Posts by BrickedKeyboard

    Tried to but instead of an error report it closes automaticly so I have no idea what causes it right now.



    + I have'nt the slightest clue on which ID's are unused and will work if I assign them to


    Anyone here who know what I'm doing wrong? As allways, any help is greatly appreciated since I'm realy itching to get this to work.


    Use ID resolver. It will show you what IDs are in use. OR, just GUESS...try 3 block IDs somewhere between 120 and 200. Unless you have 10 mods installed, odds are you'll find free IDs within a couple of guesses.

    Bug Found : the MFDevice crashes the CLIENT in the Nether.


    It does NOT crash the server.


    WEIRD...it only did it the first time. Have to file that under intermittent bugs.


    After some more testing (in the Nether since I know you recently added multi-world support, so I figured that if it doesn't crash in the nether it is going to work) I could not find anything wrong. I have to say, having peeked at the wall of code you have written, I am pretty darn impressed that it works so well now. This mod has been improved immensely since you started.

    Thunder, I ported version 4 to bukkit. I'm still testing it (I'd like to use that map you have for testing so I can quickly check everything) but for the features I have tested, it has worked perfectly.


    I had to make very small changes to make it work with bukkit. So small that I hope that when you see how easy compiling it for bukkit is, you can compile it with your original source code and make a bukkit release a standard version. Essentially there were 4 changes : some tweaks to the order of instructions in your core mod file, changing net.minecraft.src to net.minecraft.server with find and replace, making references in your code explicit, and changes to NetworkAPI_Server because bukkit has slightly different names for things in 2 places.


    The decompiler made a mess of your source code, and without comments, it was a stressful experience. While I have it working this time, I don't want to maintain a bukkit port unless I have access to the real source code and comments.


    I'll have it released here and I'll give you an exact description of all the changes I had to make within 24 hours, assuming I don't find any huge bugs.

    Same here


    2012-01-03 20:16:14 [SEVERE] Unexpected exception
    java.lang.NullPointerException
    at net.minecraft.server.ItemStack.damage(ItemStack.java:172)
    at ic2.common.ItemArmorQuantumSuit.performQuantum(ItemArmorQuantumSuit.java:46)
    at net.minecraft.server.mod_IC2.OnTickInGame(mod_IC2.java:1834)
    at ic2.platform.Ic2.OnTickInGame(Ic2.java:41)
    at net.minecraft.server.ModLoader.OnTick(ModLoader.java:682)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:407)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)


    This is with the bukkit port but as you can see it's the exact same error.

    Nobody has this many mods! We've got TWO separate servers, with two separate worlds, connected by portal. If one goes down, go to the other. Custom Coding! Game has been rebalanced!


    Here are some screenshots to get an idea of what Bricked Technology and Industrial War are all about :

















    Using the brand new mod M-M-MONSTER APOCALYPSE


    That's right, on this server I'm putting the "Hard" into Hardcore. This mod is a bukkit plugin that allows for frequent waves of uber hard monsters to come after you and kick your ass. Some monsters can BREAK BLOCKS to get to you. Nether Mobs can show up in the Overworld! The monsters are so enraged that they will come after you from across the map! So yes there's 14 mods worth of cool stuff you can build...better get cracking, because nightfall is approaching.


    Betraying your friends is allowed, but I intend for this to be a co-op experience where we struggle to survive against the hordes.




    For a hardcore survival experience. Difficulty on Hard, map size is limited, 100% legit. Balance tweaks have been made to power generation for a more difficult experience.


    With the 1.0 mods now fully available for Bukkit, on Bricked Technology we are starting fresh on a new map.


    Server is now using the No Lagg mod on bukkit, as well as World Border.


    Mods In use :


    Buildcraft/Industrial Craft/ Redstone Power 2 / RailCraft. All the latest versions.


    Power Converters/Nether Ores/ IC2 Advanced Machines


    Whole Tree Axe/ Hot Air Ballons / Baby Animals / WW2 Guns


    Forestry/Energy Shields/IC2-BC Crossover/Planes


    Essentially, we have every major mod out there for this game. I considered adding every mod available for bukkit, and skipped only mods that sucked, mods that eat too many block IDs, and mods that duplicate the functionality of an existing mod.


    The new map is "the hot box". The world boundary is very close, limiting the size of the playing field. As soon as the energy shields mod is ported to bukkit and is stable, anything but hacking and major block griefing will be allowed.


    For now, griefing blocks is banned but PvP isn't. Have at it.


    See This BLog for the stand alone client/modpack. We're using a very nice new texture pack, and the client includes Optifine/Minimap/and of course MAtmosphere.

    Ok, Ok, slight tweak to my idea : stick a batbox inline in place of cable every 4 blocks. Remember, I am talking about installing only a limited number of generators this way - I need to do some math to figure out how many. Then go to high voltage. Inline batbox can go anywhere there is cable.


    For the last 2 groupings (the last 8 generators) don't use a batbox...those will go right to the transformer. (so you don't exceed the 32 EU/tick limit on the batbox)


    Only problem is that under some circumstances you'll exceed the current limit of a batbox for a while and it will start to charge up. Might have to use several batboxes to increase the buffer size to reduce the risk of overflow.

    Since this mod is in English, it would be nice if you could fix the external labels of your stuff to proper English spellings.


    "Frequency" etc.


    But a bigger issue : I don't want brute forcing the shield combination to be practical. Could you add a delay to changing the frequency for a projector? Say 1 second the first time, 2 second the second time a frequency is manually changed in 60 seconds, 4 seconds the third time, and so on. This would not apply to the frequency setting tool, only to manually setting it via the buttons.


    And a projector upgrade : the ZAPPER upgrade. The recipe has 4 tesla coils in it. It makes it so that if an entity collides with a shield block (check the code for luminators to see how this is done) it kills an entity if it is an entity living. (so players and monsters). The damage and energy used should be configurable.


    Use public void onEntityCollidedWithBlock(World world, int i, int j, int k, Entity entity)


    This way it will not use any CPU until an entity actually collides with a shield block.


    There's a strong reason to do this : if someone goes underneath the bottom of a shield and covers themselves in sand, then logs out of the game, they will be teleported upwards to the first place they can stand. It makes it pretty easy to bypass these shields. The zapper upgrade would mean when they log in, they will be standing on the bottom block of a shield, and would be zapped. I need to ability to configure the damage so I can make sure it kills even someone wearing quantum armor. (at a huge energy cost)


    Ideally the shield blocks would have a different texture (red instead of blue) and be a separate block, possibly sharing the same ID.

    Cadde, a quick bit a of math and I realize that this contest is over before it begins.


    All your assumptions are based on a design for your wind generators where you max out the output per wind generator.



    If you just stick a cable going to the sky (copper) with an MV transformer on the end that can convert the current to MV (the cost of 1 machine + 1 stick + 1 cobble) you can just put 4 wind generators around the cable, then 4 more the next level down, then skip a 2 levels, then 2 more groupings like that. I am still checking permutations on pencil and paper to determine the most efficient arrangement, but 15 wind around the cable make as much energy as the 81 solars that would fit on the space. (on average...)


    Construction procedure : you need 1 stack of scaffolding. Just scaffold up to the sky. At the top, break the top piece of scaffold. Stick a cable there. Break a few more scaffold. Stick 4 wind around the cable. Stick another cable down. Keep on going until you have installed 15, then stick an MV transformer on there. Slap a switch on it. Keep on going to the ground with gold wire. Wire the gold right to an MFE. Done.


    Sorry, but math>contest when we are talking about a game that is based on fixed rules and is itself a mathematical construct.

    Cadde : you were right about the fact that it returns after calculating a wind increase : this has a substantial effect on what the mean wind ends up being. Unfortunately, there are 3 probability gradients involved, so I do not know how to solve this problem for the mean wind speed without just writing a program to do so. Perhaps I will write a script real quick and get back to you.


    The mean is somewhere between 21.05 and 15. Screw it, firing up Matlab now.


    RESULTS : 18.1721 with 500,000 runs. Doing a second trial now. Each run seems to be ending up in the range of 18.something, with the running average over several trials at 18.45.


    I'm willing to conclude that the REAL numbers for a maxed out wind generator are 3.1 average, plus bonuses for thunderstorms and rainstorms.


    Cadde : for especially high production values, since theoretically you can output 6 or 7 EU/tick, this means you can also burn up a tin cable in a thunderstorm, correct?

    Cadde : thanks. Every one of those errors was that I didn't know that rand.nextInt(x) is a value from 0 to x-1, not from 1 to x.


    Absolute max chance of a generator breaking, with the new information that wind caps at 31, is 3 in 5000. Since production can get as high as 7.936 (31*128/750) and 7.936-5 = 2.9. An integer rolled from 0 to 4999 will be less than or equal when it rolls 0, 1, 2 so a 3 in 5000 chance max.


    Ah, it needs a cable...forgot about that.


    Ah, I see the real error : ACTUALLY, there is an 11% chance of a wind INCREASE every tick and only a 9.79% chance of a wind DECREASE.


    That's because each time the wind increases, it won't decrease. What this means is, wind is going to have a tendency to get stronger more often than it gets weaker.


    The probabilities are simple to understand : for a wind increase, you have to roll an 11 in 100. For a wind decrease, you have to roll an 11 in 100 but you only get to roll if you DIDn't roll an 11 in 100 for a wind increase : so it's actually 0.89*11% = 9.79%.


    Honestly, my probability and stats class didn't cover how to handle this situation as far as I can recall, but an unbalanced system like this essentially has a positive derivative pulling the average number upward. I *think* the mean will be 21.05, because at 21.05 the probabilities finally balance and the chance of it going up equals the chance of it going down.


    Ah but now the math gets really advanced. There's a probability gradient because above 21.05 the chance of the wind staying high goes down sharply. Similarly, below 10 the chance of the wind staying low also goes down sharply. These probability gradients mean the wind will NOT spend half of it's time above 21.05, so the mean wind speed has to be somewhere lower. I don't know how to compute probability gradients without just writing a computer program to simulate them.

    According to my read-through of the source code, a wind generator produces height*windstrength/750 every tick. Windstrength initially starts with a value between 10 and 20, average of 15.


    So, initially, a wind generator will make 2.56 EU/tick, with a bonus of up to 1.5.


    There is another function called "update wind" that initially has a 1/10 chance of increasing wind by 1 and a 1/10 chance of decreasing wind by 1.


    Here's the interesting part : if wind goes over 20 or under 10, the variable that allows it to increase or decrease becomes smaller, making a future increase or decrease less likely. In the long, long run those variables will go to zero and wind will no longer change. Hmm this could be a serious bug.


    Anyways, median wind production is 2.56 EU/tick, day and night, with bonuses for rain and thunder. I tried to compute what those bonuses are, but Notch's code for randomizing weather is somewhat complex. Assuming it is raining or thundering 10% of the time, with equal probability for either (it seems to be from the code), that means that these weather bonuses make the median wind income roughly 2.65.


    Solar, by comparison, only works when it is daytime, which is exactly 1/2 of the time. Assuming bad weather occupies 10% of the time, that means that solar produces a per panel income of 0.45 EU/tick.


    I'd like to calculate more precisely how much bad weather works out to be, but as I said, Notch's code is headache inducing.


    One more thing : there is a chance that wind can get over 20, and so during a thunderstorm only there is a 1 in 5000 chance, the dice rolled every 128 ticks that the blades will fly off and be dropped as 0-5 iron ingots and the wind generator is replaced with a generator.