User:Speiger/IC2ClassicDoc

This documentation was created by Speiger to be used for reference while making IC2 Classic pages. -Xbony2 (talk) 14:27, 5 March 2016 (UTC) This is the doc for IC2 Classic and simply explains the new additions it adds. To The latest release Version: Construction Foam: Construction Foam can no longer be broken by hand and picked up. Even normal Tools will do nothing... You can break it and pick et up when you have a silk touch tool. Nukes: Nukes can no longer be chain activated. What that means is simple: A nuke can be no longer activated by a Explosion. MFSU/BatBox/MFE: The EnergyStorages have now 2 Extra modes which: -Is the EnergyStorage +50% or less then 50% filled Compact Solar Pannels (LV/MV/HV): These SolarPanels are simply compact versions of a normal SolarPannel to simply prevent large SolarFields and also lag. Note: this is a Import from Compact Solars. Stats: -LV Solar Pannel: 8EU -MV Solar Pannel: 64EU -HV Solar Pannel: 512EU Steam Reactor: The Steam Reactor is a Upgraded Reactor that produces Steam instead of EU. The idea behind that was to get Mod Compatiblity and also a differend Upgrade then just increasing Efficeny of Reactors with tiers. The Steam Reactor efficency is 2x but can be in/decreased by the config. (Note: Steam/Nuclear Reactor share that config.) What is also the Difference with the Nuclear Reactor is that the Heat Calculation is way faster then in the Nuclear Reactor. Example: The Nuclear Reactor has a Heat Calculation every 20 Ticks (without lag: every second), while the Tickrate of every Heat Calculation in the Steam Reactor 1 is. So you have 20 Heat Caculation every second. That makes the Steam Reactor way more Dangerous then the Normal Reactor. Stats: The Steam Reactor has 2x 8000mB Tanks, 1 for Water, 1 for Steam. He also can not auto output the Steam. It requires a Extraction. Unlike the Nuclear Reactor the Steam Reactor accepts almost every Nuclear Component. (if it is now usefull or not), but there are some Exclusions for Balance reasons.. (Heat pack) Steam Reactor Chamber: The Steam Reactor chamber is equal ot the Nuclear Reactor Chamber, it simply extends the Steam Reactors inventory to allow bigger Setups. It also gives access to the Steam Reactor tanks so that you can use it for Steam Extraction. Electric Flux Generators: Electric Flux generators are Converters between EU to RF. You put EU in and get RF out. The Size of a Electric Flux generator tells how much energy they can accept. What also will happen is that the loss/efficeny goes down the higher you go. (Well not really nodestable). How much RF the Electric Flux generator produces is determed by the max input * the Convertion Config. (default: 4x) Also there is no delay between converting. Stats: -Small Electric Flux Generator: -Max Input: 32EU -Max EU Buffer: 5000EU -Loss: 0% -Medium Electric Flux Generator: -Max Input: 128EU -Max EU Buffer: 20000EU -Loss: 0,001% -Big Electric Flux Generator: -Max Input: 512EU -Max EU Buffer: 100000EU -Loss: 0,0013333F% Flux Generators: Flux Generators are Converters from RF to EU. You put RF in and get EU out. Instead of having a limited input of RF you have simply a Limited output on EU side. Same deal with convertion is the higher tier you go the more loss you will have. But on the other side you get less energy converted. And also the EU production is determend on the config. But the max Output will be always the same. Stats: -Small Flux Generator: -Max Output: 32EU -Max EU Buffer: 5000EU -Loss: 0% -Medium Flux Generator: -Max Output: 128EU -Max EU Buffer: 20000EU -Loss: 0,001% -Big Flux Generator: -Max Output: 512EU -Max EU Buffer: 100000EU -Loss: 0,0013333F% Advanced Machines: (Note that counts for all Advanced Machines i list now) -Passive Energy Cost of 1 EU per tick. -Requirea heat up. -Heat Up does not cost extra Energy. -Heat down (cooling down or speed down) is always 4 times faster then the heat Up. -Max Input Energy is without Upgrades 128EU (MV) -At full speed the Adv Machine progresses in on tick 333 Progress Ticks Singluarity Compressor: The Singularity Compressor is a Advanced Version of the Compressor, which runs faster and uses a little bit more energy. It also supports like the Normal Compressor pumps to create Snowballs. Stats: -Energy Usage: 15EU + Passive Cost. -Progress Time: 4000 Ticks Centrifugal Extractor: The Centrifugal Extractor is a Advanced Version of the Extractor, which runs faster and uses a little bit more energy. Stats: -Energy Usage: 15EU + Passive Cost -Progress Time: 4000 Ticks -3 Output Slots Rotary Macerator: The Rotary Macerator is a Advanced Machine of the Macerator, which runs faster and uses a little bit more energy. Stats: -Energy Usage: 15EU + Passive Cost -Progress Time: 4000 Ticks -2 Output Slots Charged Electrolyzer: The Charged Electrolyzer is the Advanced Version of the Electrolyzer. But since it is not a Electric machine it does not use more energy. It can not only access 1 Energy Storage unlike the Electrolyzer, it actually can support up to 6 of them and use all at the same time. Which can decrease the waiting time drasticly. But also it can provide to 6 Energy Storages Electricty so you can make big Backup systems. Vacuum Canner: The Vacuum Canner is the Advanced Machine of the Canner, which runs faster and uses a little bit more energy. The Upgrade is simple: the Running speed is much quicker, it has more Input slots and also if we count fuel canning it can instead of 6 Items insert 15 Items into a FuelContainer (Jetpack/Fuel Can) So you gain more fuel out of something. Stats: -Energy Usage: 15EU + Passive Cost -Progress Time: Based on the mode: -Food Canning: 800 Ticks * Food Healing (so the amount of cans you would get out) -Fuel Canning: 15x 800 Ticks (12000 Ticks in total) -CF Canning: 1200 Ticks -3 Input Slots Comacting Recycler: The Compacting Recycler is the Advanced Version of the Recycler, it runs faster and uses a little bit more energy. The only addition that the compacting Recycler adds that it automaticly, if you insert Scrap, makes Scrap boxes for you. Stats: -Energy Usage: 10EU + Running Cost -Progress Time: 300 Ticks Electric Enchanter: The Electric Enchanter is the IC2 Classic way of Enchanting Electric Items instead of using the Vanilla Enchanting Table. Note: you have to use it if you want to Enchant Electric Items. But the Electric Enchanter is not only a Enchanting Table, it is also a Anvil. So let me Explain the Enchanting Table mode: You simply place the Electric Enchanter in a Book area. Like the Normal Enchanting Table. If you put a Item in it will tell you it needs a Amount of Levels from you. It is based on the Amount of BookShelves you have with a max of 30 Levels The Top 3 Slots are book Slots. You put in there Books/Enchanted Books to define which enchantment you want or how many. For each book you have 1 Enchantment for sure, but if you use Enchanted books then it can be the case that you only get these enchantments because it picks them Ranomly and then adds the Book enchantments. So you can enchant easy high enchantments with 1 Level if you want. But back to the theme. With normal books you have up to 3 Enchaments for sure. With enchanted books it is 3-6 Enchantments. Based on the luck you have. You can also put books instead of Tools into the Enchanting Slot to get a Enchanted Book. (Since 1.1.3.7.1) After the Enchantment Table mode is explained. Now switch to the Anvil Mode: The Anivl Mode is simple Explained. You put a Enchanted Item in and in the 3 Book Slots you put in the Enchantments you want. (it accepts only Enchanted Books) Then you pay the Experience and Start the Anviling. After it is done you have them on there. If they can be put on. Else the Enchaments get wasted. Keep that in mind. Extra info at the End. If you Take the Item in the progress out you do lose the Progress but not the Exp in it. So you can stop without problems Stats: -Max Energy Input 512EU (HV) -Max Energy Usage: 500EU -Progress Time: -Anvil Mode: 100 Ticks -Enchantment Mode: 1000 Ticks Electrolyzer: A little change i did to the Electrolyzer is that it has now a Recipe List. So coders can insert via the Electrolyzer event recipes. Canner: What i added was that people can add their own fuels to the Canner that can be used in the Canner. Simply use the CannerRecipe (event) to add stuff. That can be used also used to insert a custom food with special Effects. Also implmented a Nei Plugin so people can understand how it works. Fluid-O-Mat: The Fluid-O-Mat is the Fluid Version of the Trade-O-Mat. It allows you to trade with fluids. It requires to request a Item for a fluid. Stats: -Fluid-O-Mat exports automaticly with 20mB/t fluids into the front. (but do not autodrain from other tanks) -Fluid-O-Mat also provides fluids for extracting objects as long they have payed for it. -Personal Blocks: Since a (not know the version currently) classic update all Personal Saves are hacking save (ingame) so you can not access the private slots if you are not the owner. Note: IC2 Exp has still that problem. -Battery Box: The Battery Box is the Highest tier of EnergyStorage. It is also my Solution for a BatteryStation and Charging Bench. The Battery Box itself can not store Power. It requires any form of EU Batteries. What it simply does is: That the box charges batteries and also uses them for power to send. There are two buttons in the gui. One with a Cable and one with a Battery. The cable updates the BatteryBoxes state: -State 0: Charging Bench (Only accepting Power) -State 1: Battery Station (Only Providing Power) -State 2: Battery Box (Providing&Receiving Power) The Battery determers the Sending Mode. Only works when you have state 1 or 2: -State 0: Low Energy Mode (Only 1 Packet and Output Energy is Determed by the current Drained Battery) -State 1: High Energy Mode (Only 1 Packet and Output is combined Energy from all installed Batteries) -State 2: Packet Energy Mode (Packet amount is defined by the battery amount but every packet is determed by the current used battery) Since the Battery Box is a high tier Energy Storage it also calculates the time of how long the Batteries inside will have power or getting charged It will also tell that by a text if it gets charged or drained. Magnetizer: I added a new feature to the Magnetizer. When you rightclick with a Overclocker Upgrade on a Magnetizer, it will overclock it. What that changes is that it has no longer a range cap on charging the IronFences, but it will uses 10x more energy per block. (Before it was 1 EU per metadata. after upgrading it is 10 EU per metadata) Scrap Metal Chunk & Scrap Metal Blade: -Just a crafing Item for the Rotary Macerator. (For now) Obsidian Blade & Raw Obsidian Blade & Obsidian Dust Since update 1.3.3.1 it is a Crafting Item for the Rotary Macerator. Tea Leaf: Its a ingredient which you get from a Tea Crop for Tea. Tea: Tea is simply the Coffein free version of Coffee in IC2 Classic. But there is not only 1 Type of tea. There is something for everyone. All tea types that are drinkable decreases these effects: -Decrease: Mining Fatike Potion: 30 Seconds -Decrease: Slowness Potion: 30 Seconds -Decrease: Confusion Potion: 60 Seconds -Decrease: Hunger Potion: 2 Minutes Cold Tea: Just a pre product not drinkable. Black Tea: Black tea is just heated up Cold Tea which is the lowest tier of it. Stats: -Add/Increase: Speed Potion: 5 Seconds (Max 60 Seconds stack effect) -Add/Increase: Haste Potion: 5 Seconds: (Max 60 Seconds stack effect) Tea: Tea is the one of the options you can with your black tea. So everyone who likes his classic tea can have it now. Stats: -Add/Increase: Speed Potion: 10 Seconds (Max 60 Seconds stack effect) -Add/Increase: Haste Potion: 10 Seconds: (Max 60 Seconds stack effect) -Add/Increase: Regen Potion: 7,5 Seconds (Max 15 Seconds stack effect) Ice Tea: For everyone who loves Ice Tea here it is. It is the second route you can go with your tea. -Add/Increase: Speed Potion: 30 Seconds (Max 180 Seconds stack effect) -Add/Increase: Haste Potion: 30 Seconds: (Max 180 Seconds stack effect) CF Sprayer: A little change: When you break foam blocks with a CF Sprayer it would count as you would break CF with SilkTouch. Advanced Solar Helmet: The Advanced Solar Helmet is a Upgraded version of the Solar Helmet. It will produce instead of 1 EU per tick 5 EU per tick. Which is by the way enough to fly constant with a Jetpack. So no worry with running out of power Knowen Bug: Solar Helmets do work on any time. No clue why. Not able to fix it since then... Nuclear Jetpack: The Nuclear Jetpack is a huge Upgrade from the Jetpack. And be carefull with it. It can distroy you if you do not care. The biggest thing in the nuclear Jetpack is that it has a Build In Reactor Grid (5x5 Grid size), which will only run when you have it equipped on your armor slot. And that is intended like redstone signal with Normal Reactors. Nuclear Jetpacks are not Charge/Dischargeable in any Energy Storage and yes that is intendet. A Nuclear Jetpack has the same storage as a jetpack. In term of Power... But when you have a reactor setup installed the reactor will contain almost infinite power. Also the Nuclear Jetpack is inteligent and will only run when he requires power (powerstorage runs below 30%) and stops running when it fills completly up. Note: -This feature here will join with the version 1.1.3.4: -The Nuclear Jetpack will not allow the uranium cells to run when it is shut down and let the components cool of   -That was a thing forgot to implement. But it will rejoin. Another ability the Nuclear Jetpack contains only is the Rocket Mode: The Rocket mode is a mode where you charge energy together and release it all at once. The more you charge it (Jetpack tooltip provides info. Also a extra Hud Overlay) the higher you shoot up. The highest hight i had was about 100-200 Blocks. (Not sure. You need to try its funny at least) While you shoot up and that is a feature your Jetpack is Blocked. So you can not use it. (Simply to prevent that you instantly stop when you press the Jump key). So if you shoot in a wall and fall again then you could die because of that. Also as long you are in the rocket mode you can not use your jetpack at all. (for basic flying) and leaving it without a release wasts the power. When you release it to shoot up it will automaticly leave the rocked mode (and apply this use delay effect). Also the Rocket mode will dissable the Hovermode simply to prevent problems. Stats: -Max Energy: 30000EU -Can not be charged by Energy Storages -Max Rocket Charge: 25000EU -Reactor Grid Size: 5x5 -Max Heat: 10000Heat(without Components) -No Reactor boosts (Effectifyt like the Steam Reactor) Upgrades: IC2 Classic adds their own upgrades which are doing its own things. Redstone Inverter Upgrade: The Redstone Inventer Upgrade Inverts the redstone Requirement of the Machine. If there is a redstone requirement. If it requires a high signal then after the insertion it will require a low signal. (invertion simply) Redstone Sensitivty Upgrade: The Redstone Sensitivty Upgrade changes the redstone requirement of the machine. What this does is simple: if there is a redstone requirement it removes it and back. If the requirement is removed the machine is called active. Thats it. Muffler Upgrade: The muffler upgrade is simply a upgrade to decrease the sound volume. For everyone who do not like some machine sounds. It decreases the sound by 1F * 0.8 ^ item stacksize (20% ^ item stacksize) Mute Upgrade: The Mute Upgrade is a upgrade to shut down the machine noise entirely. Stacksize is 0 and also it will decrease any sound and also prevents even loudness upgrades to work. Basic Import Upgrade: The Basic Import Upgrade is a upgrade that imports items out of nearby inventories. With RightClick / Shift RightClick you can decide which side it imports from. RightClick is the side you click on and with shift it invert it. RightClick with the Side Inventory Sets you as the owner of the the Upgrade which allows you to access Personal Chests. Stats: -Merge 1 Item per after Progress (tries) -Merge 1 Item for every second the machine is not processing Items. (tries) Import Upgrade: The Import Upgrade is the Upgraded version of the Basic Import Upgrade. The only difference is that it tries to import as much as possible (does only 1 stack at the time if the first stack has only 15 items it will import only 15 items) But it uses EU to import the Items Stats: -Merge up to 64 Items after Progress (tries) -Merge up to 64 Items for every second the machine is not processing Items. (tries) -Uses 1 EU per every 3 Items. Basic Export Upgrade: The Basic Export Upgrade is a upgrade that allows you to export Items out of a Machine into a external Inventory (pipes are not included) With RightClick / Shift RightClick you can decide which side it exports from. RightClick is the side you click on and with shift it invert it. RightClick with the Side Inventory Sets you as the owner of the the Upgrade which allows you to access Personal Chests. Stats: -Merge 1 Item out of the machine after progress (tries) -Merge 1 Item for every second the machine is not processing Items. (tries) Export Upgrade: The Export Upgrade is a upgraded Version of the Basic Export Upgrade. Only difference is that it try to empty out everything in the Inventory. (1 Stack as always per merge) But it uses EU for that. Stats: -Merge up to 64 Items after Progress (tries) -Merge up to 64 Items for every second the machine is not processing Items. (tries) -Uses 1 EU per every 3 Items. Scanners: This section is for all scanners i added. All scanners can be rightclicked to check the area. The difference between a OV and OD Scanner is that, the OreDensty Scanner only check for the OreAmount and not the value of the ore. While the OreValueScanner gives you the result of the total Ore Value. (CopperOreValue = 3, DiamondOreValue = 6) Ranged OD Scanner: Upgraded version of the OD Scanner. Stats: -Radius: 7 Blocks -Cost per Scan: 150 EU BigRanged OD Scanner: Upgraded Version of the Ranged OD Scanner. Stats: -Radius: 9 Blocks -Cost per Scan: 300 EU Ranged OV Scanner: Upgraded version of the OV Scanner. Stats: -Radius: 8 Blocks -Cost per Scan: 750 EU BigRanged OV Scanner: Upgraded Version of the Ranged Scanner. Stats: -Radius: 10 Blocks -Cost per Scan: 1750 EU Low OVD Scanner: The Low OreValueDensity Scanner is a scanner that checks only for ores that have a low OreValue. It will not return the Total OreValue it will return the OreDensity of these Ores when you do a manual scan. Stats: -OreValue Search area: 0-2 -Radius: 6 Blocks -Cost per Scan: 600 EU Medium OVD Scanner: The Medium OreValueDensity Scanner is a scanner that checks only for ores that have a Medium OreValue. It will not return the Total OreValue it will return the OreDensity of these Ores when you do a manual scan. Stats: -OreValue Search area: 3-4 -Radius: 6 Blocks -Cost per Scan: 800 EU High OVD Scanner: The High OreValueDensity Scanner is a scanner that checks only for ores that have a High OreValue. It will not return the Total OreValue it will return the OreDensity of these Ores when you do a manual scan. Stats: -OreValue Search area: everything bigger then 4 -Radius: 6 Blocks -Cost per Scan: 1000 EU Adjustable OVD Scanner: The Adjustable OreValueDenstity Scanner is a adjustable OVD scanner where you can decide what it is searching for. Not everything but Partly. With shiftRightclick you can change the orevalue and it will tell you which ores it will search for. Stats: -OreValue Search: You decide. -Radius: 6 Blocks. -Cost per Scan: 1250 EU Enchanments: I have implemented support for a couple Enchantments. They are deadset and also addons can not change it easy. Effects: -Unbreaking: Decreases the EnergyCost per level by 10% (items only) -Efficeny: Increases the EnergyCost per level by 15% (items only) EU-Reader: The things i changed in the EU Reader is that it has now a couple modes. Mode: -Average Measuring: Shows how much EU flows through in a amount of time throgh cables/machines/generators. -Capabilities Measuring: Tells you a lot of things about machines: -Wires: EnergyLoss, Max Energy it can transfer. -EnergyReceivers: How much they can accept. -EnergySources: How much energy they offer. -Total Emitted Measuring: Tells you how much energy got sended since the paths got loaded. (can change when you add new Machines/Generators/Wires) -Packet Measuring: Shows how much EU Packets got sended over time. And what kind of packets they were. -Total Packets Measuring: Tells you how much packets got transfered since the paths exsisted (note that can change when adding new wires/generators/machines)