[Addon V1.112]Modular Force Field System Version 2.2.8.3.6 (SSP/SMP)

  • Quote

    change: MFFS Capacitor Options Slot (Range, Capacity) now fix <---(nerf to range upgrade to 80 or the begin this is issue (max range 152) ?

    nerf to 80 .... if need more you can cascaded Capacitor

    Quote

    i dont see in the change log the new funtion (copy function of the card in the hand when you do right click in the machine with blank card inside)

    hm..is not in i add it v.24

    Edited once, last by Thunderdark (October 7, 2012 at 5:51 PM).

  • Thunderdark lmao I love the new Defense Station but I think its not overpowered but it needs some kind of warning. Maybe and this might make it to overpowered not sure but I love the energy usage I mean I don't want to eat more power but I almost think there should be some kind of way to warn the user if there near it. Because at this point the second you go into the area your items all drop and you take damage. What it should be is maybe 5 blocks outside of that so 37 blocks it does half damage warning with no items dropping saying you entered a restricted area.


    Also what about another player coming outside my lot and building a forcefield bigger then my land. Has that ever been tested lol? Sounds messy I wonder if there is a way to check the security of the fields to prevent it from happening lol.

    Check out Our Brand New GT New Horizons Server .:Here:.
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  • I, too, was curious of a way to prevent players from setting up a field right outside someone else's Bukkit protected area and in turn, blocking access to their own area.

    Is this an issue? (Haven't actually installed/used the mod yet on our server)

  • Another issue we ran into Thunder and I'm not sure if there is a way to fix this unless you have a database file or something. The security Station has no range as far as I know right? Well what happen was I walked outside my base near one of my Area Defense like 300 blocks away and the fracker owned my ass. I don't think it was suppose to but it seem to maybe lost connection with my security system. Not sure really what happen :(

    I would hate to find out I would have to place a security system beside every single station planning to do about 30 of them around my land lol.

    Check out Our Brand New GT New Horizons Server .:Here:.
    Check out Our Brand New GT New Horizons Let's Play Series .:Here:.

  • Kane Hart

    Quote

    Also what about another player coming outside my lot and building a forcefield bigger then my land. Has that ever been tested lol? Sounds messy I wonder if there is a way to check the security of the fields to prevent it from happening lol.


    If you projector use the ForceField Jammer Upgrade the other projector will burn out.

    Quote

    The security Station has no range as far as I know right?


    right but Area Defense Station need Power and Powe have a max range of 80

    Defense Station / security Station are on my List for redesigne in 2.1.8 or (2.2.8 <-- MC 1.4.*)

    @llandontc

    Bukkit for MC 1.3.2I do not support officially...also time not my problem ;)

  • Got the following crash report when adding ExtrabiomesXL to the game with some other mods installed. I don't know of any incompatibility between this and EBXL, but at the bottom it says something about MFFS, so I decided to post it here.

    Display Spoiler


    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem; Failed to start game
    This error has been saved to C:\Users\Johannes Admin\Desktop\Minecraft\MultiMC\instances\Modded 1.3.x\.minecraft\crash-reports\crash-2012-10-08_16.29.05-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.


    --- BEGIN ERROR REPORT 3175189c --------
    Generated 08.10.12 16:29

    - Minecraft Version: 1.3.2
    - Operating System: Windows 7 (amd64) version 6.1
    - Java Version: 1.7.0_06, Oracle Corporation
    - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    - Memory: 397636360 bytes (379 MB) / 511180800 bytes (487 MB) up to 954466304 bytes (910 MB)
    - JVM Flags: 2 total; -Xmx1024m -Xms512m
    - FML: FML v3.1.35.394 Minecraft Forge 4.2.5.303 21 mods loaded, 21 mods active
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    ComputerCraft [ComputerCraft] (ComputerCraft1.43.zip) Unloaded->Constructed->Pre-initialized->Initialized
    CCTurtle [ComputerCraft Turtles] (ComputerCraft1.43.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-3.1.0.b.89.jar) Unloaded->Constructed->Pre-initialized->Initialized
    Forestry [Forestry for Minecraft] (forestry-A-1.5.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.107.30-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
    IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
    CompactSolars [Compact Solar Arrays] (mod_compactsolars-main-3.0.1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized
    IronChest [Iron Chest] (mod_ironchests-client-4.0.2.44.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.1.7.0.23.zip) Unloaded->Constructed->Pre-initialized->Errored
    PortalGun [PortalGun] (portalgun1.3.2v2_universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Railcraft [Railcraft] (Railcraft_6.4.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
    - LWJGL: 2.4.2
    - OpenGL: AMD Radeon HD 6800 Series GL version 4.2.11762 Compatibility Profile Context, ATI Technologies Inc.
    - Is Modded: Definitely; 'forge,fml'
    - Type: Client
    - Texture Pack: Default
    - Profiler Position: N/A (disabled)

    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.initializeMods(Loader.java:640)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:183)
    at net.minecraft.client.Minecraft.a(Minecraft.java:461)
    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:437)
    at sun.reflect.GeneratedMethodAccessor5.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.initializeMods(Loader.java:639)
    ... 4 more
    Caused by: java.lang.NullPointerException
    at td.a(CraftingManager.java:189)
    at chb.mods.mffs.recipes.ModIndependentRecipes.init(ModIndependentRecipes.java:13)
    at chb.mods.mffs.common.ModularForceFieldSystem.load(ModularForceFieldSystem.java:246)
    ... 29 more
    --- END ERROR REPORT 2984c3b3 ----------


    EDIT: Whoops, nevermind, I just noticed that there were some block IDs overlapping which wasn't shown in the stack trace (at least I didn't see it there).

    Edited 2 times, last by Cakejoke (October 8, 2012 at 3:39 PM).

  • I am having issues with this mod installed next to buildcraft. some of my buildcraft items (not blocks) are getting overwritten with mffs items.

    here is the error:

    Display Spoiler

    2012-10-09 08:43:07 [INFO] [STDOUT] [ModularForceFieldSystem] Loading module for Industrialcraft
    2012-10-09 08:43:07 [INFO] [STDOUT] CONFLICT @ 3816 item slot already occupied by buildcraft.core.ItemBuildCraft@63df3946 while adding si@542955e3
    2012-10-09 08:43:07 [INFO] [STDOUT] CONFLICT @ 3815 item slot already occupied by buildcraft.core.ItemBuildCraft@65c5d53f while adding si@1f334f4c
    2012-10-09 08:43:07 [INFO] [STDOUT] CONFLICT @ 3817 item slot already occupied by buildcraft.core.ItemRedstoneChipset@619b1694 while adding si@ce7809c
    2012-10-09 08:43:07 [INFO] [STDOUT] CONFLICT @ 3814 item slot already occupied by buildcraft.core.ItemBuildCraft@32ac8862 while adding si@5d2df3eb
    2012-10-09 08:43:07 [INFO] [STDOUT] CONFLICT @ 3818 item slot already occupied by buildcraft.builders.ItemBptBluePrint@73e8f917 while adding si@44399074

    Here is the MFFS item config:

    Display Spoiler


    ####################
    # item
    ####################

    item {
    ItemMFDIDwriter=11110
    itemForceFieldsync=11109
    itemForcePowerCrystal=11145
    itemForcicium=11144
    itemForcicumCell=11146
    itemIDCard=11134
    itemMFDdebugger=11111
    itemPorjectorFocusmatrix=11133
    itemProjectorFFDistance=11131
    itemProjectorFFStrength=11132
    itemProjectorModuleAdvCube=11142
    itemProjectorModuleContainment=11140
    itemProjectorOptionCamoflage=11141
    itemProjectorOptionFFJammer=11139
    itemProjectorOptionFieldFusion=11143
    itemProjectorOptionMoobEx=11138
    itemProjectorOptiondefencestation=11137
    itemProjectorTypdeflector=11125
    itemProjectorTypkube=11122
    itemProjectorTypsphere=11121
    itemProjectorTyptube=11126
    itemProjectorTypwall=11124
    itemSecLinkCard=11135
    itemSecStationexidreader=11136
    itemSwitch=11108
    itemUpgradeprocutter=11130
    itemWrench=11107
    itemcardempty=11115
    itemextractorbooster=11118
    itemfc=11116
    itemupgradecapcap=11120
    itemupgradecaprange=11119
    itemupgradeprodome=11129
    itemupgradeprosubwater=11128
    itemupgradeprozapper=11127
    }

    Here is the BC item config:

    Display Spoiler

    ####################
    # item
    ####################

    item {
    bluePipeWire.id=3814
    blueprintItem.id=3818
    bucketFuel.id=3810
    bucketOil.id=3807
    diamondGearItem.id=3804
    fuel.id=3808
    goldenGearItem.id=3803
    greenPipeWire.id=3815
    ironGearItem.id=3802
    pipeFacade.id=19001
    pipeGate.id=3811
    pipeGateAutarchic.id=19000
    pipeItemsCobblestone.id=4051
    pipeItemsDiamond.id=4055
    pipeItemsGold.id=4054
    pipeItemsIron.id=4053
    pipeItemsObsidian.id=4056
    pipeItemsSandstone.id=19152
    pipeItemsStone.id=4052
    pipeItemsVoid.id=19150
    pipeItemsWood.id=4050
    pipeLiquidsCobblestone.id=4058
    pipeLiquidsGold.id=4061
    pipeLiquidsIron.id=4060
    pipeLiquidsSandstone.id=19153
    pipeLiquidsStone.id=4059
    pipeLiquidsVoid.id=19151
    pipeLiquidsWood.id=4057
    pipePowerGold.id=4068
    pipePowerStone.id=4066
    pipePowerWood.id=4064
    pipeStructureCobblestone.id=4072
    pipeWaterproof.id=3809
    redPipeWire.id=3813
    redstoneChipset.id=3817
    stoneGearItem.id=3801
    templateItem.id=3805
    woodenGearItem.id=3800
    wrench.id=3806
    yellowPipeWire.id=3816
    }

    Usually I can fix these issues myself. This one, however, has me stumped. Any ideas?

    EDIT!
    The forum helped me. There is only one array for storing blocks AND items. Items are stored in itemID+256. (argh why not 4096??) Turns out that item id of the redstone chipset '3817' +256 = 4037, which is also the block id of the MFFSSecurityStation. All of my chipsets got turned into security stations with different damage values... Putting a bug on the buildcraft github.

    Edited once, last by Altaree (October 9, 2012 at 2:11 PM).

  • v.30:

    fix: MFFS Converter accepted IC2 Transformer again
    change: MFFS Converter ForcePower -> EU ratio
    change: MFFS Security Station Recipe IC2 Transporter change to frequency Transmitter

  • I have to say i really like the forcilium cell you put in! Its a million times simpler and more useful then my idea. I will say I don't like the square forcilium chunks you get now instead of the dust lookalike. Maybe you can use something like this sprite I made for my spoutcraft server back in the day:

  • Getting wrench issues once again:

    Display Spoiler

    Check out Our Brand New GT New Horizons Server .:Here:.
    Check out Our Brand New GT New Horizons Let's Play Series .:Here:.

  • Hi there Thunderdark.
    First of all, I'm very impressed with how responsive you've been with adding new features and fixing bugs. You've done a lot over these past few days!

    I do have two questions/comments though (Version.29):
    1. UU-Matter does not seem to be entering my Forcicium cell no matter what I do. From Kane's video, it seemed to be absorbed straight from the inventory just like the ore, but that doesn't seem to be happening on my server. I'm not sure if there is something I'm not doing, or if that has been removed or simply changed.

    2. As long as I have the cell in my inventory, any Forcicium I gather gets instantly absorbed into the cell. While most of the time this is a major convenience, there doesn't seem to be a way to get the ore back out from it if I want to use it to create a Force Energy Crystal for example. Could you add a way to extract the ore from the cell somehow so I could use the dust in recipes, or, alternatively allow filled cells to be used in their place as well?

    Also, I would be more than happy to write up a comprehensive guide to your mod if you don't want to bother with it since you're busy coding away. Just ask.

    Thanks for all the hard work mate. We all appreciate it! My server buddies and I are having a lot of fun.

    Edited once, last by Ichorous (October 10, 2012 at 1:13 AM).

  • Display Spoiler

    ---- Minecraft Crash Report ----
    // I'm sorry, Dave.

    Time: 06/10/12 4:06 PM
    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.initializeMods(Loader.java:641)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:177)
    at net.minecraft.client.Minecraft.a(Minecraft.java:450)
    at net.minecraft.client.Minecraft.run(Minecraft.java:737)
    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:371)
    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.initializeMods(Loader.java:640)
    ... 4 more
    Caused by: java.lang.NoClassDefFoundError: chb/mods/mffs/common/TileEntityExtractorAll
    at chb.mods.mffs.common.ModularForceFieldSystem.load(ModularForceFieldSystem.java:253)
    ... 29 more
    Caused by: java.lang.ClassNotFoundException: chb.mods.mffs.common.TileEntityExtractorAll
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 30 more
    Caused by: java.lang.NoClassDefFoundError: universalelectricity/implement/IElectricityReceiver
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:119)
    ... 32 more
    Caused by: java.lang.ClassNotFoundException: universalelectricity.implement.IElectricityReceiver
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 36 more
    Caused by: java.lang.NullPointerException

    Relevant Details:
    - Minecraft Version: 1.3.2
    - Operating System: Windows 7 (amd64) version 6.1
    - Java Version: 1.7.0_07, Oracle Corporation
    - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    - Memory: 960384416 bytes (915 MB) / 1295712256 bytes (1235 MB) up to 1908932608 bytes (1820 MB)
    - JVM Flags: 2 total; -Xmx2048m -Xms1024m
    - FML: FML v3.1.1.368 Minecraft Forge 4.1.2.260 25 mods loaded, 25 mods active
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    BasicComponents [Basic Components] (Universal Electricity_v0.8.1.112.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Mystcraft [Mystcraft] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    basicPipes [Basic Pipes] (BasicPipes_v2.27.zip) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized
    ComputerCraft [ComputerCraft] (ComputerCraft1.42.zip) Unloaded->Constructed->Pre-initialized->Initialized
    CCTurtle [ComputerCraft Turtles] (ComputerCraft1.42.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Forestry [Forestry for Minecraft] (forestry-A-1.5.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed->Pre-initialized->Initialized
    IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ICBM [ICBM] (ICBM_v0.5.4.12.zip) Unloaded->Constructed->Pre-initialized->Initialized
    mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.43b-1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.1.7.0.23.zip) Unloaded->Constructed->Pre-initialized->Errored
    Railcraft [Railcraft] (Railcraft_6.1.2.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
    SecretRoomsMod [The SecretRoomsMod] (SecretRooms-Forge-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized
    TwilightForest [The Twilight Forest] (twilightforest-1.11.5.zip) Unloaded->Constructed->Pre-initialized->Initialized
    UniversalElectricity [Universal Electricity] (Universal Electricity_v0.8.1.112.zip) Unloaded->Constructed->Pre-initialized->Initialized
    - LWJGL: 2.4.2
    - OpenGL: ATI Mobility Radeon HD 4200 GL version 2.1.8787, ATI Technologies Inc.
    - Is Modded: Definitely; 'forge,fml'
    - Type: Client
    - Texture Pack: Default
    - Profiler Position: N/A (disabled)

  • Mint: THX and am not graphic designer ;) .. comes to my list

    Kane Hart: put on my bug list and 9 capacitor upgrades are enough ..one can cascaded capacitor to have unlimited storage

    ziggstermusk: looks like a Universal Electricity error ...please use the latest version UE 9.*

    Ichorous: while bugfixing you always have ideas to improve what = new Bugs back to the start ;)
    to 1: i will check yesterday it was still...will consider it when back home
    to 2: comes to my proposal List ...at the time was planned to Use Forcecium Cell only in Extractor as resource

    i have on Github "https://github.com/Thunderdark/ModularForceFieldSystem/wiki" a very empty Wiki 8)
    if someone is involved in to fill it..I will not refuse ;)

  • I was thinking and how about a block that acts like a jammer not letting force field blocks form inside of them, think a nether portal like frame. This would make making entrances into a force field protected area alot easier instead of having to setup another projector with a jammer. I had a hell of a time setting up my base with a mob defense upgrade since I had several pathways leading into or out of the main area.

    EDIT: I updated my suggested sprite to have light/dark specks:

    Edited once, last by Mint (October 10, 2012 at 7:27 PM).

  • Just want to say some stuff that has been happening on my server:

    - Some people finding ways to exploit inside bases and or place blocks inside peoples plot.
    - People can use things like block breakers, Quarry I think someone said, Miner, and even the Railcraft Tunnel Bore to break the fields to exploit block placement ect.
    - People break blocks in the field and place a block like a nuke instantly before the field generates. (Block Breaker Solves This)


    So as you can see all the issues are a major problem. Thankfully besides not being able to protect your stuff from block damage/placement period we have one thing and that is the area defense. In a way I find it strong but also weak. I know it sounds odd but this might be something you want to consider letting admins customize a bit more. For example I have over 20 of them places around my area and yet people find ways around it like this example:

    Display Spoiler


    I wish I could have a few things:
    - Be able to increase area defense more
    - Be able to some how alert people that their entering a protected area and give them small ticks of damage before dropping all their items on the ground.
    - Actually be able to protect my base without fearing others lol

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  • Honestly this is more of a problem with you not managing your server properly then the mod itself... If he made the blocks update and replace themselves more frequently then the mod would cause insane amounts of lag. Also why are nukes and other explosives even craftable or placable in the first place unless your using vanilla server. To be honest I doubt theres anything he can do to fix these problems without making the mod a lag monster with block updates and checks. If your running a bukkit server get a plugin like hawkeye or logblock and start banning the retards that are doing this kind of thing. If they cant respect a protected area as private then they dont need to be playing multiplayer anyways. If you using vanilla, your kinda SOL. This mod ISNT a replacement for something like WorldGuard like you seem to be treating it as. Thunderdark is more then welcome to correct me on this but there no real way to fix this without some massive rewrites and effort thats more easily solved by you managing your server better, no offense. As nice as Thunderdark is with trying to implement all our suggestions your taking a tad too far trying to make it into your custom area protection plugin/mod.