, tier one being 32EU, tier 2 being 128EU, tier 3 being 512EU etc. Same for cables with how much they can conduct. If a machine/cable receives more energy, than it can accept/conduct, it will explode/melt. To prevent that, you need to downtransform the energy or upgrade your machine.
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					That looks neat. Now we only need a reinforced stone type, that can conduct energy and we can fully encase our reactor in reinforced stone. 
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					That should be doable. 
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					You could manually extract the condensers from the reactor and replace them with fresh condensers. However, then you need to find a way of getting rid of more heat, than you produce, because while you swap condensers, you will produce a bit of heat, that goes into the reactor hull. 
 What do you mean withhas been removed from ARS anyways? 
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					That looks really impressive. 
 Will the entire inside be filled with lava? If so, you don't need to go to the nether anymore, once you found such a thing.
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					In real life things won't work very well, if you power BOTH sides of the transformer, either. 
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					Looks like it's fixed now... 
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					This looks like it's the same as this bug. 
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					This mod is discontinued due to the lack of time. 
 All the blocks, that don't have a texture, don't have texture support, so textures will most likely not work at all. If you still want to try it out, in the log file, (fml-client-latest.log) it shows the expected texture location.
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					Imo, if players rather want to build a complex system like a battery transport thing instead of simply placing down cables, that's fine. That'S what Minecraft is about: Building something complex rather than something simple to get a higher efficiency. 
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					Could you report that to the bug tracker? 
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					Regarding the fact, that on a server, 99% of the time, a player is *not* using an iron fence, having it only check, when necessary (Experimental way) is better. 
 When iron fences are used for decoration and a player colledes with the fence, it checks 6 blocks (assuming the fences are not stacked on top of each other), and that is less, than what you do with a single magnetizer.
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					If you think, it is worth developing for 1.7.10, you might want to do that. Otherwise, you might want to use the 1.9.4/1.10 version as a basis. Depending on wat you want to do, either one is better. I'd suggest 1.10. 
 
		 
		
		
	
