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IC2 Experimental builds: v2.0/2.1/2.2 (For Minecraft 1.6.4/1.7.2/1.7.10 → jenkins)
IndustrialCraft² recent version: v1.117! (For Minecraft 1.5.2 → topic)

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Myrathi

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1

Saturday, September 29th 2012, 10:33am

[IC² 1.118][Universal] ChargePads v2.8.0 (build 93)

(banner image will go here =P)

ChargePads is an addon that provides new blocks which, when stood upon, will recharge IC2 items that are held in your hand or worn (like batpacks or parts of a nanosuit).


NOTE: Bug-reports and feature requests will no longer be accepted on this forum.
Please refer to the issue tracker on GitHub.

Downloads & Installation


Q. Where do I get the latest version?
A.
You can find it here: 1.6.2--v2.8.0.93 (or via the Curse Client)

Q. How do I install it?
A.
You place the ZIP file into the client's (and server's, if SMP) /mods folder.

Q. Do I need anything else to use it?
A.
You'll need:
  • For 1.6.2: Forge (build 789+) and IC2 (build 1.118.401+)
  • For 1.5.2 (#89): Forge (build 705+) and IC2 (build 1.115.325+)

Q. Where can I find the older versions?
A.
You can find them here: 'Files' page

Recipes

Charge Pads

Static Charge Pad

(2 x Rubber, Stone Pressure Plate, 2 x Electronic Circuit, BatBox)

Crystalizor Charge Pad

(2 x Rubber, Stone Pressure Plate, 2 x Electronic Circuit, MFE Unit)

Lapotronic Charge Pad

(2 x Carbon Plate, Stone Pressure Plate, 2 x Advanced Circuit, MFS Unit)

Fission Charge Pad

(2 x Iridium Plate, Lapotronic Charge Pad, 2 x TFBP - Chilling, Nuclear Reactor)

Upgrade Kits

Crystalizor Upgrade Kit

(Electric Wrench, Electronic Circuit, MFS Unit)

MFS Upgrade

(Advanced Circuit, Wrench, Advanced Machine, 6 x Lapotron Crystal)

(Wrench, MFS Unit)

Lapotronic Upgrade Kit

(2 x Advanced Circuit, Electronic Wrench, 2 x Carbon Plate, MFS Upgrade)

Fission Upgrade Kit

(2 x Iridium Plate, Electronic Wrench, 2 x TFBP - Chilling, Nuclear Reactor)

Charge Pads - Shapeless Upgrades

Crystalizor Charge Pad

(Static Charge Pad, Crystalizor Upgrade Kit)

Lapotronic Charge Pad

(Crystalizor Charge Pad, Lapotronic Upgrade Kit)

Fission Charge Pad

(Lapotronic Charge Pad, Fission Upgrade Kit)

Upgrade Modules

General

Efficiency Upgrade

(2 x RE-Battery <Fully Charged>, Glass Fibre Cable, 2 x 2xIns.Gold Cable, Advanced Circuit)

Projector Modulators

Proximity Booster Module (Projector Only)

(4 x Advanced Circuit, 2 x Overclocker Upgrade, Splitter Cable, 2 x 2xIns.Gold Cable)

Wide-Band Booster Module (Projector Only)

(4 x Advanced Circuit, 2 x Proximity Booster Module, 2 x Energy Crystal, Splitter Cable)

Field Expansion Module (Alpha) (Projector Only)

(4 x Neutron Reflector, 2 x Detector Cable, 2 x Splitter Cable, Wide-Band Booster Module)

Field Expansion Module (Delta) (Projector Only)

(4 x Field Expansion Module <Alpha>, 2 x Efficiency Upgrade, 2 x Splitter Cable, Advanced Circuit)

Field Expansion Module (Theta) (Lapotronic Projector Only)

(2 x Thick Neutron Reflectors, Overclocker Upgrade, 2 x Field Expansion Module <Delta>,
Splitter Cable, 2 x Efficiency Upgrade, Advanced Circuit)

Field Modulators

Armour Priority Module (Field Only)

(2 x Glowstone Dust, Ender Pearl, 2 x 2xIns.Gold Cable, Proximity Booster Module)

Drain Conversion Module (Field Only)

(3 x Glowstone Dust, 2 x 2xIns.Gold Cable, Advanced Circuit)

Damage Conversion Module (Field Only)

(3 x Near-depleted Uranium Cell, 2 x 2xIns.Gold Cable, Advanced Circuit)

Videos

v2.3.0 : Mod Spotlight - IC2 ChargePads (courtesy of DireWolf20)

v1.1.0 : Mod Spotlight - ChargePads v1.1.0 (courtesy of MCHeavy11)
v1.0.0 : Godcraft Spotlight (courtesy of Kane_Hart)

Texture Packs

Please note: These textures are created by other people and, as such, are unsupported by me.

Sphax PureBDcraft: [512x - 32x] IC² Mod - ChargePads v2.5.0 & v2.6.0 (and older versions)

Q&A

Due to post-length issues, the FAQ is now in a post further down the thread: click here

Change Log

  • v2.8.0.93 - Update for MC v1.6.2, IC2-1.118.401-lf and Forge 789. Now uses a language asset file (Translators HAYO!).
  • v2.7.1.89 (3,229) - Update for IC2-1.115.325-lf API and Forge 705. Minor GUI fix. ISidedInventory fix.
  • v2.7.0.86 (5,928) - Update for Minecraft v1.5.2 and IC2-1.115.308-lf. Informative message when using kit on wrong side of pad.
  • v2.6.1.80 (1,838) - API update (IC2-1.115.304-lf).
  • v2.6.0.74 (4,064) - Update for Minecraft v1.5.1 and IC2-1.115-lf.
  • v2.5.0.72 (2,939) - New fission charge pads! Charging Item slot access via bottom face. Efficiency Upg recipe fix.
  • v2.4.1.66 (7,057) - Configuration files no longer re-save if unmodified.
  • v2.4.0.64 (1,566) - Update for MC v1.4.7 and IC2-1.115. GUI redesign and six new modules! (FE suggestion by DireWolf20)
  • v2.3.1.61 - Code cleanup. Use IC2 EnergyNet events.
  • v2.3.0.58 (13,107) - Update for Minecraft v1.4.6 and IC2-1.112.
  • v2.2.0.52 (1,893) - Update for IC2-1.110.
  • v2.1.1.51 (2,789) - Separate out GUI elements for high-res texture pack makers.
  • v2.1.0.49 (159) - Update for Minecraft v1.4.5 and IC2-1.109. Fixed armour drain.
  • v2.0.2.47 - Fixed shift-clicking to move upgrades to/from the pad.
  • v2.0.1.46 (482) - New MFS Upgrade recipe. Wrench ejects inventory. Offensive pads wrench via base.
  • v2.0.0.45 (1,035) - Update for Minecraft v1.4.2 and IC2-1.108 (and NEI support)
  • v1.2.2.43 (286) - Pads now accept IC2 Upgrade Modules + new modules!
  • v1.1.0.21 (3,680)- New upgrade kits for existing pads! (suggestion by Monoxide)
  • v1.0.0.19 (701) - Initial release

ChargePads is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. Appropriate restrictions are waived for the IC2 team as required by their publishing notes.

This post has been edited 34 times, last edit by "Myrathi" (Aug 14th 2013, 5:58pm) with the following reason: Update: MC 1.6.2, IC2-1.118.401-lf and Forge 789. Now uses a language asset file (Translators HAYO!).


2

Saturday, September 29th 2012, 11:00am

The Mod Is great. i love it its on my server and evry ting is so cool. good job.

This post has been edited 1 times, last edit by "rep169" (Sep 29th 2012, 5:13pm)


F4113nb34st

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3

Saturday, September 29th 2012, 2:00pm

nice, this will definitly be useful
(p.s: grats on your first addon!)
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billjoehobo

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4

Saturday, September 29th 2012, 2:46pm

If I may suggest change the recipes of the top two tiers to include the item of the lower tier. So you can't jump straight to tier 3.

5

Saturday, September 29th 2012, 2:49pm

Wow..

This mod is PERFECT!
:Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Refined Iron: 4.5/5
Hai Shinyray ^_^/)
Hai Rebornneo ^_^/)

Myrathi

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6

Saturday, September 29th 2012, 3:39pm

If I may suggest change the recipes of the top two tiers to include the item of the lower tier. So you can't jump straight to tier 3.

I'd considered that when I first worked them out but figured that requiring the actual storage items for the relevant tier in the recipes, themselves, meant that you had to BE at that tier to even consider making them. You can't just skip straight to making the lapotronic pad unless you're already AT tier 3 (since you have to be able to make advanced circuits, carbon plates and an MFSU). They're really just meant to be a useful utility-extension to the storage blocks, themselves, so the stepping-stone concept seemed a bit much?

However, you've hilighted a valid issue: making the next tier of pad would effectively leave you with a lower-tier pad that you've little use for. So, perhaps having a way to upgrade an old pad to the new tier is in order! (that and nattering about this on IRC brought up a nifty idea that having to physically pick up the block to upgrade it could be annoying, too, as you'd lose all the stored EU... soooo, to borrow a concept from IronChests: in-place upgrading via an emitter toolkit, perhaps? I see no reason that's not viable - replacing buffer corners and circuitry shouldn't be THAT hard... so long as you're prepared for the occasional shock if you do it to a fully powered pad. >:])

*adds stuff to his TODO list*

nice, this will definitly be useful
(p.s: grats on your first addon!)

Good to hear - and thanks. :]

This mod is PERFECT!
:Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Refined Iron: 4.5/5

Woohoo! Diamonds! ;D

7

Saturday, September 29th 2012, 4:05pm

Screenshots showing the interfaces of the machines as well as them in use would be helpful.

8

Saturday, September 29th 2012, 4:10pm

Get them pictures up, I had thought about doing something like this a while ago but never did. You sir are a hero. Now instead of spending forever charging my lapos I can just hold them all and walk away from my computer and come back to them charged.
Error 404: Signature not found!

Myrathi

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9

Saturday, September 29th 2012, 4:42pm

Screenshots showing the interfaces of the machines as well as them in use would be helpful.

Those are in progress. :] (though the GUIs are actually based upon the BatBox/MFE/MFSU, with the top slot "permanently in use by the emitter circuit" - so everyone should already be right at home using them).

Get them pictures up, I had thought about doing something like this a while ago but never did. You sir are a hero. Now instead of spending forever charging my lapos I can just hold them all and walk away from my computer and come back to them charged.

For the moment, the pads only charge what you're actually "holding out" (i.e. in your currently selected slot) and whatever you're wearing (if chargable). Charging up anything/everything in your hotbar will, however, be an upgrade (which is already on the TODO list). :]

Kane Hart

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Location: Barrie, Ontario, Canada

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10

Saturday, September 29th 2012, 6:06pm

Wonderful mod and it seems to work flawless. Well publish for a first mod here or maybe ever I'm not sure your experience hehe.

Here is a video for the people in doubt and feel free to use it in your thread =)

http://www.youtube.com/watch?v=oPopxKzZ7OA
Check out my GregTech Server .:Here:.
Check out my Brand New 1.6.4 Let's Play Series .:Here:.

Myrathi

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11

Saturday, September 29th 2012, 6:33pm

Wonderful mod and it seems to work flawless. Well publish for a first mod here or maybe ever I'm not sure your experience hehe.

Here is a video for the people in doubt and feel free to use it in your thread =)

http://www.youtube.com/watch?v=oPopxKzZ7OA

Glad you're finding it useful. Added your video to the main post. Cheers! :D

Princess_Luna

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12

Saturday, September 29th 2012, 8:02pm

I think this addon is just wonderful, I am already in love with it after watching that spotlight!

This is totally to be added to our lan server when I return home ^^

Mister_Omega

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13

Saturday, September 29th 2012, 10:23pm

The moment that IC2 is updated to 1.107 I'll definitely give this mod a go (the current bugs are preventing me from moving up)

Keymaster89

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14

Saturday, September 29th 2012, 10:55pm

I get an error when i try to install this addon... I just modified the ID of the block due to Forestry conflict, but the rest is the same...

Here the crush report:

Spoiler Spoiler

---- Minecraft Crash Report ----
// My bad.

Time: 29/09/12 23.48
Description: Failed to start game

cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:461)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:143)
at net.minecraft.client.Minecraft.a(Minecraft.java:416)
at net.minecraft.client.Minecraft.run(Minecraft.java:748)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:424)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:460)
... 4 more
Caused by: java.lang.RuntimeException: java.lang.ArrayIndexOutOfBoundsException: 4250
at myrathi.ic2.chargepads.ChargePads.readConfigurationFile(ChargePads.java:159)
at myrathi.ic2.chargepads.ChargePads.preInit(ChargePads.java:74)
... 29 more
Caused by: java.lang.ArrayIndexOutOfBoundsException: 4250
at net.minecraftforge.common.Configuration.getBlock(Configuration.java:98)
at net.minecraftforge.common.Configuration.getOrCreateBlockIdProperty(Configuration.java:475)
at myrathi.ic2.chargepads.ChargePads.readConfigurationFile(ChargePads.java:140)
... 30 more

Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 427215720 bytes (407 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xmx1024m -Xms512m
- FML: FML v3.1.30.390 Minecraft Forge 4.1.4.295 Optifine OptiFine_1.3.2_HD_U_B3 22 mods loaded, 22 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized
mod_InvTweaks [Inventory Tweaks] (minecraft.jar) Unloaded->Constructed->Pre-initialized
Mystcraft [Mystcraft] (minecraft.jar) Unloaded->Constructed->Pre-initialized
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed->Pre-initialized
ChargePads [Charge Pads] (chargepads-universal-1.0.0.19rc2.zip) Unloaded->Constructed->Errored
Forestry [Forestry for Minecraft] (forestry-A-1.5.0.2.jar) Unloaded->Constructed->Pre-initialized
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.3.1.zip) Unloaded->Constructed->Pre-initialized
LogisticsPipes|Main [Logistics Pipes] (LogisticsPipes-0.5.1.pre3.jar) Unloaded->Constructed->Pre-initialized
CompactSolars [Compact Solar Arrays] (mod_compactsolars-main-3.0.1.13.zip) Unloaded->Constructed->Pre-initialized
IronChest [Iron Chest] (mod_ironchests-client-4.0.3.46.zip) Unloaded->Constructed->Pre-initialized
ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.1.7.0.20.zip) Unloaded->Constructed->Pre-initialized
Railcraft [Railcraft] (Railcraft_6.3.0.0.zip) Unloaded->Constructed->Pre-initialized
- LWJGL: 2.4.2
- OpenGL: GeForce GT 650M/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)


Don't think this is another ID conflict... what i did wrong? is my fault or an incompatibility with something? What i should do to make it work?
Thanks anyway

F4113nb34st

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15

Saturday, September 29th 2012, 11:04pm

I don't think you can set block id's to that high of a value... try setting it to <=256 if you have the id space
F4113nb34st's IC2 Addons: [Addons v1.106]F4113nb34st's Addons!!!-LegacyAddonsToCome!

"So whether you eat or drink or whatever you do, do it all for the glory of God." 1 Corinthians 10:31

Keymaster89

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16

Saturday, September 29th 2012, 11:41pm

hummmm u right... i reset it at 3600 and now it loaded... tnx!
Btw i think is better for me downgrade Forge a little... Forge 4.1.4.295 is kinda unstable right now... it crash my worlds upon open them... and also CC is incompatible with the last version...

Kane Hart

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17

Saturday, September 29th 2012, 11:44pm

hummmm u right... i reset it at 3600 and now it loaded... tnx!
Btw i think is better for me downgrade Forge a little... Forge 4.1.4.295 is kinda unstable right now... it crash my worlds upon open them... and also CC is incompatible with the last version...
Latest CC works great here with the latest forge if you patch the latest forge with Richards Patch:
https://dl.dropbox.com/u/23386746/ModTextureAnimation.class
Check out my GregTech Server .:Here:.
Check out my Brand New 1.6.4 Let's Play Series .:Here:.

18

Sunday, September 30th 2012, 1:18am

I get an error when i try to install this addon... I just modified the ID of the block due to Forestry conflict, but the rest is the same...

Here the crush report:

Spoiler Spoiler

---- Minecraft Crash Report ----
// My bad.

Time: 29/09/12 23.48
Description: Failed to start game

cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:461)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:143)
at net.minecraft.client.Minecraft.a(Minecraft.java:416)
at net.minecraft.client.Minecraft.run(Minecraft.java:748)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:424)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:460)
... 4 more
Caused by: java.lang.RuntimeException: java.lang.ArrayIndexOutOfBoundsException: 4250
at myrathi.ic2.chargepads.ChargePads.readConfigurationFile(ChargePads.java:159)
at myrathi.ic2.chargepads.ChargePads.preInit(ChargePads.java:74)
... 29 more
Caused by: java.lang.ArrayIndexOutOfBoundsException: 4250
at net.minecraftforge.common.Configuration.getBlock(Configuration.java:98)
at net.minecraftforge.common.Configuration.getOrCreateBlockIdProperty(Configuration.java:475)
at myrathi.ic2.chargepads.ChargePads.readConfigurationFile(ChargePads.java:140)
... 30 more

Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 427215720 bytes (407 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xmx1024m -Xms512m
- FML: FML v3.1.30.390 Minecraft Forge 4.1.4.295 Optifine OptiFine_1.3.2_HD_U_B3 22 mods loaded, 22 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized
mod_InvTweaks [Inventory Tweaks] (minecraft.jar) Unloaded->Constructed->Pre-initialized
Mystcraft [Mystcraft] (minecraft.jar) Unloaded->Constructed->Pre-initialized
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed->Pre-initialized
ChargePads [Charge Pads] (chargepads-universal-1.0.0.19rc2.zip) Unloaded->Constructed->Errored
Forestry [Forestry for Minecraft] (forestry-A-1.5.0.2.jar) Unloaded->Constructed->Pre-initialized
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.3.1.zip) Unloaded->Constructed->Pre-initialized
LogisticsPipes|Main [Logistics Pipes] (LogisticsPipes-0.5.1.pre3.jar) Unloaded->Constructed->Pre-initialized
CompactSolars [Compact Solar Arrays] (mod_compactsolars-main-3.0.1.13.zip) Unloaded->Constructed->Pre-initialized
IronChest [Iron Chest] (mod_ironchests-client-4.0.3.46.zip) Unloaded->Constructed->Pre-initialized
ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.1.7.0.20.zip) Unloaded->Constructed->Pre-initialized
Railcraft [Railcraft] (Railcraft_6.3.0.0.zip) Unloaded->Constructed->Pre-initialized
- LWJGL: 2.4.2
- OpenGL: GeForce GT 650M/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)


Don't think this is another ID conflict... what i did wrong? is my fault or an incompatibility with something? What i should do to make it work?
Thanks anyway
You did something wrong. Ther'es only 4096 block id's available and you tried to set it to 4250. Keep your block id's less than 4000 and you should be fine :)

Myrathi

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19

Sunday, September 30th 2012, 10:47am

Q&A


Q. How do the pads work?
A.
You attach IC2 power into the bottom of a pad and then stand on top of it. If a pad has power, it'll emit an electrical field upwards that will recharge your items and armour. You can insert upgrade modules to alter pads' functionality, too (see below). You can also insert redstone dust or single-use batteries into the charging slot of pads as minor boosts to the energy, if away from a power cable, and the fission pads will even accept and process the various types of uranium cells (with a very slight chance of creating depleted cells).
  • NOTE: Running a pad off uranium cells has associated risks (since it's powered by a small nuclear reactor). Ensure you use a wrench when moving the pad!

Q. How many different pads are there?
A.
There are four (4), matching IC2's general tiering system, and they're named around technology you'll find in each tier (though the fission pad is more of an extension).
  • Tier 1: Static Charge Pad
  • Tier 2: Crystalizor Charge Pad
  • Tier 3: Lapotronic Charge Pad
  • Tier 3+: Fission Charge Pad

Q. What sort of upgrades can the pads use?
A.
All four (4) pads can accept and use core IC2 upgrade modules, a new efficiency upgrade module and Crystalizor, Lapotronic and Fission pads can have their emitter projectors and fields upgraded via several different modules. Higher tier pads can accept more types of upgrade at once and you can only ever use one (1) projector module and one (1) field conversion module at most, per pad.
  • Overclocker (16): increases overall charge rate but also increases energy consumption
  • Efficiency (16): counteracts overclocker energy consumption plus minor charge ratio bonus
  • Storage (16): increases maximum energy storage capability
  • Transformer (4): improves how much EU/t can be handled as input (32 > 128 > 512 > ...)
  • Drain: converts an emitter to drain items instead of charge them
  • Damage: converts an emitter to cause damage to anything in the field
  • Armour Priority: causes an emitter field to prioritise armour before held items
  • Proximity: improves the projector, simultaneously recharging items beside the held item
  • Wide-Band: improves the projector, simultaneously recharging every item on the hot-bar
  • Field Expander: improves the projector range, charging things further from the pad

  • NOTE: Damage and Drain emitter modules can be turned off via system configuration (in the /config folder)

Q. I have lower tier pads and want to upgrade. How can I do that?
A.
There are three (3) kits that can upgrade LV, MV and HV pads into the next better. The first is the Crystalizor Upgrade Kit: it will upgrade a Static pad into a Crystalizor pad. The second is the Lapotronic Upgrade Kit - requiring a new MFS Upgrade - which will upgrade a Crystalizor pad into a Lapotronic pad. The third is the Fission Upgrade Kit: it will upgrade a Lapotronic pad into a Fission pad. You can either combine a pad and a kit in a crafting bench (as a shapeless recipe) or you can simply right-click a kit onto the power panel of a pad (the bottom) to upgrade it in-place!
  • HINT: The pad will keep its existing power AND any items currently charging it!
  • NOTE: Upgrading a pad that someone is using may give you a nasty shock! Be careful!
  • NOTE: Upgrades can be used on any side via system configuration (in the /config folder)
  • NOTE: Upgrade electrocution damage can be altered or turned off via configuration.

Q. Do pads actively require power?
A.
Usually. Assuming you have power feeding into the bottom of the pad, it will not only receive that power but it will store it for later use, exactly the way a batbox, MFE or MFSU would (it's made from one, after all). Right-clicking on a pad will show its GUI, which allows you to view the current charge storage, the maximum safe input rate and manipulate upgrade modules.
  • NOTE: There's no "Out" EU/t rating, as the pad only ever *accepts* power.

Q. Why does the pad run out of power when I'm not charging anything?
A.
Creating an electrical field actually takes a small amount of power (it really is a very small amount) but if you're not hooked up to a constant source, you can actually use up the pad's personal storage, completely. At that point, the field will collapse.
  • HINT: Open the GUI while you stand on an unpowered pad and you can see it trickle out!
  • NOTE: Some upgrades cause the pad to consume more power per tick.

Q. Why can't I access the GUI of my pad? Or use a wrench on it?
A.
If a pad has a drain or damage emitter conversion upgrade installed, then it also restricts access to the internals from anywhere other than the underside of the pad (where a power-cable enters it). This is to stop "enemies" from being able to quickly access and remove hostile emitter upgrades from a defensive pad before walking onto it (not to mention swiftly stealing your expensive modules!). In short: you need to activate/wrench the pad from underneath to access the pad and remove modules.


Q. Why doesn't my item/armour charge when I stand on the pad? Why does it lose charge?!
A.
There are a few reasons this may happen:
  1. If there's no "electrical field" above the pad, it's not charging anything.
  2. Charge pads can only charge items of appropriate tier: your item's too high-tech!
  3. Normally, a pad will charge held items before starting on armour (this is reversed if an armour priority upgrade is installed, charging all armour before items)
  4. If the field looks yellow/orange then it has a drain module installed!
  5. If the field looks red, then it has a damage module installed!

Q. I have a <something> pad and it doesn't charge fast enough! Grr!
A.
If you're holding several items (with a proximity or wide-band upgrade installed) or wearing multiple chargeable armour items, the electrical field will distribute the charge equally between all of them, slowing down the charge rate of individual items. High-tier items have a lot of power to recharge, so this can take a noticeable amount of time! Try upgrading to the next tier of pad or add overclocker upgrades.
  • HINT: If you stand just right, you can be in the electrical field of more than one pad, at the same time! ;)
  • HINT: Pads can be upgraded with overclockers to improve charge rate
  • NOTE: If multiple people stand on a pad, the energy is distributed amongst *all* of the items in the electrical field! It will not increase the field power as it cannot guarantee proper control with the limited circuitry and may, in fact, cause physical harm!

Q. My pad blew up! Whyyy?!
A.
Did you feed the wrong tier of power into it? Like with most IC2 machines: that's bad!
  • NOTE: BEWARE! Fission pads with installed uranium cells will explode like a nuke!!
  • HINT: Pads can be upgraded with transformer modules to accept higher tiered input

Q. I hopped onto a pad and almost died! Why'd it hurt so much!?
A.
Did you drop onto one? Pads are highly complex electrical devices that EMIT electrical fields! Jumping on them causes them to discharge more electricity than their systems can safely limit. In layman's terms: they give you an electric shock! The more advanced the pad: the less abuse they'll withstand (the harder you jump, the bigger a shock you'll receive)! Alternatively, if the electrical field is red, then the pad has a damage conversion module installed and the emitter causes harm, instead! Ow!
  • NOTE: Jump damage and emitter upgrades can be turned off via system configuration (in the /config folder)

Q. I tried to move the pad and it electrocuted me! To death! Ooooww!
A.
Shocking! Charge pads require proper technical expertise to disable and move. If this isn't done properly then the energy they contain will almost certainly discharge into the nearby environment in a rather disruptive fashion: this has, in virtually all tests, caused varying levels of physical trauma and, in some cases, death. If you're fortunate, and you're standing at a distance, the power field may not actually reach you (or won't hurt you quite as much, if it does). More advanced pads can store a significantly higher amount of energy and will cause proportionally greater levels of pain! Fission pads with installed uranium cells will rupture the cell and cause a nuclear explosion! (the bigger the cell, the greater the nuke!)
  • HINT: Use a wrench!!
  • NOTE: Electrocution DOES ignore armour. This is not a bug: it's a design choice! ;)
  • NOTE: This can be turned off via system configuration (in the /config folder)

Q. I want to know when someone is using my pads!
A.
When pads are activated (specifically, when you stand on them), they emit a signal on a frequency that affects redstone dust! This signal is emitted from the bottom and all four sides of a charge pad with a force similar to that of a redstone repeater (it energises the whole block which will, for example, affect dust or lamps connected to it). Friction - caused by pressure on the pad - is more than enough for the circuitry to produce the signal, so it will be emitted even if the pad contains no power.


Q. Are we done, yet?
A.
We are. Enjoy your new Charge Pads!

This post has been edited 3 times, last edit by "Myrathi" (May 1st 2013, 4:57am) with the following reason: Update: v2.6.1 (build 80)


JamaicanSoup

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20

Monday, October 1st 2012, 6:40pm

Yeah i definitely think you should include the lower tier pad in so that we dont have useless pads lying about in our chest and for balancing reasons of course

oh yeah, thanks for the great mod by the way!
:Force Field: :Force Field: :Force Field:

:Force Field: :Matter: :Force Field: Forcefields: the only place to keep UU!

:Force Field: :Force Field: :Force Field:

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