I've run into an odd bug. When I right click on a Modular Force Field System projector while wearing the Solar QuantumSuit Helmet (item ID 30770:25, non-upgraded), the MFFS GUI shows up for a half of a second, and then I crash to desktop with this error.
[1.5.2] [SSP/SMP] IndustrialCraft 2 Combo Armors v1.14.3
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I have a strange bug.. XD.
http://paste.ubuntu.com/5633419/ <-- IC2 v1.115 installed but getting the crash NoClassDef Found
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I have a strange bug.. XD.
http://paste.ubuntu.com/5633419/ <-- IC2 v1.115 installed but getting the crash NoClassDef Found
Update to IC2CA v1.13 and a half. I released it with incomplete features specifically to fix that error.
I know this is an addon for Ic2 but this mod was also originally made for the annoyance of changing armors so I suggest you add the ability to combine helmets/solar helmets with thaumcraft goggles of revealing since without them you can't see thaumcraft items but they provide very little protection.
I like that idea, I'll look into it.
Can't promise anything for a while though, I've started 1.5 update and there's no going back :P.
I've run into an odd bug. When I right click on a Modular Force Field System projector while wearing the Solar QuantumSuit Helmet (item ID 30770:25, non-upgraded), the MFFS GUI shows up for a half of a second, and then I crash to desktop with this error.From the stacktrace, that looks like its more of immibis' fault than mine, but I'll investigate either way.
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From the stacktrace, that looks like its more of immibis' fault than mine, but I'll investigate either way.
Want me to report this to him as well? -
I like that idea, I'll look into it.
Can't promise anything for a while though, I've started 1.5 update and there's no going back :P.Thank you!
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Want me to report this to him as well?I'd say so, though I've never used Immibis's mods so it could actually be my fault.
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I just had another idea I forgot to mention you should add an upgrade for night vision for guantuim helmets and also make an upgrade to get a little bit of eu during the night (from the reflected light of the moon). For balance purposes this would be capped at a max eu generation of 500 eu and it would only work if it has a direct contact to the sky (so it wouldn't work in caves).
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Update to IC2CA v1.13 and a half. I released it with incomplete features specifically to fix that error.
uh.. didn't see the download above the (and a half) :/. Sorry my fault! :)...
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Did this discussion die?
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Did this discussion die?
No. I've been checking it occasionally, but I've been busy lately and I haven't had too much time to work on this.
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Just posted v1.13 and a half. It's mainly bug fixes, but it also has some of the (not fully finished) cross-mod compatibility:
-Reorganized stuff again. Nothing you should notice, but if recipes don't work or items disappear, let me know.
-Fixed a bug with versions of IC2 after 1.115.222
-Fixed solar and static items not charging armor properly
-Added a config option for the Nano Bow's damage; default 0. Increasing it will add as much damage as a Power enchantment of that level would. Primarily for use with mods like DivineRPG, as requested by a user.
-Added the base stuff for integrating other mods. NOTE: You'll get messages saying it succeeded or failed to load AdvancedSolarPanels, GregTech, and Gravisuite. They don't actually do anything yet.
-Added integration for Compact Solars:
-Solar hats can be used in place of Solar Helmets, and the items produced will default to having as much EU production as the solar hat its made from.
-Solar arrays can be used to make more effecient solar upgrades. Use the same recipe as the normal solar upgrade, but with gold or fibre glass cable for the MV and HV ones.
-Increased the default max production value to 512 so that there is a point to using HV ones. NOTE: For obvious reasons, this won't override your config. Either delete your config so it regens, or change it manually.When you say 'use the same recipe as the normal solar upgrade, but with gold or fibre glass cable', I assume you're talking about the solar production upgrade? If so, using the same recipe (6 refined iron, one solar panel) and replacing the copper cable with glass fibre doesn't do anything. I assume I'm missing something...how do we craft better solar upgrades?
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When you say 'use the same recipe as the normal solar upgrade, but with gold or fibre glass cable', I assume you're talking about the solar production upgrade? If so, using the same recipe (6 refined iron, one solar panel) and replacing the copper cable with glass fibre doesn't do anything. I assume I'm missing something...how do we craft better solar upgrades?
Its for use with compact solars. You replace the normal solar with the solar array you would like to use, and then the cable with either gold or glass fibre if its an MV or HV.
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I just had another idea I forgot to mention you should add an upgrade for night vision for guantuim helmets and also make an upgrade to get a little bit of eu during the night (from the reflected light of the moon). For balance purposes this would be capped at a max eu generation of 500 eu and it would only work if it has a direct contact to the sky (so it wouldn't work in caves).
So what do you think?
Did this discussion die?
Ok!
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So what do you think?
First part- I'm not going to make a night vision upgrade. When IC2 releases their night vision goggles, it'll be a new combo armor.
Second part- I feel that solar panels are ridiculously overpowered as it is, and I'd rather not do that. -
First part- I'm not going to make a night vision upgrade. When IC2 releases their night vision goggles, it'll be a new combo armor.
Second part- I feel that solar panels are ridiculously overpowered as it is, and I'd rather not do that.IC² nightvision is already implemented, it just lacks a recipe and a sprite.
You maybe can add your own and use its code as base.
Instead of solar panels, how about improving static boots to generate 5 EU per block ? -
Instead of solar panels, how about improving static boots to generate 5 EU per block ?
Yup, so they wouldn't be useless anymore
Even 5Eu/block is not that much (25 time more though ^^): it would mean recharging 10% of your batpack would take ... 12 000 walking lol -
IC² nightvision is already implemented, it just lacks a recipe and a sprite.
You maybe can add your own and use its code as base.
Instead of solar panels, how about improving static boots to generate 5 EU per block ?
Like I said, I'm waiting for them to release their night vision goggles. I'm aware they're fully functional.You can increase the amount of EU the boots generate with upgrades already. I agree with the IC2 guys that the static boots should be weak, considering how easy they are to make. It's not supposed to be any remotely substantial power source; it's just a bit of extra free energy for walking around. -
I agree with the IC2 guys that the static boots should be weak, considering how easy they are to make. It's not supposed to be any remotely substantial power source; it's just a bit of extra free energy for walking around.
Yeah but ... walking 1000 block to mine 1 block more, do you think it worth it ?
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Found a slight bug, discharging when using ulti nano armour says it uses 100000EU but actually only uses 100
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What Is the max eu solar or static upgrades can generate?
Will Quantum combos like the Solar QuantumSuit Helmet still keep the effects for example will the Solar QuantumSuit Helmet still protect you from harmful potion effects like the QuantumSuit Helmet does?