After watching bdubs vid, i saw that he made a complaint about paintings. How about a tool that cycles through paintings of the same size. So you dont have to keep breaking and replacing all the time to get a new one.
i agree with the "higher teirs of energy storage" because it would be cool to try and work up to the highest teir
Quantum tunneling device (cant think of a better name)
it would use the power of quantum tunneling to pass through walls and it would be something like a portable hole, but ic2 style (uses EU)
[spoiler]Minecraft has crashed!
Minecraft has stopped running because it encountered a problem; Failed to start game
--- BEGIN ERROR REPORT cce24248 --------
Full report at:
Please show that file to Mojang, NOT just this screen!
Generated 3/10/13 10:56 AM
-- System Details --
Minecraft Version: 1.4.7
Operating System: Mac OS X (x86_64) version 10.7.5
Java Version: 1.6.0_37, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 192262008 bytes (183 MB) / 266272768 bytes (253 MB) up to 4286251008 bytes (4087 MB)
JVM Flags: 5 total; -Xms256M -Xmx4096M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:+AggressiveOpts
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 v126.96.36.1996 Minecraft Forge 188.8.131.524 Feed The Beast Mod Pack 59 mods loaded, 59 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed
CoFHCore [CoFH Core] (CoFHCore.zip) Unloaded->Constructed
DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.7]2.3.9.zip) Unloaded->Constructed
mod_EllianDetector [mod_EllianDetector] (EllianDetector (1).jar) Unloaded->Constructed
BuildCraft|Core [BuildCraft] (buildcraft.jar) Unloaded->Constructed
ComputerCraft [ComputerCraft] (computercraft.zip) Unloaded->Constructed
CCTurtle [ComputerCraft Turtles] (computercraft.zip) Unloaded->Constructed
ThermalExpansion [Thermal Expansion] (thermalexpansion.zip) Unloaded->Constructed
OmniTools [OmniTools] (omnitools.zip) Unloaded->Constructed
IC2 [IndustrialCraft 2] (IC2.jar) Unloaded->Constructed
AGCore [AdvGenerators] (IC2AdvGenerators²_Universal-3.3.0.zip) Unloaded->Errored
IC2NuclearControl [Nuclear Control] (IC2NuclearControl.zip) Unloaded->Constructed
mod_InvTweaks [Inventory Tweaks] (InvTweaks.zip) Unloaded->Constructed
IronChest [Iron Chest] (IronChest.zip) Unloaded->Constructed
mmmPowersuits [MachineMuse's Modular Powersuits] (ModularPowersuits-0.3.0-178.jar) Unloaded->Constructed
PortalGun [Portal Gun] (PortalGun.zip) Unloaded->Constructed
StevesCarts [Steve's Carts] (StevesCarts.zip) Unloaded->Constructed
BuildCraft|Energy [BC Energy] (buildcraft.jar) Unloaded->Constructed
ExtrabiomesXL [ExtrabiomesXL] (extrabiomes.jar) Unloaded->Constructed
Forestry [Forestry for Minecraft] (forestry.jar) Unloaded->Constructed
Thaumcraft [Thaumcraft] (Thaumcraft.zip) Unloaded->Constructed
TwilightForest [The Twilight Forest] (TwilightForest.zip) Unloaded->Constructed
AdvancedMachines [IC2 Advanced Machines Addon] (advancedmachines.zip) Unloaded->Constructed
AdvancedSolarPanel [Advanced Solar Panels] (advancedsolarpanel.zip) Unloaded->Constructed
BuildCraft|Builders [BC Builders] (buildcraft.jar) Unloaded->Constructed
BuildCraft|Factory [BC Factory] (buildcraft.jar) Unloaded->Constructed
BuildCraft|Transport [BC Transport] (buildcraft.jar) Unloaded->Constructed
BuildCraft|Silicon [BC Silicon] (buildcraft.jar) Unloaded->Constructed
ChickenChunks [ChickenChunks] (chickenchunks.jar) Unloaded->Constructed
EE3 [Equivalent Exchange 3] (ee3-universal-pre1f.jar) Unloaded->Constructed
EnderStorage [EnderStorage] (enderstorage.jar) Unloaded->Constructed
BinnieCore [Binnie Core] (extrabees.zip) Unloaded->Constructed
ExtraBees [Extra Bees] (extrabees.zip) Unloaded->Constructed
factorization [Factorization] (factorization.jar) Unloaded->Constructed
Railcraft [Railcraft] (railcraft.jar) Unloaded->Constructed
RedPowerCore [RedPower] (redpowercore.zip) Unloaded->Constructed
RedPowerBase [RP Base] (redpowercore.zip) Unloaded->Constructed
RedPowerMachine [RP Machine] (redpowermechanical.zip) Unloaded->Constructed
RedPowerCompat [RP Compat] (redpowercompat.zip) Unloaded->Constructed
RedPowerWiring [RP Wiring] (redpowerdigital.zip) Unloaded->Constructed
RedPowerLogic [RP Logic] (redpowerdigital.zip) Unloaded->Constructed
RedPowerLighting [RP Lighting] (redpowerdigital.zip) Unloaded->Constructed
RedPowerWorld [RP World] (redpowermechanical.zip) Unloaded->Constructed
RedPowerControl [RP Control] (redpowermechanical.zip) Unloaded->Constructed
ThermalExpansion|Factory [Factory] (thermalexpansion.zip) Unloaded->Constructed
ThermalExpansion|Energy [Energy] (thermalexpansion.zip) Unloaded->Constructed
ThermalExpansion|Transport [Transport] (thermalexpansion.zip) Unloaded->Constructed
GregTech_Addon [GregTech-Addon] (gregtechmod (2).zip) Unloaded->Constructed
IC2CA [IndustrialCraft 2 Combo Armors] (industrialcraft2comboarmors-1.13 and a half.zip) Unloaded->Constructed
GraviSuite [Gravitation Suite] (mod_zGraviSuite_1_7.zip) Unloaded->Constructed
ModularForceFieldSystem [Modular ForceField System V2] (modularforcefieldsystem.zip) Unloaded->Constructed
NEIPlugins [NEI Plugins] (neiplugins.jar) Unloaded->Constructed
drceph.petrogen [Petroleum Generator] (petrogen.zip) Unloaded->Constructed
mod_ReiMinimap [mod_ReiMinimap] (reiminimap.zip) Unloaded->Constructed
SoulShards [SoulShards] (soulshards.zip) Unloaded->Constructed
OpenGL: Intel HD Graphics 3000 OpenGL Engine GL version 2.1 APPLE-7.32.12, Intel 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: null
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: f4113n.AdvGenerators.AGCore
Caused by: java.lang.ClassNotFoundException: f4113n.AdvGenerators.AGCore
at java.lang.Class.forName0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
... 5 more
Caused by: java.lang.RuntimeException: java.lang.RuntimeException: java.lang.ClassNotFoundException: f4113n.core.FBase
... 32 more
Caused by: java.lang.RuntimeException: java.lang.ClassNotFoundException: f4113n.core.FBase
... 34 more
--- END ERROR REPORT b09ded87 ----------
i had to cut some off as it was too long, it only happons when i add this addon to FTB mindcrack pack with a few extra mods.
Acceleration leggings, and Teleport Boots... thats all im asking
Added the Wiremill. A Device, which increases the Cable Output per Ingot by 33-50%. It needs an undamaged Drawplate of Redpower to be crafted, as I dont wanna ruin the RP-Tech-Tree requirement of Diamond Block + Handsaw. *Hint: There is a secret Recipe*
wow, surprised that was actually implemented, i think that was my suggestion a while back
Could you add an industrial use for zombie brains... maybe pulverizing/macerating them will give you zombie dust? Then you can centrifuge that to get methane and such.
Lots of work done lately, but sadly not of the sort that makes pretty screenshots. So here's my planned release schedule as a consolation prize:
Alpha release (aka, not content-complete but all core systems implemented) will probably come in late February, heavily subject to my work schedule, and will be released to a few testers (more on that in a future post). Features include:
- Research tree covering all of the below, including upgrades to the research equipment itself. Only terrestrial devices (20th-early 21st century) will be available at this point. There will be an in-game crafting guide, so once you've built your laboratory there's no need to check a wiki for crafting instructions.
- New terrestrial ores (aluminum, titanium, tungsten, chromium) and special smelting/alloying equipment
- Tinkering system allowing for customization and upgrades to individual tools/machines/vehicles
- Multi-tier rocketry system including modular construction, targeting, and various payloads
- Fuel processing and storage infrastructure allowing the mixing of thousands of possible combinations, which may prove useful... or explosive.
- Various machinery and tools (unfortunately not even half of what's planned for the full release)
- Electricity/steam/fuel transmission infrastructure (I realize that this duplicates some IC2 functionality, but it was unavoidable. However, one of the design goals for RS electricity is to more closely approach real-world grids - in particular, that means no storage blocks exist, and the number of machines you can have running simultaneously is limited by generation capacity)
- GPS and imaging satellites
- Basic personal space stations, plus oxygen mechanics for airless regions
- Vehicle bay and rover vehicle (with a few upgrade modules)
Soon after I'll release an update to testers which includes all remaining terrestrial tools, machines, satellites, rover upgrades, and the like.
The "Moon Update" will be the first one released to the general public once beta testing is complete. (Your guess is as good as mine as to when that will be!) Features:
- Moon dimension, accessible via rocket once certain research is complete
- Fusion reactors and "Fusion Age" (near-futuristic) gadgets, researchable once you start mining lunar helium-3. New equipment will be available in all categories - you'll be able to double smelting efficiency with the new Plasma Furnace and blow holes in creepers with your Gauss rifle.
- Plasma engines for improved spacecraft, enabling automated asteroid mining and quicker trips to the moon
- Space elevators for cheaper space station access
- Powered exoskeletons (with upgrade modules!) which provide both armor and life support
- API allowing modders to produce add-ons and custom planets
- Official Rocket Science site
Then comes a minor interoperability update which is scheduled to include Industrial Energy Converter blocks to allow exchange between IC2 and RS power. There will likely be some energy lost during conversion for balance reasons. (Interoperability with certain other mods is planned, but not relevant here)
Finally, the last update for which I have concrete plans is the "Mars Project." This one will be probably take a good deal longer than the Moon Update, as it includes:
- Mars dimension, accessible via rocket (with plasma engine) once certain research is completed
- Abandoned alien outpost beneath the Martian surface, crawling with new mobs... and filled with treasures which can be reverse-engineered to unlock new research projects involving exotic-matter physics and nanotechnology. But first you'll have to undertake a quest to retrieve the station's precious data server and translate the alien language...
- Top-tier technology which improves on every existing item and adds several new features. Without giving too many spoilers, let's just say that personal UFOs are just the beginning...
I have a few plans beyond this point, but nothing I'm willing to commit to at the moment.
any plans for new armor sets besides the exo suit?
greg, when rocket science releases chrome, titanium, aluminium and tungsten ores are you add compatibility or nerf the spawn rates... because that will be OP!
hey sentimel, what do you reckon about a pair of leggings or boots that teleport you to wherever your cursor is pointing?
I like that idea... so you could have full upgraded quantum suit.
ultimate solar helm
some form of new leggings
Would anybody see my idea I posted a few pages back and give me some feedback on it?
It is >>Here<< .
I had an idea like that too, it was to store enchantments using a device. Say if you have a silk touch pick then you could take the silk touch off that pick and put it on some other ones for the cost of some energy and xp.
suggestion: industrial enchantments, being able to enchant electric tools with a new enchantment table, these will be all new enchantments and not the normal ones, it will remain balanced by having a time limit. for example a haste enchantment on a electric tool might only last 5 min so its like potion effects...
how do i charge the suit with eu?
it crashes when i put it in a mfsu...
how do you use spoliers? so i can put the crash report here..
im playing the FTB mindcrack pack and it crashes when i put the armor on.....
how do you use spoilers?
I'm not sure where the "right" place is to ask GregTech questions, so point me in the right direction if it isn't here. Sorry for any confusion.
For some reason, most of the new ores are spawning, but cooperite, ruby and sapphire are missing. I see that they are true in the config in the worldgeneration section. Interestingly, the other ores are definitely spawning, and I see all of them in NEI, as well as the machines.
What else should I look at?
Thanks a bunch...
I wish I did java - I would love to contribute to this and IC2 as well.
rubies spawn in desert biomes and sapphires spawn in ocean biomes.
cooperite is sheldonite and spawns in the end along with 3 other ores.
is osmium armor supposed to be in the game? i see it and it looks just like nano...
suggestion: industrial wire mill (like the one in the ftb universal electricity pack) this would allow you to get 7-10 uninsulated copper wire per ingot in a cost of some decent power.