IndustrialCraft-Addons:GregTech-Addon

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Revision as of 11:14, 9 January 2013 by GregoriusT (talk | contribs) (Added Generators and miscellaneous Plans for Generators in the Future)
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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. (opt but strongly recommended) Install a IC²-compatible Version of NEI properly

3. Drop downloaded zip into "mods"-Folder

4. Play

Note: 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.

Note²: As of 2.06a the Industrial Electrolyzer replaces the Centrifuge for many of the here mentioned Recipes. The Recipes themselves are the same as for the Centrifuge, but they are about 10 Times faster.


World Gen[edit]

Ruby spawns in Desert biomes (and some similar EBXL-Biomes). While mining it, it can happen to spawn red Garnet, but doesnt happen when you use Macerators for the Ore instead of regularily/fortune mining it.

Sapphire spawns in Ocean biomes. Sapphireore has a chance to drop green Sapphires. Their Dusts have just to be Centrifuged to get the impurities out of them. Also they cant be used in Lapotron Crystals.

Silver spawns everywhere like Gold, but the veins are a tiny bit smaller. Silver contains small amounts of Lead, which you can get by centrifuging Silver Dust.

Bauxite spawns in Forests and Plains biomes (and also some EBXL-Biomes), in large amounts. Bauxite is used to get Aluminium and Titanium with an Industrial Electrolyzer.

Iridium spawns in really rare amounts as a single Oreblock. Rarity is configurable. Default IridiumProbability=20 ~1 ore every 5 chunks. If you somehow happen to find Platinium Dust (maybe from other Mods), then you can Centrifuge it to get its Iridium-Inpurities from it.

Pyrite spawns in Hell-Biome (Nether or Mystcraft-Hellworlds) and has a gaussian random rarity, so you can find Chunks with craptons of it and Chunks with just 2 Ores per Vein. If you centrifuge its Dust, then you get 2/3 Sulfur and 1/3 Iron. The Salpeter for the Gunpowder commonly comes from centrifuging Soulsand, or from Railcrafts Saltpeterore.

Sphalerite is another Nether-Ore. You can get Zinc (to create Brass) and Sulfur from processing it. Also drops additional Zinc Dust sometimes.

Cinnabar spawns also in Hell-Biomes, but it's much rarer than the other Nether-Ores. You can make Mercury Cells (Quicksilver Dust at that hellish Temperature? I don't think so) and Sulphur from processing it. Ocassionally drops Redstone sometimes.

Tungstate, Olivine, Sodalite and Sheldonite are spawning in the End, inside Asteroids and ofcourse on the Main-Platform of the Enderdragon.

Asteroids are generating in the End. Those are rare (every 100th Chunk), and are in every 25th Case large and have many Resources. They can generate at ANY Height between 10 and 246, and are hard to spot on low Render Distance, or with bad Graphic Cards. Hint: Frames of Redpower make good Space Ships and mobile Mining Platforms.

Old but still true Forum post regarding rarity and other world gen.[1]

Note, that the Biomes of "Extra Biomes XL" and "Twilight Forest" are listed in my Worldgen Code, so that you can find your Ores alo there in some Biomes. There is no Biome which contains 2 or more of the Biome dependant Ores at once, every Biome gets either one specific Ore, or no specific Ore.

EAQ (excessivelyaskedquestions)[edit]

Q: Why can't I craft mixed metal ingots/advanced alloy?

A: Use the Railcraft Rolling machine. The rolling machine recipe is enabled by default in the config {MMIngotOnlyRollingMachine=true}


Q: Can you make the Industrial Centrifuge go faster/work with overclockers?

A: Denied, even Config for that is denied.[2] A²: Some of the Recipes were moved to the ~10 Times faster Industrial Electrolyzer. Maybe you are lucky, that your too slow Recipe is one of them.

Q: Can you add a config for _________?

A: Never ask for a config which already exists. Look at the new config before making any suggestion. If the Config you are asking for is not already there, then I may accept your Suggestion.


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

60K Helium Coolantcell


180K Helium Coolantcell


360K Helium Coolantcell


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!

Plutoniumcells can be crafted into Dual and Quad cells. Uses the same recipe as uranium Dual and Quad cells, just replace the uranium with plutonium.


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.

Thoriumcellscan be crafted into Dual and Quad cells. Uses the same recipe as uranium Dual and Quad cells, just replace the uranium with thorium.

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. [3]


All Machines[edit]

Every of my Machines needs to be CONSTANTLY powered with the needed amount of EU. As soon as the Machine doesnt get the required amount of EU/t it will lose its Progress. But thats not all. The Machine will WASTE all the Power you insert, no matter if its enough to Power the Machine. So if you have a bad Workshop/Factory then it could waste Millions of EU, without producing anything.

If you dont want that behaviour, then just disable it in the Config.


Industrial Centrifuge[edit]

Industrial Centrifuge
Picture na.png
Properties
Type Machine
Tool Grid Wrench.png




Stackable Yes (64)





Energy Consumption
Max EU Input 32 EU/t (LV)


EU Storage 10000 EU
Technical Details
UU Cost {{{uu_cost}}}
First appearance ?
ID IC2:{{{id}}}


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.

For usage recipes, see this page.



Industrial Electrolyzer[edit]

A new Machine, which makes some (but not all) of the Centrifuge-Recipes obsolete. The Electrolyzer works ~10 times faster (depends on recipe) than a Centrifuge, and has taken some abilities from the Centrifuge. It can accept 128 EU/p (MV) without problems and most recipes can consume over 50 EU/t (most of them are more energy consuming). You can electrolyze Water Cells much faster with this, than with the regular Electrolyzer from Industrialcraft


Chemical Reactor[edit]

This Machine combines 2 diffrent Chemicals (from Cells) to create other substances such as Methane (not very profitable) or Nitro Glycerine. You can trivially even create Water out of Hydrogen and Air Cells, using this. It needs a steady supply of 32EU/t to function.


Industrial Blast Furnace[edit]

Do you want Steel and Aluminium Ingots or you need Silicon Plates for your Solar Panels? Then you must have this Device. It is able to heat up advanced materials strong enough to smelt them into Ingots/Plates. This is a multi-block machine, so you need to arrange machine casings like shown in the GUI. It's maximum heat level depends only on the quality of the machine casings used for the structure.


Industrial Grinder[edit]

The probably most useful Machine for a Miner, the Grinder is able to grind your Ores (ONLY ORES) much more efficient and doesnt grind all of it directly into Dust, like the Macerator does. It is a Multi Block Structure, so you need standard and reinforced Machine Casings, arranged like described in the GUI. The Blue Dot in the Middle is a Water-Block, which is needed to use the Grinder, so if you cant place Water in the Nether, then you should build it in the Overworld. Also the Grinder needs a constant supply of Water and EU, to keep running. You can pipe Water into it with other Mods, like Thermal Expansion or Redpower, as it has a Tank for up to 10000 Millibuckets of Water. If you have too much Mercury Cells, then put them into the Grinder, and all grinded Gold and Silver will get one additional Dust.


Implosion Compressor[edit]

You need to produce Iridium Plates? Then this is the Device you are looking for. First you need to build a hollow 3x3x3-Block out of Machine Casing under it, like shown in the GUI. Then you need to craft Iridium Alloy Ingot inside a Rollingmachine (or Crafting Table if Railcraft isnt installed), then you put it with a bunch of ITNT into this Device, and a few seconds later you got the Iridium Plate. It can also be used to recreate Gems/Diamonds out of their Dusts, but with a little loss of 25%.


Industrial Sawmill[edit]

Wood is a useful ressource, this Device is able to turn 1 Log into 6 Planks and a pile of Wood Pulp (Forestry compatible). The Pulp (8 Piles) can be compressed into a Wooden Plate, which can be used like a Wooden Plank in most Crafting Recipes, but its also burning like Charcoal inside a Generator/Furnace. The Sawmill requires Water (piping it is also possible) to work. To build it, you need to place a 3x3x1-Plate of Machine Casings under the Sawmill Block, like shown in the GUI.


Vacuum Freezer[edit]

You need to freeze Stuff? Just put it in here and apply the proper 128EU/t (Machine accepts up to 128EU/p). It needs 6 pieces of Advanced Machine Casing and otherwise Reinforced Machine Casing. This is a simple Machine, so there is not much to tell about it yet.


The new Generators (and some planned ones)[edit]

All Generators, which can run on things like Cells, also run directly on pumped Liquids for said Cells. You usually get the empty Container back, when using these Generators. As their GUI acts similar to the Liquid Tanks of Railcraft, you can put any Liquid Container inside them, if they would accept said Fuel, ofcoure.

Diesel Generator

Runs on: Buildcraft Fuel (called Diesel), Forestry Biofuel (called Bio Diesel), IC²-Biofuel, IC²-Coalfuel, and the Nitro-Fuels. It generates at a rate of 12 EU/t. You can also put the Fuel Cans of IC² inside this, if you want to use the Centrifuge Byproducts or Superfuel for example.

The integrated NEI-Plugin shows the exact Fuel Values inside the Generators for the diffrent Liquids/Items.

Gas Turbine

Runs on Gaseous Fuels, like Hydrogen or Methane. I will generate at 16 EU/t. No, it CAN'T and WON'T run on Railcrafts Steam. Railcraft has it's own Steam Turbine for EU-Generation, and I won't let you save Steel by using this Generator.

Thermal Generator

Runs on Hot Liquids like Lava. It will produce at a rate of 24 EU/t. For Lava it outputs 30000 EU, like the Geothermal Generator, when running with an IC²-Pump adjacent to it.

Semifluid Generator

This is a Generator, which burns Liquids, which are too dense to run inside a Diesel Generator. Biomass or Creosote Oil for example.

Plasma Cooler (planned)

Runs by cooling down Plasma, which will get created by the Fusion Reactor in the Future, for example.

Magic Energy Converter (planned)

This Device will run on the unexplainable strange Energy of Magic! It will use Fuels like Nether Stars (Beacons can also be burned in it as they contain Nether Stars), Ender Eyes (not the Pearls alone and also not the Dusts), or other things, which output Magic Energy (Alumentum, Vis Crystals etc.). Removing Enchantments from Tools however, needs the following Device instead.

Magic Energy Absorber (planned)

A Device to pull the Magic Energy out of surrounding Magic Sources (probably even Thaumic Nodes, if an API makes that possible). You will even be able to use your Enchanted Tools (Only the Enchantment, not the Tool itself) as Energy Source, making it a profitable Enchantment Remover (Won't work on "Enchanted" eletric Tools like the Rock Cutter, as these are not really Enchantments). The Switch for the Energy Absorbtion of the Magic in the Air is turned OFF after placing this Device, as you probably just want to remove Enchantments from Tools.

If an API porivdes it, this Device will be capable of running on special kinds of Flux in the Nodes (especially Potentia), but also creates Flux when used (at least as much as pulled from the Atmosphere).

Dragon Egg Siphon

Our Scientists found a Way of using the Teleportation Energy from an Enderdragon Egg, to create Power! This Device, will pull 128 EU/t (configurable) from an Enderdragon Egg, which is placed on Top of it, what is making it a cool Decoration too!

Blutricity Converter (planned, but only if/when Eloraam permits it)

This is the currently theoretical Concept of a Blutricity Converter, which I would add, without touching Eloraams Code at all: First of all you need a Blutric Batbox and a Blutricity Converter, you will then place the Converter Block right next to the Batbox. Then you need one or two blutric Batteries (as Converter Elements), the Converter Block, depending on Mode, will then put the Battery inside the blutric Batbox to charge/decharge it, if it's then full/empty it will pull it out of the Batbox and decharge/charge it inside itself, but instead of using Blutricity it will use IC²-Electricity.

But now the bad News. The conversion Ratio of a blutric Battery into EU is as follows: With the nerfed IC² Solar Panel Recipe of GregTech, a fully charged blutric Battery is worth 2000-3000 EU, making a blutric Batbox just worth 8000-12000 EU. Without the nerfed Solar Recipe for IC², it's worth 8000 EU, making a blutric Batbox worth 32000 EU. I think you agree, that even the better conversion Ratio, makes Blutricity->EU-Conversion itself complete Crap, while ultra-overpowering EU->Blutricity-Conversion.

The charging/decharging Process is just increasing/decreasing the damage Value of the Battery, and would be no reverse Engineering of Eloraams Code, and therefor not even fall under the Copyright of Redpower, but I still wait for an answer of her regarding a permission of that Technology.

P.S. I know it's called blu-le-ctricity, but blutricity sounds much better, is easier to pronounce, is also a valid Word, and it's also much more HAYO! than Blulectricity.


GregTech-Computercube[edit]

The G.L.A.D.-OS GregTech-Computercube 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.



Fusionreactor[edit]

As of 2.06a the Fusionreactor received a major buff. It now outputs 1000000EU/p and the two Energyproduction-Recipes output now 16 times more Energy.

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 24 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 all 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 GregTech). For Retrieving the He-Cells just put your Translocators 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 appy Redstone to the Reactor 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 1000000EU/p, so that you now need Supercondensators (at least 4 of them with the two regular Fusionrecipes which deliver 8192*4EU/t) to convert it down to 8192EU/p for your Matterfabricator. We are not responsible for People, who get damaged by using 16-HV-Transformers directly at the Superconductor-Line, as HV-Transformers are a product of Industrial Corp.

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.

Fusionreactor


Fusion Coil



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.



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.

There is now also a more expensive Tank Version of this Chest, which holds up to 488 Chunks of a Liquid.



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.

If you have another Mod installed, which adds Liquid UUM, then you can just Pump the UUM into this Device. (But not out of it!)



Superconductors[edit]

Superconductors can hold ANY Voltage! So send your 1000000EU/p from the Fusionreactor down this line.

Item ONLY. This cannot be placed in the world, but it can be crafted into Superconductorwire



Superconductorwire



Supercondensators[edit]

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 Input, but the Fusionreactor outputs 1000000EU/p.



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.

I got complaints about no warning that it outputs 2048EU/t when redstoned. Well this is warning enough, right?


LESU[edit]

Lapotronic Energystorageunit 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.

There is a Limit of 2Billion EU, or 500,000 batboxes, you can store inside it. So you have to create new Controllerblocks every 2-Billion-EU



AESU[edit]

Adjustable Energystorageunit It's 10 MFSU, or 25,000 batboxes 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?



IDSU[edit]

Interdimensional Storageunit Enderchest + 1-Billion-EU-Energystorage = This Device. That's equal to 250,000 batboxes! 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.



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.


Sonictron_item



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.



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).

It has many Modes

Arrow pointing to the right: Uses the Crafting Recipe, which you entered into the Holo Slots.

Blue Dots in black Squares: Tries to "package" all Items, by using all of the 3 following Grid Modes. If packaging Fails, it will just tranfer the unpackageable Item to the Output. If you put Items into the Holo Slots, then they will be excluded from packaging.

1x1, 2x2 and 3x3-Grid: Tries to arrange Items like this, to package the Items like shown on the Button.

NEW: The Oredictionary-Unificator-Mode (Symbol looks a bit like DNA)

This Mode converts Ingots, Dusts and Gems from any other Mod into the GregTech/IC²-Variant of it (Only if there is one). So if you have 5 diffrent not together stackable Versions of Silver Ingots (yeah, so many Mods seriously add Silver), for example, this Mode would convert them all into the Silver Ingots of GregTech. If you put Forestry Bronze into it then its getting converted into IC²-Bronze.

But wait, there is more! The integrated Unificator is also converting ANY Crafting Output automatically into the correct unificated form of the Output, so if you use the Thermal Expansion Recipe for Bronze Blend, you will get the same amount of the equivalent IC²-Bronze Dust instead! This is making automated Factories and Storage Systems less of a mess, by just making all the equivalent Dusts, Ingots and Gems, into one simple and stackable Pile of its GregTech/IC²-Format.

NEW: The Dust Piler Mode You have got all those tiny Piles of Dust from my Machines? You want to make them into large Piles, but the 2x2-Packager also produces Carbon Fibres, as soon as Coal Dust enters? This Mode makes sure that the 2x2-Packaging only converts tiny Piles of Dust into the normal ones!



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.



Advanced Translocator[edit]

It works similar to Sneakypipes, 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.



Electric Buffer[edit]

There are two variants of the electric buffer large and small.

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.

The Advanced Electric Buffer is able to put its one Itemstack into a specified Slot of the connected Machine, if that Slot is somehow reachable. Ideal for refueling Nuclearreactors.

The Advanced Regulator is capable of doing what the Advanced Buffer does, but with 8 additional target Slots and specific Sorting for each targeted Slot.

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

Large Electric Buffer


Small Electric Buffer


The Electric Sorter[edit]

It is a Buffer with two Outputfacings. One for the Filtered Stuff (Blue), which can be changed to any Direction, and the Defaultoutput (Red) if the Filter doesnt accept, or the Targetinventory is full, which can be set with a Wrench like with any other Machine.

Both Outputs are also outputting EU like with any other Automationdevice.

Electric Rock Breaker[edit]

This Cobblegenerator is meant to be very realistic and lagfree. You have to put some kind of Lava ontop or on the Side (not Bottom!) of it, and Water on a Side (not Top or Bottom!), which is obviously not already occupied by the Lava.

It needs to be powered with 100EU per Cobblestone/Smoothstone, and outputs EU and Items into the Machine connected to the red Side (like Buffers). If you insert Redstone it will be converted to Obsidian for 500EU, thats possible to make in vanilla Minecraft, so its also possible in this Device.

Dont connect your Inputcable to the red Side, we already had a few people doing so, and wondering about a nonworking Rockbreaker.

See forum post for picture.[4]


Item Clearer[edit]

Its like a Vacuum Cleaner for Items. All Items inide the 1x1x1-Cube in front of it are sucked in, and moved into the attached Machine.

Scrapboxinator[edit]

This Device is supposed to be able, to turn anything you shoot at with, into Scrapboxes. But due to a very minor Malfunction (DAMN YOU, PERRY THE PLATIPUS!!!), it is just unpacking Scrapboxes, and putting the Output into the connected Machine.

Crop Harvestor[edit]

You need to autoharvest Crops? This Device can do it! The Crop in front of it will be harvested, as soon as the Crop is harvestable. Make sure that there is no place for fallen Items around the Crop, as the integrated Item Clearer isn't really fast.

Destructopack[edit]

Destroys items. It works like a Trash Bin for Items.


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[edit]

Not confirmed to work, so try it! 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.


Item Recipes[edit]

Alternate Circuit (Electrum) (Refined Iron can also be replaced with Aluminum Ingot)


Alternate Energy Crystal


Lapotronic Energyorb


Alternate Advanced Circuit (Electrum) you can also use Lazurite instead of Lapis


Alternate Lapotron Crystal (Sapphire) you can also use Lazurite instead of Lapis


Energycontrolcircuit


Alternate Macerator (Overrides IC2 recipe. This can be disabled in the config.)

Grid Flint.png
Grid Diamond.png
Grid Flint.png
Grid Diamond.png
Grid Machine.png
Grid Advanced Circuit.png
Grid Flint.png
Grid Diamond.png
Grid Flint.png
Grid Macerator.png


Iridium-reinforced Stone


Datachip


Datastoragecircuit


Dataorb



Highly Advanced Machineblock


Expensive Nuke (Disables the regular Nuke recipe by default. This recipe can be turned off in the config.)



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 (just crafted with compressed Iridiumore)


Iridium Ingot



Alternate Thick Neutron Reflector


The Config (last edit for V2.02c)[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
  AutomationMachines=true
  ChargOMat=true
  Destructopack=true
  ElectricAutocrafter=true
  Fusionreactor=true
  Helium2Coolantcell=true
  IDSU=true
  IridiumNeutronReflector=true
  Iridiumblock=true
  LESU=true
  Lapotronpack=true
  LightHelmet=true
  Lightningrod=true
  Lithiumbattery=true
  Lithiumpack=true
  Matterfabricator=true
  Playerdetector=true
  Plutonium=true
  Quantumchest=true
  RockBreaker=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

}


Industrial Centrifuge recipes can be disabled.

centrifuge {

  Blazepowder=true
  Clay=true
  Dirt=true
  Endstone=true
  Flint=true
  Glowstone=true
  Lapis=true
  Lava=true
  Mushrooms=true
  Netherrack=true
  Redstone=true
  Resin=true
  Rubberwood=true
  Sand=true
  Soulsand=true
  Uranium=true

}


These are for making your life a little bit easier 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
  Helium2Laser=true
  RefinedIronPiston=true
  Ruby2Energycrystal=true
  Sapphire2Lapotron=true
  SilverAdvCircuit=true
  SilverCircuit=true
  Slime2Rubber=true
  Steel2MixedMetalIngots=true
  SteelPiston=true
  TinPincher=true
  Titanium2MixedMetal=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 MatterFabricator EU consumption rate can be adjusted. Regular MassFab rate=1666666(just remove a 6)

features {

  MatterFabricationRate=16666666
  MinerListLavaAddtition=true
  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 {

  Animations=true
  Debug=true

}

Recipes which some Serverowners may want to disable

ic2recipes {

  Massfabricator=true
  QSuithelmet=true
  QSuitpants=true
  QSuitplate=true
  QSuitshoes=true

}

Item-ID-Config

item {

  CELLS=21002
  COMPONENTS=21003
  DUSTS=21001
  Dataorb=21043
  DebugScanner=21055
  Destructopack=21033
  HandheldSonictron=21032
  Heliumcoolant060k=21034
  Heliumcoolant120k=21035
  Heliumcoolant180k=21036
  Lamphelmet=21044
  LapotronicEnergycrystal=21037
  Lapotronpack=21045
  LithiumCell=21054
  LithiumbatteryEmpty=21056
  LithiumbatteryFull=21057
  Lithiumpack=21058
  MATERIALS=21000
  Mortar=21031
  NCSensorCard=21016
  NCSensorKit=21017
  Neutronreflector=21040
  Plutonium1=21051
  Plutonium2=21052
  Plutonium4=21053
  Rockcutter=21046
  Teslastaff=21047
  Thorium1=21048
  Thorium2=21049
  Thorium4=21050

}

Here you can disable certain QSuit-Features

quantumsuit {

  QBootFixWhichBreaksQJump=false
  QChestFireprotection=true
  QChestInvincibility=true
  QHelmetAirRefill=true
  QHelmetHungerRefill=true
  QHelmetLamp=true
  QHelmetPoisonCure=true

}

Macerate silktouched Ores for double gain, or just disable it

silktouchrecipes {

  ApatiteOreMaceration=true
  CoalOreMaceration=true
  DiamondOreMaceration=true
  GemOreMaceration=true
  IridiumOreMaceration=true
  LapisOreMaceration=true
  RedstoneOreMaceration=true
  SaltpeterOreMaceration=true
  SulphurOreMaceration=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

}


Storageblockcrafting, by default disables crafting of storage blocks. You must use other methods to create storage blocks. Oh look a compressor!

storageblockcrafting {

  Aluminium=false
  Bronze=false
  Chrome=false
  Copper=true
  Diamond=false
  Emerald=false
  Glowstone=false
  Gold=false
  Iron=false
  Lapis=false
  Ruby=false
  Sapphire=false
  Silver=false
  Tin=false
  Titanium=false
  Uranium=false

}


Storageblockmaceration, get your stuff back by maceration.

storageblockmaceration {

  Aluminium=true
  Bronze=true
  Chrome=true
  Copper=true
  Diamond=true
  Emerald=true
  Gold=true
  Iron=true
  Lapis=true
  Ruby=true
  Sapphire=true
  Silver=true
  Tin=true
  Titanium=true
  Uranium=true

}


Storageblockreversecrafting, by default disables reverse crafting of storageblocks. Oh look a macerator!

storageblockreversecrafting {

  Aluminium=false
  Bronze=false
  Chrome=false
  Copper=false
  Diamond=false
  Emerald=false
  Gold=false
  Iron=false
  Lapis=false
  Ruby=false
  Sapphire=false
  Silver=false
  Tin=false
  Titanium=false
  Uranium=false

}


Storageblocksmelting, enables storageblocks to by smelted back to ingots.

storageblocksmelting {

  Aluminium=true
  Bronze=true
  Chrome=true
  Copper=true
  Gold=true
  Iron=true
  Silver=true
  Tin=true
  Titanium=true

}


Usefullrecipes. Wondering why the macerator requires diamonds or you can't craft mixed metal ingots? This is where you can go back to easy mode.

usefullrecipes {

  Compress2Storageblock=true
  ElectricSteelTools=true
  ExpensiveBCQuarryRecipe=true
  ExpensiveMaceratorRecipe=true
  ExpensiveNukeRecipe=true
  ExpensiveSolarRecipe=true
  ExpensiveWatermillRecipe=true
  ExpensiveWindRecipe=true
  MMIngotOnlyRollingMachine=true
  Storageblock2Macerator=true
  TincellsPer4Tin=8
  WatermillReverseCrafting=true

}


All list of all the UUM-Recipes, which you could disable

uumrecipes {

  UUM2Aluminium=true
  UUM2Bauxite=true
  UUM2Blazerods=true
  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
  UUM2Plutonium=true
  UUM2Redstone=true
  UUM2Resin=true
  UUM2Rock=true
  UUM2Sandstone=true
  UUM2Silver=true
  UUM2Snowballs=true
  UUM2Snowblock=true
  UUM2Sugarcane=true
  UUM2Tin=true
  UUM2Titanium=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)


12/26/2012 2.72b http://forum.industrial-craft.net/index.php?page=Thread&postID=93095#post93095

Fixed some Stuff.

Improved OreDictUnification, with some IC²-Machine-Recipes

Fixed your Sandstone Exploit.


12/25/2012 2.72a http://forum.industrial-craft.net/index.php?page=Thread&postID=92744#post92744

Added Cells for five of the most important Liquids of other Mods (Bio Diesel, Diesel, Oil, Creosote and Biomass)

Added Semifluid Generator for anything what is something between a Liquid and a Solid. (Sodium, Creosote, Oil and Biomass for example)

Added Invar Ingot (Idea from Thermal Expansion). Its Heat Resistance will be used in some of the Generators.

Added Config to determine the Direction of OreDict-Unification.

Fixed some Bugs ofcourse.


12/24/2012 2.71b http://forum.industrial-craft.net/index.php?page=Thread&postID=92813#post92813

Fixed negative Tank Capacity of the Electrolyzer (happened by making it PSI-Compatible, and accidently changing the wrong Value)

Fixed Autocrafting-Dupe-Glitch, which happened due to my attempt to fix Container Items.


12/23/2012 2.71a http://forum.industrial-craft.net/index.php?page=Thread&postID=92744#post92744

Fixed some of my Bugs.

Fixed the Recipes of IC2, which were conflicting with Redpower.

if Redpower is installed, then all my Gems and Ingots in my Recipes will be overridden by the Redpower Gems and Ingots. You can convert old Items, via OreDictionary-Unification. That's no Modification of Redpower in any Way. I just made IC2 and GregTech nicer to Redpower.

Added Thermal Generator.


12/23/2012 2.70d http://forum.industrial-craft.net/index.php?page=Thread&postID=92663#post92663

Fixed the 2 Bugs mentioned above.

Workaround for Handsaw not being usable in Autocrafting Table at all, by adding an almost Identical Sawmill Recipe only for cutting Silicon Boules, to enable simple Automation, until I find out what is wrong with my Autocrafting Table (except for the Container Item Stuff).


12/23/2012 2.70c http://forum.industrial-craft.net/index.php?page=Thread&postID=92655#post92655

Fixed a critical Bug, with my ITNT/Nuke-Fix.


12/22/2012 2.70b http://forum.industrial-craft.net/index.php?page=Thread&postID=92434#post92434

Mainly Bugfixes.

A Config option for making Blockbreakers more expensive, which is OFF per default.

Added Wolframium Grinder as an equivalent to the Diamond Grinder.


12/22/2012 2.70a http://forum.industrial-craft.net/index.php?page=Thread&postID=92384#post92384

No Changelog, only was an update for 1.4.6


12/21/2012 2.61d http://forum.industrial-craft.net/index.php?page=Thread&postID=92224#post92224

Okay then 2.61d will be the last release for 1.4.5. I didnt change much, only Code, so I skip the Changelog


12/21/2012 2.61c http://forum.industrial-craft.net/index.php?page=Thread&postID=92196#post92196

Added Liquids for all my Cells except Carbon

Electric Autocrafting is now only 2500EU per Craft (500EU for Dustpiler and Unificator)

I think I fixed the Computercube-Access of the GUI for SMP (you know that internal Server Error, when you open the GUI of a ComputerCube, which doesnt belong to you)


12/20/2012 2.61b http://forum.industrial-craft.net/index.php?page=Thread&postID=92101#post92101

Added Gas Turbines for Nitrogen, Methane, Hydrogen and Air Cells, and removed Fuel Can recipes from them of the Centrifuge.

Added all the reported Oredict-Stuff to my List, tell me if I missed something.

Oh and the Gas Turbine outputs at 16EU/t


12/19/2012 2.61a http://forum.industrial-craft.net/index.php?page=Thread&postID=91946#post91946

Added Diesel Generator:

Forestry Biofuel (not Biomass!) = 32000EU

BC-Fuel = 196000EU

Fuelcans of IC² = +25% of the normal Burnvalue for regular Generators

Coalfuel and Biofuel Cells of IC² also a +25% bonus and you get the Cells back.

If a Mod adds IC²-Coalfuel or IC²-Biofuel as Liquid, you get an extra Bonus for using the Liquid variant.


12/17/2012 2.60d http://forum.industrial-craft.net/index.php?page=Thread&postID=91579#post91579

Fixed Double Chests and my Automation Devices

Fixed Critical Bug in my Item Overloader, which caused many Problems, including the ones with Language Packs. (I had internal Problems, which I fixed somehow hardcoded)


12/16/2012 2.60c http://forum.industrial-craft.net/index.php?page=Thread&postID=91379#post91379

Fixed a serious exploit, by replaceing a plus with a minus.

Added Machine Hulls. They are just like Machine Blocks, but only available as Item (no Block format).

Added "Machine Parts". They are dropped by wrongly dismantled Machines (Wrench fail or usage of Pickaxe), and are used to create Machine Hulls (but they are pretty cheap).


12/14/2012 2.60b http://forum.industrial-craft.net/index.php?page=Thread&postID=91016#post91016

You now HAVE TO WRENCH my Machines. If you dont, then its clearly your fault, when receiving nothing!

Added "Error-Message" to the GUI of my Machines, which need constant Energy. That Message goes away after successfully producing something, or after restarting the Game (what mostly leads in the Message immidietly coming back, as your Power Line is still crap).

Added Biomes of Twilight Forest (almost wanted to say "Twilight Forestry"), to my Worldgen Lists.

Made Autocrafting Table a bit more Time Efficient and +150% more Lagfree.


12/12/2012 2.60a http://forum.industrial-craft.net/index.php?page=Thread&postID=90910#post90910

for IC²-1.110-Official-Release. Could contain minor Bugs. Wrenching for dismantling will work in next Version, until then you can use your Iron Pickaxe.


12/11/2012 2.55b http://forum.industrial-craft.net/index.php?page=Thread&postID=90642#post90642

Added Dust piling Mode to Autocrafting Table, which is like the 2x2-Packager, but ONLY for my tiny Piles of Dust.


12/11/2012 2.55a http://forum.industrial-craft.net/index.php?page=Thread&postID=90482#post90482

fixed Isotope Cells in ComputerCube

Added Thermal Expansion Support for some Machines (btw. Did you know that TE has a Config to let the Pulveriser/InductionSmelter cost additional 2 Diamonds?)

Added Oredict Unification for the Autocrafting Table

Made Forestrys Bronze Recipe create 2 Ingots instead of 4 (+Config as GregTech-Internal exploits via Centrifuge are fixed in that regard)

Fixed Bucket Recipes of Metallurgy making it possible to create IronConverters for Ingots, which are not only inside the Mod itself.

Adjusted Modloading order of GregTech a bit, to be sure it loads after the most important Mods.


12/9/2012 2.54c http://forum.industrial-craft.net/index.php?page=Thread&postID=90079#post90079

A Message, when you play this Addon the first Time.

Capelists now a bit better updated.

Added Ashes. Its basically a replacement for Slag. Did you know that Foretry doesnt use the Oredict for making Fertilizer out of Ashes?

Adjusted the Bronze-Problem a bit.


12/8/2012 2.54b http://forum.industrial-craft.net/index.php?page=Thread&postID=89908#post89908

Added a few Wooden Maceration Recipes.

Fixed a Bug with the ID-Resolver and Energy Storage Items.


12/7/2012 2.54a http://forum.industrial-craft.net/index.php?page=Thread&postID=89766#post89766

Added Industrial Sawmill (small Multiblock Structure). It is for processing Wood (what a Surprise).

Fixed some Bugs.

Tweaked the Autocrafting Table again.


12/5/2012 2.53e http://forum.industrial-craft.net/index.php?page=Thread&postID=89444#post89444

Fixed Nuclear Fuels and their 5x Output of EU.

Fixed some minor Bugs.

Made Autocrafting Table more intelligent.

TWEAKS!!!


12/3/2012 2.53d http://forum.industrial-craft.net/index.php?page=Thread&postID=89167#post89167

Fixed Dupe-Glitch with Barrels of Factoryzation.

Fixed Implosion Compressor not being accessible for Automation on its Bottom (as there are the Casings).

Fixed other Stuff.


12/2/2012 2.53c http://forum.industrial-craft.net/index.php?page=Thread&postID=88980#post88980

Added some ToolTips.

Made Autocrafting Table a bit more intelligent.

Fixed some Bugs.


12/1/2012 2.53b http://forum.industrial-craft.net/index.php?page=Thread&postID=88748#post88748

Changed the Way Iridium Plates are produced. Now needs implosion Compressor.

Fixed java.lang.NullPointerException at gregtechmod.common.tileentities.GT_MetaTileEntity_Quantumtank.saveNBTData(GT_MetaTileEntity_Quantumtank.java:39)


11/30/2012 2.53a http://forum.industrial-craft.net/index.php?page=Thread&postID=88608#post88608

Added Implosion Compressor. It needs very low Power (LV), as it just moves ITNT around ignites it and collects the Stuff from the explosion.

Major Tweaks to the Autocrafting Table.

Minor Tweaks in general.


11/28/2012 2.52c http://forum.industrial-craft.net/index.php?page=Thread&postID=88285#post88285

Added two additional End-Ores.

Added Asteroids to the End.

Added some of the suggested Stuff.


11/27/2012 2.52b http://forum.industrial-craft.net/index.php?page=Thread&postID=88186#post88186

Fixed some NEI-Stuff. Crashes already got fixed a Version ago, but I had to fix that one tiny broken Feature.

Added the most awesome Ore to the End.


11/26/2012 2.52a http://forum.industrial-craft.net/index.php?page=Thread&postID=88035#post88035

Added compatiblity for Liquid UUM at the UUM-Assembler.

Added a new End-Ore. But dont go there too soon. I currently did not add the Asteroids, and Tungstate Ore is not that Valuable as of now.

Fixed all Bugs I've seen.


11/25/2012 2.51d http://forum.industrial-craft.net/index.php?page=Thread&postID=87818#post87818

Added GUI to Quantum Tank and made it more expensive.

Fixed NEI-Crash with the most recvent Version. But neither IC² nor mistaqur have fixed it for their Stuff (and uploaded), so I guess you still need the old Version.


11/24/2012 2.51c http://forum.industrial-craft.net/index.php?page=Thread&postID=87684#post87684

Added Quantum Tank. GUI is currently missing, but you can scan it with Nuclear Controls Sensor Kits.


11/24/2012 2.51b http://forum.industrial-craft.net/index.php?page=Thread&postID=87630#post87630

Guess what I did. http://forum.industrial-craft.net/index.php?page=Attachment&attachmentID=2430&h=7ec61ae4ecbad4aea271e9293dc87b791a57eea3

(Seems to be a water piping system)


11/23/2012 2.50e http://forum.industrial-craft.net/index.php?page=Thread&postID=87461#post87461

Fixed and Tweaked some Code.


11/22/2012 2.50d http://forum.industrial-craft.net/index.php?page=Thread&postID=87337#post87337

Added a better Way of doing Stuff in my Code. For example all the Macerationrecipes of Tools and Armors are improved massively, as you are now even able to macerate Gem-Tools of Redpower or Platinum-Armor of Metallurgy. Railcrafts Steel Tools and Armors are ofcourse included, via Oredict.


11/21/2012 2.50b http://forum.industrial-craft.net/index.php?page=Thread&postID=87089#post87089

Added [DATA EXPUNGED]

Tweaked a few things.


11/21/2012 2.50a http://forum.industrial-craft.net/index.php?page=Thread&postID=87054#post87054

Ported to 1.4.5 (also the other small Mods)

Fixed isBeaconBlock for Machine Casing Type Blocks, as these shouldnt do that.


11/21/2012 2.08e http://forum.industrial-craft.net/index.php?page=Thread&postID=87041#post87041

Fusion Reactor + Redstone = Stops emitting Energy

Buffers/Translocators/Sorters are now able to keep track with Induction Furnaces.


11/20/2012 2.08d http://forum.industrial-craft.net/index.php?page=Thread&postID=86900#post86900

Added Silicon Plate for Solar Panels. Now you need a Blast Furnace to craft Solar Panels.

Added IQuantumChest Interface.

Added some EXBL-Blocks to JackHammers List.

Added API for JackHammerable Blocks.

Added Config for the constant need of Energy.

Added Constant need of Energy to Centrifuge and Electrolyzer.


11/19/2012 2.08c http://forum.industrial-craft.net/index.php?page=Thread&postID=86693#post86693

Added Jack Hammer in three diffrent Tiers. It can only break Stone, Cobble, Sandstone, Netherrack and Endstone.

Made Aluminium Dust only smeltable in a sufficient Blast Furnace.

Fixed some Stuff.


11/18/2012 2.08b http://forum.industrial-craft.net/index.php?page=Thread&postID=86534#post86534

Added electric Blast Furnace. You may see, how to build it inside its GUI.

Fixed baturinskys strange Bug, with the middle Blocks of the Grinder. The Water was the problem, obviously as soon as you Block-Update

Water/Lava it gets another ID to indicate that it should now move/flow, and I didnt check for these additional Block-Update-ID's.


11/17/2012 2.08a http://forum.industrial-craft.net/index.php?page=Thread&postID=86359#post86359

Added Industrial Grinder, it can only macerate Ores. Its a Multiblock Structure, so you need much space for it. The Multiblockconstruction can be shared between up to 4 Grinders, what is just like upgrading the Machine. It needs 12800EU at 128EU/t to process the Ores.

Added Machine Casing in 3 diffrent Tiers.

Added Steel and Brass Blocks.

Fixed a few Bugs.

Made Diamond Drill more expensive.

Added ridiculous alternate Recipe for Macerator, which saves 0.5 Diamonds at the cost of Steel/Refined Iron, but only if you craft two Macerators.


11/16/2012 2.07c http://forum.industrial-craft.net/index.php?page=Thread&postID=86141#post86141

Fixed Capes

Fixed Diamondmaceration

Fixed Beacon-Blocks


11/14/2012 2.07b http://forum.industrial-craft.net/index.php?page=Thread&postID=85927#post85927

Added reverse-Macerating for many Tools and Items, and autodisabled Tinbucket, Bronzecart, Steelcart and Bronzebucket

Added Steel Dust/Ingot, its recipe is only enabled if Railcraft is NOT installed.

Fixed Sorter outputting Stuff into the opposite side.


11/14/2012 2.07a http://forum.industrial-craft.net/index.php?page=Thread&postID=85896#post85896

Added Crop Harvestor.

Added Scrapboxinator. It was planned to turn anything into Scrapboxes with it, but due to a minor malfunction it just unpacks Scrapboxes.

Added Diamond Blade as new Component for a few Machines (currently only Crop Harvestor, but you can guess what the Sawmill will need).


11/13/2012 2.06c http://forum.industrial-craft.net/index.php?page=Thread&postID=85791#post85791

Fixed a bunch of Clientside Bugs, including Progressbars and MetatileEntity-GUI's (it updates on Rightclick, so the Texture is may Adv Machine until you click).

Added additional Drops for some Ores. You will see them, when you harvest them. I have to update the Wikipage about it, as I changed something to the Drops. And yes, they are Fortune-Compatible (like Flint should be for Gravel)

Minor Tweaks.


11/12/2012 2.06b http://forum.industrial-craft.net/index.php?page=Thread&postID=85680#post85680

Fusionreactor outputs empty Cells in the same Slot as the regular Output, you just have to grab it automatically.

Fusion is buffed, 2 times longer and 8 times more Energy. Now you need a Supercondensator to run it properly.

Added small Dusts of pretty much everything. 4 of them make a full one. Some of them even have special Recipes.


11/11/2012 2.06a http://forum.industrial-craft.net/index.php?page=Thread&postID=85470#post85470

Added Industrial Electrolyzer, crafted of Extractor, Magnetizer, IC²-Electrolyzer, Tier-IV-Circuitry and Aluminium or Refined Iron

Moved tons of Recipes from the Centriuge to the ~10 times faster Electrolyzer.


11/10/2012 2.05c http://forum.industrial-craft.net/index.php?page=Thread&postID=85309#post85309

Added a ton of Dusts, Ingots, Ores n' Stuff. Some of them are currently unobtainable.

Added Log-Spam for unknown Dusts and Gems as well.

Added green Sapphire to the Drops of regular Sapphireore.


11/10/2012 2.05b http://forum.industrial-craft.net/index.php?page=Thread&postID=85248#post85248

Added Lead Ingots and Dusts.

Added Metallurgyores to compatiblitylist.

Added Electric Item Cleaner to suck up Items in front of it at 2EU per single Item.

Fixed Fusionreactor.


11/9/2012 2.05a http://forum.industrial-craft.net/index.php?page=Thread&postID=85125#post85125

Added Cloakingdevice, which grants 100% Invisiblity when worn (the 10Million Charge holds for just 50 seconds), its Recipe is a bit temporary.

Added a new Component, the monitor. Its now used for Computers and similar Devices.

Added Oredictsupport for the Miner of IC². When your log says, that there is an unknown Ore, please tell it to me. It will still be registered at the Miner, but with a Value of 1


11/7/2012 2.04b http://forum.industrial-craft.net/index.php?page=Thread&postID=84828#post84828

Added Tungsten Dust, Diamond Dust (now needed for the Rockcutter), Tungsten Ingot (from centrifuging Lava) and 6 completly useless dusts, which arent my fault as these are perparation for EcsWhyCraft.

Added Lazurite Chunk as replacement for Lapisblocks in some recipes like the one form the LESU or the Lappack.


11/6/2012 2.04a http://forum.industrial-craft.net/index.php?page=Thread&postID=84664#post84664

Fixed Creativetabs of the Blocks.

Added Langfile for Items and Blocks.

Fixed a few other crashes.


11/5/2012 2.03c http://forum.industrial-craft.net/index.php?page=Thread&postID=84492#post84492

Various fixes

Creativetab

Added Saltpeter to the output of the Soulssand-Centrifugation


11/4/2012 2.03b http://forum.industrial-craft.net/index.php?page=Thread&postID=84333#post84333

Added Pyrite-Ore in the Nether. The Pyritedust is like the one from centrifuging Lapis and gives you 1/3 Irondust and 2/3 Sulfur.

Fixed Oredictionarynames from those Hipsters, who think "itemDust" is the correct prefix, by reregistering those with a "dust"-prefix.

Textures of a few Blocks were slightly changed.


11/4/2012 2.03a http://forum.industrial-craft.net/index.php?page=Thread&postID=84227#post84227

I will adjust the Exception thrown when a nullpointer occurs to mention ID-Resolver, and i will use the BlockID inside the Block instead of my Configvalue.


11/3/2012 2.02c http://forum.industrial-craft.net/index.php?page=Thread&postID=84125#post84125

After seeing a random Modspotlight, i added Electrum Ingot/Dust. Crafted out of Gold and Silver Dust. Electrum is now used instead of Gold inside my Machinerecipes and instead of Silver in the cheaper Circuitry. That was the use for Gold i was looking for.


11/3/2012 2.02b http://forum.industrial-craft.net/index.php?page=Thread&postID=84080#post84080

Fixed mistaqurs Problem probably

Added Mortar to make Dusts out of Ingots/Coal. Not all Ingots are possible, some are too dense.


11/3/2012 2.02a http://forum.industrial-craft.net/index.php?page=Thread&postID=84057#post84057

Added ElectricSorter. Works similar to the Translocator, but has a variable second Outputfacing for the sorted Items.


11/2/2012 2.01c http://forum.industrial-craft.net/index.php?page=Thread&postID=83853#post83853

Added Rockbreaker! An electric Cobblegenerator.


11/2/2012 2.01b http://forum.industrial-craft.net/index.php?page=Thread&postID=83821#post83821

Btw. GregTech-Sensorcards are now added as of V2.01b.


11/2/2012 2.01a http://forum.industrial-craft.net/index.php?page=Thread&postID=83800#post83800

Added two new Blocks for Automation, the Advanced Translocator, which works like Sneakypipes, and the Advanced Buffer, which is able to put Items into a specific Slot (very usefull for Reactors!).


11/1/2012 2.00d http://forum.industrial-craft.net/index.php?page=Thread&postID=83716#post83716

shouldve fixed the other two Bugs


11/1/2012 2.00c http://forum.industrial-craft.net/index.php?page=Thread&postID=83642#post83642

Mainly Bugfixes.


11/1/2012 2.00b http://forum.industrial-craft.net/index.php?page=Thread&postID=83604#post83604

ItemID's are now massively improved. This Version will be upwardscompatible.


11/1/2012 BETABUILD 2.00a http://forum.industrial-craft.net/index.php?page=Thread&postID=83557#post83557

Oregeneration works fine. Some Rightclickactions of Items (Sonictron, Debugscanner, Dataorb) are broken.

Some Items will no longer work after the next Update. I'm talking about: Dusts, Cells, Ingots, Circuitry and Gems. Basically all stupid Resource-ITEMS (not Blocks like the Ores). I recommend you, to not harvest Gems without Rockcutter or to macerate Bauxite, the Items they drop will no longer be valid in 2.00b.


10/31/2012 1.38a http://forum.industrial-craft.net/index.php?page=Thread&postID=83501#post83501

Added special behaviours, better Textures, Bugfixes and much more to the Automationdevices, and yes the Translocatorfilter-Dupe-Bug is fixed now.


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.