Posts by Kane Hart

    Yeah its fixed in 1.0.7 too but meh who knows when that will be released for all.

    So last night I made a counter block in my LP Game and I was like man this will help me monitor how much EU/T coming through and still not thinking at this time I built it and then said damn DERP. But then I thought hmm Might be a good added feature to the counter block if its not to taxing on calculation :)

    Is there anyway to change the power requirements in half or more? I found it a bit to much power for a small server that's going end up wiping at over 200mil EU of power in just 24 hours for a 30x30 cube plot.


    On Avg runs 117.92 EU/t so actually my math seems almost exact hehe 203,765,760 per 24 hours :)



    ahh seems like forcefieldblockcost= does it but you can't set any 0.value nor 001 or something silly it seems to only accept 1 and more :P





    So after testing this mod out on my server we come up with the following issues:
    1) It uses a bit to much power for a server that intends to use this at property protection and sort of has to use it.
    2) The forcefield can be easily exploit in many ways especially lag block breaking the shield.
    3) Breaking the forcefield and placing a nuke inside it will become a very common practice since you can do this even with a smooth connection to a server.
    4) The mob killer feature not sure if it is intended for farming mob drops or that was a by product but it can cause a lot of item drops overtime if you cover a large area.



    Suggestions:
    1) Let us configure the power usage using decimal values.
    2) Do what bukkit and most protection mods do. Prevent other players from breaking and building inside a protected area. I mean its suppose to be protected anyways right so why allow them to have 100 ways to exploit it. Rather then be a game of exploit let it be a game of nuking down the shield hehe.
    3) Same as 2 and there is a ton of source code out there with examples of this kind of protection. Don't forget spawn is protected like this all you do is prevent block placement. Now you might have issues with mods like RP and such but even them I think can work inside if you can tell the difference between a player and a machine hehe.
    4) Add the ability in the config within the shield to prevent mobs from spawning :)


    These are some of my ideas I guess at this point the mod is fun but is way to exploitable and not fun in the way that it just ruins all other fun heh.


    If I can at least cut down the power say 10x and it sounds like a lot I can setup a 2nd forcefield and place it like 6-7 blocks outside the first one. That will help prevent the breaking and placing of 2 nukes.

    Ignore them. Should not have to search for a bug to report a bug. Someone should maintain the second and just say thanks for reporting its already on the list or added to the list but meh. People come here to read books these days not to talk about bugs :P

    Guess how ElectricItem does its calculation. percentage = value*100/maxvalue, but with Shorttype-variables. Overflow comes when using 10000 as maxdamage like me.


    V1.16a
    Fixed a few Graphical lags
    Added Superconductorwire with 0% loss and over 2Billion maximum EU/t.
    Added Endstonebased Recipe for the Centrifuge, so go to the End and mine out all these white Stones for more efficient Fusionenergy and Wolfram!

    HAHA I don't dare check out the cost of the cable but I bet its badass hehe :)

    When the CFSprayer is charged with pellets they should give you 2 uses but they give only one.


    If you use the Sprayer to apply CF to Scaffolding sometimes the Scaffolding is not removed correctly but _also_ stays on the same Block as the CF. Result is a glitchy Block that does not let you go on contact. (Relog does remove the CF and place original Scaffold back)
    Sometimes Scaffolding is removed correctly but can not be gained back (No entity to pickup).


    Those are all SSP errors.

    Yeah the second part is a long time old bug. I'm not sure what it was like in SSP prior to 1.3.2 but I know always playing in SMP is a syncing issues (client sees diff) Problem is that something like this can't be always over done because you end up flooding the client with to many packets causing not only more network traffic but CPU usage on the server and ugh. It can get pretty damn messy.


    I hope there might be another way around this overtime I'm unsure but its easily fixed on a relog and not that big of a deal.


    Sexy. Since I finally in my little LP Series got the MFFS up and running I noticed rain is annoying as hell and comes insides. Has this always been the case and is there any hooks to prevent rain particles coming inside? I was not sure if this was a result of making the blocks into portal blocks or not. If it is possible don't just do it make it an option card ;) Kind nice to earn that feature hehe

    I don't know there is kind of 2 sides to this. One where if you maintain your field and buffer it well you should be able to last 10 of nuke strikes right now. The only way it fails if you really pissed the shit out of someone. The way ICBM works is its just another day and another target. I really say if we do decide to go into this realm we need to let server admins have more control on settings from how much Energy a hit things do and etc. On my server its more of a vanilla have fun (Frontiers Server) But I don't want people just blasting people out the sky daily just because they can because they will. We want people to be able to have some kind of control and know that their protected.

    I'm not spending so much time on this. But its only because of my insane Codingspeed. Also the often happening updates are only happening, when i need Betatests, and since i have no Betatesters, well, you know who gets it.

    Beta testers are not really needed. Edit your main post and have something like Recommended Build: And then None Recommended Builds. I also suggest you use something like dropbox and start frigian labeling the links with the version in it hehe :)

    Eh, His mods not balanced at all. His mod is like kids age RTS where its about all offensive and nothing def. TBH if you work as hard as you do to build and setup a MFFS there should be no way to bring it down unless people hate you so much and when I say so much that their willing to spend 10+ nukes on you just because they hate you. Then fuck ya your an asshole who pissed someone off :P