Not sure if it was suggested or asked before, but do you have plans to update energy tesseracts to also allow transferring EU? I already use an IC2 addon that converts EU to MJ and back to EU, but transferring power that way is so slow. A direct transfer of EU across fast distances would be much more convenient.
No plans to ever do that, sorry. Our machines don't use EU, and it's another layer of compatibility and dependencies that I don't particularly want to deal with. I'm also of the opinion that EU generation is trivial, so I'm not a fan in general.
No plans to ever do that, sorry. Our machines don't use EU, and it's another layer of compatibility and dependencies that I don't particularly want to deal with. I'm also of the opinion that EU generation is trivial, so I'm not a fan in general.
Well thats a bummer, guess I'll have to make due with electric engines to convert EU to MJ to pump it through the tesseract and convert back to EU.
Your mod is the best tech mod i've seen, but i think the wiki should be a bit more noob-friendly. Despite this, i really thank you for making even greater the amazingness of Minecraft!
I require a version of Thermal Expansion, compatible for Forge build 497 and Minecraft 1.4.7.
I went to the Previous Downloads section of the Downloads page on the wiki, and the latest one it has is for Minecraft 1.4.5.
The reason, when I created the map, I was using the Feed The Beast launcher and Direwolf20's ModPack. But there's one mod that I wanted, that would only work with Forge build 497. So I downloaded the mods using this page except for ComputerCraft, its addon, and Thermal Expansion.
And now, IC2's Copper and Tin Ores aren't showing up anymore. I read something about that this mod can control where ores spawn, via the Direwolf20 ModPack in FTB.
That's why I'm hoping I could find a version that works with Forge build 497 and get those ores back. Or am I screwed?
public void addRecipe(ItemStack result, String code) {
try {
if (code == null || code.length() == 0)
return;
String[] things = code.split(";");
if (things.length != 10)
throw new IllegalArgumentException("Insuficent information");
ArrayList list = new ArrayList();
byte startY = 0;
byte endY = 3;
byte startX = 0;
byte endX = 3;
{
boolean started = true;
boolean ended = true;
for (byte i = 0; i < 3; i++) {
if (started && things[i * 3 + 1].equals("nothing")
&& things[i * 3 + 2].equals("nothing")
&& things[i * 3 + 3].equals("nothing")) {
startY++;
} else
started = false;
if (ended && things[9 - i * 3].equals("nothing")
&& things[8 - i * 3].equals("nothing")
&& things[7 - i * 3].equals("nothing")) {
endY--;
} else
ended = false;
}
}
{
boolean started = true;
boolean ended = true;
for (int i = 0; i < 3; i++) {
if (started && things[i + 1].equals("nothing")
&& things[i + 4].equals("nothing")
&& things[i + 7].equals("nothing")) {
startX++;
} else
started = false;
if (ended && things[3 - i].equals("nothing")
&& things[6 - i].equals("nothing")
&& things[9 - i].equals("nothing")) {
endX--;
} else
ended = false;
}
}
boolean isShapeless = things[0].equals("shapeless");
for (int i = startY; i < endY; i++) {
if (!isShapeless)
list.add(i - startY, "");
for (int ii = startX; ii < endX; ii++) {
int index = i * 3 + ii + 1;
boolean isNothing = things[index].equals("nothing");
if (!isShapeless) {
String string = null;
if (isNothing) {
string = " ";
} else {
string = Integer.toString(index);
}
if (i - startY == 0) {
list.set(0, list.get(0) + string);
} else if (i - startY == 1) {
list.set(1, list.get(1) + string);
} else if (i - startY == 2) {
list.set(2, list.get(2) + string);
}
}
if (isNothing)
continue;
if (!isShapeless)
list.add(Character.valueOf(Integer.toString(index)
.charAt(0)));
Object crafting = null;
if (things[index].contains(",")) {
String[] temp = things[index].split(",");
if (temp[0].equals("block")) {
for (Block block : Block.blocksList) {
if (block != null
&& block.getBlockName() != null
&& block.getBlockName().equals(
"tile." + temp[1])) {
crafting = new ItemStack(block, 1,
(temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
break;
}
}
} else if (temp[0].equals("item")) {
for (Item item : Item.itemsList) {
if (item != null
&& item.getItemName() != null
&& item.getItemName().equals(
"item." + temp[1])) {
crafting = new ItemStack(item, 1,
(temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
break;
}
}
} else if (temp[0].equals("barrel")) {
crafting = this.getClass().getField(temp[1])
.get(this);
} else if (temp[0].equals("itemid")) {
crafting = new ItemStack(
Item.itemsList[Integer.parseInt(temp[1]) + 256],
1, (temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
} else if (temp[0].equals("blockid")) {
crafting = new ItemStack(
Block.blocksList[Integer.parseInt(temp[1])],
1, (temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
} else {
crafting = Class.forName(temp[0]).getField(temp[1])
.get(null);
if (!(crafting instanceof ItemStack)) {
if (crafting instanceof Block) {
crafting = new ItemStack((Block) crafting,
1,
(temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
} else if (crafting instanceof Item) {
crafting = new ItemStack((Item) crafting,
1,
(temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
} else if (!(crafting instanceof String)) {
throw new IllegalArgumentException(
"Wrong type.");
}
}
}
} else {
crafting = things[index];
}
list.add(crafting);
}
}
if (things[0].equals("shaped")) {
GameRegistry.addRecipe(new ShapedOreRecipe(result, list
.toArray()));
} else if (isShapeless) {
GameRegistry.addRecipe(new ShapelessOreRecipe(result, list
.toArray()));
} else {
throw new IllegalArgumentException(
"Type of crafting has not been specified.");
}
} catch (Exception e) {
e.printStackTrace();
System.err
.println(e.toString()
+ ": There was a problem while adding a recipe. Plase make sure your configuratons are correct.");
}
}
}
If you know what it does, you get a thumbs-up. If you use it, you get a high-five.
Just skimming your code, but it looks like something to do with custom recipes?
Just skimming your code, but it looks like something to do with custom recipes?
Exactly. I think I'm the first modder that actually let's their users edit the crafting recipes of blocks via the configuration file. I sigh it modder who "lock down" their users to having everything going the modder's way.
I require a version of Thermal Expansion, compatible for Forge build 497 and Minecraft 1.4.7.
I went to the Previous Downloads section of the Downloads page on the wiki, and the latest one it has is for Minecraft 1.4.5.
The reason, when I created the map, I was using the Feed The Beast launcher and Direwolf20's ModPack. But there's one mod that I wanted, that would only work with Forge build 497. So I downloaded the mods using this page except for ComputerCraft, its addon, and Thermal Expansion.
And now, IC2's Copper and Tin Ores aren't showing up anymore. I read something about that this mod can control where ores spawn, via the Direwolf20 ModPack in FTB.
That's why I'm hoping I could find a version that works with Forge build 497 and get those ores back. Or am I screwed?
Try the posted one. I don't actually have the version of Forge locked; I'm just compiling against the listed. However, you can't use this mod to get IC2 copper and tin - you get TE copper and tin. Which, IMO, look better anyways.
public void addRecipe(ItemStack result, String code) {
try {
if (code == null || code.length() == 0)
return;
String[] things = code.split(";");
if (things.length != 10)
throw new IllegalArgumentException("Insuficent information");
ArrayList list = new ArrayList();
byte startY = 0;
byte endY = 3;
byte startX = 0;
byte endX = 3;
{
boolean started = true;
boolean ended = true;
for (byte i = 0; i < 3; i++) {
if (started && things[i * 3 + 1].equals("nothing")
&& things[i * 3 + 2].equals("nothing")
&& things[i * 3 + 3].equals("nothing")) {
startY++;
} else
started = false;
if (ended && things[9 - i * 3].equals("nothing")
&& things[8 - i * 3].equals("nothing")
&& things[7 - i * 3].equals("nothing")) {
endY--;
} else
ended = false;
}
}
{
boolean started = true;
boolean ended = true;
for (int i = 0; i < 3; i++) {
if (started && things[i + 1].equals("nothing")
&& things[i + 4].equals("nothing")
&& things[i + 7].equals("nothing")) {
startX++;
} else
started = false;
if (ended && things[3 - i].equals("nothing")
&& things[6 - i].equals("nothing")
&& things[9 - i].equals("nothing")) {
endX--;
} else
ended = false;
}
}
boolean isShapeless = things[0].equals("shapeless");
for (int i = startY; i < endY; i++) {
if (!isShapeless)
list.add(i - startY, "");
for (int ii = startX; ii < endX; ii++) {
int index = i * 3 + ii + 1;
boolean isNothing = things[index].equals("nothing");
if (!isShapeless) {
String string = null;
if (isNothing) {
string = " ";
} else {
string = Integer.toString(index);
}
if (i - startY == 0) {
list.set(0, list.get(0) + string);
} else if (i - startY == 1) {
list.set(1, list.get(1) + string);
} else if (i - startY == 2) {
list.set(2, list.get(2) + string);
}
}
if (isNothing)
continue;
if (!isShapeless)
list.add(Character.valueOf(Integer.toString(index)
.charAt(0)));
Object crafting = null;
if (things[index].contains(",")) {
String[] temp = things[index].split(",");
if (temp[0].equals("block")) {
for (Block block : Block.blocksList) {
if (block != null
&& block.getBlockName() != null
&& block.getBlockName().equals(
"tile." + temp[1])) {
crafting = new ItemStack(block, 1,
(temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
break;
}
}
} else if (temp[0].equals("item")) {
for (Item item : Item.itemsList) {
if (item != null
&& item.getItemName() != null
&& item.getItemName().equals(
"item." + temp[1])) {
crafting = new ItemStack(item, 1,
(temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
break;
}
}
} else if (temp[0].equals("barrel")) {
crafting = this.getClass().getField(temp[1])
.get(this);
} else if (temp[0].equals("itemid")) {
crafting = new ItemStack(
Item.itemsList[Integer.parseInt(temp[1]) + 256],
1, (temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
} else if (temp[0].equals("blockid")) {
crafting = new ItemStack(
Block.blocksList[Integer.parseInt(temp[1])],
1, (temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
} else {
crafting = Class.forName(temp[0]).getField(temp[1])
.get(null);
if (!(crafting instanceof ItemStack)) {
if (crafting instanceof Block) {
crafting = new ItemStack((Block) crafting,
1,
(temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
} else if (crafting instanceof Item) {
crafting = new ItemStack((Item) crafting,
1,
(temp.length == 3) ? Integer
.parseInt(temp[2]) : 0);
} else if (!(crafting instanceof String)) {
throw new IllegalArgumentException(
"Wrong type.");
}
}
}
} else {
crafting = things[index];
}
list.add(crafting);
}
}
if (things[0].equals("shaped")) {
GameRegistry.addRecipe(new ShapedOreRecipe(result, list
.toArray()));
} else if (isShapeless) {
GameRegistry.addRecipe(new ShapelessOreRecipe(result, list
.toArray()));
} else {
throw new IllegalArgumentException(
"Type of crafting has not been specified.");
}
} catch (Exception e) {
e.printStackTrace();
System.err
.println(e.toString()
+ ": There was a problem while adding a recipe. Plase make sure your configuratons are correct.");
}
}
}
If you know what it does, you get a thumbs-up. If you use it, you get a high-five.
I know what it does but I have a different system to handle stuff like that, and to be honest I am somewhat on the fence about allowing free configuration of all recipes. Still thinking about it.
Heya King, does the Omniwrench no longer remove machines? It seems to work fine with the tesseracts, energy cubes,and conduits but it won't remove the machines anymore? Intended or bugged?
Question: Does anyone know how well the Item Tesseracts play with the "logistics" system of Applied Energistics? I'm assuming I'll probably be needing separate networks on both sides of the Tesseract considering the Tesseracts "internal inventory." I'm trying to cut down on making so many of the AE cables and trying to figure out how I can pull off dimensional transport with them. I came here as Tesseracts were my first guess of making this possible.
Heya King, does the Omniwrench no longer remove machines? It seems to work fine with the tesseracts, energy cubes,and conduits but it won't remove the machines anymore? Intended or bugged?
Question: Does anyone know how well the Item Tesseracts play with the "logistics" system of Applied Energistics? I'm assuming I'll probably be needing separate networks on both sides of the Tesseract considering the Tesseracts "internal inventory." I'm trying to cut down on making so many of the AE cables and trying to figure out how I can pull off dimensional transport with them. I came here as Tesseracts were my first guess of making this possible.
Honestly I am not sure, but you'll likely need separate networks, yep.
Hi King, are their any plans to have liquiducts and redstone conduits work with facades from BC ?
I'm pretty sure he was talking about that before. He said he'll do something after when 1.5 hits because apparently 1.5 has some major rendering changes. Hopefully it won't break my mod xD
I have a suggestion for the energy tesseracts. I think the 25% loss is very fair but it would be nice if the tessseract requests 25% more power then what is needed so that the machine on the other end get the full amount. For example I'm running a quarry on a tesseract which needs 50MJ. So 50MJ goes into the tesseract and 37ish comes out due to the loss. I think is should be changed so that 67MJ is requested by the tesseract, then after the loss the full 50 comes out.
I have a suggestion for the energy tesseracts. I think the 25% loss is very fair but it would be nice if the tessseract requests 25% more power then what is needed so that the machine on the other end get the full amount. For example I'm running a quarry on a tesseract which needs 50MJ. So 50MJ goes into the tesseract and 37ish comes out due to the loss. I think is should be changed so that 67MJ is requested by the tesseract, then after the loss the full 50 comes out.
Not feasible for a few reasons. Also, the scenario you present is already possible. The tesseracts are only going to send what is necessary, so run them full out. Throttling is automatic, as the quarry is intelligent and will time-average to 44.6 MJ/t.
Try the posted one. I don't actually have the version of Forge locked; I'm just compiling against the listed. However, you can't use this mod to get IC2 copper and tin - you get TE copper and tin. Which, IMO, look better anyways.
Posted one? All I see the latest version requiring Forge build 515 or higher (says right on your download page on your wiki). Also, I figured out why IC2 wasn't generating Copper/Tin. The fact I moved the configs from when I was using FTB/DW20 ModPack, IC2 has them disabled by default.
To be honest, I'm tempted to using TE instead of IC2 for my machines, due to my current machine setup (and how I want my Macerators to put their dust in the furnaces, then have them pumped via Pneumatic Tubes and my Retriever to my sorting system downstairs);
Alloy Furnace ....| Batbox
Electric Furnace | Macerator | Compressor
Electric Furnace | Macerator | Extractor
I just don't like the idea they require BuildCraft power instead of EU.
Yeah I know what it says there, but honestly it probably works fine with 497, I was just building against 515 so I can't guarantee it. Just like the new versions are going to say 524+ but in all likelihood, 497+ will still work.
As far as power goes, Conduits and Energy Cells change MJ up a little bit. You might like it.
Alright. I got one last question. Since I'm playing through MultiMC instead of FTB, can I just install the mod, delete all .cfg files, create a new map, and that would enable this configuration of having Copper/Tin/Silver at a different level?
How would I go about doing it, so I won't have issues with conflicting ores?
Or just create a map through FTB/DW20 ModPack, then move the map and the .cfg files over to MultiMC and go from there?
No plans to ever do that, sorry. Our machines don't use EU, and it's another layer of compatibility and dependencies that I don't particularly want to deal with. I'm also of the opinion that EU generation is trivial, so I'm not a fan in general.
Well thats a bummer, guess I'll have to make due with electric engines to convert EU to MJ to pump it through the tesseract and convert back to EU.
Thanks anyway for the answer.
I went to the Previous Downloads section of the Downloads page on the wiki, and the latest one it has is for Minecraft 1.4.5.
The reason, when I created the map, I was using the Feed The Beast launcher and Direwolf20's ModPack. But there's one mod that I wanted, that would only work with Forge build 497. So I downloaded the mods using this page except for ComputerCraft, its addon, and Thermal Expansion.
And now, IC2's Copper and Tin Ores aren't showing up anymore. I read something about that this mod can control where ores spawn, via the Direwolf20 ModPack in FTB.
That's why I'm hoping I could find a version that works with Forge build 497 and get those ores back. Or am I screwed?
Portable Tanks will lose its contents when broken by a RP2 Block Breaker.
EDIT:
Portable Tanks lose its contents when broken by anything. WHAT?
try {
if (code == null || code.length() == 0)
return;
String[] things = code.split(";");
if (things.length != 10)
throw new IllegalArgumentException("Insuficent information");
ArrayList
Just skimming your code, but it looks like something to do with custom recipes?
Try the posted one. I don't actually have the version of Forge locked; I'm just compiling against the listed. However, you can't use this mod to get IC2 copper and tin - you get TE copper and tin. Which, IMO, look better anyways.
Not a bug. Dismantle them properly with a Crescent Hammer.
I know what it does but I have a different system to handle stuff like that, and to be honest I am somewhat on the fence about allowing free configuration of all recipes. Still thinking about it.
Huh. That is apparently a bug. Fixed.
Honestly I am not sure, but you'll likely need separate networks, yep.
Thanks KingLemming.
Awesome! Thanks!
With facades? No. We'll likely be implementing something else.
Not feasible for a few reasons. Also, the scenario you present is already possible. The tesseracts are only going to send what is necessary, so run them full out. Throttling is automatic, as the quarry is intelligent and will time-average to 44.6 MJ/t.
Posted one? All I see the latest version requiring Forge build 515 or higher (says right on your download page on your wiki). Also, I figured out why IC2 wasn't generating Copper/Tin. The fact I moved the configs from when I was using FTB/DW20 ModPack, IC2 has them disabled by default.
To be honest, I'm tempted to using TE instead of IC2 for my machines, due to my current machine setup (and how I want my Macerators to put their dust in the furnaces, then have them pumped via Pneumatic Tubes and my Retriever to my sorting system downstairs);
Alloy Furnace ....| Batbox
Electric Furnace | Macerator | Compressor
Electric Furnace | Macerator | Extractor
I just don't like the idea they require BuildCraft power instead of EU.
As far as power goes, Conduits and Energy Cells change MJ up a little bit. You might like it.
How would I go about doing it, so I won't have issues with conflicting ores?
Or just create a map through FTB/DW20 ModPack, then move the map and the .cfg files over to MultiMC and go from there?
I pretty much want to start clean.