( no bukkit for Beta ) if Beta 12 running stable i wil release 2.0.6 for SSP/SMP/bukkit soon....
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Good the know
any chance this fixed the blocks getting destroyed by force field on a reboot?
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is that the modernwarfare version of SDK? if it is, its config is in the mods folder
No I don't think so and there is no file of sdk mod in the mods file
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No I don't think so and there is no file of sdk mod in the mods file
i guess thats the old SDK, i dont have any idea on that coz im using the forge version.
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Good the know
any chance this fixed the blocks getting destroyed by force field on a reboot?
which version ?? SMP ??
more Info please
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which version ?? SMP ??
more Info please
Sorry i thought i saw this was already reported.
SMP (Bukkit)
Been using since it went to V2 right now I'm running beta5rev1_bukkit
The Area is set up with world anchors from Rail Craft.
Sometimes when the server reloads it deletes blocks in its path.
It appears to be only affecting Sphere projector (Dome, mob, jammer upgrades)
the door ways i have been using are tube projectors and they work fine.
Sphere was set to 64 range and actually cut all the way to bedrock (have not found any bedrock destroyed)
Since then i have upgraded it with a dome upgrade but it does still cut into the ground.
I also have this connected to a RP light sensor and a not gate so that it only turns on at night. -
i guess thats the old SDK, i dont have any idea on that coz im using the forge version.
Do you mean this?
http://www.minecraftforum.net/…s-mods-reborn-news-aug-7/ -
Do you mean this?
http://www.minecraftforum.net/…s-mods-reborn-news-aug-7/yes.
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work fine with IC2 1.103
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What if you use the MFFS water thingy in water by an oil well. Will it cut the water out and leave the oil untouched to be collected by a pump?
I'm worried because offshore oil rigs are just terrible looking when you start building around water. You have some glitched oil on the surface and your pump pumping water whenever it feels like it and so forth. This addon would help a lot with offshore oil drilling if it only removes the water. Someone actually done some work with oil and this mod?
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Already discussed. There is an config option to ensure safety of oil sources.
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There is a weird error when you use mc edit to move/clone shields/generators/projectors all of them turn into resin and sapling, it doesn't matter whether they're connected or not to each other or activated or not
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There is a weird error when you use mc edit to move/clone shields/generators/projectors all of them turn into resin and sapling, it doesn't matter whether they're connected or not to each other or activated or not
That's probably something to do with 4096 block IDs. Does MCEdit handle other blocks above 4096?
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Where i can find recipe's for this addon?
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The two best places for recepies are, in my opinion, any mod spotlight on the mod or NEI/CraftGuide. Your Choice
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The two best places for recepies are, in my opinion, any mod spotlight on the mod or NEI/CraftGuide. Your Choice
Hell no. NEI/CraftGuide don't explain - what is doing each block/device. And the spotlight's appears very slowly to disclaim changes and new additions. And i must to view spotlight when i want build that or another device? Very, very uncomfortably.
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the only thing i think that is complicated here without explaining it is the security station. the rest is easy to understand because their name implies what they do. if you don't want to watch slow mod spotlights then try to know what each block does by yourself, and i think that way is much slower.
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Where can I read that this mod adds?
And recipes. -
That's probably something to do with 4096 block IDs. Does MCEdit handle other blocks above 4096?
thanks a million, i modified the blocks ID in the MFFS config file to 252 and 253 and now they work with mc edit
btw you're doing an awesome job with this add-on!
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MFFS Recipes and 'some' Descriptions:
Blocks:MFFS Force Power Generator
-Converts EU to Force Power.It must have MFFS Generator Injector <EU> to work, Apply redstone signal to begin conversion.MFFS Modular Projector
-Spawns forcefields in different patterns based on what Projector Module its using. Activate with a redstone signal.MFFS Modular Projector GUI
-the icon with an arrow in the middle defines the accessibility in the forcefield, left click to change:
-anyone can access the forcefield
-no one can access the forcefield
-access level is based on the security card on the MFFS Force Power Generator.(no security card, no one can access)MFFS Area Defense Station
-Attacks other players or mobs based on what is inside the typ slot (type slot i guess?).MFFS Area Defense Station GUI
-red and yellow strips border slot holds security card.
-cyan border slot holds MFFS card
-blue border slot holds up to 32 MFFS Projector Field Modulator <distance>
-borderless slot holds either MFFS Defense Station Upgrade or MFFS NPC Defense UpgradeItems:
MFFS Card <blank>
-right click while holding on it to a MFFS generator to create a power-link card
-right click while holding on it to a MFFS security station to create a security card (MFFS security card must have a 'MFFS card <Personal ID>' on it)MFFS Device <ID-Card Coder>
-must be recharge to work, right click to use. it uses 1 MFFS card <blank> and turns it to 1 MFFS card <Personal ID> encoding your ID on it for Security uses.MFFS Force Field Synchron Capacitor
-lets you access and pass through force fields. uses 10,000 EUs (configurable) and can hold up to 100,000 EUs.MFFS Generator Injector <EU>
-Allows the MFFS Force Power Generator to convert EU to Force Power.MFFS Generator Upgrade <Range>
-Stacks up to 9, increases the range of the generator up to 80 blocks. affects how far a MFFS Modular Projector and MFFS Area Defense Station can receive power from the MFFS generator.MFFS Generator Upgrade <Capacity>
-Stacks up to 9, Increases the Force Power capacity of the MFFS generator.MFFS Projector Focus Matrix
-modifies the direction of the force field that the MFFS Modular Projector creates, it can only be used on specific projector modules.(Cannot be used on Sphere and Cube Modules)MFFS Projector Field Modulator <distance>
-Increases the distance of the forcefield from the MFFS Modular Projector.MFFS Projector Field Modulator <strength>
-increases the thickness of the forcefield that the MFFS Modular Projector creates.
-works differently on MFFS Projector Module <Adv.Cube> (i think)MFFS Projector Module <Sphere>
MFFS Projector Module <Deflector>
MFFS Projector Module <Containment>
MFFS Projector Module <Adv.Cube>
MFFS Projector Upgrade <touch damage>
-Damages anyone who comes in contact with the Force FieldMFFS Projector Upgrade <Sponge>
-removes liquids inside a forcefield. configurable so it only removes water and lava.MFFS Projector Upgrade <Field Manipulator>
-the Modular projector wont create force fields below its Y level.MFFS Projector Upgrade <Block Breaker>
-Removes block in the place where the force field would be created.MFFS Defense Station Upgrade
-Damages any players that goes inside the forcefieldMFFS NPC Defense Upgrade
-Damages any mob that goes inside a forcefield (does not include mod mobs i guess)MFFS Projector Upgrade <Force FIeld Jammer>
-prevents forcefield from a different generator to be created in an area.MFFS Projector Upgrade <Camouflage>
-changes the texture of the force field to any vanilla block that is attached to the Projector. Attaching noting will generate an invisible Force FIeld