I'm actually trying to track down a mod that lets us craft the new solid half step blocks if anyone knows Dupe bug with that.
Posts by Kane Hart
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V1.27b:
Fixed Immibis issue by finding out, that that Part of Code was completly useless and deleting it
Fixed Rockcutter-Enchantment still working without Energy.
Reverted Centrifuge-Texture-Effect back to old Version, due to some serious complications with TextureFX and the ultimate omnipotent God of graphical Monsterlag.
Added Oredictionary-Recipe-Sensitive-Uraniumdust for usage with the Centrifuge instead of Ingots.
Changed Nukerecipe to require Quad-Plutonium-Cells instead of Uraniumblocks (if Plutonium itself is enabled)Thanks for the wonderful update I hope you have a wonderful boot draining day
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right now, wiki is the only "tut" I know of....
however, feel free to pm me if you need help on something specificWhy PM Might as well do it through a thread that way others might also learn something
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8192EU/p *
Ooops, but as long as i dont add the planned Supercondensators, it wont be possible.
=) PS I hate Quantum boots and I'm going to tell you this till I die! Also do you know anything about invulnerability bugs with the rubber boots and hazmat suit?
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Impossible you say? 4 well designed high power nuclear reactors could do that.
I'm confused he said per tick. Did you miss understand him or did I?
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Currently, the pads use up a minimal amount based on tier, just to run. They'll increase usage along the same line, for each oveclocking module that you insert, but the main "power sink" will be the fact that they're able to charge up so much more power at once. It's not linear but it's not insane, either, for the following reason: a lower tier pad will never quite match the next tier above, even with maxed out overclockers... you'll always need to upgrade to the next tier to get that amount of charge-power (not to mention that the O/C upgrades won't help you charge a higher-tier item in a lower-tier pad).Additionally, the pads will accept transformer upgrades to accept power from higher tier inputs, and storage upgrade modules to increase how much EU they can hold at any one time (the higher tier pads can accept proportionally more compared to the lower ones, making it significantly more useful to upgrade a higher pad than lower one - the electronics of the lower pads just can't handle too much!) -- and it encourages upgrading.
Then there's the drain module... which has the UI complete but no functionality... yet! Not quite managed to balance it the way I want it.
Regardless, it'll be a bit before it's released, I'm afraid, as I'm currently having some pretty serious issues with entity sync, using the IC2 API (it just isn't up to the task, given the GUI changes)... so I'm having to do it the hard way and the learning process for packet handling is nothing if not steep. :\
In short: Soon™
Sounds good
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Everyone loves this mod on my server. I hope when you do the upgrade slots you will consider not being so taxing like another mod on these forums. I enjoy charging faster but not at the loss of to much power or its not fun
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I'm excited for the wrench update lol. People kind of trolling me now with it
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Please save us from hungry eating boots lol. 7200 I think it was power for just one jump up and land LOL Please oh please save us
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Ideally it would be a website, reports could be created. People could reply to the reports, once it is verified as a bug a dev/tester could "elevate" it to the current bugs section. Here it would remain, with the devs providing feedback until it is solved. At which point it would be moved to the archive section. Oh and the submit form would have a required text and tick box. "Please enter the 3 characters that appears when you press F3 under the "IC2 version" title" and "I confirm I have searched for this bug, and found no existing report." The read out from the IC2 version would just be a random set of capital letters, the form would only submit if the string matched the one packaged in the latest version.But any thing better organized than the current forum would be nice. For the devs, the reports should be listed by the date they were created, old to new.
Also a nice analogy. Why don't you make your server public (as in no whitelist at all)? It's perfectly possible, but it will take a lot more work on your behalf (managing the server, taking grief requests) and while you're at it make the map downloadable. Put it under the GPL license, oh and drop the mod team. They are killing your server.
Now, imagine you had built every piece of your server yourself, by hand. Now you understand what you are asking Alblaka to do.
Oh and by the way, that was such a personal attack on Alblaka and his dev team. Stop acting like its just your opinion on IC2. Also, here are some things I've noticed about Godcraft:
- You tend to ditch people and ideas. GC City could have been amazing, but instead you pulled out support said it was boring on the forums and created a new server (which died within a few weeks).
- Godcraft hardly updates quickly either. Your industrial server took 2 months to update to 1.2.5 (4 seeing as the transition to 1.2.5 from 1.2.4 was pretty minor).
- Oh and lets face it. Judging by the content on GodCraft's channel you would be the first one to come out complaining how you felt everything was rushed and Alblaka needs to take his time, et cetera if Alblaka made a quick and dirty patch like some modders tend to.
Oh and yes, if that attack seems personal I should point out this is my honest opinion. I didn't like it, so I shut up about it. But if your going to come out and throw dirt at my favorite mod/mod team then to bad.
I don't like your comment but you can't tell me to shutup about it. Also you know that 1.2.4 and 1.2.5 were nearly exactly the same? No new client needed to connect to the server. I don't know where you got the info from but I assume I just never changed it.And for lazy on updates here is a small example:
Godcraft Frontiers 2.19 Update - (10/07/2012)
(Requires Client Update)
Updated Modular Force Field System to 2.1.7.0.29
Added IndustrialCraft Bug Fix Patch 2
Updated IndustrialCraft to 1.107-30
Updated GregTech to 1.24a
Updated BuildCraft to 3.2.0pre8
Updated Railcraft to 6.4.1.0
Updated In Game Info to 1.3.2 r01
Updated Armor Status Hud to 1.2
Updated Status Effect Hud 1.5.2
Updated Direction Hud to 1.52
Updated Matmos to r18
Godcraft Frontiers 2.18 Update - (10/06/2012)
(Requires Client Update)
Updated GregTech to 1.22b
Removed BattleTowers
Other Bosses will still be thereGodcraft Frontiers 2.17 Update - (10/05/2012)
(Requires Client Update)
Downgraded GregTech to 1.21b
Godcraft Frontiers 2.16 Update - (10/05/2012)
(Requires Client Update)
Updated Forge to 4.2.5.301
Updated GregTech to 1.22a
Updated ForgeIRC to 0.1.13
Updated BattleTowers to 1.1.9
Updated ComputerCraft to 1.43
Upated Modular Force Field System to 2.1.7.0.27
Godcraft Frontiers 2.15 Update - (10/03/2012)
(Requires Client Update)
Updated GregTech to 1.21b
Updated ChargePads to 1.1.0.21
Upated Modular Force Field System to 2.1.7.0.25
Godcraft Frontiers 2.14 Update - (10/02/2012)
(Requires Client Update)
Added Forestry IC2 Crops
Updated BattleTowers to 1.1.8
Upated Modular Force Field System to 2.1.7.0.24
Updated ForgeIRC to 1.10
Godcraft Frontiers 2.13 Update - (10/01/2012)
(Requires Client Update)
Added Transformers
Added Stackie
Updated CameraCraft to 2.0.7
Updated NuclearControl to 1.3.2
Updated GregTech to 1.20b
Updated CodeChickenCore to 0.6.2
Updated NotEnoughItems to 1.4.0.2
Godcraft Frontiers 2.12 Update - (9/29/2012)
(Requires Client Update)
Added ChargePads (Video)
Removed Trains (For Real This Time)
Upated Modular Force Field System to 2.1.7.0.22 (Video)
Updated GregTech to 1.19b
Updated Railcraft to 6.1.3.0
Godcraft Frontiers 2.11 Update - (9/27/2012)
(Requires Client Update)
Removed Trains, Almost all te recipes are broken and might be causing server crashes. Railcraft is still in!
Upated Modular Force Field System to 2.1.7.0.20
Updated GregTech to 1.18a
Godcraft Frontiers 2.10 Update - (9/25/2012)
(Requires Client Update)
Downgraded Forge to 4.1.4.274
Causing Black Screen with CC so you need to update again.Godcraft Frontiers 2.9 Update - (9/25/2012)
(Requires Client Update)
Updated Forge to 4.1.4.282
Updated GregTech to 1.15c
Upated Modular Force Field System to 2.1.7.0.18
Godcraft Frontiers 2.8 Update - (9/23/2012)
(Requires Client Update)
Cleaned up NEI Configs
Updated Railcraft to 6.1.2.0
Updated GregTech to 1.11b
Updated Legendary Bests to 1.3.2.4
Updated LogisticsPipes to 0.5.1.pre9
Updated ComputerCraft to 1.4.2 (Release)
Upated Modular Force Field System to 2.1.7.0.17
Godcraft Frontiers 2.7 Update - (9/21/2012)
(Requires Client Update)
Added ComputerCraft
Updated Forge to 4.1.4.272
Updated GregTech to 1.09b
Updated LogisticsPipes to 0.5.1.pre8c
Updated Modular Force Field System to 2.1.7.0.16
Updated Code Chicken Core to 0.6.1
Updated Not Enough Items to 1.4.0.1
Updated Foresty NEI Plugin to 1.2.0.28
Updated Railcraft NEI Plugin to 1.4.0.9
Godcraft Frontiers 2.6 Update - (9/19/2012)
(Requires Client Update)
Removed Extra Biomes XL (Causing to many terrain bugs)
Added ores to Miner Bag
Added ores to IC Miner
Nuclear Reactors Increased output by 4x
(We felt half the power, double the costs, no more CASUCs was a insult so were fixing it)Godcraft Frontiers 2.5 Update - (9/19/2012)
(Requires Client Update)
Server is now open to everyone and anyone for free no whitelist.
Due to UE still in beta and causing crashes and no anti griefing measures
we have temporary removed the mod but are looking forward to using it again
in the distant future and working with the devs to test and report any bugs.Removed Atomic Science
Removed Steam Power
Removed Basic Pipes
Removed Blastcraft
Removed ICBM
Removed Universal Electricity
Updated Modular Force Field System to 2.1.7.0.15
Updated Factorization to 0.5.6
Updated Logistics Pipe 0.5.1-pre 8
Updated Iron Chests 4.0.3.46
Godcraft Frontiers 2.4 Update - (9/19/2012)
(Requires Client Update)
Updated GregTech to 1.7a
Godcraft Frontiers 2.3 Update - (9/18/2012)
(Requires Client Update)
Added Sulfer Ore Generation in UE
Updated Nuclear Control to 1.3.1
Removed Marsh Biome
Godcraft Frontiers 2.2 Update - (9/18/2012)
(Requires Client Update)
Removed TF2 Teleporters (Cheap and no Costs)
Removed More Furnaces (Slight Conflict With Chests)
Removed Portals ++ (Was Breaking the End)
Added ExtrabiomesXL
Added Trains
Updated Armor Status HUD to 1.1
Updated Direction HUD to 1.5
Updated Status Effect HUD to 1.5
Updated GregTech to 1.04a
Godcraft Frontiers 2.1 Update - (9/17/2012)
(Requires Client Update)
Added IndustrialCraftNEI Plugin
Added Buildcraft NEI Plugin
Added Railcraft NEI Plugin
Added ForestryNEI Plugin
Cleaned up a lot of items in NEI
Added Many Sphax Textures
Added Factorization
Added GregTech
Added Nuclear Control
Updated Railcraft to 6.1.2.0
Disabled Sulfer Generation in UE (RC Handles It)
Disabled Silver Generation in Factorization (GregTech Handles It)
Disabled Copper/Tin in Forestry (IC Handles It)
Did some by hand sphax texture updates so we can use sphax on a few mods.
Godcraft Frontiers 2.0 Update - (9/17/2012)
(Requires Client Update)
Season 2 of Godcraft Frontiers Starts!
Removed Millenaire
Removed Factorization
Removed Power Tools
Changed Copper/Tin/Uranium Ore Generation to be from IC and disabled UE's Ore Generation.
Battle Towers should be more then 5 times rarer then before.
Battle Towers don't provide diamond blocks but some new useful loot was added.
Updated Forge to 263
Added Modular Force Field System
Added Compact Solars
Added Buildcraft
Added Logistics Pipes
Added Forestry
Added Railcraft
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I searched through every one of those tabs. No download...
Like I said if you read it and not actually search for something you might find it....
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Awesome! But... Where is the download for 1.3.2?
Maybe you should read the thread first.
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Honestly this is more of a problem with you not managing your server properly then the mod itself... If he made the blocks update and replace themselves more frequently then the mod would cause insane amounts of lag. Also why are nukes and other explosives even craftable or placable in the first place unless your using vanilla server. To be honest I doubt theres anything he can do to fix these problems without making the mod a lag monster with block updates and checks. If your running a bukkit server get a plugin like hawkeye or logblock and start banning the retards that are doing this kind of thing. If they cant respect a protected area as private then they dont need to be playing multiplayer anyways. If you using vanilla, your kinda SOL. This mod ISNT a replacement for something like WorldGuard like you seem to be treating it as. Thunderdark is more then welcome to correct me on this but there no real way to fix this without some massive rewrites and effort thats more easily solved by you managing your server better, no offense. As nice as Thunderdark is with trying to implement all our suggestions your taking a tad too far trying to make it into your custom area protection plugin/mod.
Sorry I was not asking him to make it update faster and he also knows there is a update in the works for forge in fact I think the hooks are in for the future. I was only explaining what is happening and giving him my full honest review of what can and what people do to get around things. I think this is things he enjoys knowing about. And yes his mod is sort of a 2 way used mod. One for Protection from normal griefing and the other is more war combat type server sort of mine no rules nothing really.
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Just want to say some stuff that has been happening on my server:
- Some people finding ways to exploit inside bases and or place blocks inside peoples plot.
- People can use things like block breakers, Quarry I think someone said, Miner, and even the Railcraft Tunnel Bore to break the fields to exploit block placement ect.
- People break blocks in the field and place a block like a nuke instantly before the field generates. (Block Breaker Solves This)So as you can see all the issues are a major problem. Thankfully besides not being able to protect your stuff from block damage/placement period we have one thing and that is the area defense. In a way I find it strong but also weak. I know it sounds odd but this might be something you want to consider letting admins customize a bit more. For example I have over 20 of them places around my area and yet people find ways around it like this example:
I wish I could have a few things:
- Be able to increase area defense more
- Be able to some how alert people that their entering a protected area and give them small ticks of damage before dropping all their items on the ground.
- Actually be able to protect my base without fearing others lol -
Where abouts is the NEI Prototype?
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Also I noticed that I can only use 9 capacitor upgrades instead of 18 Really worried since a lot of players easily have 50 nukes now but this just only helps
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Getting wrench issues once again:
Code
Display More2012-10-09 17:28:43 [INFO] [STDOUT] [IC2] WARNING: chb.mods.mffs.common.TileEntityExtractorEUBC@52c62ad9 didn't implement demandsEnergy() properly, no energy from injectEnergy accepted although demandsEnergy() returned true. 2012-10-09 17:29:02 [INFO] [STDERR] java.lang.NoSuchMethodError: aji.o()Laig; 2012-10-09 17:29:02 [INFO] [STDERR] at chb.mods.mffs.common.ItemWrench.onItemUseFirst(ItemWrench.java:124) 2012-10-09 17:29:02 [INFO] [STDERR] at gv.a(ItemInWorldManager.java:377) 2012-10-09 17:29:02 [INFO] [STDERR] at gz.a(NetServerHandler.java:536) 2012-10-09 17:29:02 [INFO] [STDERR] at eg.a(SourceFile:58) 2012-10-09 17:29:02 [INFO] [STDERR] at bb.b(TcpConnection.java:441) 2012-10-09 17:29:02 [INFO] [STDERR] at gz.d(NetServerHandler.java:80) 2012-10-09 17:29:02 [INFO] [STDERR] at ha.b(NetworkListenThread.java:55) 2012-10-09 17:29:02 [INFO] [STDERR] at fx.b(SourceFile:30) 2012-10-09 17:29:02 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:650) 2012-10-09 17:29:02 [INFO] [STDERR] at ft.q(DedicatedServer.java:241) 2012-10-09 17:29:02 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:565) 2012-10-09 17:29:02 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) 2012-10-09 17:29:02 [INFO] [STDERR] at ep.run(SourceFile:539) 2012-10-09 17:29:02 [INFO] [STDERR] 2012-10-09 17:29:02 [SEVERE] Encountered an unexpected exception NoSuchMethodError java.lang.NoSuchMethodError: aji.o()Laig; at chb.mods.mffs.common.ItemWrench.onItemUseFirst(ItemWrench.java:124) at gv.a(ItemInWorldManager.java:377) at gz.a(NetServerHandler.java:536) at eg.a(SourceFile:58) at bb.b(TcpConnection.java:441) at gz.d(NetServerHandler.java:80) at ha.b(NetworkListenThread.java:55) at fx.b(SourceFile:30) at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:650) at ft.q(DedicatedServer.java:241) at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:565) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) at ep.run(SourceFile:539) 2012-10-09 17:29:02 [INFO] [STDERR] 2012-10-09 17:29:02 [SEVERE] This crash report has been saved to: /home/godcraft/Frontier_Server/./crash-reports/crash-2012-10-09_17.29.02-server.txt
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@ GregoriusT need something cheap box for wireless energy transfer and low volatage
Why? Should it not be the most expensive thing period?
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Can you write RocketScience for Tekkit?
This is why people hate Tekkit users. So fucking dumb. -
Really? Well then, guess what the next Feature will be. (But that could take until the next Weekend)
JetPacks/Suit works just fine with the fix posted in the pending addons section.