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[1.4.6] BC-IC2 Crossover Mod v2.0 (For BC 3.3.0 and IC2 1.112) [SSP/SMP]

crossover buildcraft industrialcraft ic2 bc

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#1

silentdeth

Posted 13 December 2011 - 11:24 PM

BuildCraft-IndustrialCraft2 Crossover Mod v2.0[SSP/SMP]

This mod adds 4 electric engines; a oil materializer which produces oil from UU-matter; a generator that can run off of oil, fuel, or power from Build Craft's conductive pipes; and heat sinks, a way to cool engines without using water.



This will be updated to 1.5.x as soon as I am able.
Download

Changes
Crossover Recipes

Install Instructions
FAQ

Reporting Bugs

Posted Image




Download:


v2.0 [Universal] Mediafire Link
for MC 1.4.6/1.4.7, BC 3.3.0, and IC2 1.112.
If you have a problem, you must follow the guidelines in the reporting bugs section or you will not receive any assistance.



Changelog:

2.0
  • Updated for 1.4.6
  • Fixed bug with temperature display going into the negative on some engines.
  • Fixed CTB with heat sinks
  • Changed Oil Materializer default conversion ratio to 336, about 3 UU-matter per oil bucket. Config files will be updated.
2.0 Pre 1a
  • Fixed engines and heat sinks not dropping correct block when broke.
2.0 Pre 1
  • Updated to 1.4.5
  • Completely rebalanced all conversion ratios:
    • Engines now require 8 EU per MJ produced, this is changeable in the config file.
    • The petrochemical generator now produces 16 EU/t for 'low energy fuels' and 32 EU/t for 'high energy fuels'. This equates to 64 kEU for oil and 256 kEU for fuel. Other types of fuel, such as those from other mods, are converted using the same non-linear curve.
    • The oil materializer now takes about 14.4 UU-matter to produce one bucket of oil. This is changeable in the config file. The option in the config file is approximately thousands of a bucket produced per UU-Matter - 10, the default is 79. Meaning 0.069 buckets of oil are produced per UU-Matter.
  • New: Heat Sinks, a way to cool engines without using water. See the crafting recipe section for more information.
  • New: Dense Bronze Plating, used for making some heat sinks. Made by compressing 4 bronze ingots.
  • Added BuildCraft legend (the orange part) to the electrical engines' GUI.
  • Added a legend to the petrochemical generator's GUI.
  • Added support for forge's ore dictionary. You can now use other mod's metals to make the items from this mod.
  • Add localization support. The file is located in the lang/crossover folder of the zip file. Others will have to create translations as I do not speak other languages. To do so, copy the en_US.properties file and rename it to the language you want to use. Must be the same format as in minecrafts language selection. Then edit the names.
  • Updated default block IDs, this mod now uses block ID 2210-2213, and item ID 31000 by default.
  • Removed the MJ reader until I can get it to work with SMP code, or the heat death of the universe, whichever comes first.
  • Fixed memory leak with the petrochemical generator rendering code.
  • Engines will now accept ice as a form of coolant. Melting the ice will provide an initial amount of cooling, then the liquid will be added to the tank and function normally.
  • Whatever else I can't remember.
IB
Spoiler:

2.x branch
Spoiler:

Old Versions
Spoiler:

Installation
  • Backup your save.
  • Install Buildcraft and IC2 following their instructions.
  • Test to make sure BC and IC2 work.
  • Backup your save again.
  • Place the BCIC2crossover zip into your mods folder in the minecraft directory.
  • Play!
  • For multiplayer make sure you have the same block ID's as the server.
On the first run, this mod will create a cfg file in the /config/ directory of your minecraft folder, you can edit that manually if you have ID issues. By default this used block IDs 2210, 2211, 2212, 2213 and Item ID 31000.

FAQ

Q: I get some error like "Slot <some number> is already occupied by <object name>"?
A: You can enable dynamic ID allocation in the config file to use forge's ID resolver or you can manually edit the config file "BCIC2Crossover.cfg" in your minecraft/config directory to change ID's this mod used. ONLY EDIT NEWLY INSTALLED MODS' IDS

Q: I am getting an error like:
java.lang.NullPointerException
at buildcraft.energy.TextureFuelFX.<init>
A: This is most probably a block ID error, check modloader.txt to see if BC energy loaded correctly.

Q: I am getting an error like
java.lang.NoSuchMethodError: buildcraft.api.APIProxy.getWorld()Lxd;

A: It says right below the download link which version of buildcraft it works with, try reading that.

Q: I am useing the technic or tekkit pack and...
A: Use of this mod with either the technic or tekkit packs is expressly forbidden by this mods copywrite. If you want to use a mod pack use one supported by modded such as http://www.feed-the-beast.com/

Q: Can I use this mod in a modpack?
A: The terms for using this mod in a modpack are listed in the license section of this post.

Q:

Quote

8 eu for 1 mj? Seems a little excessive, but I probably missed something. The path of least resistance in this case would be to pick up an engine from Forestry, I think it'll run 8-9 mj at 35ish eu. The balance being a little too overtuned imo. Still a good mod tho, if people like to convert energy between mods.

A:The conversion factor is, in fact, based on a comparison between the quarry and the IC2 miner. It takes 960 EU to dig one level with the miner, and 60 MJ to break a block with the quarry. The quarry being the quintessential BC machine makes it, imho, a good point of comparison. That actually works out to 16 EU per MJ. I halved it because it did seem high. Though the only reason it seems high is because there are other mods that use a cheaper factor. If you consider the fact that you can only gain MJ in BC itself from actually burning some form of fuel, with no energy storage, and in IC2 you can, for free (after the initial cost of building the generator) generate energy from sun, water, and wind; then store that for later use, one must come to the conclusion that it should take even more EU to product one MJ.

However, if you do not agree with me, it is quite easy to change the single number in the config file to whatever you wish.


Reporting Bugs
  • Double check to make sure you installed it correctly.
  • I mean it, read the install instructions first.
  • Check the FAQ and Known Issues sections to see if your problem is covered.
  • READ THE ERROR MESSAGE AND ForgeModLoader LOG! If it says you have a block ID error, you have a block ID error. If the error message does not contain BCIC2crossover anywhere in it, then its probably not an issue with this mod.
  • Post the error message you are getting, AND the contents of ForgeModLoader-client-0.log (or appropriate) inside of spoiler tags.
  • If in the game, post a screenshot of your setup inside of spoiler tags. You can upload the images at http://imgur.com.

Crafting Recipes


Note: All electric engines run best when they are blue; however, they will not explode if they overheat. There is still a penalty, it's just not a crater where your engine used to be. They will still explode if you provide too high of an voltage. Diamond pipes, and diamond gears can now be crafted from industrial diamonds (not shown).



Small Electric Engine
Cools in the same manner a steam engine does, equivalent to a steam engine. Produces 1MJ/t. Accepts up to LV.
Posted Image

Medium Electric Engine
Requires coolant, equivalent to a combustion engine burning oil. Produces 3MJ/t. Accepts up to MV.
Posted Image

Large Electric Engine
Requires coolant. Accepts up to MV. Produces 8MJ/t.
Posted Image

Industrial Electric Engine
Requires a fully powered dedicated pump, connected via gold waterproof pipe, or heat sinks to remain cool. Accepts up to HV. Produces 25MJ/t.
Posted Image


Petrochemical Generator
Runs of off any fuel the combustion engine can use or power from BuildCraft's conductive pipes. Turns off on redstone power. Produces 16 EU/t when running off of oil or power from BuildCraft's conductive pipes; 32 EU/t when running of off fuel; providing a total of 64000 EU for oil and 256000 EU for fuel. Editable in the config file. Note: the conversion ratio is non-linear, how efficient a given fuel is, is determined by the total amount of energy that fuel produces per bucket.
Posted Image

Oil Materializer
Produces oil from IC2's UU-matter. This requires a wooden waterproof pipe and an redstone engine to extract the oil from the machine. Produces 1 bucket of oil per ~3 UU-matter. Editable in the config file.
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Heat Sinks:
Heat sinks provide a way to cool your engines with air instead of water. A heat sink will transfer heat from engines and to other heat sinks that are cooler than itself, and the atmosphere. The greater the temperature difference the greater the rate of transfer, this is very much not a linear function. Thus the hotter a heat sink is, the faster it cools, but the slower it transfers heat from a engine. This also means that lower tier engines are harder to keep cool as they have a lower maximum temperature.
Each heat exchanger has a maximum amount of heat it can hold, and a maximum amount of heat it can transfer to/from neighboring blocks, this is called the thermal conductivity. These will work on Stirling/stone and small electric engines. Will not work on redstone engines. Will only cool builcraft engines once they reach the yellow heat stage, the one after green.

Bronze Heat Sink
Has a thermal conductivity of 15 MJ worth of heat per tick. At maximum temperature it can cool ~1.42 MJ worth of heat a tick. The bronze heat sink has the lowest maximum temperature of all heat sinks.
Posted Image

Dense Bronze Plates are made by compressing 4 bronze:
Posted Image

Copper Heat Sink
Has a thermal conductivity of 222 MJ worth of heat per tick. At maximum temperature it can cool ~7.3 MJ worth of heat a tick. The copper heat sink is noteworthy for its high thermal conductivity, making it a favorite for use in large heat sink arrays.
Posted Image

Refrigerated Heat Sink
What is better at cooling than copper? Really cold copper. The refrigerated heat sink can maintain a balmy -60 degrees C with the application of a little EU. It can accept up to MV, and will cool 1 MJ worth of heat per every 2 EU. It can also run unpowered, but has a penalty to air cooling when doing so. Has a thermal conductivity of 222 MJ worth of heat per tick. At maximum temperature, and with 128 EU/t it can cool ~152 MJ worth of heat a tick. The refrigerated heat sink the highest maximum temperature of all heat sinks, as well as the highest rate of cooling, this makes it ideally suited for both the sink and source positions in a heat exchanger array.
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Known Issues
Spoiler:


Terms
Spoiler:


Register or log in to remove.

#2

silentdeth

Posted 19 December 2011 - 07:29 AM

updated to MC 1.0, BC 2.2.8 and IC2 1.42. See OP for download link.

#3

Icet44
    Icet44

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Posted 19 December 2011 - 04:38 PM

I get this error when installing :

java.lang.NullPointerException
	at mod_BuildCraftCore$EntityRenderIndex.hashCode(mod_BuildCraftCore.java:47)
	at java.util.HashMap.put(Unknown Source)
	at mod_BuildCraftFactory.ModsLoaded(mod_BuildCraftFactory.java:47)
	at ModLoader.init(ModLoader.java:838)
	at ModLoader.AddAllRenderers(ModLoader.java:186)
	at wb.<init>(wb.java:76)
	at wb.<clinit>(wb.java:9)
	at net.minecraft.client.Minecraft.a(SourceFile:265)
	at net.minecraft.client.Minecraft.run(SourceFile:644)
	at java.lang.Thread.run(Unknown Source)
IDK what is wrong with it. There are no ID conflicts! :(

If the Technic Launcher was destroyed, over 80% of Minecraft players would cry about it and go insane. If you are one of the 20% that would be laughing at them, copy this and post it in your signature and hope it happens :)


#4

silentdeth

Posted 19 December 2011 - 11:42 PM

View PostIcet44, on 19 December 2011 - 04:38 PM, said:

I get this error when installing :

java.lang.NullPointerException
	at mod_BuildCraftCore$EntityRenderIndex.hashCode(mod_BuildCraftCore.java:47)
	at java.util.HashMap.put(Unknown Source)
	at mod_BuildCraftFactory.ModsLoaded(mod_BuildCraftFactory.java:47)
	at ModLoader.init(ModLoader.java:838)
	at ModLoader.AddAllRenderers(ModLoader.java:186)
	at wb.<init>(wb.java:76)
	at wb.<clinit>(wb.java:9)
	at net.minecraft.client.Minecraft.a(SourceFile:265)
	at net.minecraft.client.Minecraft.run(SourceFile:644)
	at java.lang.Thread.run(Unknown Source)
IDK what is wrong with it. There are no ID conflicts! :(

Quote

Reporting Bugs

  • Double check to make sure you installed it correctly.
  • Check the FAQ and Known Issues sections to see if your problem is covered.
  • READ THE ERROR MESSAGE AND MODLOADER.TXT! If it says you have a block ID error, you have a block ID error. If the error message does not contain BCIC2crossover anywhere in it, then its probably not an issue with this mod.
  • Post the error message you are getting, AND the contents of modloader.txt inside of spoiler tags.
  • If in the game, post a screenshot of your setup inside of spoiler tags. You can upload the images at http://imgur.com.


#5

Handspiker2

Posted 20 December 2011 - 08:17 PM

i cannot find whats wrong

Error log
Spoiler:


Modloader.txt
Spoiler:

Please help me

#6

chaosratt

Posted 21 December 2011 - 01:31 AM

I'm using several small engines powered by a solar-charged batt-box. It seems the small engines at least will draw their load no matter if they are on or off. I have two small engines powering a quarry and two small engines powering a peat-bog field and they all exhibit the same behavior: no matter if the engine is on or off they draw power. I have to physically cut the power lines to them to stop them drawing power.

#7

silentdeth

Posted 21 December 2011 - 02:13 AM

View PostHandspiker2, on 20 December 2011 - 08:17 PM, said:

i cannot find whats wrong

Error log



Modloader.txt
Spoiler:

Please help me


Looks like an ID conflict. That or the config file is corrupt and cannot be read, but the first is more probable.

View Postchaosratt, on 21 December 2011 - 01:31 AM, said:

I'm using several small engines powered by a solar-charged batt-box. It seems the small engines at least will draw their load no matter if they are on or off. I have two small engines powering a quarry and two small engines powering a peat-bog field and they all exhibit the same behavior: no matter if the engine is on or off they draw power. I have to physically cut the power lines to them to stop them drawing power.

They will continue to draw power until the internal capacitor is charged. If you are still have trouble after several minutes, summit a proper bug report.

#8

pwnedgod
    pwnedgod

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Posted 21 December 2011 - 02:15 AM

Did you permission to post your addon here?
(http://forum.industr...ad&threadID=344)
Too addicted with Counter-Strike: Source for some reason...
Posted Image

#9

Handspiker2

Posted 21 December 2011 - 05:51 AM

i deleted both config and now its fine

thier were nboth older config so that might have been it

#10

silentdeth

Posted 21 December 2011 - 05:57 AM

View Postpwnedgod, on 21 December 2011 - 02:15 AM, said:

Did you permission to post your addon here?
(http://forum.industr...ad&threadID=344)

Quote

Terms
You are free to record videos of this mod, and post them on YouTube or other video hosting sites.

Portions of this code fall under Buildcraft's license and is posted here in compliance with said license.
Portions of this code fall under IC2's license and is posted here in compliance with said license.

The remaining portion of this code is mine, and my not be copied, modified, or redistributed in any form without my expressed permission.

All rights not explicitly granted are reserved.



#11

pwnedgod
    pwnedgod

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Posted 21 December 2011 - 06:25 AM

View Postsilentdeth, on 21 December 2011 - 05:57 AM, said:

Quote

  • You're free to create any modfication of / extension for IC² for personal/private use. As well, you're free to publish any addon within this forum. However, if you intend to publish the addon anywhere else, you must obtain explicit permission by the IC²-Team first. Otherwise, your addon will be considered an infringement of IC's copyright and dealt with accordingly. I can't sue you, but all major forums in regard of IC and MC will deal with you accordingly, vastly reducing the amount of people ever noticing your mod

Too addicted with Counter-Strike: Source for some reason...
Posted Image

#12

Lairosen
    Lairosen

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Posted 21 December 2011 - 06:33 AM

how many oil buckets per tick does the petrol generator use?
Posted Image

#13

silentdeth

Posted 21 December 2011 - 09:47 AM

View Postpwnedgod, on 21 December 2011 - 06:25 AM, said:

You're free to create any modfication of / extension for IC² for personal/private use. As well, you're free to publish any addon within this forum. However, if you intend to publish the addon anywhere else, you must obtain explicit permission by the IC²-Team first. Otherwise, your addon will be considered an infringement of IC's copyright and dealt with accordingly. I can't sue you, but all major forums in regard of IC and MC will deal with you accordingly, vastly reducing the amount of people ever noticing your mod

do you not know what "in compliance with" means or what?

View PostLairosen, on 21 December 2011 - 06:33 AM, said:

how many oil buckets per tick does the petrol generator use?

It consumes oil and fuel at twice the rate of a combustion engine.

#14

Icet44
    Icet44

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Posted 21 December 2011 - 04:15 PM

Ok Then

ModLoader.txt :

Spoiler:

And the Error Log :

Spoiler:

If the Technic Launcher was destroyed, over 80% of Minecraft players would cry about it and go insane. If you are one of the 20% that would be laughing at them, copy this and post it in your signature and hope it happens :)


#15

silentdeth

Posted 21 December 2011 - 05:24 PM

View PostIcet44, on 21 December 2011 - 04:15 PM, said:

Ok Then

ModLoader.txt :

Spoiler:

And the Error Log :

Spoiler:

Not an issue with this mod, it is something wrong with buildcraft. mod_BuildCraftFactory combined with $EntityRenderIndex is referencing tanks and refineries, look there for your problem.

#16

htothe2oh

Posted 22 December 2011 - 07:27 PM

I know that the RP and EE crossovers now load themselves, but not BC. Do you know if SpaceToad or Alblaka are planning to make the crossover default?
GENERATION 21: The first time you see this, copy it into your signature on any forum and add 1 to the generation number. Social experiment.

#17

silentdeth

Posted 23 December 2011 - 04:48 AM

View Posthtothe2oh, on 22 December 2011 - 07:27 PM, said:

I know that the RP and EE crossovers now load themselves, but not BC. Do you know if SpaceToad or Alblaka are planning to make the crossover default?

Alblaka mentioned something about it a while ago. I dunno if it is still in the plans, nor what the ETA might be.

#18

SuperchargedSean
  • Minecraft: SuperchargedSean

Posted 23 December 2011 - 08:23 AM

Y U NO MAKE SMP?!
Posted Image
Because The Grass Was Greener In Alpha

#19

martsr0906

Posted 23 December 2011 - 11:02 AM

Can u help?

About error in 1.8.1 all those mods worked together like a charm, no errors or whatsoever and then i upraded everything for 1.0.0 and when ever i put in Crossover mod in - minecraft crashes, then i go and delete it and restart, then all works again like a charm. And for this Crossover 1.1 i needed IC22 1.42 but that version is not available anymore, so anything that could be wrong is IC2 1.43 cause all other things is up to date and compatible with Crossover.

ModLoader.txt :

Spoiler:


And the Error Log :

Spoiler:


#20

silentdeth

Posted 23 December 2011 - 06:32 PM

View Postmartsr0906, on 23 December 2011 - 11:02 AM, said:

Can u help?

About error in 1.8.1 all those mods worked together like a charm, no errors or whatsoever and then i upraded everything for 1.0.0 and when ever i put in Crossover mod in - minecraft crashes, then i go and delete it and restart, then all works again like a charm. And for this Crossover 1.1 i needed IC22 1.42 but that version is not available anymore, so anything that could be wrong is IC2 1.43 cause all other things is up to date and compatible with Crossover.

ModLoader.txt :

2011.23.12 12:55:21 ModLoader init

Caused by: java.lang.IllegalArgumentException: Slot 210 is already occupied by BCIC2crossover.BlockOilMaterializer@c80e21 when adding ic2.common.BlockLuminator@17bcd4