Researches is interesting when you do them for first time, and annoying and boring if you start over, e.g. if you lost you world or something else, because you already know what is waiting you at the end but you still need to spend time to pass through researches, random in that case usually only get things worse. That's why I don't like Thaumcraft - you already know there is golems, but you need to pass through a lot of annoying researches.
Posts by LostCoder
-
-
Yup. That's why they should be buffed, because if a feature isn't used, then remove it or makes it useful, right ? I know some players start with the Generator ... but as the Geogen isn't that more expensive, what happen very often is that nobody use the Generator. At least GregTech buff it (not the generator in itself, but this way of generating energy), what is cool
Generator has advantage before Geothermal Generator because wood and, therefore, charcoal is probably the most renewable resource, but after 10 stacks people usually realize, thought green gens is more expensive, you don't need to mess with chopping trees every time you need energy. It will be boring process even if you buff it. Probably because of that generator achievement called "Suitable Power".
-
...Instead of giving you back these 1 000 000 EU, it would give you back 250 000 EU...
A Solar Pannel/Wind Mill wouldn't be as cool as it is now, because you wouldn't be able to store properly your Energy...With such loss rates even several well designed nuclear reactors will not be cool.
But basically idea of losses looks natural and expectable, there even can be some kind of self-discharging effect. -
hello can i use this in my mod pack
Sure, why not.
-
Items.getItem("advancedCircuit")
-
Myrathi, got such errors with my addons too and also when updating Thaumcraft, but I simply hit "ok", and world was loaded normally. It looks like Forge now perform some exhaustive check for blocks and items, e.g. mod name, version, blocks and items id's and names, and even names of internal packages and classes, so if you made any minor change it will start panic.
-
Mister_Omega, uploaded. I'm added support for energy consumption and then there is new API, I just messed a bit.
Energy consuption is disabled by default, but if someone wanted to test it can be enabled via config. "EnergyPerBlock" specifies how many EU to consume for each found energy tile while scanning (when scanning is done it will not consume energy). It is currently support any tier and has internal accumulator of 10 000 EU. Also indication completely die in 1.4.6 so I remove it, there is now fixed texture.
In plans to add GUI. GUI will display statistics, instead of output it into chat, it also will have upgrade slots, so ability to change "BlocksPerTick" option will be replaced with ability to put overclocker upgrades.
P.S. I don't use code from decompiled IC2, only it API, so I guess it will be ok to publish source code, just in case.
-
So here is version 0.02.
I'll completely rewrite algorithm, so it now spread cpu load across ticks, therefore it should not produce lagspike when scanning large networks (1000+ block), however it may take some time to complete scan. You can specify whether it should scan faster or eat less cpu per tick by changing "BlocksPerTick" option into config file.
I'm also add handling of multiple tickets. This means that now it should be able to handle networks larger than 25 chunks. Theoretically with default config it should be able to handle up to 25 * 500 = 12500 chunks. However occasionally minecraft can run out of memory and finish with corresponding exception.
There is now a weak indication on what happening with anchor. Textures may dissapear from block sides, it will be fixed in upcoming releases.
Shaded icon on block sides will tell you which mode it is using:
- grid - means stand-alone mode;
- something like cable - means network mode.
Colored square on top of block tells in which state it is now:- gray - idle, doing nothing, it also will be used when there is not enough energy (not implemented yet);
- orange - scanning network/building chunk list;
- green - scan finished and chunks succesfully forced, which means everything should be ok;
- red - scan finished and there is some error, most probably there is not enough tickets;
-
"I love %something%!" - craft many %something%.
and
"My precious!" - craft even more %something%. (should have golden icon)P.S. %something% probably can be RE-Batteries.
-
Consider altering the network discovery mode, so it simply stops at 25 chunks instead of giving up completely. Some of us have huge power networks, usually on servers. I've done some crazy stuff using EV cable and HV transformers.
I was already thought about it. I'm wonder what is exact behaviour should be? Probably it should select closest chunks, so it be some kind of circle shape, and there is then trouble to understand which chunks is loaded, so there should be some visualization, which I currently don't know how to do. -
Definitely an interesting concept, although are you certain that such a thing should be available so soon and cheaply? Railcraft balances it by making the world anchor expensive.
Don't know, if think about realism then this device is anomaly and should not exists and/or do nothing, and nothing should costs nothing. On other hand it can be treated as some hub or network utility/control device, then it probably should be more advanced. -
This mod is now maintained by Zuxelus here: [1.7.10] Ztech - Collection of Addons
License:
This addon is provided 'as is' without any warranty. Author of this addon is not responsible for any harm that can occur from using of this addon, you use at you own risk.Description:
This addon brings intelligent chunk loader block called "Network Anchor".
Network Anchor *** There is also hard recipe for GregTech, see "CrossMod Compatibility" spoiler.
1 x Electronic Circuit
1 x Basic Machine casing
1 x Insulated Copper CableScan Terminator
1 x Electronic Circuit
1 x Basic Machine casing
1 x Insulated HV CableNetwork Anchor - inventory title.
Network scan -> [E] [O] - allow to configure network scan. By default is disabled. (see spoiler below)
^ [E] - Enables or disables network scan.
^ [O] - enables or disables Optimization.
Area: - selected area.
Tiles: - count of IEnergyTiles found, e.g. count of blocks you network occupy.
Chunks: - count of chunks forced/found. It will show one number if values are equal, and two numbers if they are different, which may mean that there is something wrong.
Tickets: - count of tickets used to force chunks.[A-] [A+] buttons changes area size.
[Restart] button used to restart device. You need to use it to apply network scan option, area size and restart network scan.Charge bar displays amount of energy stored in internal accumulator. Mouse over to see exact number.
For 0.10.1e: currently NetworkAnchor will not demand energy from EnergyNet or accumulator in it's inventory until it's charge go lower than half of capacity, it is made as workaround for incomplete EnergyNet in experimental IC2.
Border between green and yellow zones is half of capacity.
Border between yellow and red is 1/8 of capacity.
Coloring doesn't have any other meaning and made for cosmetic purposes.Slots may accept any items, but will process only upgrades and energy storage items like RE-Batteries or Energy Crystals.
- Overclocker Upgrades affects network scan speed: blocks per tick = 2overclocker upgrades installed
- Storage Upgrades allows to increase internal storage by 10 000 EU per upgrade, so: resulting capacity = 10 000 * (count of storage upgrades installed + 1)
- Transformer Upgrades allows to accept higher voltage from cables in traditional way 32 -> 128 -> 512 -> 2048 -> ...
- Energy Storage Items allows you to charge device with portable energy source. In order to use advanced storage items you need to install transformer upgrades.*** See full list of upgrade modules in "CrossMod Compatibility" spoiler.
Network scan is a special feature of NetworkAnchor. When enabled it will scan energy network to which it is connected to obtain it's geometry and force corresponding chunks to keep whole network loaded.
Network geometry is obtained through iterative scanning. Scan speed is depend on count of installed overclocker upgrades (see GUI spoiler). Technically it check whether block is instance of IEnergyTile, so it should be out-of-the-box compatible with other mods that uses IC2 API.
"Optimization" is done by excluding chunks that have only cables and including chunks which have at least one end-point device, e.g. machine/generator/transformer.
Note that Network Anchor will NOT detect changes in the energy network - you need to click "restart" button in the GUI to rescan it.
Network scan starts only when internal energy storage is full or when energy consumption is disabled. It is intended to prevent frequent chunk forcing/releasing when energy network cannot fully satisfy energy requirements.
Scan Terminator
Works as usual HV cable, but prevent network scanning, e.g. network scan will not go beyond this block, block itself also will not be included.Chunks limit
You should take into account that maximum number of loaded chunks is limited by Forge. Network Anchor designed as multi-ticket chunk loader so, with default config it should be able to handle up to 25 * 500 = 12500 chunks.This spoiler describes stuff from other addons that is currently supported.
Hard GregTech recipe (can be disabled via config file)
2 x Iridium Reinforced Plate;
1 x Computer Monitor
2 x Highly Advanced Machineblock
1 x Data Orb
2 x HV-Transformer
1 x Glass Fibre CableList of upgrade modules:
Base parameters: speed=1, storage=10000, tier=1Syntax:
Addon: upgrade name, minimum required tier, modified parameter + modified valueVanilla: Overclocker Upgrade, tier:1, speed+1
Vanilla: Storage Upgrade, tier:1, storage+10,000
Vanilla: Transformer Upgrade, tier:1, tier+1GregTech: Lithium Battery Upgrade, tier:1, storage+100,000
GregTech: Energy Crystal Upgrade, tier:2, storage+1,000,000
GregTech: Lapotron Crystal Upgrade, tier:3, storage+10,000,000
GregTech: Energy Orb Upgrade, tier:4, storage+100,000,000
GregTech: HV-Transformer Upgrade, tier:1, tier+3ComboArmors: Energy Storage Upgrade MK2, tier:2, storage+1,000,000
ComboArmors: Energy Storage Upgrade MK2, tier:3, storage+10,000,000Railcraft: Lapotronic Upgrade, tier:3, storage+10,000,000
The higher tier upgrade module requires = the more transformer upgrades you need to install. For example to use GregTech Energy Orb Upgrade that requires tier 4, you need to place 3x Vanilla Transfomer Upgrades or 1x GregTech HV-Transformer Upgrade.
Version 0.10.3e
- build under Minecraft 1.6.4, Forge 9.11.1.916, IC2 2.0.301
- fix for recipes, now they should be shown in NEI
- some code optimizations
- added config value to adjust network scan speed (server side)Version 0.10.2e
- ported to Minecraft 1.6.4, Forge 9.11.1.916, IC2 2.0.301
- build using srg names
- fixed small annoying visual bug in guiVersion 0.10.1e
- added some compatibility code with previous versions of TileEntity NBT
- added workaround for incomplete IC2 EnergyNet: (possibly will be removed in the future)
NetworkAnchor block will demand energy only when it's internal accumulator is charged to less than half of capacity (includes upgrades).
Charge bar is now colored in three zone: green, yellow and red - border between green and yellow is half of capacity.
- fixed bugs with sided config not working
- added config for wrenching requirement and drop chance (enabled by default)
- adjusted calculation of found tiles when "optimization" is enabledVersion 0.10e
- build under Minecraft 1.6.2, Forge 9.10.1.871, IC2 2.0.282
- removed LangHelper (because of minecraft resource pack, beware of UTF-8 BOM)
- TileEntity synchronization moved back to Container* class
- added own Connection/PacketHandler
- added ability to reflect config from server to client (except "BlockID" field)
- added config option to hardly limit maximum scan rate (for server admins)
- added logging of started anchors on world load
- added scan terminator block
- added option to optimize chunk structure due network scan (look for "O" button in GUI, "E" is old "Enabled|Disabled" button)
- added support for Railcraft Lapotronic Upgrade
- retextured to match new IC2 styleVersion 0.09
- Build under MC 1.5.2, Forge 7.8.0.684, IC2 1.115.327-lf
- Container synchronization changed to use IC2 NetworkManager interface
- Added UpgradeDictionary
- Added support for GregTech upgrades
- Added support for ComboArmors upgrades
- Added LangHelper for localization support
- Hard GregTech recipe can now be disabled via config file
- Added hovering text for charge bar, when energy consumption is enabled
- Added machine explosion on overvoltageVersion 0.08
- Build under MC 1.4.7, Forge 6.6.0.507, IC2 1.115
- Added support for OreDictionary
- Slightly changed recipe for GregTech
- Improved Shift+Click items transfer
- Modes are removed
- Pickaxe added as effective tool
- Removed unnecessary calls to world manager in ChunkCoords classThere is known issue, which may prevent your world from loading after uninstalling this addon.
Steps to reproduce:
1. Install addon;
2. Start game and load world;
3. Place NetworkAnchor block in the world;
4. Save world and exit game;
5. Remove addon from mods folder;
6. Start game and load world;
7. Game will stuck on "Loading world" screen.It happens because Forge tries to load chunk loading data for addon which is no longer exists.
Correct steps for uninstall:
1. Return same version of .jar to mods folder, if you already have situation described above;
2. Start game and load world;
3. Remove all NetworkAnchor blocks in the world, so corresponding chunk loading data is removed;
4. Save world and exit game;
5. Remove addon from mods folder;
6. Now world should load correctly.There is another way, but it is a bit extreme, because it affect chunk loaders from other mods too: go to you world folder (for Windows is %appdata%\.minecraft\saves\you world name) and delete "forcedchunks.dat" file.
Statement for modpacks: you are free to include this addon into modpacks. -
Really nice addon.
Can I suggest to simplify recipes? Is it necessary to have such a big internal storage? I mean that to craft tier 3 charge pad I need to craft a MFSU and it is a bit painful, maybe change it to transformers + re-battery and/or corresponding energy crystal?
-
Is UUM not a liquid already? I could be wrong with the translation, but there is achievement called "pink blob", which could mean that the UUM already liquid, not in minecraft, but as an idea. If it's true then you can add recipes like [empty bucket + 8 UUM => bucket of UUM] and [bucket of UUM => empty bucket + 8 UUM] or something like that.
-
Needed for items that can not be charged at all, or can be charged only in a special way (crafting, inside special block(s)/machine(s) that know how to do it, etc.).
Codepublic interface IElectricItem { ... /** * Determine if the item can be charged. * * @return Whether the item can be charged. */ boolean canBeCharged(); ... }
It should be checked at the beginning of ElectricItem.charge() and if returns false, ElectricItem.charge() should not charge the item.Codepublic final class ElectricItem { ... public static int charge(ItemStack itemStack, int amount, int tier, boolean ignoreTransferLimit, boolean simulate) { ... if ( ((IElectricItem) itemStack.getItem()).canBeCharged() == false ) return 0; ...rest code... } ... }
Additional idea: SU-Battery can be rewritten in such a way to be discharged smoothly, like RE-Battery, but not be able to recharge. Empty batteries can be thrown away or placed into recycler. -
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 modMy 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.And a suggestion:
Quantum Battery Array:
Recipe like this:
QB = Quantum Battery
IP = Iridium PlateQB QB QB
IP IP IP
QB QB QBStorage 4 000 000 EU (800 000 EU Storespace loss compared to single bats)
Transferrate: 1000 EU/t
Tier 1It'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? -
It's a bit like cheating, however, because it's done for powering miner via portable source of EU what is a PURPOSE. Anyway, it's not annoying, since this is an addon. And it's not as much OP as Compact Solars/Advanced Solar Pannels.
Autominer itself is a bit like cheating, but sometimes it is just too lazy to dig resources. Anyway, I will be glad to any opinions.
-
Quantum Battery added.
-
I have a problem with automatic tier change, which was impossible to implement with the current version of the engine. Maybe I'm try some time later with new engine version, maybe I was not enough looking ... in any case, I decided to:
- decrease capacity to 1 200 000 eU (equal to 4x LapPack), from my expirience it should be enough to 99% tasks, and it will be not so god-like;
- increase trasfer rate to 1000 eU/t (also 4x LapPack rate), now it's inherited from QuantumSuit Armor;
- assign a tier 3, so it can be charged / discharged only in MFSU, also inherited from QuantumSuit Armor;
- leave only one recipe and remove transformers from it;
- tooltip text now will be the same color as QuantumSuit Armor;
Generally comes simply tier 3 backpack which, from my sight, looks better balanced.
I upload version 1.01 very soon. -
License:
This addon is provided 'as is' without any warranty. The owner of this addon is not responsible for any harm that can occur from using of this addon. You use it at you own risk.Description:
This addon brings several quantum energy storages.*** All recipes will try to use plates/ingots from OreDictionary if available (notice primarily for GregTech users)
Legend:
Alloy that proved to be strong enough but much lighter than Iridium Plates and keeps most of their electrical characteristics.Description:
Intermediate item. Used in recipes with the exception of alternate recipe for Quantum Accumulator Pack. Added because some people think's that recipes is too expensive. When disabled recipes will use Iridium Plates instead, as in previous versions.
*** Actually, I don't know whether such material exists in reality and what characteristics it have. At least I didn't find anything similar in the internet.Default config:
Enabled: Yes;
Item ID: 29957;Recipe:
1 x Iridium Ore;
4 x Tin Ingot;
Legend:
LapPack with Lapotron Crystal attached to it's bridge and reinforce with modern alloy, that allows it to be more durable and therefore more suitable for working in the difficult conditions.Description:
Tier 3 version of BatPack and LapPack that can store even more energy. Provides no protection. Can be charged only in MFSU.Default config:
Enabled: Yes;
Item ID: 29956;
Max charge: 1 200 000 eU;
Transfer rate: 1000 eU/t;
Tier: 3;
Right click use: no;Recipe:
1 x Advanced Circuit;
1 x Lappack;
1 x Lapotron Crystal;
2 x Light Alloy (2 x Iridium Plate when disabled);
Legend:
Lapotron Crystal fortified with alloy and rubber, that protects it from external environment and accidental drops. Conductor of a mixed fibers allows "soft" energy transfer between crystal and external device, but scatter's some amount of energy into environment.Description:
Tier 1 version of Lapotron Crystal with a slightly reduced capacity. Supposedly can be charged/discharged in any machine/device. Can be taken in hand and right-clicked the same way as RE-Battery to recharge items in player inventory.Default config:
Enabled: Yes;
Item ID: 29955;
Max charge: 900 000 eU;
Transfer rate: 1000 eU/t;
Tier: 1;
Right click use: yes;Recipe:
1 x Glass Fibre Cable;
2 x Carbon Plate;
4 x Rubber;
1 x Lapotron Crystal;
1 x Light Alloy (1 x Iridium Plate when disabled);
Legend:
Quantum Accumulators connected together and packed into portable box.Description:
...Default config:
Enabled: Yes;
Item ID: 29954;
Max charge: 5 400 000 eU;
Transfer rate: 6000 eU/t;
Tier: 1;
Right click use: no;Recipe:
2 x Glass Fibre Cable;
1 x Carbon Plate;
6 x Quantum Accumulator;Alternate recipe when Quantum Accumulator is disabled:
2 x Iridium Plate;
1 x Carbon Plate
6 x Lapotron Crystal;
Legend:
Sturdy leather belt with pockets for batteries and tools. Was popular long before the invention of BatPack.Description:
Tier 1 energy storage like BatPack, but weared instead of pants/leggings. Will discharge before BatPack, possible because of IC2 internals. Provides no protection and therefore same effect to gameplay as BatPack, you either should wear armor, or will get almost without armor and therefore will have higher chances to die and lose everything. Designed as Tier 1 storage will be useless in endgame, so there is partial decrafting recipe, so you can get you batteries back. Summary, fully charged Drill + BatPack + Industrial Belt have 100 000 eU capacity.Default config:
Enabled: Yes;
Item ID: 29953;
Max charge: 30 000 eU;
Transfer rate: 100 eU/t;
Tier: 1;
Right click use: no;Recipe:
2 x Leather;
1 x Rubber;
3 x ReBattery;Partial decrafting recipe:
1 x Industrial Belt;There is 3 tool boxes: classic, nano and quantum. All of them have GUI and work the same way, but have different inventory sizes.
Classic Tool Box replaces original IC2 with same one, but with GUI. It have 4x2=8 inventory. I tried to make it internally compatible with original IC2, however it may be not, so it is disabled by default - enable it on you own risk.
Nano and Quantum Tool Box have a 5x3=15, and 9x5=45 inventories accordingly, e.g. same as Forestry backpacks.
All tool boxes have same item filter as classic IC2 tool box, e.g. item can be placed in tool box if it:
- unstackable, e.g. have maxStackSize=1;
- or whitelisted, e.g. listed in IC2API ItemsWrapper, and/or implement IC2API IBoxable interface and return true from canBeStoredInToolbox();
Nano Tool Box
1x Tool Box
5x Carbon PlateQuantum Tool Box (when light alloy is enabled)
1x Nano Tool Box
2x Light Alloy
3x TinQuantum Tool Box (when light alloy is disabled)
1x Nano Tool Box
1x Iridium Plate (e.g. IC2 iridium alloy, not the GregTech pure iridium plate)
4x TinVersion 1.10
- Build under MC 1.5.2, Forge 7.8.0.684, IC2 1.115.383-lf
- Added tool boxesVersion 0.09
- Build under MC 1.5.2, Forge 7.8.0.684, IC2 1.115.340-lf
- Fixed bug with OptiFine that display white quads instead of item icons
- Fixed several bugs with LangHelperVersion 1.08
- Build under MC 1.5.2, Forge 7.8.0.684, IC2 1.115.309-lf
- Added LangHelper for localization support
- Added ru_RU localizationVersion 1.07
- Build under Minecraft 1.4.7, Forge 6.6.0.507, IndustrialCraft2 1.115.231-lf
- Added support for OreDictionary
- Industrial Belt default transfer rate reduced to 100
- Quantum Accumulator Pack renamed to Big Quantum Accumulator for easier translation (it will automatically patch config file)Version 1.06
- Added Light Alloy
- Added Industrial BeltVersion 1.05
- Update to MC1.4.6 and IC2 1.112b
- Alternate recipe for Quantum Accumulator Pack hardened
- Items now inherit creative tab from IC2 itemsVersion 1.04
- Added config file
- Recipes of Quantum Pack and Quantum Accumulator Pack a bit simplified
- Added alternate recipe for Quantum Accumulator Pack when Quantum Accumulator is disabled
- Fixed charge bar visual bug when changing max charge property of itemsVersion 1.03
- Updated to Minecraft 1.4.5 and IndustrialCraft 1.109b
- Fixed server side error
- Quantum Pack max charge decreased to 1 200 000 EU
- Quantum Pack recipe changed
- Quantum Battery max charge increased to 900 000 EU
- Quantum Battery renamed to Quantum Accumulator
- Added Quantum Accumulator Pack
- Addon rewritten to use only api, so decompilation of IndustrialCraft is not needed, so for now:
- - Items not metadata sensitive
- - Added custom electric items inventory renderer to draw a charge barVersion 1.02
- QuantumPack max charge changed to 1 600 000 eU
- QuantumBattery item added
- Addon now appears as child mod of IC2Version 1.01
- Max charge changed from 2 000 000 to 1 200 000 eU
- Transfer rate changed from 500 to 1000 eU/t
- Tier changed from 1 to 3
- For now "transfer rate" and "tier" parameters internally inherited from QuantumSuit Armor
QuantumPack item characteristics:
Item ID: 29700 (shifted: 29956);
Max charge: 2 000 000 eU;
Transfer rate: 500 eU/t;
Tier: 1.1A, 1B: allows you to craft a new, shiny QuantumPack.
2A, 2B: allows you to upgrade your old, time-tested LapPack (as you can remember, LapPack already contains Electronic Circuits and a lot of Lapis, so you need Energy Crystals instead of Lapatron Crystals).
Statement for modpacks: you are free to include this addon into modpacks.DropBox mirror (includes previous versions)