Energy Control is a remastered version of original Nuclear Control.
Nuclear Control original thread
Nuclear Control original wiki
Please help me with testing and new ideas.
I plan to have versions for 1.7.10, 1.10 and 1.12 with IC2 Experimental/Classic and GregTech support.
Group in Discord
Hey there, currently testing EnergyControl-1.12.2-0.0.3.jar
Background color is still not supported in industrial panels. Are you working on it?
Another question : do you consider adding the "flatification" of the industrial panels like in 1.7.10 ? It was pretty useful, but a bit buggy though, so I understand if your choice is to not add it.
I haven't find any other bug, and yeah this alpha seems really stable.
Thank your very much for your work. I'll test the mod on my server this evening.
In reply to neox95_:
Background color is done. Will be in next version. Working on advanced panels. Hope to do them in next build.
I found one serious bug in 0.0.3 but in general all other seems working. I want to spend several hours and test all blocks from the beginning before uploading version 4. I think version 4 will be not alpha but beta version.
You can try to put this version on live server but please do not use IC2 wrench to remove blocks. There is a serious bug - I do not delete the information about the block when remove using wrench.
In reply to Zuxelus:
It seems there is a bug in creative when removing block by breaking it with hand... The information of the block that was there remains and if I put a beacon block for example, I still see the old block in it.
In reply to neox95_:
Yes. I found exactly the same bug. I thought it was only using wrench but it is a general problem. I will fix it.
In reply to Zuxelus:
Ok. Here is another bug, with the average counter that seems to be limited to 1500~ EU/t (although I give it 64 transformer upgrades) when using mfsu charging an empty mfsu. This problem happens too with EV currents, that are from 2048 to 8192 EU/t
In reply to neox95_:
Because of previous bug (it can really harm the world) I've uploaded new version 4 today. Both your bugs should be fixed. Thanks.
Advanced panel is not finished so it is not in this release. I also rewrote the render, which allowed me to remove a bunch of extra files from the panel textures. So now archive is almost twice smaller :)
--while attempting to place modification into server a fatal error occured.
[ERROR] [FML]: An error occurred trying to load an EventBusSubscriber com.zuxelus.energycontrol.ClientProxy for modid energycontrol
--thermal monitor doesnt output a redstone signal when reaching set temperature.
Keep up the good work! The mod is looking great!
Suggestion : create a formal thread in the IC2 forums to increase publicity of the mod once ready! I know a lot of other fans have been waiting for this.
In reply to Mfrojd:
I forgot at all to test on the server side. Thanks for this.
Thermal monitor should work except back side. I think I will leave such behavior in release becasue a lot of players forget to invert the signal so the reactors often explode and then they create million posts that mod is not working properly.
I will not create any posts on IC2 forums. At least I do not plan to do it in nearest future. You can find that I have even deleted all my posts from World Control group and promised that I will not promote this mod on curseforge NC2 or WC groups.
This is my personal fun project and not the mod which thouthands are waiting.
In reply to Zuxelus:
Gotcha! Okay I will respect that and definitely leave it as is! I guess I forgot how the thermal monitor worked! Sorry about that!
ill keep playing with the mod, is there anything I can do to make it run on a personal server?
thanks
In reply to Mfrojd:
Today later I will upload version 1.12.2-0.0.3 which will work correctly on the server side. You can take it.
Hello there,
I'm currently testing EnergyControl-1.12.2-0.0.2.jar
Here some problems :
Thermal monitor no more output redstone current to its back (when put against fluid reactor redstone port, or against reactor itself), causing reactor doesn't turn on.
Generator array card does not work when used with stirling generator, EU output is always 0.
Remote thermal monitor doesn't accept 5x5 reactor cards.
Energy counter doesn't reset when asked.
Liquid array doesn't exist for advanced liquid array, crafting does nothing.
Liquid array card generated from liquid card is buggy (an object name/entity name or anything is displayed as value title and prevent to read the actual value).
Generator card doesn't seem to be sensitive to range distance (no out of range error)
In reply to neox95_:
Thermal monitor - I did it. I think that back side should not output redstone. It is my idea. At least on my tests with reactor it seems useful. If you need a redstone put the monitor not on the wall but on the ground and you will have it.
Generator array card - it not done yet. I'm still thinking if we need it at all.
Remote thermal monitor doesn't accept 5x5 reactor cards - will fix.
Energy counter doesn't reset when asked - forgot to check.
Liquid array doesn't exist for advanced liquid array, crafting does nothing - advanced liquid is a new card. I will do array for it.
Liquid array card generated from liquid card is buggy - this is "to do"
Generator card doesn't seem to be sensitive to range distance - good point. Forgot about range. Will do.
Great. Now I have a plan for this weekend. Really appreciate. Keep going.
I'm currently testing Energy Control on 1.10.2.
First observations:
Information panel and extenders works very well, except for color upgrades. It seems text can be colored but background doesn't.
Generator card seems not to detect Stirling generator, manual kinetic generator, semi-fluid generator and creative generator.
Average counter seems not working, EU does not pass, value always 0.
Texture of remote thermal monitor is missing, inventory is buggy (last column not accessible) and doesn't accept any sensor card (but accepts battery).
Howler alarm is buggy : default sound stop itself after one iteration and can resume after a random time (or if one pause the game), sci-fy works ok.
Any other stuff that I tested was working well.
I hope it'll help you !
In reply to neox95_:
Great test. Thank you. Color Upgrade is not done yet (and advanced panels). New generators - the same. Counters should work. Check the sides. It is working like batbox. Side without dot is out. I will create normal textures for them. Remote thermal monitor - I forgot about this block at all. Will test it. Howler alarm - fixed.
Version 1.12 is almost ready. I think I need 2-3 days to finish basic part. I can upload the same alpha even now but I want to add new generators and all fluid tanks for blocks with several tanks (like fluid reactor or liquid heat exchanger).
Also I've renamed all items according to 1.12 standards so next version 1.10.2-0.0.2 will not work with items from 1.10.2-0.0.1
In reply to Zuxelus:
Ah ! It seems there is too many sides with dots, and I tested all the possibilities and can't make them work...
Ok, no problem for me, I'm waiting for the 1.12.2 update when it's ready !
I made my test in a test world, so no problem for me ;)
In reply to neox95_:
I decided to upload existing 1.12 build because it is much easier for me if somebody helps with testing. And if you have any ideas it is better to implement them now than after release. Usually it takes several hours before it is approved and visible in the file list.
In reply to Zuxelus:
Ok, I'm currently testing 1.12.2. An idea comes to my mind : perhaps a nuclear reactor array card ?
Energy/Average counter : works, I found the correct side x). Reset button doesn't work for Energy counter.
5x5 nuclear reactor card : when using the reactor sensor kit on a fluid reactor, it generate an empty text card. And it seems that fluid reactors doesn't exist anymore.
Remote thermal monitor : wires can't be connected to it. No redstone output when thermal condition reached.
Kinetic generator card : when using generator sensor card on kinetic generator, it generated a normal generator card, resulting in "target not found" message on Industrial Panel. I presume it has to be kinetic generator card.
Heat generator card : always "target not found" message (3 blocks away from Industrial Panel)
Industrial Panel : render bug. When turning to the panel from the left, if the minecraft sight is not in the panel surface, the text is not displayed. Same when turning from top. And if one get too close to the sign.
Another thing : If I go far away from the panel, but not as far as my maximum viewing distance, the panel simply disappears and I can see what was behind it.
5x5 card - stupid bug. During renumbering I set the same number for text and 5x5 reactor card.
Remote thermal monitor - I know. This block was not done at all so all you see is what I did yesterday compare to 1.10 version.
Kinetic/heat generator card - I will use 3 different cards depending on type of production. It is a new part and not done yet.
Industrial Panel - this is really usefull. Thanks.
As I understand the problem is when you have a big panel and if you don't see the main block on the screen the text is empty.
It is a standard behavior on render. I will think about it.
The same. I use entity renderer to display blocks. Again will think what I can do.
About reactor array - I can add it but first I want to approve what exactly to show on each specific card.
In reply to Zuxelus:
Glad I could help !
About Industrial Panel, it's exactly the situation you described. The impression of a difference according to the side one chose for the rotation was an illusion due to the asymmetry of the panel I had built, and this is eventually the main block out of the screen that is really relevant.
I don't know anything about rendering techniques in minecraft (I'm a programmer, but system programmer haha, not my area at all) so don't if there is another method to display block. If this is too much time-consuming, this is not a too serious bug, and I think it was present with 1.7.10 version of nuclear control (I think I remember that)