IndustrialCraft-Addons:GregTech-Addon
Introduction[edit]
Hello, fellow consumer of GregTech-Intergalactical. Here are almost all Informations about my Devices, and Materials.
Installation[edit]
1. Install IC² properly
2. Drop downloaded zip into "mods"-Folder
3. Play
Note: V1.38a is the most stable Version until 2.00a (for MC 1.4) comes out.
Note²: I change/remove/replace many Recipes of IC², so in case you don't find them, look them up at NEI (Not Craftguide). The NEI-Plugins for other Mods, like Railcraft should be installed too, as I change the Mixed Metal Ingots to use the Rollingmachine instead of the Craftingtable.
World Gen[edit]
Ruby spawns in Desert biomes.
Sapphire spawns in Ocean biomes.
Silver spawns everywhere like Gold, but the veins are a tiny bit smaller.
Bauxite spawns in Forests and Plains biomes, in large amounts.
Iridium spawns in really rare amounts as a single Oreblock. Rarity is configurable. Default IridiumProbability=20 ~1 ore every 5 chunks.
Forum post regarding rarity and other world gen.[1]
The Industrial Centrifuge[edit]
Do you wonder about how to get Si-Cells? Well, this Device can produce them, among MANY other things. To create enough Si-Cells for a Solarpanel just put a Stack of Sand into a EU-Net-Connected Centrifuge, then put four Capsulecellcontainers (Tincells) into the topleft Inputslot, and wait a not too long time. The Database of the Computercube contains all the other Recipes for the Centrifuge.
If you fill Fuelcans with this Device then note, that the outputted Fuelcan can have different Burnvalues. For example if you put a BC-Fuelbucket into it you will get 3x100000EU-Cans (and the Bucket), while the Soulsandrecipe only outputs 2x50000EU-Cans. Coal- and Biofuel, have the same values as if you would use the Canningmachine for that (But you get the Tincells back).
You obviously see, that this makes Tincells even cheaper, so I included a Config to nerf the Tincellrecipe, with default of 8 Cells per 4 Tin.
The G.L.A.D.-OS GregTech-Computercube[edit]
The Graphical-Lag-Amount-Detector-Operating-System is a GregTech-ComputerCube, which enables you to see the graphical Lag directly. Its Screen changes every time a graphical Update happens, so the more Fluctuation on it, the more graphical Lag you have.
But that is only the Mainpurpose! It has also an integrated Nuclearreactorplanner and a Seedscanner! Open the GUI and click on the "M"-Button on the Top right Corner, to change the Mode.
This wonderful Device is a Computer! But not something that interprets your Commands, like the rpc/8e or the Computercraftcomputer, it is something with pretty useful Applications. To switch those Applications, just click the "M"-Button in its GUI. Note that you can only open the GUI, if you are the Owner of this Device.
Application 00: Well, that's just the Startupwindow. Maybe I will improve that later with direct Links.
Application 01: The Reactorplanner. This is for simulating your Nuclearreactor. Don't forget to supply Energy, for running the Simulationprocess. The Window shows the Reactor-GUI with all your Components and their status. The Screen on the Bottom shows the Stats of the Reactorhull and the EU-Production.
There is a Copyslot on the Topright to select the Component you want to place. Shift-Left-Clicking removes a Component. The Disk-Symbols are for saving/loading the Reactorplan. The yellow nuclear Button is for starting the Simulation.
The Reactorplanner automatically stops as soon as either no Energy would be produced by the Cells or the whole thing would theoretically go BOOM! The Computer itself normally doesn't explode during simulation, unless you feed it with more than 32EU/p.
Application 02: Scanner. In this Mode the Computercube is able to scan things, like Seedbags for example. But it's not for free, it needs 10000EU per scanned Object, at a rate of up to 100EU/t (Note that the ComputerCube is LV-Tier!!!).
Application 03/04/05: Here is the Database. View all the Fusionrecipes, Centrifugerecipes and other descriptive Texts, that I added to it.
Note: Every time you switch Modes in the Computercube ALL DATA stored inside it is lost. Did you hear me? ALL DATA!!! That IS completely intended, as I have written a Function which does that exactly!!! So craft more Computers, if you want to save your Reactordata or other Settings.
The Fusionreactor[edit]
This is the currently most efficient Way of generating Power. You can fuse two diffrent Elements together to gain Energy, or even to just create other Elements in a very energycostly way.
To set it up you need the Fusionreactorblock itself, 24 Fusioncoils, 2 HV-Transformers, a Splittercable which you might want to place at the Output, and a way to get enough Energy to trigger the Fusion.
The Setup of the Coils looks as follows
XXCCCXX XCCXCCX CCXXXCC CXXFXXC CCXXXCC XCCXCCX XXCCCXX
X = Nothing specific, F = Fusionreactor, C = Fusioncoils
Every Fusionprocess has a Startenergy to trigger the Fusionchain, a Processduration with a specific EU/t-Rate, which could also cost instead of give Energy, two Inputmaterials and one Outputmaterial. The absolutely complete List of Fusionrecipes can be seen inside the Database of a GregTech-Computercube.
Automatisationsetup
Energyinput is on the 2 Lampsides (You need to connect only one of these with your Inputcable!), Energyoutput (where you put your 2 HV-Transformers) is on the 2 HV-Output-Facings. The Top with the Computerdisplay is for autofilling the Topslot, while the GregTech-Logo on the bottom is for the autofilling of the Bottomslot (So you may need at least one Automationmod like Redpower). For Retrieving the He-Cells just put your Tubes/Filters on the last remaining Side.
It will need 40000000EU (4 full MFSUs!) to start running with D_Cells and T-Cells, so try to keep the Fuel for the Reaction up as long as possible (at least a stack of each Cell). Its acting like a Cable if you put Cables on IN and OUT-putsections that means you may want to place a Splittercable at the Outputcables to be able to charge it up. The Reactor itself can hold 100000000EU before you lose any Energy due to overfilling the Storage, and will output at a rate of 4096EU/t.
It doesn't matter, which Inputslots you choose for T-Cells or D-Cells, as long as one contains the T-Cell-Stack and the other one the D-Cell-Stack. Same for other Recipes.
The Lightningrod[edit]
The first Product released by GTI, previously known as the bane of Alblaka. This Device can create Energy out of Lightning! (what a surprise)
To set it up, you first have to craft one of the Lightningrod-Blocks. Then place 4 HV-Transformers, which are facing the Lightningrod, on the Sides of it. Now connect those 4 HV-Transformers to your Energynetwork, and you can start with the last Constructionstep. Now craft a ton of Iron Fences and place them vertically on top of the Lightningrodblock. Pillar up as high as you can, as the higher/longer the Rod is, the larger the probability of a Lightningstrike during a Storm (or even Rain if built high enough) is.
Out of the original OP
You may think "What the Fuck is a Lightningrod?", I will answer your Question: A Lightningrod is a Device, which uses the Power of Thunderstorms, to convert them to usable Electricity. I produced it like this:
Due to the high Voltage of Lightning and limited Space, I wasn't able to integrate additional Transformers, to convert the Energy down, to a normal Niveau. So you get 8192 EU/t after one single Strike (until the Supercondensator is empty).
But Gregorius, my Cables cant handle that amount of Energy!
Well, Downtransformation is your Problem, i added four EV-Slots to the Rod, then you can convert it to 4x 2048 EU/t using HV-Transformers.
And now, how to get it to work for you: 1. Install it 2. Get a Lightningrod 3. Get a bunch of Ironfences 4. Make a large Tower on top of the Rodblock with the Ironfences 5. Make sure, that there is absolutely NO BLOCK above that Tower! 6. Place 4 HV-Transformers at the Sides of the Rod, before you connect it to your E-net. 7. Wait for a Storm. 8. ...? 9. Profit!
We are not responsible for people, who get impaled/toasted on the Lightningrod. And we are also not responsible for any damage, which is caused by Quad-Extreme-Voltage.
New Reactorcomponents[edit]
The Addon also adds new Components for the Nuclearreactor!
Heliumcoolantcells:
These are crafted like regular Coolantcells, but with He-Cells. They can absorb 6 times more heat than their water Counterparts
Iridiumneutronreflectors:
4 Thick reflectors + 1 Iridiumplate and you get an indestructible Neutronreflector.
Plutoniumcells:
Gotten by centrifuging large amounts of Uranium, this Cell is producing twice as much Energy, twice as much Heat and has a twice as large Lifetime, than a regular Uraniumcell. So it effectively produces FOUR times more EU than Uranium!
Thoriumcells:
Gotten as a byproduct of centrifuging Uranium, these Cells are producing as much EU as Uranium, but spread over a five times longer Lifetime. They produce 1/5 of the Heat/Second of a regular Uraniumcell, so it's much easier to manage Longtime-Reactors. By the way, the best Setup for them is putting 2 Quad-Thoriumcells and 6 Iridiumneutronreflectors, together with tons of Reactorheatvents into a Sixchamberreactor. So you will get an easily autorefuelable Reactor with Components, which will never run out (except the Fuel of course)
As of 1.36a, Thoriumcells can also be produced by just centrifuging depleted Uraniumcells at a 2:1-Ratio, however breeding Uraniumcells is still better.
The Quantumchest[edit]
Almost infinite identical Items can be stored in this Chest (over 2 Billion). This is a perfect way to store all of your Cobblestone for later Recycling, or all of your surplus Copper. It has an internal Filter to prevent wrong items from being pumped into it, but that Filter only works if the Chest has at least 3 Items in it, and if the Targetitem is stackable.
The UUM-Assembler[edit]
This is a special Autocraftingtable for UUM. It stores and autocrafts up to 20 different Recipes.
20 different Blueprints for UUM can be saved on the left Screen, by just clicking the Holoslots of the Craftinggrid and then selecting the Output. It also has the same Functionality as a Quantumchest just for UUM. It will automatically take UUM to refill the internal Contentslots, which are only accessible via Automationoutputthingies on the Sides (or by destroying the Device itself). This makes it very useful for Autocraftingfactories. Top and Bottom of this Device are for UUM.
It also needs 512EU per used piece of UUM, so a Diamond costs 4608EU, while 8 Wood costs 512EU.
Superconductors and Supercondensators[edit]
Superconductors can hold ANY Voltage! So send your 1000000EU/p down this line. How to get 1000000EU/p, you ask? With the Supercondensator. If you apply Redstone to it, then it converts anything you insert up to 1000000EU/p, so that you can send it to another nonredstoned Supercondensator, to convert it down to 8192EU/t. What the point of that? Currently there is no Point as I haven't made Machines for that.
Charge-O-Mat[edit]
It charges all Items I know, at Tier-5 or lower. This Device can also charge your Armor if you stand close to it. Redstone switches it into Decharge-Mode.
Automation is also easily possible using it. Top/Bottom = Input. Sides = Output.
It has also Armorslots (unlike the IC²-Blocks) so you can charge your Quantumsuit easily in it if you have 128 or more Storageblocks around it.
Lapotronic Energystorageunit (LESU)[edit]
This is a more-less awesome Machine. It allows you to store a variable amount of EU inside it, and increase that amount just by adding/removing Blocks from a large structure.
First place a LESU-Controller, to determine the location of your INPUT and OUTPUT. That Block is the one you connect to your Cables. It can store 1000000EU by itself and has a Basic Output of 5EU/t (as of V1.36a). That Output-EU/t increases together with the maximum stored EU, with every LESU-Block that you place adjacent to it, by 1EU/t and 1000000EU-Storage. Maximum Inputvoltage depends on the amount of LESU-Blocks too, but is capped at 512EU/t.
Adjustable Energystorageunit (AESU)[edit]
It's 10 MFSU in one! And it has a variable amount of EU/t output, which you can set in its GUI to a value between 0EU/t and 2048EU/t (default 512EU/t on placement). Isn't that awesome?
Interdimensional Storageunit (IDSU)[edit]
Enderchest + 1-Billion-EU-Energystorage = This Device. The IDSU is a way to store Energy wirelessly and crossdimensional between two or more Points, like the vanilly Enderchest does with Items. You set its owner by opening its GUI the first time, and if it has no Owner, then it wont do anything. Every Player can only have 1 IDSU-Network, like the Enderchests.
You think 4 AESU are too cheap for 1 Billion Storage? Please think about the fact, that you need more than one IDSU for wireless/crossdimensional Energytransfer.
Playerdetector[edit]
Detects any Player in a Range of 16 spherical Meters. It can be set to ALL, OTHERS and YOU, to determine which Players are detected.
The Sonictron 9001[edit]
This Device is awesome. It lets you play almost any Sound/Musicdisc in vanilla Minecaft. It plays up to 64 of them, as soon as you apply Redstone (or rightclick with the mobile one), at a rate of 1 Sound per 1/10sec. So compose your Songs by just clicking around in a GUI. It loops the Sound as long as Redstone is applied, so you don't need a Timer.
The mobile Sonictron can store the Data of the Sonictronblock by just rightclicking the Sonictronblock. If you sneak-rightclick the Sonictronblock with it, then it writes whatever is stored on the mobile Sonictron to the Sonictronblock. The Dataorb is also capable of doing that, but it can't play the Music.
Matterfabricator[edit]
A Matterfabricator is a special Version of the Massfabricator. If you use the Default in the Config, then it will automatically disable the Recipe of the normal Massfabricator, and replace the Massfabricator with this Device and its new crafting recipe. The downside/nerf of this is that you MUST supply Scrap and that it normally costs (configurable to be even cheaper) 100 Times more Energy, than normal Scrap-Massfabrication. It accepts up to 8192EU/p, so you can directly connect your Lightningrod to it, instead of using 4 HV-Transformers.
The Electric Autocraftingtable[edit]
First introduced in version 1.36a, this Device is able to autocraft items like the Immibis Autocraftingtable, but at the cost of 5000EU per craftingprocess. 10 Holoslots for Recipedeclaration (one being the theoretical output). 9 Bufferslots for your Items (green side), 1 Ouputslot (red side) and 9 Containeritem-Outputslots (other 4 sides).
The Translocator[edit]
The Translocator takes Items from one Inventory (green facing) and places them into the other (red facing). If you put stuff into its Filter then it will only transfer these Items, but that doubles the Transfercost.
The cost of a transfer is determined by complexity of the two Inventories. If both are sided, then it multiplies with 3, if only one is sided then multiplies with 2, and if none is sided then there will not be an increase.. One Transaction can be performed per second, and the Transaction consists out of 1-64 Items being moved at 1EU per single Item. Formula = 1EU * SidedInventoryMultiplier() * Filtercosts() * MovedStackSize() = a Maximum of 384EU per moved stack and a minimum of 64EU per moved Stack.
As of my plans for 2.01a, there will be an advanced Translocator, which works similar to sneakypipes, so that you can decide, into which Slotrange you wanna put the Output/grab the Input.
Translocators output 32EU/t to their Input- and Outputsides, so that connected Machines can be powered through them. You can disable that special behaviour in its GUI.
The (small) Electric Buffer[edit]
That's basically my variant of a RP-Relay/BC-Hopper. It just needs 1 EU per transferred Item (2EU for the large edition), and transfers Items directly into its attached Inventory (red facing). There are 2 Variants, the basic small one, with just space for one Stack, and the large one with 27 Slots, like a Chest.
Note: The electric Buffer can be used as some kind of more realistic unidirectional Pipe/Tube, where Itemstacks are moving at a relative random speed (at least 1 Meter per second).
Like Translocators, Buffers also output 32EU/t to their Outputsides (they have no special Inputfacing) and its also configurable in the GUI. That way you can connect the EU-Line to the Buffer instead of the Machine, or make a chain of Buffers to form some kind of Item/EU-Pipeline, without having to lay additional Cables around it.
Buffers also have special Redstonebehaviour for Redstoneoutput in their GUI. If the Buffer has no empty Slot, then it emits Redstone (takes up to Slotcount*1 EU/sec for searching after an empty Slot), or if you press the Invert-Button, then it will stop emitting Redstone. That's useful when you still use the Standard-Massfab instead of my Matterfabricator.
BTW: An Automated Factory looks much better, when using these Machines instead of Tubes/Pipes, so that you get some kind of "Multiblock Machines". :D
Lighthelmet[edit]
The Lighthelmet (shapeless crafted with Solarhelmet and Luminator), is a combination of a Lamp and the Solarhelmet. The Lamp is OFF when the Sunlight hits the Panel and ON when it doesn't. It consumes 0.5 EU/t when ON.
Rockcutter[edit]
(To everyone who constantly misspells it: It is NOT a Rock Crusher!) The Rockcutter is the Industrial Version of a Silktouch-Diamond-Pickaxe. Its Silktouchlevel is III, but it is purely aesthetic; only because it looks better than a Silktouch-I Enchantment.
Teslastaff (not confirmed to work, so try it)[edit]
The Teslastaff is a Weapon against any kind of electronic Armor. It's purely a PvP-Weapon, so don't try to fry Zombies with it. Note that this Weapon is completely untested, so when you hit a Player, it's possible nothing happens.
Lapotronpack[edit]
The Lapotronpack is my Version of the ultimate Lappack. It stores 10 Million EU in Backpackformat.
The Recipes[edit]
Here is a File which contains the most recent normal Recipes, if there is any kind of conflict to the ones mentioned below, then the File on the Link is the most recent one, as I update it a few Minutes before releasing the newest Version. [2]
Destructopack
Alternate Circuit (Silver) (Refined Iron can also be replaced with Aluminum Ingot)
UUM-Assembler
Alternate Energy Crystal
Lapotronic Energyorb
Playerdetector
Sonictron (Any Music Disk will work.)
Sonictron_item
Alternate Advanced Circuit (Silver)
Alternate Lapotron Crystal (Sapphire)
Energycontrolcircuit
Alternate Macerator (Overrides IC2 recipe. This can be disabled in the config.)
Fusionreactor
Lightningrod
Iridium-reinforced Stone
Datachip
Datastoragecircuit
Dataorb
Quantumchest
GregTech Computercube
Fusioncoil
Lapotronic Energystorageunit (LESU)
Supercondensator
Matterfabricator (Requires amplifier to function | EU cost is configurable | Disables the regular Mass Fabricator by default. This recipe can be turned off in the config.)
Interdimensional Storageunit (IDSU)
Adjustable Energystorageunit (AESU)
Superconductor (Cannot be placed in the world. Can be crafted into Superconductorwire)
Superconductorwire
Rockcutter
60K Helium Coolantcell
180K Helium Coolantcell
360K Helium Coolantcell
Highly Advanced Machineblock
Charge-O-Mat
Industrial Centrifuge
Teslastaff
Expensive Nuke (Disables the regular Nuke recipe by default. This recipe can be turned off in the config.)
Lapotronpack
Expensive Solar Panel (Disables the regular Solar Panel recipe by default. This recipe can be turned off in the config.)
Expensive Wind Mill (Disables the regular Wind Mill recipe by default. This recipe can be turned off in the config.)
Alternate Iridium Plate
Iridium Ingot
Alternate Thick Neutron Reflector
Iridium-Neutronreflector
Lighthelmet
The Config (last edit for V1.26b)[edit]
Please keep that at the Bottom of the Page. (Directly over the Changelog)
Here are almost all the Recipes of my Machines/Items Some of those like all the Componentitems are not disable-able
addonrecipes {
AESU=true ChargOMat=true Destructopack=true Fusionreactor=true Helium2Coolantcell=true IDSU=true IridiumNeutronReflector=true Iridiumblock=true LESU=true Lapotronpack=true LightHelmet=true Lightningrod=true Playerdetector=true Plutonium=true Quantumchest=true Rockcutter=true Sonictron=true Superconductorwire=true TeslaStaff=true Thorium=true UUM_Assembler=true
}
Pretty self-explanatory. These are the BlockIDs
block {
Block=254 LightSource=252 Machine=255 Ore=253
}
These are for making your life a little bit easier
Many Centrifugerecipes can be disabled here, and also a few other better Recipes
Tinpincher makes you able, to use the Canningmachine for filling Fuelcans (so that you get the Tincells back)
cheaperrecipes {
Aluminium2MixedMetal=true CentrifugedClay=true CentrifugedDirt=true CentrifugedEndstone=true CentrifugedGlowstone=true CentrifugedLava=true CentrifugedNetherrack=true CentrifugedResin=true CentrifugedRubberwood=true CentrifugedSand=true CentrifugedSoulsand=true CentrifugedUranium=true Helium2Coolantcell=true Helium2Laser=true RefinedIronPiston=true Ruby2Energycrystal=true Sapphire2Lapotron=true SilverAdvCircuit=true SilverCircuit=true Slime2Rubber=true Steel2MixedMetalIngots=true SteelPiston=true TinPincher=true
}
You can enable Industrial Credits in Dungeons, or disable my own Dungeonloot. Also you could disable my Musicdisc-Fix for Dungeonchests
dungeon {
DungeonICredits=false DungeonLoot=true DungeonMusicDiscFix=true
}
Here are a few Features of special Blocks/Items
features {
Reactorplanner=true Seedscanner=true
}
The general options of my Addon, the Debugmode is just printing out the Names of all the Items, and the Names in the Oredictionary
general {
Debug=true
}
Recipes which some Serverowners may want to disable
ic2recipes {
QSuithelmet=true QSuitpants=true QSuitplate=true QSuitshoes=true
}
Item-ID-Config
item {
Aluminiumdust=21025 Aluminiumingot=21024 Bauxitedust=21026 Credit1=21019 Credit512=21022 Credit64=21021 Credit8=21020 D_Cell=21001 Datachip=21041 Dataorb=21043 Destructopack=21033 EmeraldCircuit=21039 H_Cell=21000 HandheldSonictron=21032 He3_Cell=21006 He_Cell=21003 Heliumcoolant060k=21034 Heliumcoolant120k=21035 Heliumcoolant180k=21036 Iridiumingot=21023 Lamphelmet=21044 LapotronicCircuit=21038 LapotronicEnergycrystal=21037 Lapotronpack=21045 Li_Cell=21005 Neutronreflector=21040 Plutonium1=21051 Plutonium2=21052 Plutonium4=21053 Rockcutter=21046 Ruby=21016 Sapphire=21017 Si_Cell=21007 SilverIngot=21018 Superconductor=21042 T_Cell=21002 Teslastaff=21047 Thorium1=21048 Thorium2=21049 Thorium4=21050 W_Cell=21004
}
Here you can disable certain QSuit-Features
quantumsuit {
QChestFireprotection=true QChestInvincibility=true QHelmetAirRefill=true QHelmetHungerRefill=true QHelmetLamp=true QHelmetPoisonCure=true
}
Macerate silktouched Ores for double gain, or just disable it
silktouchrecipes {
CoalOreMaceration=true DiamondOreMaceration=true GemOreMaceration=true IridiumOreMaceration=true LapisOreMaceration=true RedstoneOreMaceration=true UraniumOreMaceration=true
}
The more-less modified Recipes can be disabled/configured here
usefullrecipes {
Compress2Storageblock=true ExpensiveNukeRecipe=true ExpensiveSolarRecipe=true ExpensiveWindRecipe=true Storageblock2Macerator=true TincellsPer4Tin=8 WatermillReverseCrafting=true
}
All list of all the UUM-Recipes, which you could disable
uumrecipes {
UUM2Bone=true UUM2Cactus=true UUM2ChiseledStone=true UUM2Clay=true UUM2Coal=true UUM2Cocoa=true UUM2Copper=true UUM2Diamonds=true UUM2Enderpearl=true UUM2Feathers=true UUM2Flint=true UUM2Gems=true UUM2Glass=true UUM2Glowstone=true UUM2Gold=true UUM2Grass=true UUM2Gunpowder=true UUM2Ink=true UUM2Iridium=true UUM2Iron=true UUM2Lapis=true UUM2Lava=true UUM2Moss=true UUM2Mycelium=true UUM2Netherrack=true UUM2Obsidian=true UUM2Redstone=true UUM2Resin=true UUM2Rock=true UUM2Sandstone=true UUM2Silver=true UUM2Snowballs=true UUM2Snowblock=true UUM2Sugarcane=true UUM2Tin=true UUM2Vines=true UUM2Water=true UUM2Wood=true UUM2Wool=true
}
My Oregeneration in the Landscape The Iridiumprobability is at 20% per Chunk per Default
worldgeneration {
Bauxiteore=true IridiumProbability=20 Iridiumore=true Rubyore=true Sapphireore=true Silverore=true
}
Changelog[edit]
Here is the Communitydriven Changelog. (as i'm too lazy to update that myself)
10/29/2012 1.37c http://forum.industrial-craft.net/index.php?page=Thread&postID=82980#post82980
Finished Automationupdate. HAYO! Now we have simple industrial Automation without BC or RP!
NEW: The electric Buffer! See the Information i gave on the Wikipage for this awesome Device, whichs smaller Version can also be used as some kind of One-Way-Tube.
Added a new ability to the electric Autocraftingtable. It now gives you Tincells from crafting back! Try it with the 2xKNO3-Recipe (K- and N-Cells from Enderdust) to get Saltpeter/Gunpowder
10/28/2012 1.37b http://forum.industrial-craft.net/index.php?page=Thread&postID=82886#post82886
Fixed a few things.
Added Redstoneoutput for the Sonictron after it finished its cycle (for ease of use)
Added the Translocator. This Device pumps Items out of one Inventory and puts them into the other at the Cost of EU (100 - 400 per Transaction depending on complexity of operation). It has also a Filter.
10/27/2012 1.37a http://forum.industrial-craft.net/index.php?page=Thread&postID=82826#post82826
Added a few people to the Capelist
Added various Dusts
Added various Cells
Lazurite Dust (obtained from Lapis + Centrifuge) can be used instead of Lapis in most IC²-Recipes.
10/27/2012 1.36a http://forum.industrial-craft.net/index.php?page=Thread&postID=82590#post82590
Added MetaTileEntity-System + open Sourcecode for MetaTileEntities. LESU-Output tweaked 2 Depleted Uraniumcells can now be centrifuged to 1 Thoriumcell. (so breeding is still better) Apatite Maceratable Quantumchest can now only store stackable Items. If you have unstackables still in one, dont worry, Its not deleting them. seperate Massfabricatorconfig.
Electric Autocraftingtable: Similar to immibis Autocraftingtable, but consumes 5000EU per craft, and accepts up to 32EU/p. It has a small 3x3 Inventory for Inputitems (on the Green sise), a 9x1-Inventory for the Containeritems like Buckets (accessible on the 4 Sides), an Outputslot (red side) for the Items, a 3x3-Holoslotgrid for the Recipe, and last but not least: A Holoslot which is showing you the Output of the Device. Its not much tested yet, but i doubt it corrupts your World.
10/23/2012 1.35c http://forum.industrial-craft.net/index.php?page=Thread&postID=81793#post81793
Fixed Quantum-Chest-Transmutation-Exploit
Added a few more Configs for the Storageblock-Machine-Crafting, which mistaqur suggested.
10/22/2012 1.35b http://forum.industrial-craft.net/index.php?page=Thread&postID=81603#post81603
Fixed Quantumchestexploit.
10/22/2012 1.35a http://forum.industrial-craft.net/index.php?page=Thread&postID=81585#post81585
Added some Platindust- and Leadingotcompatiblity
improved Quantumchest, so that you no longer need an external Filter/Diamondpipe etc for automation.
12/21/2012 1.34a http://forum.industrial-craft.net/index.php?page=Thread&postID=81413#post81413
Made highly advanced Machineblock a bit more expensive (+ 4 Titanium)
Added Enderpearl Dust and Endereye Dust. The later one can be used as Amplifier, like the Gemdusts.
Added uses for Blazepowder, Netherwart, Terrawart and Enderpearls
10/20/2012 1.33b http://forum.industrial-craft.net/index.php?page=Thread&postID=81267#post81267
NOTE: This really is 1.33b, the forum post has a for 1.32b. The mcmod.info does report this as version 1.33b.
EBXL-Support probably added
Be-Cells now have a use in thick Neutronreflectors instead of Copperplates.
10/20/2012 1.33a http://forum.industrial-craft.net/index.php?page=Thread&postID=81224#post81224
Added Extractorrecipes for emptying my Cells, in case they are too useless for you.
Added Dusts for all four Gems (1 Gem => 1 Dust). Why four, you ask? Because Eloraam needed to change her Emerald with the following comment:
Quoted from "Eloraam"
It was always supposed to be green Sapphire
Added Chrome! Not Google Chrome but Chrome the Metal! Its used for highly advanced Machineblocks, which replace some normal Advanced ones in some Hightech-Recipes. Those Machineblocks have a Blastresistence of 250. You can aquire one Chromedust by centrifuging 9 Rubydust.
Added the Gemdusts as 50000-Amplifier for the Massfabrication.
10/19/2012 1.32b http://forum.industrial-craft.net/index.php?page=Thread&postID=81139#post81139
I just fixed a few minor Recipeconflicts and added Mushrooms to the Centrifugelist.
10/19/2012 1.32a http://forum.industrial-craft.net/index.php?page=Thread&postID=81084#post81084
Fixed Bugs like always (Not sure about Sonictron)
Added use for Fallenbeasts Woodgas-Cells
Added Methane-Cells and Carbon-Cells, which are currently just usable as good Fuel
10/17/2012 V1.31a http://forum.industrial-craft.net/index.php?page=Thread&postID=80720#post80720
Added Supercondensator, which is a SUPA-DUPA-ULTRA-MEGA=>QEV-and-backwards-Transformer. Normal = anything=>8192 EU/t and Redstoned = anything=>1000000EU/t.
Buffed Lightningrod after adding said Supercondensator as Component of it. Now 25 Million EU per strike instead of just 10 Million.
Mostly got rid of the Standardrecipesystem and switched completely to the IC²-Recipesystem (except for the Slabcombinationrecipes, which i never mentioned before).
10/16/2012 V1.30a http://forum.industrial-craft.net/index.php?page=Thread&postID=80534#post80534
Added Titanium (Centrifugebyproduct of Bauxitedust)
Added massive Oredictionarysupport, so in case you use NEI, Forestry, Buildcraft and Redpower together, then DON'T LOOK AT THE CIRCUITRECIPES, i assure you, you will quickly get confused, by all the diffrent possibilities for the Circuits.
Added support for Gravisuite-Components (as soon as Sentimel updates it ofcourse)
Added support for the Olivinecrystal and the Titaniumingot of the Advanced-Alloys-Addon.
10/14/2012 V1.29c http://forum.industrial-craft.net/index.php?page=Thread&postID=80251#post80251
1.29c will also remove the override of the QLegs, as it does currently absolutely nothing.
10/14/2012 V1.29b http://forum.industrial-craft.net/index.php?page=Thread&postID=80198#post80198
Quoted from "Tomcat" greg would you be able to add a option for ore biome spawning into the config file? ect: Rubyorebiomes=2,17,
this would allow us to put the ores where we want them, this would also adds default compatibility with relatively little work for people playing with any of the many extra biomes mods if they take the time to add the biome IDs to the config by hand
Yes, but not in V1.29b as i released that Version right now.
Kane, if you really want to fix the Boots at the cost of the Quantumjump, you have to enable it in the Config.
10/14/2012 V1.29a http://forum.industrial-craft.net/index.php?page=Thread&postID=80114#post80114
- Kane. I fixed the boots.
- Fixed usage of Oredictionary after i tried to add support for the metasensitive Railcraftores
- Added Matterfabricator, what is like a Massfabricator, but you MUST supply Scrap. There is a Config to make it less EU-Consuming, but default is over 9000% more EU-expensive (no matter how the Config is set, you will ever need 33.33 Scrap per piece of UUM). Also you NEED Iridium to craft it, so you should have Iridiumore enabled (or some Iridium in your Storage), when the Matterfabricator is enabled.
- Added DebugItem for my Debug-API-Interface. This Item works also similar, but not as effective as the Golden Orb from Fallenbeast (too lazy to write it in leadspeak)
- Added a few things here and there.
- Fixed random Bugs.
- Still didnt add a Changelog.
- What else did i do? Hmmm... well, i added a Config for the animated Textures of the Centrifuge
10/13/2012 V1.28a http://forum.industrial-craft.net/index.php?page=Thread&postID=79939#post79939
Added Tincell-API and used it in my Oredictionaryhandler
Added Prototype of Block-Debug-API (prototype because there is currently no Debugitem, which uses it) Added a few uses for a few things.
Changed BC-Quarryrecipe to use Adv. Circuit and Diamonddrill, instead of Redstonedust and Diamondpickaxe.
Maybe fixed the Server-Rockcutter-Issue of Immibis.
Still didnt fix Quantumboots
10/12/2012 V1.27b http://forum.industrial-craft.net/index.php?page=Thread&postID=79859#post79859
Fixed Immibis issue by finding out, that that Part of Code was completly useless and deleting it
Fixed Rockcutter-Enchantment still working without Energy.
Reverted Centrifuge-Texture-Effect back to old Version, due to some serious complications with TextureFX and the ultimate omnipotent God of graphical Monsterlag.
Added Oredictionary-Recipe-Sensitive-Uraniumdust for usage with the Centrifuge instead of Ingots.
Changed Nukerecipe to require Quad-Plutonium-Cells instead of Uraniumblocks (if Plutonium itself is enabled)
10/11/2012 V1.27a http://forum.industrial-craft.net/index.php?page=Thread&postID=79657#post79657
Included mistaqur's NEI-Plugin-Code, and gave him Credit in the mcmod.info.
Scrapped the just copied NEI-GUI.pngs (and made proper ones out of it).
Made Macerators more expensive (3 Diamonds and an advanced Circuit), because it can double any Oreoutput (even Diamonds).
Tested if the game crashes without NEI installed, and it doesnt.
10/10/2012 V1.26b http://forum.industrial-craft.net/index.php?page=Thread&postID=79511#post79511
Fixed a few but not all Logs, added a use for Aluminiumingots (for Mixed Metal Ingots) and fixed a tiny Bug with my Machineblocks (no torches placeable on them)
10/9/2012 V1.26a http://forum.industrial-craft.net/index.php?page=Thread&postID=79379#post79379
(needed to add this Ore, before Redpower updates) Bauxite Ore
This Ore is commonly found in Plains and Forests. It contains Aluminium! Al(OH)3 (and later also tiny amounts of Titanium), to be precicly. To produce Aluminium out of it, you first need to macerate it, then centrifuge it for a long time, and finally smelt your Aluminiumdust to Ingots. Currently its only used for Windmills as replacement for Carbonplates, but note that all my Storageblocks are preventing Mobs from spawning ontop of them, and Aluminiumblocks look pretty cool.
10/9/2012 V1.25b http://forum.industrial-craft.net/index.php?page=Thread&postID=79329#post79329
Fixed Uraniumcells.
10/8/2012 V1.25a http://forum.industrial-craft.net/index.php?page=Thread&postID=79163#post79163
Added the Playerdetector. It can detect Players in a spherical radius of 16 meters, and has three Modes: Detect the Owner only, Detect everyone else, and Detect every single Player.
10/7/2012 V1.24a http://forum.industrial-craft.net/index.php?page=Thread&postID=78907#post78907
Used IC² 1.107 for compiling
Fixed QHelmet-Poison-Crash probably
10/7/2012 V1.23c http://forum.industrial-craft.net/index.php?page=Thread&postID=78860#post78860
Fixed QSuit-Fix (YO DAWG!)
Tweaked the Industrial Centrifuge
10/6/2012 V1.23a http://forum.industrial-craft.net/index.php?page=Thread&postID=78727#post78727
- New Centrifugerecipes. Including some for filling Fuelcans with Coalfuel, Biofuel, BC-Oil and BC-Fuel. You can disable Coal- and Biofuel for it, by switching the "Tinpincher"-Configoption.
- QSuithelmet-Code improved and configurated
- QSuitchestplate-Code improved and configurated
10/6/2012 V1.22b http://forum.industrial-craft.net/index.php?page=Thread&postID=78610#post78610
Fixed Kanes Servercrash probably. (http://forum.industrial-craft.net/index.php?page=Thread&postID=78531#post78531)
10/5/2012 V1.22a http://forum.industrial-craft.net/index.php?page=Thread&postID=78510#post78510
Since Richard is taking ages to fix a few Bugs, i fixed the following two with this Addon myself:
- Double/Quad-Cell-Turbo-Exhaustionbug FIXED!!! (Note that old damaged Uraniumcells will be refilled since i switched it to NBT)
- Neutronreflector rather pulsing than reflecting. FIXED!!! (Now reflects properly)
Note, that i still didnt use frikkin Basefilemodifications to do that. I just overloaded the ItemID's with proper Items.
NEW FEATURES:
Plutonium and Thorium as Fuel for Nuclearreactors. Currently only obtainable via centrifuging 16 Uranium.
Plutonium has twice as much Poweroutput and twice as much Lifetime. (So 4 Times more Energy)
Thorium has only a fifth of normal output (1 EU/t/pulse) but five times more Lifetime, making it a less hassle to refuel small Reactors (same Energyamount as Uranium) Produced Heat of a Reactorfuel is determined by its EU/t (at Default-IC²-Config) minus 1 (with at least 1 Heat produced), what means that Thorium has 1 Heat per Pulsetick, while Plutonium has 9 Heat per Pulsetick. Uranium is still the same with 4 Heat per Pulsetick. The Nuclear-Config of IC² does not affect Heat, but still EU/t.
10/3/2012 V1.21b http://forum.industrial-craft.net/index.php?page=Thread&postID=78144#post78144
Balanced a few Centrifugerecipes
Li-Cells can now be used as a very potent Fuel
Made Solarpanels and Computercubes a tiny bit cheaper (Glasspanes instead of Glass)
Hmm i need a few more uses for Si-Cells. TO WIKIPEDIA! =>
10/3/2012 V1.21a http://forum.industrial-craft.net/index.php?page=Thread&postID=78100#post78100
Added a few of MatLaPatates Suggestions. (http://forum.industrial-craft.net/index.php?page=Thread&postID=78024#post78024)
Added secret Renderingfeature for me.
Added Configs for Centrifugerecipes
9/30/2012 V1.20b http://forum.industrial-craft.net/index.php?page=Thread&postID=77652#post77652
I just recognized a Bug of V1.19b, which accidently disabled the Dataorbs. Will be fixed in V1.20b right now.
9/30/2012 V1.20a http://forum.industrial-craft.net/index.php?page=Thread&postID=77633#post77633
A bunch of minor tweaks and Recipes. For producing Iridiumplates, you need now to compress the Iridiumore into Ingotform before crafting. Lithium has also a new use for Re-Batteries.
9/29/2012 V1.19b http://forum.industrial-craft.net/index.php?page=Thread&postID=77500#post77500
Tweaked the Texture of the industrial Centrifuge a bit
Added Centrifugerecipes
Made Computercube-GUI only show up for its Owner (Offline-Mode-SSP-People can ever access them)
Removed old useless Code from the Fusionreactor
9/29/2012 V1.19a http://forum.industrial-craft.net/index.php?page=Thread&postID=77443#post77443
V1.19a adds the Lighthelmet! Yes you heard right, a helmet with a LAMP! No Basefilehack needed!!! (only one more BlockID)
Needs 0.5EU/t to function and has an integrated Solarhelmet (shapeless Solarhelmet + Luminator). It's ofcourse not consuming Power, when you are standing in the Sunlight.
9/28/2012 V1.18b http://forum.industrial-craft.net/index.php?page=Thread&postID=77334#post77334
And now i have to release 1.18b, with the new Descriptionset inside the Computercube.
9/27/2012 V1.18a http://forum.industrial-craft.net/index.php?page=Thread&postID=77234#post77234
Added Silicium-Cells (or Silicon-Cells if want to call it like that), which you can get by Centrifuging.
Added configs to disable every single UUM-Recipe individually.
Added more complex Recipe for Solarpanel. It requires now a Carbonplate and 2 Si-Cells.
Terminated E-net-Log, as the "injectEnergy()"-function now accepts at least 1EU from any packet, when "demandsEnergy()" returned true.
9/27/2012 V1.17b http://forum.industrial-craft.net/index.php?page=Thread&postID=77170#post77170
Whoops i forgot to announce my Update to 1.17b.
Also i decompiled it long time ago, i just recognized that it was decompiled.
New Features:
Made it possible to replace the old cheap Nukerecipe with a more advanced one, which is based upon 4 Re-Enriched Cells, 2 Uraniumblocks, 2 Advanced Circuits and an advanced Machineblock. Its replacing the old Nukerecipe, what means that, if there is no Nukerecipe (because disabled in IC²-Config), then it wont add a new Recipe.
9/26/2012 V1.17a http://forum.industrial-craft.net/index.php?page=Thread&postID=77097#post77097
New Features:
Dataorb for storing, guess what, DATA!!! Used like portable Sonictron on Computercubes for Reactorplans (can also store Sonictrondata)
Energybar at 4 diffrent Block-GUI's.
Fixes:
Should now have fixed that E-net-Log-Issue, but i wasnt able to reproduce it, so i dont know for sure.
@Ghost-E-net: As i said, i fixed Ghost-E-net for all MY Machines/Cable long ago. I tested it to be sure, and my Machines were (unlike IC²-Machines/Cables) not ghosting at all.
9/26/2012 V1.16a http://forum.industrial-craft.net/index.php?page=Thread&postID=76928#post76928
Fixed a few Graphical lags
Added Superconductorwire with 0% loss and over 2Billion maximum EU/t.
Added Endstonebased Recipe for the Centrifuge, so go to the End and mine out all these white Stones for more efficient Fusionenergy and Wolfram!
9/25/2012 V1.15c http://forum.industrial-craft.net/index.php?page=Thread&postID=76848#post76848
Quoted from "SteveofDoom"
Also the Lapotronic Orbs and Lapotronpack have had weird damage values and the bar below them doesn't really show how much charge they have.
Also already fixed in 1.15c, try updating. Thats a bug of IC² to be precicely (i decreased the maxdamage to fix it). I think its of the same kind as Shedars wrongly calculated Percentages.
9/25/2012 V1.15b http://forum.industrial-craft.net/index.php?page=Thread&postID=76771#post76771
Fixed critical Bug in 1.15b, which is in the Mod since 1.13a. Generators and Furnaces were causing NPE's.
9/25/2012 V1.14b http://forum.industrial-craft.net/index.php?page=Thread&postID=76729#post76729
Fixed Enchantmentglow, added Creativeitems properly, added Luminatorrecipe for normal Heliumcells.
9/25/2012 V1.14a http://forum.industrial-craft.net/index.php?page=Thread&postID=76723#post76723
Bugfixes, Renamings and a new Component.
NEW FEATURES:
Rockcutter: Its an electric Silktouchtool with automatically added Silktouch-III-Enchantment. Will currently not work for cheaters, so craft it manually.
Teslastaff: This Staff is for destroying any kind of electric Armor on your Enemy and should do 20 Hearts damage. It only works against Players, so dont try to attack Zombies with it. And with destroying Armor i mean that the electric Armor just gets deleted! The Staff needs a charge of 9000000EU to function.
9/24/2012 V1.13b http://forum.industrial-craft.net/index.php?page=Thread&postID=76587#post76587
NEI-Bug. I disabled mirroring for the Recipe to enable two diffrent Recipes, but NEI doesnt respect that. Anyways v1.13b adds the indestructible Iridiumneutronreflector, which is a Reactorcomponent and also a component of the Fusioncoils. Also i improved the API again.
9/24/2012 V1.13a http://forum.industrial-craft.net/index.php?page=Thread&postID=76560#post76560
V1.13a: I have now changed most of the Recipes, to contain my 3 new Items. Some Recipes are more expensive, some less. Also the Lapotronic Energycrystal can store 10000000EU (if charged in Tier-IV-Storageblocks). Basically all MFSUs were replaced with that new Crystal.
9/24/2012 V1.12a http://forum.industrial-craft.net/index.php?page=Thread&postID=76546#post76546
The Charge-O-Mat has a 10Million EU Buffer (hence the MFSU in the Recipe)
Anyways i will now release V1.12a. It has Bugfixes and two new intressting Modes for the Computercube.
9/23/2012 V1.11a http://forum.industrial-craft.net/index.php?page=Thread&postID=76350#post76350
NEW FEATURE:
Centrifuge. This Device is really usefull at "extracting" Elements out of raw Materials. Its used instead of the Extractor for gathering Elementcells. It needs empty Tincells for some Recipes, but some other Recipes are outputting additional empty Cells instead, which get automatically sorted into the Emptycell-Slot in the Topleft.
Put Tungsten, 4 Clay, 8 Uraniumingots, electrolyzed Watercells, 4 Hydrogencells or 4 Deuteriumcells into the Middleslot, and grab your Elements out of it, after a long Rotationduration.
If you put 8 Uranium + 41 Cells into it you will get 8 Uraniumcells, 32 Neardepleted Cells and a Wolframcell. Dont try to put the Uraniumcellstack into a Nuclearreactor. Its just a waste of 7 Uranium.
9/22/2012 V1.10b http://forum.industrial-craft.net/index.php?page=Thread&postID=76201#post76201
Added industrial Credits with diffrent Values, which are crafted out of 8 of the "lower Value" kind. The Diamond-one is worth 512 Credits, while the Copper-one is worth 1/8 Credits. Silver = 8 Credits and Gold = 64 Credits.
Made Reactorplanner more userfriendly, by adding a Copyslot and Save/Load-Buttons
9/22/2012 V1.10a http://forum.industrial-craft.net/index.php?page=Thread&postID=76138#post76138
Changes in 1.10a: Resorted Reactorcomponents.
Doubled LESU-Store per Lapisblock.
Made Iridiumoreamount configurable
And other Codeimprovements
NEW FEATURE: Charge-O-Mat
This works like an advanced Chargingbench. It has an MFSU as internal Buffer and can charge everything what is Tier 5 or less. After charging (or decharging with applied Redstone) the Item, which is inserted at Top or Bottom, it will automatically output the Item into the right Slots, where it can be grabbed out of the Side of the Machine. This device is outputting EV in all directions, when you apply Redstone, so be aware.
When a nonchargable Item comes in, it will be directed to the right Slots. (I plan to use this usefull behaviour in my Base)
9/22/2012 V1.09c http://forum.industrial-craft.net/index.php?page=Thread&postID=76112#post76112
Fixed Minerbug finally, also with my Machines (not only the Ores)
Fixed Graphics and "bukkitlike" Directionglitches (All Storageblocks seemed to be facing down)
Fixed the "-999"-Bug in the AESU.
I think the next Feature will be an advanced and easyly automatizable Chargingbench with INPUT and OUTPUT Slots.
Btw my implementation of ISidedInventory allows you already to put/pull Tools/Batteries/Crystals out of the Sides of the 3 Storageblocks. I think it was East/West for Input and North/South for Output, so you dont need Retrievers for recharging Stuff.
9/21/2012 V1.09b http://forum.industrial-craft.net/index.php?page=Thread&postID=76039#post76039
Fixed Computercube-Modebutton-GUI-Switch and SSD's Reactorplannerbug
Made IDSU-Recipe much more expensive (unless you disable the AESU in the Config).
NEW FEATURE: The Adjustable-Energystorage-Unit
This is a 100000000EU-EV-Storageblock, which has adjustable Output. (Shift)Click on the + and - Buttons to manipulate the Output-EU/t.
It has Armorslots, like every of my Storageblocks.
9/21/2012 V1.09a http://forum.industrial-craft.net/index.php?page=Thread&postID=75981#post75981
NEW FEATURES:
The Interdimensional-Storage-Unit for toring 1 Billion EU (per Player) wirelessly and crossdimensional. I tested it only SSP, but it should work SMP. Kane, your Server has so many People, that it would be the Ideal Testingarea for it.
I (mostlikely) disabled with V1.09a any futural Tekkitsupport, until Kakermix asks me personally for permission!
9/20/2012 V1.08b http://forum.industrial-craft.net/index.php?page=Thread&postID=75785#post75785
Fixed planned Items after breaking Computer, because i forgot to implement my own "isValidSlot"-Method
Fixed Phantomitems from Seedscanner
Fixed the amount of Coolant given by Heliumcells. Now its 60k, 180k and 360k.
9/20/2012 V1.08a http://forum.industrial-craft.net/index.php?page=Thread&postID=75759#post75759
NEW FEATURES of the GregTech-ComputerCube:
Click on the "M"-Button of the GUI, to change the Mode of the ComputerCube. Current Modes except the Defaultmode are:
- INGAME-Reactorplanner! Take this Talonius, I did it before you AND its compatible with EVERY single Reactorcomponent, even the ones from Addons!
- Automatic Seedscanner! (must be tested a bit more, but doesnt crash). Put your Seedbags into the left Slots to let them Scan. This Function is designed for any Automationmod, so let you Tubes go into the Top/Bottom of it, and pull the scanned Results with a Filter out of the Sides!
OTHER NEW FEATURES:
Heliumbased Coolantcells. Six times more effective and crafted with Heliumcells instead of Watercells. And yes in this Version i derped a bit with the numbers, but it will be fixed next time, as i'm now too lazy to compile it again. HAYO!
9/18/2012 V1.06b? http://forum.industrial-craft.net/index.php?page=Thread&postID=75335#post75335
Take THIS random Bug. I just fixed one little random thing, maybe that helps...
http://forum.industrial-craft.net/index.php?page=Thread&postID=75340#post75340
I fixed a random Bug with the GUI, which caused it to not properly display the Items. And i currently cant setup a SMP-Server, as i have only one Computer running, and when i connect to myself (via minecraft_server.jar as LAN-Mode isnt working), i have no Issues with the GUI's.
9/18/2012 V1.05a http://forum.industrial-craft.net/index.php?page=Thread&postID=75269#post75269
For the 1.05a Version i made the LESU's Voltage dependant on the amount of LESU-Blocks around it, so that you can actually reach 512 EU/t. But it will explode if you apply too much EU for its Size (as seen in the "hopefully-fixed-next-time"-GUI).
9/18/2012 V1.04a http://forum.industrial-craft.net/index.php?page=Thread&postID=75246#post75246
Quoted from "Kane Hart"
The gui still not updating. I also confirmed and it does say 1.0.3b on load. This again is in SMP and ssp works just fine. but in SMP does not update the gui But it does work still.
I accidently forgot the Text in the GUI (fixed in 1.04a). Are you sure that the animated Parts are not updating? You can test it as soon as i update (so right after this Post).
New Block: The Lapotronic-Energystorage-Unit short L.E.S.U. its a bit Beta, but it works.
Place one Controllerblock and set the Facing with the Wrench (it points currently only downwards on placing)
Then place LESU-Blocks (crafted with 8 Lapisblocks around a normal Circuit) adjacent to it, to increase the Storagecapacity. It has UNLIKE the Industrialcorp-Storageunits ARMORSLOTS in its GUI (which are completly useless for Quantumcharging, due to the LESU being currently Tier-2-Technology...)
9/18/2012 V1.03b http://forum.industrial-craft.net/index.php?page=Thread&postID=75181#post75181
Quoted from "Kane Hart"
Fusion reactor was working last night but since we updated a couple times and such its kind of failing. The GUI is not updating at all for us and once its running and powered it's really broken out. This is all in SMP though.
Double tested it in SSP AND SMP and I can confirm GUI working fine in SSP and updating but SMP seems to not be getting the packet or something.. It seems to actually work though and you can start it and such but you just have no interface to keep an eye on it.
Strange. In theory the normal Vanillafurnace shouldnt display too in that Case. I thought since the merge SMP is now much less of a Problem, and that i fixed it the first time (I had that Bug in the very Beginning). Question: Did you use Bukkit for testing?
Edit: I think i could have fixed it. I tried SMP myself but didnt got that visual Bug. Wait until the OP says V1.03b.