hello, I noticed a bug: the texture for "cloaking upgrade module" is missing
Thanks for pointing that out, I need to capitalize the M I'll add that to the fix im putting out this weekend.
hello, I noticed a bug: the texture for "cloaking upgrade module" is missing
Thanks for pointing that out, I need to capitalize the M I'll add that to the fix im putting out this weekend.
I seem to have derped, badly. Lol. Changes to the IC2 api broke my jetpacks. Fixed now, updated download.
Also, it was not nearly as bad as I expected: there's no need to change NBT tags or anything, once you get back in game, they should work fine again.
Hey. I wanted to use this mod in my ModPack but its in 1.4.7. I'm trying to find a download link for the earlier version for it but it looks like you only keep up the current versions. Can you also put up the older versions please?
All versions that were ever public are on the wiki download page (ic2ca.wikia.com/downloads).
hello , in 1.14 version i have a bug such as when i put anything in charge slot it momentally charges not using any eu , but when i wear it it uncharges faster then in a second.
That shouldn't be happening... I'll look at it.
Dang. I'll rebuild it with the latest API version, gimme a few minutes.
EDIT: Recompiled with latest IC2 version. It's in the same download link as before. Let me know how it works out, sorry for the derp up.
Dunno why I've been putting this off so much. Regardless, here it is. Download link in main post.
v1.14
-Fixed crash when upgrading Exo Solar or Exo Static armors
-Fixed discharge module not using the correct amount of EU
-Added Armor Assembler upgrades- one for survival, and one for creative.
-Updates for Minecraft 1.5, unstiched textures and all that tedious stuff.
-Added functionality for Transformer upgrades to reduce an item's charging tier thanks to changes in the IC2 api
-Added tooltips to all the upgrades, showing what they can be applied to
-Added a custom logger. Not a big thing you'll notice, but the console output looks different now.
-If the flight turbine module is NOT installed, you can turn the jetpack off by pressing the ` key.
-Added support for advanced solar panels: Upgrades for the Advanced, Hybrid, and Ultimate Hybrid panels, and recipes to convert the ASP solar helms into equally upgraded nano/quauntum helms (including EU amounts)
Will you update to 1.5.1 if not will you update to 1.5.2 i am creating a modpack and this is the only mod that need to update?
This mod is my favourite thanks a lot.
I have a 1.5.1 version ready already, I was going to wait for IC2 to release to test against, but since it's been requested so many times, I'll release it tomorrow.
Can you add support for special armors (http://www.9minecraft.net/special-armor-mod/).
It would definitely allow some interesting combo's .
I see no need for full support for that. Most of those features are already available from the currently existing combo armors.
Thank you that you find for me time. Could issue your new version fashion and on 1.4.7? I consider that for the server using success version 1.5 with fashions is yet stable.
Let me just make sure I understand you- are you saying you want a config option to disable each bow mode?
Yes. I will need to switch off explosions and fire (fashion of nano-bow) as they cause a loss out of zone pvp.
I don't think I will backport to 1.4.7, I don't have a copy of the 1.4.7 source so it would be a lot of undoing and I don't want to have to maintain two versions. Sorry
UnixRano, you can add shutdown of some nano-bow modes in settings?
I use MCPC, nano-bow causes a loss to other players where pvp of a zone isn't present by means of fire and explosions.
Thanks in advance!
Sure! I'll add that to the 1.5 version. I was going to wait until ic2 had an official release for 1.5... but i might just release it this weekend anyway.
Let me just make sure I understand you- are you saying you want a config option to disable each bow mode?
Hello, you can help me?
Display More
CA crash my server.
"
2013-04-16 13:28:41 [SEVERE] t: Ticking tile entity
2013-04-16 13:28:41 [SEVERE] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:962)
2013-04-16 13:28:41 [SEVERE] at ho.r(DedicatedServer.java:309)
2013-04-16 13:28:41 [SEVERE] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:857)
2013-04-16 13:28:41 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:744)
2013-04-16 13:28:41 [SEVERE] at fy.run(ThreadMinecraftServer.java:16)
2013-04-16 13:28:41 [SEVERE] Caused by: java.lang.ClassCastException: ic2ca.common.item.armor.ItemArmorExoStatic cannot be cast to ic2.api.IElectricItem
2013-04-16 13:28:41 [SEVERE] at ic2ca.ic2ca.updateElectricDamageBars(ic2ca.java:582)
2013-04-16 13:28:41 [SEVERE] at ic2ca.common.tileentity.TileEntityArmorAssembler.combineItem(TileEntityArmorAssembler.java:516)
2013-04-16 13:28:41 [SEVERE] at ic2ca.common.tileentity.TileEntityArmorAssembler.g(TileEntityArmorAssembler.java:379)
2013-04-16 13:28:41 [SEVERE] at yc.h(World.java:2597)
2013-04-16 13:28:41 [SEVERE] at in.h(WorldServer.java:701)
2013-04-16 13:28:41 [SEVERE] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:956)
2013-04-16 13:28:41 [SEVERE] ... 4 more
2013-04-16 13:28:41 [SEVERE] Encountered an unexpected exception t
t: Ticking tile entity
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:962)
at ho.r(DedicatedServer.java:309)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:857)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:744)
at fy.run(ThreadMinecraftServer.java:16)
Caused by: java.lang.ClassCastException: ic2ca.common.item.armor.ItemArmorExoStatic cannot be cast to ic2.api.IElectricItem
at ic2ca.ic2ca.updateElectricDamageBars(ic2ca.java:582)
at ic2ca.common.tileentity.TileEntityArmorAssembler.combineItem(TileEntityArmorAssembler.java:516)
at ic2ca.common.tileentity.TileEntityArmorAssembler.g(TileEntityArmorAssembler.java:379)
at yc.h(World.java:2597)
at in.h(WorldServer.java:701)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:956)
... 4 more"
That's a known bug that has been fixed already for the next version. For now either edit the nbt tags (i believe the ones for production are solarProd and staticProd) or upgrade it to an electric item before applying an upgrade.
HELP ME
I can't play with this mod :
Update to the latest version, 1.13 and a half. It fixed that bug.
Quoted from "palrab"
HELP ME
I can't play with this mod :
It would be more useful for us if you copy-pasted the log in a spoiler.
It would indeed, thank you for pointing that out. Too bad people don't scroll up at all when they report a bug, because if they did then that wouldn't be the 2nd or 3rd time i've 'fixed' the same problem.
Seems that I was using the wrong hidden update. I didn't know about the latest hidden update, it would be a lot easier if they didn't hide updates so much...
Understandable.
Display MoreThis mod causes a crash upon loading. Crash log:
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 4/3/13 12:07 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: ic2ca/common/item/armor/ItemArmorExoNano
at cpw.mods.fml.common.LoadController.transition(LoadController.java:130)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:506)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:412)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:746)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: ic2ca/common/item/armor/ItemArmorExoNano
at ic2ca.ic2ca.registerItems(ic2ca.java:393)
at ic2ca.ic2ca.preInit(ic2ca.java:295)
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:153)
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:86)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:505)
... 5 more
Caused by: java.lang.ClassNotFoundException: ic2ca.common.item.armor.ItemArmorExoNano
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 32 more
Caused by: java.lang.NoClassDefFoundError: ic2ca/api/ItemArmorElectricUtility
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:174)
... 34 more
Caused by: java.lang.ClassNotFoundException: ic2ca.api.ItemArmorElectricUtility
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:89)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 38 more
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 Vista (x86) version 6.0
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 369416304 bytes (352 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
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 v4.7.35.556 Minecraft Forge 6.6.2.534 Optifine OptiFine_1.4.6_HD_U_D5 42 mods loaded, 42 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized
AdvancedMachines [IC2 Advanced Machines Addon] (AdvancedMachines.zip) Unloaded->Constructed->Pre-initialized
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.2].zip) Unloaded->Constructed->Pre-initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Builders [BC Builders] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy [BC Energy] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized
ChickenChunks [ChickenChunks] (ChickenChunks 1.3.1.1.jar) Unloaded->Constructed->Pre-initialized
EnderStorage [EnderStorage] (EnderStorage 1.4.1.3.jar) Unloaded->Constructed->Pre-initialized
FlansMod [Flan's Mod] (Flans Mod 2.1.1 for Minecraft 1.4.7 Universal.zip) Unloaded->Constructed->Pre-initialized
Forestry [Forestry for Minecraft] (forestry-A-2.0.0.11.jar) Unloaded->Constructed->Pre-initialized
Railcraft [Railcraft] (Railcraft_1.4.7-6.17.0.0.jar) Unloaded->Constructed->Pre-initialized
RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized
RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized
RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized
RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized
RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized
RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized
RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized
RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized
RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized
ThermalExpansion [Thermal Expansion] (ThermalExpansionMod1.4.6.zip) Unloaded->Constructed->Pre-initialized
ThermalExpansion|Factory [Factory] (ThermalExpansionMod1.4.6.zip) Unloaded->Constructed->Pre-initialized
ThermalExpansion|Energy [Energy] (ThermalExpansionMod1.4.6.zip) Unloaded->Constructed->Pre-initialized
ThermalExpansion|Transport [Transport] (ThermalExpansionMod1.4.6.zip) Unloaded->Constructed->Pre-initialized
GregTech_Addon [GregTech-Addon] (gregtechmod282c.zip) Unloaded->Constructed->Pre-initialized
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.6.zip) Unloaded->Constructed->Pre-initialized
IC2CA [IndustrialCraft 2 Combo Armors] (industrialcraft2comboarmors-1.13 and a half.zip) Unloaded->Constructed->Errored
MapWriter [MapWriter] (mapwriter-1.3.1.jar) Unloaded->Constructed->Pre-initialized
mod_TreeFeller [TreeFeller] (mod_TreeFeller_v2.0.zip) Unloaded->Constructed->Pre-initialized
MoreBackpacks [More Backpacks] (More Backpacks 1.3.1v1.4.7.zip) Unloaded->Constructed->Pre-initialized
Mystcraft [Mystcraft] (mystcraft-uni-1.4.7-0.10.0.00.zip) Unloaded->Constructed->Pre-initialized
NetherOres [Nether Ores] (NetherOres_1.4.6.zip) Unloaded->Constructed->Pre-initialized
Thaumcraft [Thaumcraft] (Thaumcraft3.0.1c.zip) Unloaded->Constructed->Pre-initialized
snyke7_Transformers [Transformers] (Transformers v1.7b.zip) Unloaded->Constructed->Pre-initialized
LWJGL: 2.4.2
OpenGL: GeForce 6150 LE/integrated/SSE2/3DNOW! GL version 2.1.2, NVIDIA Corporation
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
Update your IC2, as it says in at least 2 places.
I have an error when trying to make anycomboarmor(in thi case upgrade solar helmet)
if this is my fauls somehow please tellme how to fix it
That's a bug that's already fixed for the next version.
I forgot that some of the items that can be assembled aren't electric (the exosolar and exostatic, to be specific) and I ran the code to update their damage bars based on the charge level on anything being produced.
Since those aren't electric items... it yells at me. It's fixed in the next version. For the time being, either edit the NBT tags of the items (I believe "solarProd" and "staticProd" are the two for production, i'll confirm when i get home if i remember) or combine them with nano/quantum armor before upgrading.
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?
1- Max is 512, configurable.
2- Yes.
How to use armor assembler I did not go
Put in the two things you want to combine. If you want to make a combo armor, make sure one of the two items has an Exosuit upgrade module installed (Ex: ExoLappack + jetpack or Exojetpack + lappack will both make Lapijetpack). If you want to upgrade something, just put in what you want to upgrade and what you want to upgrade it with.
If you're positive that you're doing all that correctly but it still doesn't work, update your IC2. You need to have later than version 1.115.208-lf. You can get versions on the IC2 jenkins page here , just make sure you get one from before the 1.5 update.
Found a slight bug, discharging when using ulti nano armour says it uses 100000EU but actually only uses 100
I fixed this already, it will be released in the 1.5 version (which is almost done, but still needs some testing).
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.
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.
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.
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.
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.
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.