YES! It works with FTB, YogCraft, Technic, Vanilla, etc This mod adds the one thing which kept me from transitioning from Tekkit to FTB, the so called Energy Condenser (EE2) .
IF THE MOD DOESN'T DETECT, SIMPLY UN-ZIP IT TO A FOLDER IN YOUR MODS FOLDER!
IF YOU GOT PROBLEMS WITH THE DOWNLOAD TAB OR ANY OF THE SPOILERS, CHANGE YOUR WEB BROWSER TO SOMETHING LIKE FIREFOX OR GOOGLE CHROME!
Asking Questions?
If your question is about Energy Condensers, then the answer is, and will always be,
NO!
Recipes
Energy Manipulator
Energy Container
Energy Battery
Flying Ring
How to use this mod
Yeah, so I realized I had forgot to create a "how to" (hehe ), so here it is Hold SHIFT to see the EV.
Tip! You can set a conversion penalty. Let's say you set it to 75, then whenever the manipulator consumes something it'll consume 75% of it and throw the rest away, but the items/blocks still cost the same as before. So, it makes it a little harder, as you will eventually run out of EV and will have to go get more
The Blocks Energy Manipulator
- What it does:Turns blocks/items into other blocks/items.
- Max storage (default, configurable):32768.
- Automation Options:Hoppers, BC Pipes, RedPower Tubes.
- Top slot: The block/item the Energy Manipulator will produce.
- Other slots: The blocks/items the Energy Manipulator will consume.
Energy Container
- What it does:Stores Energy.
- Max storage (default, configurable):131072.
- Automation Options:Hoppers, BC Pipes, RedPower Tubes.
- Top slot:Must be populated with an Energy Battery, will discharge it.
- Bottom slot: Must be populated with an Energy Battery, will charge it.
The Items
Energy Battery
- What it does:Stores Energy.
- Max storage (default, configurable):16384.
Flying Ring
- What it does:Enables you to fly.
- Energy Cost Per Second (default, configurable):8.
- Fuel:Energy (must be stored in an Energy Battery).
- Caveats:Having more than one Flying Ring in your inventory at the same time, will result in the "Energy Cost Per Second" getting multiplied by the amount of Flying Rings (this is on purpose).
Commands
- "/emconfig"the main command.
- "/emcf"alias for the main command.
- "/emconfig reload"reloads all the configs.
- "/emconfig createconfig"creates and loads a new EV config (gets prefixed with "EMEV_", suffixed with ".cfg"). - "/emconfig loadconfig"loads an existing config (gets prefixed with "EMEV_", suffixed with ".cfg").
- "/emconfig saveconfig" saves the currently loaded config. - "/emconfig unloadconfig" unloads the currently loaded config, WITHOUT SAVING IT! - "/emconfig addcurrent" adds the current item held in hand to the currently loaded config with the specified EV value.
- "/emconfig addinventory" adds all the items in your inventory (the main 36 slots) to the currently loaded config with the specified EV value.
- "/emconfig addrawentry" adds the entry to the currently loaded config (Mostly used for enchantment entries).
Changelog
1.1.10
- Fixed bugs in the config system.
- Fixed the default config values.
1.1.9
- Fixed ticking load.
1.1.8
- Added to 1.6.4
- Fixed EV retrieval code.
- Fixed the Lapis Block entry, new value: 1152.
1.1.7
- Fixed a bug with the flying ring.
1.1.6
- Fixed a glitch with the energy battery.
1.1.5 (1.6.2)
- Bugfixes.
1.1.4
- Clients now download the configs from the server upon login and stores them in memory (excluding the block/item IDs, these must be set manually).
1.1.3
- Optimized the network use even more.
- Fixed minor bugs with the automatic transfer of energy from an EM to an EC.1.1.2
- Fixed excessive network use.
- No longer needed to extract the 1.4.7 version to it's own folder to get it to work, just drop the archive into the mods folder and you're good to go
1.1.1
- Fixed 1.6.2 tooltip not showing in EM when NEI was installed.
1.1.0 Release
- Added the ability to use both item IDs and Unlocalized Names in the EMEV configs.
- Gui improvement.
- Energy Containers now acts as an extension to the Energy Manipulator they're adjacent to, storing it's energy in itself, allowing for greater items to be consumed (a batbox really).
- Energy Batteries can now only be charged and discharged in an Energy Container (making it a necessary block for flying).
- Added the NEI hook for 1.6.2.
- Last release for 1.4.7, looks like I'm gonna continue to support 1.4.7 a bit longer
1.0.14
- Fixed the diamond duplication glitch.
1.0.13
- Fixed the Energy Battery charging, AGAIN! (It works now )
- Added a flying ring, which is fully configurable, can even be disabled
- Enabled custom crafting recipes for all the items/blocks this mod implements.
1.0.12
- Fixed the Energy Battery charging (You know, mathematics )
1.0.11
- Fixed the energy battery (YES it is finally working )
- Changed the default values of emmaxstorage (32768), ecmaxstorage (131072), ebatterymaxstorage (16384)
- New textures for the Energy Battery and Manipulator, thanks to dman10311 for these
1.0.10
- Fixed a bug where executing commands at server side wouldn't work.
1.0.9
- Fixed it so that items/blocks with no internal name doesn't crash the game.
1.0.8
- Added a configurable recipe to the Energy Manipulator (This is ID dependent).
1.0.7
- Added a debug option to EnergyManipulator.cfg (Currently only enables a tooltip, if you have NEI installed, which shows the Mod unique block/item names).
- Added new commands for config management (See the command section)
- Changed the configuration system around (again), it's now block/item ID independent.
1.0.6
- Added support for NEI (Without NEI you'll not be able to see EV outside the 2 blocks)
1.0.5
- A huge bugfix (No more crashing, hopefully )!
- Added energy batteries (In 1.4.7 the names for these doesn't show, unkown reason).
- Added some more options to the config file.
- Added the ability to add energy values to enchantments.
- Added energy containers, these are meant as battery boxes (Cables underway).
1.0.4
- Added command "/emconfig reload" for easy reloading of config files ingame.
- Added some requested options in the config file.
- Changed some rendering code.
- Started working on Energy Battery Box (insert fancy name here)
1.0.3
- Hopefully fixed a known issue.
- Added a configuration plugin system. (All files in .minecraft/config which is prefixed with EMEV_ and ends with .cfg is used and can be used to override any default value)
1.0.2
- Fixed a problem with servers.
- Fixed a problem where certain items would make the game crash.
Screenshots
With NEI installed you don't have to enter any block to see the EV.
Without NEI installed you'll have to enter 1 of the 2 blocks from this mod to see the EV.
Videos
I created a video on how to create a configuration file, it's not the best, but it gets the job done
tattyseal updated his mod review
Thanks to YourWorstNightmare for this awesome mod review (still not on the latest version )
Party with CaptKohle!
Thanks to RedstoneNightmare for this awesome video
v1.1.9: Here v1.1.8 (Re-Uploaded): Here 1.6.2 v1.1.7: Here 1.6.2 v1.1.6: Here 1.6.2 v1.1.5: Here 1.6.2 v1.1.4: Here 1.6.2 v1.1.3: Here 1.6.2 v1.1.2: Here 1.6.2 v1.1.1: Here 1.6.2 v1.1.0: Here 1.6.2 v1.0.14 beta: Here 1.6.2 v1.0.13 beta: Here 1.6.2 v1.0.12 beta: Here 1.6.2 v1.0.11 beta: Here 1.6.2 v1.0.10 beta: Here
v1.1.9: Here v1.1.8: Here 1.5.2 v1.1.7: Here 1.5.2 v1.1.6: Here 1.5.2 v1.1.4: Here 1.5.2 v1.1.3: Here 1.5.2 v1.1.2: Here 1.5.2 v1.1.0: Here 1.5.2 v1.0.14 beta: Here 1.5.2 v1.0.13 beta: Here 1.5.2 v1.0.12 beta: Here 1.5.2 v1.0.11 beta: Here 1.5.2 v1.0.10 beta: Here 1.5.2 v1.0.9 beta: Here 1.5.2 v1.0.8 beta: Here 1.5.2 v1.0.7 beta: Here 1.5.2 v1.0.6 beta: Here 1.5.2 v1.0.5 beta: Here 1.5.2 v1.0.4 beta: Here 1.5.2 v1.0.3 beta: Here 1.5.2 v1.0.2 beta: Here 1.5.2 v1.0.1 beta: Here 1.5.2 v1.0.0 beta: Here
v1.1.9: Here v1.1.8: Here 1.4.7 v1.1.7: Here 1.4.7 v1.1.6: Here 1.4.7 v1.1.4: Here 1.4.7 v1.1.3: Here 1.4.7 v1.1.2: Here 1.4.7 v1.1.0: Here 1.4.7 v1.0.14 beta: Here 1.4.7 v1.0.13 beta: Here 1.4.7 v1.0.12 beta: Here 1.4.7 v1.0.11 beta: Here 1.4.7 v1.0.10 beta: Here 1.4.7 v1.0.9 beta: Here 1.4.7 v1.0.8 beta: Here 1.4.7 v1.0.7 beta: Here 1.4.7 v1.0.6 beta: Here 1.4.7 v1.0.5 beta: Here 1.4.7 v1.0.4 beta: Here 1.4.7 v1.0.3 beta: Here 1.4.7 v1.0.2 beta: Here 1.4.7 v1.0.1 beta: Here 1.4.7 v1.0.0 beta: Here
Configurations:
Installation: Just copy the configs you want to your .minecraft/config folder (servers: server/config)
This configuration simply adds the ability to turn base materials into other base materials. You still have to craft whatever you are going to craft, but it allows the player to choose his path independently of what he finds, which in turn makes it more fun.Happy pathmaking!
Mods:
- Applied Energetics rv13.a and latest:here (by DoomishSk)
- Build Craft 4.0.2 and latest:here (by DoomishSk)
- Computer Craft 1.55:here (by DoomishSk)
- Compact Solar Arrays 4.4.10.113 and latest:here (by DoomishSk)
- Extra Utils 0.3 and latest:here (by DoomishSk)
- IC2 Experimental 2.0.137 and latest:here (by DoomishSk)
- Thaumcraft 4:here (by DoomishSk)
- Enderstorage:here (by DoomishSk)
- Mystcraft:here (by DoomishSk)
- Translocator:here (by DoomishSk)
- Chicken Chunks:here (by DoomishSk)
Have you created one yourself? Share it with the community!I'll happily put it in here (If I am able to remember it)
1. Install Forge if you haven't already (Instructions) 2. Download the mod (In the download section) 3. Copy/Move the EM****.zip file to your %appdata%/.minecraft/mods folder 4. (Optional, Recommended) Install NEI to be able to see EV outside of the EnergyManipulators and EnergyContainers 5. (Optional) Edit EnergyManipulator.cfgto fit your needs, or add other configs for your modpack/mods.
Troubleshooting
Q: The game crashed after updating to a new version. A: Backup your "EnergyManipulator.cfg" config file (Only if you have customized it), delete it, run the game, then copy back the customized values from your backup (if you customized it, that is).
Q: The vanilla items do not have any Energy Value (EV). A: Delete your "EMEV.cfg" config file, then re-run the game.
Reporting Bugs
If you experience problems with NEI, try updating IT first before reporting it here. How to report bugs:
Reply to this thread with the following details: - Your Minecraft version(Yes it says it in the stacktrace, but not everyone includes the whole trace) - The Mod Version - Scenario(Optional, only if you know how it happened)
Source
As of version 1.0.2 and upwards, it'll be packed with the mod under src/minecraft.
This mod is released under: The GNU General Public License, version 3.0 (GPL-3.0). If you want to include this in your modpack, you're free to do so . DO NOT upload this mod to any site! Redirect them to this thread instead (Unless the mod is a part of an approved modpack).
Credits
Thanks to Chicken_Bones for his NEI tooltip hook!
Thanks to thatguy3039 for his amazing(non-stolen) textures !
Thanks to tattyseal for his help when I make small and silly mistakes And for helping me adding new features
If you want to help me out, hit that button right there (Not the report, that's below, the one which is above this, the one which says "Donate" )BTW, congratz on reaching the bottom of this post Have fun!
Off-topic
I just felt I needed something different, so I put this in here This is what I listen to, to focus while I'm working (and feel epic xD): HDSounDI
Remember, self-confidence is good .
Does this mod give value to modded items like IC2 and TE items ?
Yes, the config file contains editable EV's for every item and block possible (32000 in total :D), but since modpacks can change the item ids of items, a config file should be made specifically for that modpack But that's no hazzle for the awesome community
Will you be adding more types of energy manipulation, possibly a way of generating power?
You know what? That's a great idea! You thinking of something like: Produce EV -> Transform EV into IC2 energy (for instance)? And maybe the other way around too? Or is that a bit op? Though I will definately add it, Thanks
You recreated the best block from EE2, and it's fully configurable! Excellent! Amazing!
EE2 could have been easily "balanced" if it was configurable.
Since I'm making a mod pack that excludes IC2, the only option I have for junk items is to void it. This allows me to have an alternate option.
Hope you've taking into accounts of the "exploits" people used in the original EMC system (dark rooms, milking cows, etc)
Yeah, trying to avoid all those exploits, that's also part of the reason why I made it configurable, so that people could avoid those exploits like the blaze powder generator
I take it then you can configure a value to zero if you wanted to? What happens to blocks the Manipulator does not know? Are they destroyed or ignored?
this needs to ignore all undefined things due to the ability of free Quantum Suits.
It was a problem with the config i released this mod with, every other item and block should have a value of 0, not 1. I thought I fixed it, well thanks for making me aware of it, I'm working on a better system right now, so you can add the IDs you want and just delete the ones you don't want
I take it then you can configure a value to zero if you wanted to? What happens to blocks the Manipulator does not know? Are they destroyed or ignored?
Sweet. To keep things "sane" you should make it that the mod allocates a value of zero (or ingored) to all items, and then the config file is the list of value overrides.
Only issue that users should be aware is that the config file must be downloaded for the mod pack/server they are using.
Edit: Just noticed that new config file appears to be that way. Plenty of zero's in there, be interesting to see what you've zeroed.
Does that mean Zeroed items are destroyed or ignored?
Sweet. To keep things "sane" you should make it that the mod allocates a value of zero (or ingored) to all items, and then the config file is the list of value overrides.
Only issue that users should be aware is that the config file must be downloaded for the mod pack/server they are using.
Edit: Just noticed that new config file appears to be that way. Plenty of zero's in there, be interesting to see what you've zeroed.
Does that mean Zeroed items are destroyed or ignored?
Hello Fisherpants ! First, this mod is AWESOME !!! Thank you alot. Then, I'm gonna make you a config file for metallurgy, simple ore, netherocks, and other stuff (TConstruct, etc...), and I'll give you a pastebin link of my config file. I'll never say it enough : good job !
Wow, thanks alot for all those words I'm actually 95% done with the vanilla config so you can work the crafting out from that one, like for instance an item has to be made from 1 mod item and 2 sticks, then you'll know how much the sticks are worth. WOW rambling xD
Hello Fisherpants ! First, this mod is AWESOME !!! Thank you alot. Then, I'm gonna make you a config file for metallurgy, simple ore, netherocks, and other stuff (TConstruct, etc...), and I'll give you a pastebin link of my config file. I'll never say it enough : good job !
I just realize that I have my custom modpack, so I don't have same ID as you. Sorry xD
Ohh are the vanilla block and item ids changed in that pack?
No, only modded items, like copper from Tconstruct, which I had to change ID (for example).
I was wondering, can you make an extra option, that calculates all the items that are in game, and in the config file it will look like so :
For example, a copper with an ID of 500 will be calculate like so :
"energy values" {
item.ingotCopper; I:500=x* *(Default is 1)
↑ ↑ ID ↑ The EV (which can be edit)
Here is the copper
Yes, it's a little more work for you, but if you can do that before launching the game, the mod calculates ALL the items in the game, by adding to the config file "item.ingotCopper; I:500=240" for each item, it'll be very cool.
Another example is to calculate tin, it'll add to the config file :
"energy values" {
item.ingotCopper; I:500=x
item.ingotTin; I:501=x
Then we just have to change the EV
NB : The colors are here just to show the differents part.
Because I don't understand anything of your config file xD
Ohh, hehe, there are 2 config files, 1 for the block id, and 1 for the energyvalues in the game. The latter one (EnergyManipulatorEnergyValues.cfg) contains the values for the items and blocks ingame, so it looks like this:
<block or item id>=<energyvalue>
So all you do for the items you got in your mod pack (hopefully you got NEI installed, makes it a bit easier ;)) is that you find the ID for the items you want (in this case tinIngot and other ingots) and add it to the config.
Let's pretend that tinIngot has an ID of 5000 and you want it to be worth 128 EV, then you'll simply add this line to the config:
5000=128
Ohh you've got the old version, yeah I changed the whole system around, Forge sorted the config file wierdly so I made my own system
Just update it and you should be good to go
This mod adds the one thing which kept me from transitioning from Tekkit to FTB, the so called Energy Condenser (EE2) .
IF THE MOD DOESN'T DETECT, SIMPLY UN-ZIP IT TO A FOLDER IN YOUR MODS FOLDER!
IF YOU GOT PROBLEMS WITH THE DOWNLOAD TAB OR ANY OF THE SPOILERS, CHANGE YOUR WEB BROWSER TO SOMETHING LIKE FIREFOX OR GOOGLE CHROME!
Asking Questions?
If your question is about Energy Condensers, then the answer is, and will always be,
NO!
Recipes
Energy Manipulator
Energy Container
Energy Battery
Flying Ring
How to use this mod
Yeah, so I realized I had forgot to create a "how to" (hehe ), so here it is
Hold SHIFT to see the EV.
Tip!
You can set a conversion penalty. Let's say you set it to 75, then whenever the manipulator consumes something it'll consume 75% of it and throw the rest away, but the items/blocks still cost the same as before. So, it makes it a little harder, as you will eventually run out of EV and will have to go get more
The Blocks
Energy Manipulator
- What it does: Turns blocks/items into other blocks/items.
- Max storage (default, configurable): 32768.
- Automation Options: Hoppers, BC Pipes, RedPower Tubes.
- Top slot: The block/item the Energy Manipulator will produce.
- Other slots: The blocks/items the Energy Manipulator will consume.
Energy Container
- What it does: Stores Energy.
- Max storage (default, configurable): 131072.
- Automation Options: Hoppers, BC Pipes, RedPower Tubes.
- Top slot: Must be populated with an Energy Battery, will discharge it.
- Bottom slot: Must be populated with an Energy Battery, will charge it.
The Items
Energy Battery
- What it does: Stores Energy.
- Max storage (default, configurable): 16384.
Flying Ring
- What it does: Enables you to fly.
- Energy Cost Per Second (default, configurable): 8.
- Fuel: Energy (must be stored in an Energy Battery).
- Caveats: Having more than one Flying Ring in your inventory at the same time, will result in the "Energy Cost Per Second" getting multiplied by the amount of Flying Rings (this is on purpose).
Commands
- "/emconfig" the main command.
- "/emcf" alias for the main command.
- "/emconfig reload" reloads all the configs.
- "/emconfig createconfig" creates and loads a new EV config (gets prefixed with "EMEV_", suffixed with ".cfg").
- "/emconfig loadconfig" loads an existing config (gets prefixed with "EMEV_", suffixed with ".cfg").
- "/emconfig saveconfig" saves the currently loaded config.
- "/emconfig unloadconfig" unloads the currently loaded config, WITHOUT SAVING IT!
- "/emconfig addcurrent" adds the current item held in hand to the currently loaded config with the specified EV value.
- "/emconfig addinventory" adds all the items in your inventory (the main 36 slots) to the currently loaded config with the specified EV value.
- "/emconfig addrawentry" adds the entry to the currently loaded config (Mostly used for enchantment entries).
Changelog
1.1.10
- Fixed bugs in the config system.
- Fixed the default config values.
1.1.9
- Fixed ticking load.
1.1.8
- Added to 1.6.4
- Fixed EV retrieval code.
- Fixed the Lapis Block entry, new value: 1152.
1.1.7
- Fixed a bug with the flying ring.
1.1.6
- Fixed a glitch with the energy battery.
1.1.5 (1.6.2)
- Bugfixes.
1.1.4
- Clients now download the configs from the server upon login and stores them in memory (excluding the block/item IDs, these must be set manually).
1.1.3
- Optimized the network use even more.
- Fixed minor bugs with the automatic transfer of energy from an EM to an EC.1.1.2
- Fixed excessive network use.
- No longer needed to extract the 1.4.7 version to it's own folder to get it to work, just drop the archive into the mods folder and you're good to go
1.1.1
- Fixed 1.6.2 tooltip not showing in EM when NEI was installed.
1.1.0 Release
- Added the ability to use both item IDs and Unlocalized Names in the EMEV configs.
- Gui improvement.
- Energy Containers now acts as an extension to the Energy Manipulator they're adjacent to, storing it's energy in itself, allowing for greater items to be consumed (a batbox really).
- Energy Batteries can now only be charged and discharged in an Energy Container (making it a necessary block for flying).
- Added the NEI hook for 1.6.2.
-
Last release for 1.4.7, looks like I'm gonna continue to support 1.4.7 a bit longer1.0.14
- Fixed the diamond duplication glitch.
1.0.13
- Fixed the Energy Battery charging, AGAIN! (It works now )
- Added a flying ring, which is fully configurable, can even be disabled
- Enabled custom crafting recipes for all the items/blocks this mod implements.
1.0.12
- Fixed the Energy Battery charging (You know, mathematics )
1.0.11
- Fixed the energy battery (YES it is finally working )
- Changed the default values of emmaxstorage (32768), ecmaxstorage (131072), ebatterymaxstorage (16384)
- New textures for the Energy Battery and Manipulator, thanks to dman10311 for these
1.0.10
- Fixed a bug where executing commands at server side wouldn't work.
1.0.9
- Fixed it so that items/blocks with no internal name doesn't crash the game.
1.0.8
- Added a configurable recipe to the Energy Manipulator (This is ID dependent).
1.0.7
- Added a debug option to EnergyManipulator.cfg (Currently only enables a tooltip, if you have NEI installed, which shows the Mod unique block/item names).
- Added new commands for config management (See the command section)
- Changed the configuration system around (again), it's now block/item ID independent.
1.0.6
- Added support for NEI (Without NEI you'll not be able to see EV outside the 2 blocks)
1.0.5
- A huge bugfix (No more crashing, hopefully )!
- Added energy batteries (In 1.4.7 the names for these doesn't show, unkown reason).
- Added some more options to the config file.
- Added the ability to add energy values to enchantments.
- Added energy containers, these are meant as battery boxes (Cables underway).
1.0.4
- Added command "/emconfig reload" for easy reloading of config files ingame.
- Added some requested options in the config file.
- Changed some rendering code.
- Started working on Energy Battery Box (insert fancy name here)
1.0.3
- Hopefully fixed a known issue.
- Added a configuration plugin system. (All files in .minecraft/config which is prefixed with EMEV_ and ends with .cfg is used and can be used to override any default value)
1.0.2
- Fixed a problem with servers.
- Fixed a problem where certain items would make the game crash.
Screenshots
With NEI installed you don't have to enter any block to see the EV.
Without NEI installed you'll have to enter 1 of the 2 blocks from this mod to see the EV.
Videos
I created a video on how to create a configuration file, it's not the best, but it gets the job done
tattyseal updated his mod review
Thanks to YourWorstNightmare for this awesome mod review (still not on the latest version )
Party with CaptKohle!
Thanks to RedstoneNightmare for this awesome video
Downloads
Mod:
1.6.4:
Current v1.1.10: Here
Old releases:
v1.1.9: Here
v1.1.8: Here
1.6.2:
Current v1.1.10: Here
Old releases:
v1.1.9: Here
v1.1.8 (Re-Uploaded): Here
1.6.2 v1.1.7: Here
1.6.2 v1.1.6: Here
1.6.2 v1.1.5: Here
1.6.2 v1.1.4: Here
1.6.2 v1.1.3: Here
1.6.2 v1.1.2: Here
1.6.2 v1.1.1: Here
1.6.2 v1.1.0: Here
1.6.2 v1.0.14 beta: Here
1.6.2 v1.0.13 beta: Here
1.6.2 v1.0.12 beta: Here
1.6.2 v1.0.11 beta: Here
1.6.2 v1.0.10 beta: Here
1.5.2:
Current v1.1.10: Here
Old releases:
v1.1.9: Here
v1.1.8: Here
1.5.2 v1.1.7: Here
1.5.2 v1.1.6: Here
1.5.2 v1.1.4: Here
1.5.2 v1.1.3: Here
1.5.2 v1.1.2: Here
1.5.2 v1.1.0: Here
1.5.2 v1.0.14 beta: Here
1.5.2 v1.0.13 beta: Here
1.5.2 v1.0.12 beta: Here
1.5.2 v1.0.11 beta: Here
1.5.2 v1.0.10 beta: Here
1.5.2 v1.0.9 beta: Here
1.5.2 v1.0.8 beta: Here
1.5.2 v1.0.7 beta: Here
1.5.2 v1.0.6 beta: Here
1.5.2 v1.0.5 beta: Here
1.5.2 v1.0.4 beta: Here
1.5.2 v1.0.3 beta: Here
1.5.2 v1.0.2 beta: Here
1.5.2 v1.0.1 beta: Here
1.5.2 v1.0.0 beta: Here
1.4.7:
Current v1.1.10: Here
Old releases:
v1.1.9: Here
v1.1.8: Here
1.4.7 v1.1.7: Here
1.4.7 v1.1.6: Here
1.4.7 v1.1.4: Here
1.4.7 v1.1.3: Here
1.4.7 v1.1.2: Here
1.4.7 v1.1.0: Here
1.4.7 v1.0.14 beta: Here
1.4.7 v1.0.13 beta: Here
1.4.7 v1.0.12 beta: Here
1.4.7 v1.0.11 beta: Here
1.4.7 v1.0.10 beta: Here
1.4.7 v1.0.9 beta: Here
1.4.7 v1.0.8 beta: Here
1.4.7 v1.0.7 beta: Here
1.4.7 v1.0.6 beta: Here
1.4.7 v1.0.5 beta: Here
1.4.7 v1.0.4 beta: Here
1.4.7 v1.0.3 beta: Here
1.4.7 v1.0.2 beta: Here
1.4.7 v1.0.1 beta: Here
1.4.7 v1.0.0 beta: Here
Configurations:
Installation: Just copy the configs you want to your .minecraft/config folder (servers: server/config)
Modpacks:
- FTB YogCraft: Here
Mods:
- Applied Energetics rv13.a and latest: here (by DoomishSk)
- Build Craft 4.0.2 and latest: here (by DoomishSk)
- Computer Craft 1.55: here (by DoomishSk)
- Compact Solar Arrays 4.4.10.113 and latest: here (by DoomishSk)
- Extra Utils 0.3 and latest: here (by DoomishSk)
- IC2 Experimental 2.0.137 and latest: here (by DoomishSk)
- Thaumcraft 4: here (by DoomishSk)
- Enderstorage: here (by DoomishSk)
- Mystcraft: here (by DoomishSk)
- Translocator: here (by DoomishSk)
- Chicken Chunks: here (by DoomishSk)
Have you created one yourself? Share it with the community! I'll happily put it in here (If I am able to remember it)
Texture Packs:
- JillianSwift's Generic 64x: here
Installation Instructions
1. Install Forge if you haven't already (Instructions)
2. Download the mod (In the download section)
3. Copy/Move the EM****.zip file to your %appdata%/.minecraft/mods folder
4. (Optional, Recommended) Install NEI to be able to see EV outside of the EnergyManipulators and EnergyContainers
5. (Optional) Edit EnergyManipulator.cfg to fit your needs, or add other configs for your modpack/mods.
Troubleshooting
Q: The game crashed after updating to a new version.
A: Backup your "EnergyManipulator.cfg" config file (Only if you have customized it), delete it, run the game, then copy back the customized values from your backup (if you customized it, that is).
Q: The vanilla items do not have any Energy Value (EV).
A: Delete your "EMEV.cfg" config file, then re-run the game.
Reporting Bugs
If you experience problems with NEI, try updating IT first before reporting it here.
How to report bugs:
Reply to this thread with the following details:
- Your Minecraft version (Yes it says it in the stacktrace, but not everyone includes the whole trace)
- The Mod Version
- Scenario (Optional, only if you know how it happened)
Source
As of version 1.0.2 and upwards, it'll be packed with the mod under src/minecraft.
Forks
- AetherCraft (iconmaster)
License
This mod is released under: The GNU General Public License, version 3.0 (GPL-3.0).
If you want to include this in your modpack, you're free to do so .
DO NOT upload this mod to any site! Redirect them to this thread instead (Unless the mod is a part of an approved modpack).
Credits
If you want to help me out, hit that button right there (Not the report, that's below, the one which is above this, the one which says "Donate" )BTW, congratz on reaching the bottom of this post
Have fun!
Off-topic
I just felt I needed something different, so I put this in here This is what I listen to, to focus while I'm working (and feel epic xD): HDSounDI
Remember, self-confidence is good .
Ask Mr. Toots
Yes, the config file contains editable EV's for every item and block possible (32000 in total :D), but since modpacks can change the item ids of items, a config file should be made specifically for that modpack But that's no hazzle for the awesome community
Do you mean like values for IC2 items and such? If so, YES!
You know what? That's a great idea! You thinking of something like: Produce EV -> Transform EV into IC2 energy (for instance)? And maybe the other way around too? Or is that a bit op? Though I will definately add it, Thanks
No you are awesome
EE2 could have been easily "balanced" if it was configurable.
Since I'm making a mod pack that excludes IC2, the only option I have for junk items is to void it. This allows me to have an alternate option.
Hope you've taking into accounts of the "exploits" people used in the original EMC system (dark rooms, milking cows, etc)
Yeah, trying to avoid all those exploits, that's also part of the reason why I made it configurable, so that people could avoid those exploits like the blaze powder generator
It was a problem with the config i released this mod with, every other item and block should have a value of 0, not 1. I thought I fixed it, well thanks for making me aware of it, I'm working on a better system right now, so you can add the IDs you want and just delete the ones you don't want
They are ignored
Fixed now
Sweet. To keep things "sane" you should make it that the mod allocates a value of zero (or ingored) to all items, and then the config file is the list of value overrides.Only issue that users should be aware is that the config file must be downloaded for the mod pack/server they are using.
Edit: Just noticed that new config file appears to be that way. Plenty of zero's in there, be interesting to see what you've zeroed.
Does that mean Zeroed items are destroyed or ignored?
They're just ignored
Wow, thanks alot for all those words I'm actually 95% done with the vanilla config so you can work the crafting out from that one, like for instance an item has to be made from 1 mod item and 2 sticks, then you'll know how much the sticks are worth. WOW rambling xD
OMG A HUGE THANK YOU!!!!!
Ohh are the vanilla block and item ids changed in that pack?
500=x
501=y
Ohh, hehe, there are 2 config files, 1 for the block id, and 1 for the energyvalues in the game. The latter one (EnergyManipulatorEnergyValues.cfg) contains the values for the items and blocks ingame, so it looks like this:
<block or item id>=<energyvalue>
i.e.:
2=1
2 is the ID for grass (http://media-mcw.cursecdn.com/8/8c/DataValuesBeta.png) and it's been given the Energy Value (EV) 2.
So all you do for the items you got in your mod pack (hopefully you got NEI installed, makes it a bit easier ;)) is that you find the ID for the items you want (in this case tinIngot and other ingots) and add it to the config.
Let's pretend that tinIngot has an ID of 5000 and you want it to be worth 128 EV, then you'll simply add this line to the config:
5000=128
Hope this made sense, and good luck
Ohh you've got the old version, yeah I changed the whole system around, Forge sorted the config file wierdly so I made my own system
Just update it and you should be good to go
I'll be watching and wishing you well in hopes a multiplayer version comes down the pipe soon.