Didn't you once say that IC2 itself is ruining your server from cheapness with mass fabrication afking?
Yup, We do the best we can nerfing things like disabling certain recipes and even banning recyclers and etc.
Didn't you once say that IC2 itself is ruining your server from cheapness with mass fabrication afking?
Yup, We do the best we can nerfing things like disabling certain recipes and even banning recyclers and etc.
All I hear is you like cheating. EE Sucks because how cheap it is. If you looked into GregTech its about not only higher tier items but also some balance on recipes.
I'm sorry but enough is enough. EVERYONE keep saying "(item x) is to OP, it has to be nerfed" it is in my opinion that some items are OP for a reason, they are a goal to strive for and if you think it is OP, don't use it. Now granted there are some items that need to be nerfed (Xycraft Corn for example) but i belive that the Quantum suit should actually get a upgrade (customisable quantum chestplates) and not a nerf. Again, sorry Kane-Heart, there have just been to many to OP posts around the internet lately,
Thankfully Greg Thinks the same as I do that the QSuit is to high tier level and to easy to craft and to easy to power. Where it does fall is how fail it is like the boots run out power 5x more.
Suggestion: Don't ask for suggestions before you can get anything to show for it!
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Are you talking about Quantum/Nano Armor?
I really liked the old energy drain of 30/40 EU.
In 106 it's 900/1200 EU.
In 107 it's 900/800 EU.
(Numbers are Quantum/Nano, before Nano used more EU, in 107 it uses less)
I totally agree with you about nerfing the EU usage.
I agree or let us have more control if possible Greg. I know you agree that the suits OPED and it is. But with these kind of drains it makes the suit useless and to much hand on maintenance God I want to shoot myself
I don't know if its fall damage or jumping as well but they need to be nerfed on energy drain so bad lol. I run out energy about 5 times over before anything else needs charging
Another issue we ran into Thunder and I'm not sure if there is a way to fix this unless you have a database file or something. The security Station has no range as far as I know right? Well what happen was I walked outside my base near one of my Area Defense like 300 blocks away and the fracker owned my ass. I don't think it was suppose to but it seem to maybe lost connection with my security system. Not sure really what happen
I would hate to find out I would have to place a security system beside every single station planning to do about 30 of them around my land lol.
Thunderdark lmao I love the new Defense Station but I think its not overpowered but it needs some kind of warning. Maybe and this might make it to overpowered not sure but I love the energy usage I mean I don't want to eat more power but I almost think there should be some kind of way to warn the user if there near it. Because at this point the second you go into the area your items all drop and you take damage. What it should be is maybe 5 blocks outside of that so 37 blocks it does half damage warning with no items dropping saying you entered a restricted area.
Also what about another player coming outside my lot and building a forcefield bigger then my land. Has that ever been tested lol? Sounds messy I wonder if there is a way to check the security of the fields to prevent it from happening lol.
Nope, scaffolds do not appear to work.
He has it working locally he was trying to fix shift but I think he was unsuccessful but might be still posting a fix a fix just for the walking up and down.
EDIT: As I type this the little bastard edited his message <3
https://www.dropbox.com/s/6j7r…ieldSystemV2.1.7.0.29.zip
i hope it fix the Server Crash..and the Forcecium Cell bug...
the Projector Glitch take more more time
Working
I'm sorry when I say a lot of syncing issues I did not mean to be insulting I just mean with the .28 update its self has a lot of syncing related issues.
EDIT: Video Incoming!
Display MoreYou really need to create an own Wiki für this addon (or at least a big tutorial with all the recipes and uses of your machines)
btw: great work
Pal
Why does he have to? Why can't you?
Yes, i switched my Electric Armor to a 0-100-System instead of a 0-27-System, just because its more precicly.
And for the Enchantmentcolors i have no Idea why it lost it, but i can take a look into that.
Also a QHelmet-HUD is planned, what means that you then will no longer need another Mod for that.
Thanks, Can you do it to the other 2 armors then too if its not to hard Might as well do it to all of it
Not a big deal but I guess you change something diff with the damage or something prob the same but it shows a bit off with my GUI Addon:
Also its lost its enchanting colors vs the boots/pants:
How it is normally:
Its just visible for people who read the Rules, lol.
V1.24a
Used IC² 1.107 for compiling
Fixed QHelmet-Poison-Crash probably
LOL, I read it like 1000 times and I totally missed the spoiler inside. I was actually thinking how much of a German you were
EDIT 1: Just to confirm I do not crash anymore from helm issues
Bug Reports:
SMP BROKE
The End
J/k
- The UU is being eaten and it looks like its working till you pick up the cell and BOOM resets your uu matter shows up and the cell resets. It seems to be a client doing it but the server is not syncing / doing it.
- The Upgrade slots can be placed when its online but it does not look like it till you hit esc and close the interface and reopen it and boom its sitting back in the upgrade slots hehe
- The camo does the same error as above but also can't be placed in like the rest but I think you said it should be the only upgrade that can?
Seems like a lot of SMP related sync issues.
Confirming my version:
ModularForceFieldSystemV2.1.7.0.28.zip
EDIT 1: To make it worse after the server rebooted it crashed with the following error:
2012-10-07 10:52:25 [INFO] [STDERR] java.lang.NullPointerException
2012-10-07 10:52:25 [INFO] [STDERR] at chb.mods.mffs.common.TileEntityForceField.setTexturid(TileEntityForceField.java:131)
2012-10-07 10:52:25 [INFO] [STDERR] at chb.mods.mffs.common.TileEntityForceField.UpdateTextur(TileEntityForceField.java:160)
2012-10-07 10:52:25 [INFO] [STDERR] at chb.mods.mffs.common.TileEntityForceField.g(TileEntityForceField.java:94)
2012-10-07 10:52:25 [INFO] [STDERR] at up.h(World.java:1938)
2012-10-07 10:52:25 [INFO] [STDERR] at gr.h(WorldServer.java:439)
2012-10-07 10:52:25 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:632)
2012-10-07 10:52:25 [INFO] [STDERR] at ft.q(DedicatedServer.java:241)
2012-10-07 10:52:25 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:563)
2012-10-07 10:52:25 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
2012-10-07 10:52:25 [INFO] [STDERR] at ep.run(SourceFile:539)
2012-10-07 10:52:25 [INFO] [STDERR] 2012-10-07 10:52:25 [SEVERE] Encountered an unexpected exception NullPointerException
java.lang.NullPointerException
at chb.mods.mffs.common.TileEntityForceField.setTexturid(TileEntityForceField.java:131)
at chb.mods.mffs.common.TileEntityForceField.UpdateTextur(TileEntityForceField.java:160)
at chb.mods.mffs.common.TileEntityForceField.g(TileEntityForceField.java:94)
at up.h(World.java:1938)
at gr.h(WorldServer.java:439)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:632)
at ft.q(DedicatedServer.java:241)
at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:563)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at ep.run(SourceFile:539)
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Extra Bee's has out of date API and is extremely buggy and recommended that no one uses it for actual stable gameplay at this time and suggest if reporting a bug you remove it before testing to confirm.
PS: Greg seems to changed his main topic and download link vanished
Just like to say thanks for this. I wanted to also confirm this works in SMP to the rest of you. Yes this is the fix you been all waiting for
GregoriusT I have not had time to test your latest version on the 107 build that I had in the past I have not been using 106 for ages but I think your new helm code or changes might have reapplied the bad poison code crash into SMP Again.
Thanks,
Kane