Posts by Kane Hart

    V1.27b:
    Fixed Immibis issue by finding out, that that Part of Code was completly useless and deleting it :P
    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 :)


    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. :P

    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 :)


    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:

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    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 there :)


    Godcraft 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

    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.

    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:

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    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

    Getting wrench issues once again:

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