Added industrial information panel, information panel extender, average counter, energy counter, range trigger, remote thermal monitor, and thermal monitor
Added counter sensor kit, energy sensor kit, liquid sensor kit, remote sensor kit, text card, and time card
Tweaked the way a few items are calculated to tidy things up.
Also added the chipset/gear switch to a few more Logistics Pipes items, I did thing a while ago but forgot to push the update, whoops.
Added switch conductive and phased conductive pipes.
Added advanced wooden, closed, distribution, insertion, phased, redstone, and switch transport pipes.
Added phased, redstone, and switch waterproof pipes.
Added teleport tether and water pump pipe.
Did some tweaking of the pipes calculations so everything should level out given that a majority of the pipes are crafted into multiples. For example, requesting 1 phased conductive pipe, 1 phased waterproof pipe, and 2 phased transport pipes will result in correct resources required, and no multiple calls to the phased transport pipe, which is a subitem of the former two, and is crafted in batches of 4.
As always, be sure to let me know if something isn't right!
2 April 2013
Added Thermal Expansion!
Added the aqueous accumulator, glacial precipitator, igneous extruder, induction smelter, liquid transposer, magma crucible, portable tank, powered furnace, pulverizer, and sawmill.
Added the redstone energy cell, steam engine, magmatic engine, and multimeter.
Added the energy conduit, liquiduct, energy tesseract, item tesseract, and liquid tesseract.
Keep an eye out on thermal expansion specific items, specifically in relation to items received from the pulverizer and induction furnace.
I haven't implemented slag into any of the recipes.
I also haven't included the liquid required and their related recipes.
For the above two, I may implement a switch in the future, let me know your thoughts.
If there's anything you don't agree with, please let me know.
30 March 2013
Added the recipe option for the ItemSink module .. I'll slowly pick away at the rest of the modules when I can.
Massive improvement on the code dealing with the alternate recipes, nothing you can see or notice, but it sure makes my life easier.
28 March 2013
Added Iron Chests!
Added the copper chest, iron chest, silver chest, gold chest, diamond chest, and crystal chest.
Added the normal to copper chest, normal to iron chest, copper to iron chest, copper to silver chest, iron to gold chest, silver to gold chest, gold to diamond chest, and diamond to crystal chest upgrades.
Added Transformers!
Added the slow electric engine, regular electric engine, fast electric engine, and adjustable electric engine.
Added the LV pneumatic generator, MV pneumatic generator, HV pneumatic generator, and EV pneumatic generator.
Added the HV wooden conductive pipe.
Added chipset/gear options to a few Logisticspipes modules, as I kinda missed those, whoops!
27 March 2013
Updated UU-Matter recipes behind the scenes.
Added Logistics Pipes to have the multiple recipes selectable for chipsets or gears.
Everything should be interchangeable, meaning that of the many Mk2+ pipes, they require their Mk1 counterpart, and/or the basic logistics pipe, you can select if you want to use the gear or chipset for each of these subitems without adding a quantity and it will include this into the calculations.
I'm good at confusing myself, so please let me know if the switches produce incorrect results!
25 March 2013
Added the functionality for selecting the recipe should an item have multiple recipes!
Currently this only works for glass fiber cable, which can have either redstone, yielding 4, or silver ingots, yielding 6.
The selection is at the item itself as a drop down.
23 March 2013
Added Kinetic generator, wooden wind turbine, voltage transformer, and 10kV wire.
24 February 2013
Updated IndustrialCraft² to version v1.115.207!
Many updates and changes have happened, with a lot of it concentrating around the revamped nuclear reactor systems.
Renamed tin cable to ultra low current cable.
Renamed the electro furnace to electric furnace.
Renamed EC-Meter to EU-Reader
Grouped nuclear related items into nuclear system menu.
Updated the nuclear reactor and reactor chamber recipe.
Added the scuba helmet, hazmat suit, and hazmat suit leggings.
Added the 10k, 30k, and 60k coolant cells. For the water, have used empty cell as opposed to bucket or glass bottle.
If there are any changes, items I've missed, mistakes, or preferred recipes used, please don't hesitate to get in contact with me and I'll fix things up.
21 February 2013
Now contains the version number next to the mod name, this is the version of the mod I used for an update. Currently showing on the four most recently updated.
Turns out if I used my eyes some, I would have realised that IndustrialCraft² is available for Minecraft 1.4.7 as an open beta. It hasn't been updated for this calculator yet, but will be coming, and seems to have some awesome new items.
Updated the second most calculated mod, CompactSolars!
Added the low, medium, and high voltage solar hats.
Updated Advanced Machines, there weren't any recipe changes, so that's good.
Though the whole refined iron dust was interesting. Let me know if I should do anything about it.
18 February 2013
Updated to LogisticsPipes 0.7.0.89!
Added crafting logistics pipe Mk2, request logistics pipe Mk2, remote order logistics pipe, provider logistics pipe, logistics inventory system connector, logistics system entrance pipe, logistics system destination pipe, crafting logistics pipe Mk3, logistics firewall pipe.
Added advanced extractor module, mod based itemsink module, extractor Mk3, provider module Mk2, logistics disk, logistics item card.
Added logistics power junction, soldering station, crafting sign creator.
Updated the names of the various pipes to transport pipes as in the game, so everything is matching now.
Renamed steam engine to stirling engine.
Have also tweaked the numerical input to round it to the nearest whole number, as well as remove any leading zeroes should they exist.
8 February 2013
Tidied up the input validation code so now unknown input is grouped together when listing what you've requested as opposed to being mixed in with the successful requests.
Changed the bronze recipe feed back to represent the respective mods name in full, to keep things consistent throughout.
5 February 2013
Now supporting Buildcraft 3.4.3!
Hopefully I've got everything new added and in place correctly, be sure to tell me if I've something wrong.
Added pulsating chipset, atarchic gate, atarchic iron and gate, atarchic iron or gate, atarchic gold and gate, atarchic gold or gate, atarchic diamond and gate, atarchic diamond or gate.
Renamed the automatic crafting table to autocrafting table
Added emerald transport pipe, void transport pipe, sandstone transport pipe, emerald waterproof pipe, void waterproof pipe, sandstone waterproof pipe.
Renamed the power pipes to conductive pipes.
Added the advanced crafting table.
Added the hopper for Minecraft vanilla .. I noticed Buildcraft changes the recipe or something, just be sure to know that it's the vanilla recipe.
You were also able to add (and successfully calculate) negative numbers, this has been fixed.
4 February 2013
A few small updates once more, should be most of Minecraft now. Doing so I've learnt of a few extra things that are now in Minecraft, making me add a few more things to the to-do list.
Added the ender chest, tripwire hook, beacon, cobblestone wall, anvil, item frame, and most importantly, pumpkin pie.
2 February 2013
A few small updates for this morning, with a few touches to Minecraft.
Added nether brick slab, smooth sandstone, and sandstone stairs.
Updated the book, and sign, nice to see they're stackable now.
Added the wooden button and switched the "normal" button to stone button so you can now differentiate the two.
That's it for now .. Not much, but it's a start.
26 January 2013
I'm still alive!
The resource calculator is getting a whole lot of use which is fantastic to see. You guys really like solar panels and quantum armour!
I've just updated Minecraft, essentially loading it up for the first time since June, and managed to figure out the new method of modding it. It seems, however, that I've jumped the gun some as IndustrialCraft² isn't quite ready for 1.4.7. There are of course, other mods that are compatible, as well as Minecraft itself of course.
Along with updating the mods, there is a myriad of tweaks and features I want to do to the resource calculator itself, and perhaps add new mods also.
No timeframe on anything, but I am keeping an eye on things. Watch this space.
23rd June 2012
Updated to IndustrialCraft² 1.97, updating the recipes for the teleporter, MFE, MV Transformer, HV Transformer, and the OV Scanner.
Despite the speedy update for IndustrialCraft² 1.97, I've just moved to a new country, so updates might not be so fast in the future.
30th May 2012
Replaced the bronze recipe drop down to radio buttons.
For the sake of future reference:
IndustrialCraft² bronze recipe is 3 copper dust + 1 tin dust = 2 bronze dusts = 2 bronze ingots.
Forestry bronze recipe is 3 copper ingot + 1 tin ingot = 4 bronze ingots.
29th May 2012
Added the switch for IndustrialCraft² and Forestry bronze recipes. Simply use of the drop down box before the "Go" button. Easy? Hopefully! Let me know if it's not right.
22nd May 2012
Funnily enough, UU-Matter was being excluded from the UU-Matter calculations and column. It's in there now, so quantum armor calculates properly. Almost.
Glowstone dust can't be produced via UU-Matter, but it can produce glowstone blocks, which can be macerated into 4 glowstone dust each. Similar to sand, it can't be produced directly, but can be produced indirectly through other means of UU-Matter.
I has been brought to my attention that if you've Forestry installed, its bronze recipe of 3 copper and 1 tin ingot will yield 4 bronze ingots. Versus IndustrialCraft²'s 3 copper dust and 1 tin dust giving 2 bronze dusts (and thus, ingots). This resource calculator doesn't (yet) know about Forestry, thus doesn't know about its bronze recipe. So if you have Forestry installed, you may find yourself with extra copper and tin left over. I'll likely add a switch letting you choose which recipe to use reflecting what you have installed.
20th May 2012
Fixed up a few bugs and tidied up the code some.
Added UU-Matter requirements. Hopefully all is well, it seemed to check out ok from my testing. The only thing not included is sand, as UU-Matter can't produce sand, the only option is to macerate cobblestone. I could add a workaround to take this into account, let me know if you want this done.
UU-Matter is broken down for each item that it's applicable to, and the grand total at the bottom of the table.
12th May 2012
Added the rest of the Minecraft items, as there was quite a lot being used in the background, just not accessible on this page.
Added the following:
Leather, iron, gold, and diamond helmet, tunic and chestplates, leggings and boots.
Wooden and iron doors, trapdoors, fence, fence gate, nether brick fence, glowstone, jack 'o' lantern, redstone lamp, torch.
Slabs: Brick, cobblestone, sandstone, stone bricks, stone, and wooden.
Stairs: Brick, cobblestone, nether brick, stone bricks, and wooden.
Bricks, glass pane, sandstone, stone bricks, sticks, wooden planks.
Books, bookshelf, bowl, iron bars, ladder, painting, paper, sign.
Bread, cake, cookie, golden apple, mushroom stew.
Button, dispenser, lever, piston, sticky piston, redstone torch and repeater, stone and wooden pressure plates.
Tools: Wooden, stone, iron, gold, and diamond axe, hoe, pickaxe, and shovel. Bucket, clock, compass, eye of ender, flint and steel, fishing rod, map, and shears.
Rail, detector and powered rail (which won't conflict with Railcraft's recipes), boat, minecart, and minecarts with chest, and furnace.
Bow, arrow, and fire charge (which I didn't know existed). Wooden, stone, iron, gold, and diamond sword.
There's now 510 recipes in the system, something for everybody! I'm beginning to think that some form of search function is required. Oh my.
11th May 2012
Switched "rubber" to "sticky resin", which is the true raw form of rubber. It all makes sense now!
Adding to that, I've added a toggle for if you have an extractor, doing so will cut your sticky resin requirements down to a third. It's treated in the same manner as a maceratable ore; It will show the total amount of sticky resin required and the respective number of stacks, but will show the actual number of stacks required in the "Raw ore" column. Which, as rubber isn't an ore, has been renamed to "Raw materials".
Added CompactSolars, with the low voltage solar array, medium voltage solar array, and high voltage solar array .. Wow that thing is expensive.
Added Advanced Machines, with the centrifuge extractor, rotary macerator, and singularity compressor.
Finally updated IndustrialCraft², adding the booze barrel, crop-matron and crops (well, the stick things). As well as scaffolds and iron scaffolds, dynamite, industrial TNT, sticky dynamite, dynamite-o-mote, and the cutter.
Wow, busy weekend, as Redpower prerelease 5 was released.
Added fluid pipe, ribbon cable, state cell, synchronizer, randomizer, transparent latch, light sensor, bus transceiver, 8k RAM module, monitor, central processing unit, disk drive, IO expander, assembler, pump, grate, sonic screwdriver, blank floppy, FORTH boot disk, ejector, relay, and jacketed bluewire. Phew.
Whoops, forgot the backplane. In there now.
21st April 2012
Added the signals system blocks, the various minecarts, world anchor, coke oven and blast furnace for Railcraft.
For the coke oven and blast furnace, I've added them in their entirety, so instead of requesting the 26 coke oven bricks that make up a coke oven, you just need to request 1 coke oven, the rest is taken care of for you.
That seems to be a large majority of Railcraft, if anything is incorrect, please tell me!
The upcoming iteration of Redpower looks to be really slick, with its liquid mechanics and extra logic gates. I've taken note of new things I've seen, just waiting for the download to come available.
Might have a look at BuildCraft 3, now ..
Yup, now supporting BuildCraft 3 with all those lasers, gates and chipsets,
20th April 2012
Added a good bunch of Railcraft items: Machines and the many, many available track and rail combinations.
For the detectors, oak and pine woods are required for the animal and growth detectors respectively, the results show this also.
For the standard rail, I've favored steel as opposed to iron, giving 16 as opposed to 8. Feel free to suggest otherwise.
Hopefully I've got all the rails calculating correctly, if there's any issues please let me know!
Signals and carts to come (I'm thinking various bricks too for the various furnaces), their structure hierarchy are listed in red, just not functional. :-)
19th April 2012
Attempted to earn a few dollars through Google Adsense, but was declined as this page doesn't have "sufficient content". Charming.
Speaking of content, due to popular demand, Railcraft will be appearing in the not too distant future. Planning on starting this weekend.
12th April 2012
I've now/finally set up an email address to simplify contacting me, see below.
For items that require tools, such as any saws or the diamond drawplate, these aren't included in calculations. The calculator assumes you've already these on hand.
R.I.P Floyd, 1993-2012 <3
24th February 2012
Updated for IndustrialCraft² 1.71, turns out the quantum armour recipes were wrong! All sorted now.
23rd February 2012
Updated for IndustrialCraft² 1.70b.
Updated quantum armour, which now requires nano armour, meaning less UU-Matter and more coal dust .. Kinda strange, but there it is.
Added static boots and solar helmet.
21st February 2012
Rearranged RedPower 2 hierarchy a little.
Added red alloy wire, coloured insulated wire, bundled cable, lamps, jacketed wire, and jacketed cable.
For the latter 2, as you can have a large variety of covers, I've named the output "cover of your choice".
Similar story for lamps, instead of adding the many colours and dyes, the output is "dye of your choice".
Fixed the handling of "dust" being removed, as glowstone dust was being included in that, causing confusion. All fixed!
20th February 2012
Added alloy furnace, bluelectric furnace, buffer, project table, blue alloy wire, battery box, thermopile, solar panel, voltmeter, and bt battery.
Seems to be a majority of RedPower 2 items added now .. Thinking of doing the various lights next, and a few other bits I've missed; Watch this space!
19th February 2012
Added a switch for if you have a macerator, toggles the display of raw ore column, and removes "dust" from resource name.
18th February 2012
Started adding RedPower items today; logic gates, arrays, and some machines for all!
As well as lots of behind the scene changes that should make my life easier, making updating and additions simpler.
As RedPower allows multiple items for a smelting recipe, such as a red alloy ingots, which can be created with iron or copper ingot plus the redstone, I've favoured iron ingots in this instance. Feel free to convince me otherwise.
I'm not quite sure of the "proper" hierarchy for RedPower, as there doesn't seem to be a fully fledged wiki to base the listing and grouping of items, so I'm basing things off of the NEI subset.
Little unsure about how to present the ore dusts, just incase you're playing without IndustrialCraft², don't want to cause too much confusion.
Tightened up the calculation methods on several items.
28th January 2012
Added the electric hoe, energy storage upgrade, overclocker upgrade, transformer upgrade, electric treetap, and toolbox.
22nd January 2012
There were a few cases of "cobble stone" as opposed to "cobblestone" in the code, fixed that up.
Added some placeholders and code in preperation for IndustrialCraft² 1.62+ and it's new items.
Added the cropnalyzer for now.
31th December 2011
Added an additional column to the results table, shows how much raw ore you'll need if you've a macerator handy. Only gives results on ores which will double your yeild when macerated.
Bronze is still bugging me, at least I think it's bronze .. Something about the nuclear reactor and/or chamber is causing incorrect copper and tin to return, might be the reactor plating, or something. Can't quite put my finger on it, despite going through manually several times.
I've noticed this calculator is getting a good amount of use, which is pretty nice to see. Thank you. :-)
Happy new year everyone.
24th December 2011
Tweaked bronze calculations so should be more accurate now. In theory, at least.
17th December 2011
Fixed the iron usage for making the generator.
Added EC-Meter.
10th December 2011
Updated recipes for solar panel and water mills.
Added bronze armour, nano armour, quantum bodyarmour, quantum helmet, reinforced glass, batpack, lappack, CFpack, CF sprayer, fuel can, composite armour, iron chestplate, leather tunic, electric jetpack, jetpack, luminator, EU detector cable, EU splitter cable, and most importantly, the lever.
Added iridium ore into the calculations, updating iridium plates .. Quantum armour is rather expensive now requiring 280 UU-Matter, which makes for a nice challenge.
Improved error handling; will warn you of invalid input, but will continue to calculate anything with a valid input.
Added an archive area for old news & updates.
6th December 2011
I think there's an issue with the iron count for nuclear reactors & chambers, needs further investigation.
IndustrialCraft² v1.337b is out .. I'll update the recipies at some stage.
I'll add the new items for BuildCraft 3 once it's officially released.
Keep meaning to add an error handler upon null or invalid input .. It's on the to-do list.
Found an issue? Got a question, comment or suggestion? Contact me via mrc at lolshame dot com.
Made by _Tim_, last updated on the 14th of April, 2013