Build 1.6-21

Updated README.md+screenshot
Fixed the Marx generator not charging properly off an EU supply
Fixed the IE version detection. Stupid Java optimized out the field access to the version String since it's static final
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malte0811 2017-10-22 19:58:06 +02:00
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commit f4884d23ba
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#Industrial Wires
![](Screenshot.png)
![An example of what Industrial Wires can do](Screenshot.png)
An addon for Immersive Engineering. Some features, like the EU-transmitting IE-style wires the mod is named after, will only be enabled if IC2 is installed. All devices added by IndustrialWires can run of IC2 EU as well as ForgeEnergy/RF.
An addon for Immersive Engineering and IndustrialCraft2. It adds IE-style wires that are able to transmit IC2 energy (EU). This is different from the IC2 compatibility IE had in MC 1.7.10 as it is not possible to convert IC2 power to RF/IF/Tesla/forge energy/etc.
The features can be split into to groups: IC2 compat and HV/electronics stuff
- IC2 compat:
- IE style wires that transmit EU. Check the manual for recipes
- Lossy converters between IE's rotational energy (windmills, watermills) and IC2's kinetic energy
- HV/electronics:
- [Control panels](https://www.youtube.com/watch?v=hV0cN20vCMY)
- Jacob's ladders. They don't do anything useful apart from looking nice (Shown in the control panel video)
- Marx generators. Ore processing using lightning/high voltage. You need to do a little bit of math to use it for that, but you can still use it to kill things/people without doing any!
Recipes for the relays, connectors and wires can be found in the Engineer's Manual.
All textures for the connectors are modified versions of the textures Immersive Engineering uses and the models are loaded out of IE, so all art for the wires is at least based on art Mr. Damien Hazard made.
The textures for the mechanical converters and the Rotational Motor were made by C8H8O4.
The textures and models are partially modified IE resources and partially made by C8H8O4 or me.

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def mainVersion = "1.6"
def buildNumber = "20"
def buildNumber = "21"
// For those who want the bleeding edge
buildscript {

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#####Version 1.6-21
- Added shaders for the Marx generator and Jacob's ladder
- Fixed wires connected to a Marx generator on a server being invisible
- The Marx generator actually gives output when processing ores now. Oops...
- The "safe distance" formulas for the Marx generator in the manual now match the real safe distance
- Improved rendering of the Marx generator in the manual. Some of this is only enabled with maven build 275+ or official build 75+ (not released yet)
#####Version 1.6-20
- Added the Marx Generator, an alternative ore processing method
- Hearing protection absolutely required!

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@ -123,7 +123,7 @@ public class IndustrialWires {
hasTechReborn = Loader.isModLoaded("techreborn");
{
double ieThreshold = 12.74275;
String ieVer = ImmersiveEngineering.VERSION;
String ieVer = Loader.instance().getIndexedModList().get(ImmersiveEngineering.MODID).getDisplayVersion();
int firstDash = ieVer.indexOf('-');
String end = ieVer.substring(firstDash+1);
String start = ieVer.substring(0, firstDash);

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@ -532,8 +532,8 @@ public class TileEntityMarx extends TileEntityIWMultiblock implements ITickable,
public double insertEnergy(double eu, boolean simulate) {
TileEntityMarx master = master(this);
if (master!=null) {
double ret = master.storage.insertEU(eu, leftover, !simulate);
leftover -= ret;
double ret = master.storage.insertEU(eu, master.leftover, !simulate);
master.leftover -= ret;
return eu-ret;
} else {
return 0;

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@ -141,7 +141,7 @@ public class MultiblockMarx implements IMultiblock {
new IngredientStack(new ItemStack(blockConnectors, 10, RELAY_HV.getMeta())),
new IngredientStack(new ItemStack(itemWireCoil, 8, 2)),
new IngredientStack(new ItemStack(blockMetalDecoration2, 8, STEEL_WALLMOUNT.getMeta())),
new IngredientStack("fenceSteel", 7),
new IngredientStack("fenceSteel", 8),
new IngredientStack("blockSteel", 1)
};
}