Posts by mak326428

    maybe add mod for mc 1.5.2 , i need for server , but rarely change version mc because we have very much people and structures and machines


    Backport? I thought about it, but it would be a pain to do that.


    EDIT:
    Status report:
    I'm working on wireless chargers. If this device is in your hotbar, it will charge your items, consuming energy from Wireless Power Sync frequency. It will be pretty epic, I'm sure you'll love it. Also, I have electric sickle on my TODO list. It will function just like RedPower's one, except that it will be electric and have a big range.

    Mass infuser ? what this is machine :D this is inifinity chest with crafting ??


    No, it will show you uum recipe for item you chose. Something like NEI. (right now it has no superiorities over NEI, but it will soon..)


    Here it goes:


    And i added three-by-three-by-one mining ability for drill


    Massive update is coming... Like really massive. Mod's current .jar file size is 1.5x the previous one.


    Current changelog for 0.9.5 (oh, i'd like to list everything here, but it's like next to impossible to remember)
    Day I
    1. Fixed advanced scanners. They work now.
    2. Added massive amount of configoptions for almost every single aspect of the addon
    3. Added superconductors (intergable via OreDict, can be placed in the world as a cable, can only be broken with a pick, energy loss = 0, max packet size = 2 to the power of 31 (Integer.MAX_VALUE))
    4. Added Mass Infuser. They're highly WIP, so i didn't provide a crafting recipe
    5. Added ability for enhanced diamond drill to mine 3x3x1 (width x height x depth)
    6. Fixed bug when drill breaks bedrock
    7. Added a FANCY (it's incredibly, incredibly, amazingly awesome looking.. i have no words.) render for Tesla Rays (they are rays now rather than projectiles)
    8. Added Enriched Energetic Matter Orbs (4kk storage)
    9. Nerfed recipes.
    10. Nerfed ability of forcefield chestplate to lift entities up (it was annoying anyways).
    11. More minor stuff I forgot. (various bugfixes)
    Day II
    1. Fixed a bug when you were able to fly even after you take off levitation boots
    2. Added mods for drill (right now, there are two: normal & tunnel)
    3. Optimized code a bit

    I know that this is really not a dev forum, but.. Once or twice doesn't count :pinch:
    New code:


    Here's what it looks like when omission is set to 4:


    In other news, I did fix Adv Scanners. They are awesome. Planning to add my own Miner that will mine really fast.


    Also, Greg, I've heard your mod nerfs Quantum Suit by lowing their damage absorbation. The deal is that my mod uses old quanum suite's values.
    Could you list getBaseAbsorptionRatio() and getDamageAbsorptionRatio() for nerfed quantum, for me too fix it?

    A CIRCLE!!! KILL IT WITH FIRE!!!



    XD


    BUT IT LOOKS FRIGGIN AWESOME!


    Also, these visual effects, besides looking amazing, cause tons of lag (fps drops from 90 to 40), mainly because of this algorithm:


    I don't know how to deal with it. I provided a config for turning it off, but... I WANT IT NOT TO BE SO FREAKING LAGGY!

    try putting them into the regular assets Folder of Minecraft, which I mentioned, and then just register your Armor Prefix without any Folderpaths like so "supersonic", just that and it should work. And the Dev Environment is not a good way to test anything. Always test with a regular install at a real Minecraft instance.


    Thank you!

    Since people may not like the particles, add a config to stop their rendering.


    Also, if those particles generates along connected stations, it is a good way to find someone's base by just following that path, which is awesome.


    No, these particles generate as a circle around conductor. Also, it would be a nightmare for servers, because it sends 180 packets every so often, i plan on optimizing it a bit.
    Right now, I cannot understand why my recipe parser doesn't work :( And it drives me insane.


    EDIT:
    Status report: fixed a bunch of bugs (mostly a enhanced drill behaving as a universal tool instead of only being Pick+Shovel), buffed drill (now it's speed is 32.0F, it's 2x faster than diamond drill now), added config option for all the recipes & added fortune, silktouch version of drill to creative menu and NEI


    Right now I plan on working on superconductors (with fancy render)


    Screenshots (more will be added today as I progress with them):


    It requires a lot of polishing and stuff, but overall the thing is working (bounding boxes and textures work, that's the most important part):


    And it works!:


    Just to prove that it works:


    Okay, I think I've reached limit of my own ideas (I'm fixing Scanner, and that's all), what do you want to see in addon? I'll try to add if you suggest something good.

    Did you put yur Armor Textures into "assets\minecraft\textures\models\armor" ? That's a possible way to fix it, when you have registered the Armor prefixes correctly.


    Code
    public static final String ARMOR_SUPERSONIC_LEGGINGS_TEXTURE = "levelstorage:/armor/supersonic_2.png";
    	public static final String ARMOR_LEVITATION_BOOTS_TEXTURE = "levelstorage:/armor/supersonic_1.png";


    That's the code.
    The assets themselves are in /assets/levelstorage/armor/supersonic_1.png and 2. It seems really strange to me, as in the Dev Environment armor textures work fine (tons of screenshots is a proof), but in Production Env, when bundled in a .jar, it shows missing texture.

    i try many versions forge , last too, and i have this problem, uninistall all mods no help me too, i have one more problem with your poitn wrieless station <img snipped>


    It's not a problem, it's a feature :D! I added these particle effects to conductors, because I thought it would look awesome. Also, it was thought to shock you when you stand in 8 block radius around it and it will cause a lightning strike if you continuously send more than 512 EU/t for 30 seconds. So, beware.

    hm ? i have especial apperance black - pink ???


    That "black-pink" means missing texture. I don't know what I messed up, in MCP Environment everything is fine but in production environment everything seems weird. I blame Forge (either I'm using outdated version for my dev environment or you're using too old one or Forge is being messed up) What's your forge version?

    Entity Radar - VoxelMap/Rei's Minimap. I think code will be a little bit messy, reduntant and laggy. In order to chase entities' movements, a TickHandler/@ForgeSubscribe LivingEntityUpdate will be needed and it will be used every single tick for every single entity... Oh, no.
    Ore Radar - Good idea. I will see what I can do.

    Status report:
    Progress with Tesla Helmet:




    Tesla helmet gets rid of wither & poison + it replenishes your hunger (10 000 EU, when your hunger is below 8 points = 4 hunger bar, it will replenish your hunger to max, but it won't give you a good amount of saturation). Now I am gonna make it shoot laser thingies.


    EDIT:
    AAAAAND it works! These 'blue things" are named "Tesla rays". They deal 10 * random(0,6) + 1 damage each. (damage ignores armor).
    I'm done with Tesla Helmet.

    Since the addon is growing, change its name to "MakTech" or something and make a smaller logo if you wish.
    I think that "LevelStorage v0.9beta - Wireless Conductors & Power Synchronizers (cross-dimensional), Advanced Scanners, XP Generators & Chargers & even Portable Teleporters (cross-dimensional too!)" is just too big =)

    What about my helmet idea? It has entity radar scanners to detect players, mobs and items.
    Maybe even ores (in a tiny range), for much increased energy cost per tick.


    Tesla helmet ,shoots tesla rays on enemies around for 20 damage. Overclocker upgrades increases speed of fire and Transformer increases damage (and energy usage).


    Interesting idea.. The only thing left is how does player insert modules into the helmet? I think creating another machine just for this purpose would be silly.


    EDIT:
    Status report:
    I'm done with forcefield chestplates. They lift entities up using 100 EU/t. They also act as a lappack, so they will keep your drill/saw/whatever charged, while being an awesome armor.
    Now it's helmet's turn. It will be something like SpwnX suggested, once I figure out how exactly it'll work.


    After helmet's done, we will have a really, really powerful end-game armor which will be awesome.
    Also, I feel like recipes are a little too cheap, so I need to create "simple items" (crafting ingredients) to make a feel that it's a really end-game ultra-super high tech armor. It will involve a lot of texturing.
    I suck at texturing and rendering, so... Oh, for me, drawing a texture is the worst and most difficult part in modcreation.

    another Device for fly is better because you can use other armors than only dedicate


    another Device for fly is better because you can use other armors than only dedicate, minecraft and mods offer very much good armor so better another device i think, maybe antigravity ring :D omg speed but separate fly with boots and itegrate lava resister in leggins or boots , and need auto jump on 1 block hight when run in sonic leggins, HM pocket refrigerant pocket damage for hunger ?? if have energy, ye now see pocket refrigerant protect all dmg for players if have energy


    Pocket Refrigerant protects from everything: yep, it's a bug which will be fixed. I forgot to compare damagesourece == lava || fire, as a result i got this. Don't worry, it'll get fixed the next version.
    I said there probably are a ton of bugs, I'm fixing them now.


    EDIT:
    Sneak peek!:



    Did you read "Enhancement" wrong like I always do? It's not an enchantment, it's enhancement!