Hey Immibis, is this mod dead or alive? I'd rather use this than thunderdark's version, as thunderdarks version generates ores.
[IC2 Exp][1.7.10] Advanced Repulsion Systems
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It's not completely dead - I'll still be updating it for 1.5, etc.
I haven't added anything for a while since I've been working on other stuff. -
Just figured I'd say, I absolutely love your version over thunderdark's. Idea of forcium is...well. I won't say. But I don't like it.
Thanks for continuing to work on this. -
Yes, please keep alive, I prefer it also. I don't think new features are needed, it's a "well developed, matured" mod many thanks for your efforts with it.
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52.0.5:
- Removed some code that caused rare crashes when opening GUIs, and didn't seem to do anything useful.
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What is the Loot Collector and how do we use them?
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Is Advanced Repulsion Systems compatible with IC2 advanced machines mod?
I get the following error on my client when I attempt to run the mod
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.Time: 1/28/13 12:02 AM
Description: Failed to start gamejava.lang.IllegalArgumentException: Slot 4060 is already occupied by immibis.ars.BlockForceField@29fd6031 when adding ic2.advancedmachines.common.BlockAdvancedMachines@39b64680
at amq.<init>(Block.java:326)
at akb.<init>(BlockContainer.java:11)
at ic2.advancedmachines.common.BlockAdvancedMachines.<init>(BlockAdvancedMachines.java:32)
at ic2.advancedmachines.common.AdvancedMachines.load(AdvancedMachines.java:83)
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:487)
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:140)
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:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)A detailed walkthrough of the error, its code path and all known details is as follows:
----------------------------------------------------------------------------------------- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 365447968 bytes (348 MB) / 494403584 bytes (471 MB) up to 494403584 bytes (471 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26a FML v4.7.22.539 Minecraft Forge 6.6.0.515 28 mods loaded, 28 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06 (2).zip) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
APUnofficial [Additional Pipes] (AdditionalPipes-2.1.3u40-1.4.6(2).jar) Unloaded->Constructed->Pre-initialized->Initialized
ImmibisCore [Immibis Core] (immibis-core-52.2.5.jar) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
AdvancedRepulsionSystems [Advanced Repulsion Systems] (adv-repulsion-systems-52.0.5.jar) Unloaded->Constructed->Pre-initialized->Initialized
AdvancedMachines [IC2 Advanced Machines Addon] (AdvancedMachines_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Errored
BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BCIC2Crossover [BC-IC2 Crossover Mod] (BCIC2crossover 2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
DimensionalAnchors [Dimensional Anchors] (dimensional-anchor-52.1.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forestry [Forestry for Minecraft] (forestry-A-2.0.0.1.jar) Unloaded->Constructed->Pre-initialized->Errored
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_InvTweaks [Inventory Tweaks] (InventoryTweaks_1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized
PowerConverters [Power Converters] (PowerConverters_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|NEI [NEI] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5800 Series GL version 4.2.11931 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: nullI understand that the ID conflicts I can fix myself but I thought as the mod developer you might like to see these error reports anyways even though the ID conflict is not your fault.
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I also get the same error when I attempt to run the mod on my server
---- Minecraft Crash Report ----
// I blame Dinnerbone.Time: 1/28/13 12:00 AM
Description: Exception in server tick loopjava.lang.IllegalArgumentException: Slot 4060 is already occupied by immibis.ars.BlockForceField@71f1ce16 when adding ic2.advancedmachines.common.BlockAdvancedMachines@3a1140cb
at amq.<init>(Block.java:324)
at akb.<init>(BlockContainer.java:11)
at ic2.advancedmachines.common.BlockAdvancedMachines.<init>(BlockAdvancedMachines.java:32)
at ic2.advancedmachines.common.AdvancedMachines.load(AdvancedMachines.java:83)
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:478)
at sun.reflect.GeneratedMethodAccessor2.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:140)
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:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:94)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:350)
at ho.c(DedicatedServer.java:135)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)A detailed walkthrough of the error, its code path and all known details is as follows:
----------------------------------------------------------------------------------------- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1966003888 bytes (1874 MB) / 2058027008 bytes (1962 MB) up to 2058027008 bytes (1962 MB)
JVM Flags: 2 total; -Xms2048m -Xmx2048m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 26 mods loaded, 26 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
APUnofficial [Additional Pipes] (AdditionalPipes-2.1.3u40-1.4.6(2).jar) Unloaded->Constructed->Pre-initialized->Initialized
ImmibisCore [Immibis Core] (immibis-core-52.2.5.jar) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
AdvancedRepulsionSystems [Advanced Repulsion Systems] (adv-repulsion-systems-52.0.5.jar) Unloaded->Constructed->Pre-initialized->Initialized
AdvancedMachines [IC2 Advanced Machines Addon] (AdvancedMachines_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Errored
BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BCIC2Crossover [BC-IC2 Crossover Mod] (BCIC2crossover 2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
DimensionalAnchors [Dimensional Anchors] (dimensional-anchor-52.1.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forestry [Forestry for Minecraft] (forestry-A-2.0.0.1.jar) Unloaded->Constructed->Pre-initialized->Errored
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
PowerConverters [Power Converters] (PowerConverters_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|NEI [NEI] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml'
Type: Dedicated Server (map_server.txt)In both situations the only change was the repulsion systems mod and if I remove the mod everything works again.
Thank you for making this mod and hopefully this helps you.
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@above2: That's ID conflicts. Fix 'em yourself.
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A question and three Ideas.
first the question, will tubes work through force fields? so if I have a BC pipe or RP2 Tube will the items I send down them be blocked by the field? I wouldn't think they would but you never know.ok now the ideas. what about a way to bring back the feature of how a tube field could tunnel through other force fields, but instead have it as a force field network. basically have a "network" upgrade block. and generator with a network upgrade will turn on and off together, they can piggy back on power(do a bit of a power daisy chain), and only they can penetrate each other. so if you wanted to have two area generator linked together you could(so you can have a larger area or to give it a closer shape), and you could have one power core that would power both of them, and the "primary" one that is linked to the power is the only one that needs redstone and it would activate both of them, and then the shield wall that both of them would have wouldn't exist but the exterior walls would still be there. I don't know how hard that would be to code or implement but it would be nice if you have a big base or a weird shaped one that you want to protect.
the second idea is for a "full shield" upgrade (I couldn't think of a better name). basically it would be like from star trek how when the shields were on full power no one could transport in or out. so a shield with this upgrade would block people from teleporting in or out (but internal teleportation would work, also here I am talking about the IC2 teleporters not using server commands). IDK how hard that would be to code but still it would make sense.
the last idea is more of a trap shield. it would be like a area field but it would deploy next to the generator not around it. it would just be a fun way to mess with people or to defuse a nuclear trap (by neutralizing the issue). to prevent it from being OP and used for grieffing it might have to have a small range limit and a time limit (so you could trap someone but only for a short amount of time before the generator burns out and it has to be replaced or something).
Thanks love the mod. even though I usually play single player it's just really cool to have a force field.
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What is the Loot Collector and how do we use them?
It's an upgrade for Industrial Tesla Coils. If they zap an item on the ground, normally it would be destroyed. If there's a loot collector with the filter (arrow slot) set to that item, then instead the item it zapped will be moved to that loot collector's inventory.
A question and three Ideas.
first the question, will tubes work through force fields? so if I have a BC pipe or RP2 Tube will the items I send down them be blocked by the field? I wouldn't think they would but you never know.
Force fields are blocks. If you have a pipe through a forcefield, the pipe will make a 1-block hole in the forcefield. If you destroy the pipe the forcefield might take a moment to fill in that block - larger forcefields will take longer. This applies for any block that's in the way of a force field.
ok now the ideas. what about a way to bring back the feature of how a tube field could tunnel through other force fields, but instead have it as a force field network. basically have a "network" upgrade block. and generator with a network upgrade will turn on and off together, they can piggy back on power(do a bit of a power daisy chain), and only they can penetrate each other. so if you wanted to have two area generator linked together you could(so you can have a larger area or to give it a closer shape), and you could have one power core that would power both of them, and the "primary" one that is linked to the power is the only one that needs redstone and it would activate both of them, and then the shield wall that both of them would have wouldn't exist but the exterior walls would still be there. I don't know how hard that would be to code or implement but it would be nice if you have a big base or a weird shaped one that you want to protect.
Like MFFS's field fusion upgrade? That's an idea that'll be added eventually.
the second idea is for a "full shield" upgrade (I couldn't think of a better name). basically it would be like from star trek how when the shields were on full power no one could transport in or out. so a shield with this upgrade would block people from teleporting in or out (but internal teleportation would work, also here I am talking about the IC2 teleporters not using server commands). IDK how hard that would be to code but still it would make sense.
It might not be practical to detect players teleporting in and out of shields, as it'd have to check their location each tick and whether they're in a field or not. It would also stop them from walking through gaps in the field.
the last idea is more of a trap shield. it would be like a area field but it would deploy next to the generator not around it. it would just be a fun way to mess with people or to defuse a nuclear trap (by neutralizing the issue). to prevent it from being OP and used for grieffing it might have to have a small range limit and a time limit (so you could trap someone but only for a short amount of time before the generator burns out and it has to be replaced or something).
Craft an MFD, set it to offset mode, right-click on the projector. -
Hey, could you please add in some recipes to convert any projector back to its core? That way, if people make mistakes, or want a different system, they can do so
Also, in the tutorial, please add the fact that each projector requires some redstone dust to be connected, I was trying to get it to work for about 20 minutes...
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Found a minor graphical glitch:
When an Enderman opens its mouth you can see straight through a force field.
v52.0.4 Tekkit Lite 0.5.7 (MC 1.4.7) -
When using an industrial tesla coil, it seems some mobs don't drop anything, specifically blazes. Other mobs such as ghasts and zombie pigmen drop items as normal.
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How do I program the industrial tesla coil to attack all players except for ones with a gold sword?
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Anyone?
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How do I program the industrial tesla coil to attack all players except for ones with a gold sword?
Welcome to the IndustrialCraft 2 forums!
It's in the Industrial Tesla Coil description. Use a Item Detection Filter with a gold sword, pass the signal through a programmable filter with only an invert token, and then pass the signal to the coil.
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How exactly is is supposed to be set up?
I did this and it doesn't work:
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Anasky: Ok.
Meems33: Vanilla bug, does the same thing affect water and ice?
Phoenix the Meh: Blame Notch, blazes only drop rods if killed by players.
Eliminator: The "item detector token" item detects dropped items, the "item detection filter" block, detects players who are carrying that item.
52.0.6:
- Changed blank card recipe slightly, so it no longer conflicts with MFFS.
- Added reverse crafting recipes for projectors.
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I replaced the item token with a coble stone but it still attacks me when I have a gold sword.