Posts by WillHoot

    A question and three Ideas.
    first the question, will tubes work through force fields? so if I have a BC pipe or RP2 Tube will the items I send down them be blocked by the field? I wouldn't think they would but you never know.


    ok now the ideas. what about a way to bring back the feature of how a tube field could tunnel through other force fields, but instead have it as a force field network. basically have a "network" upgrade block. and generator with a network upgrade will turn on and off together, they can piggy back on power(do a bit of a power daisy chain), and only they can penetrate each other. so if you wanted to have two area generator linked together you could(so you can have a larger area or to give it a closer shape), and you could have one power core that would power both of them, and the "primary" one that is linked to the power is the only one that needs redstone and it would activate both of them, and then the shield wall that both of them would have wouldn't exist but the exterior walls would still be there. I don't know how hard that would be to code or implement but it would be nice if you have a big base or a weird shaped one that you want to protect.


    the second idea is for a "full shield" upgrade (I couldn't think of a better name). basically it would be like from star trek how when the shields were on full power no one could transport in or out. so a shield with this upgrade would block people from teleporting in or out (but internal teleportation would work, also here I am talking about the IC2 teleporters not using server commands). IDK how hard that would be to code but still it would make sense.


    the last idea is more of a trap shield. it would be like a area field but it would deploy next to the generator not around it. it would just be a fun way to mess with people or to defuse a nuclear trap (by neutralizing the issue). to prevent it from being OP and used for grieffing it might have to have a small range limit and a time limit (so you could trap someone but only for a short amount of time before the generator burns out and it has to be replaced or something).


    Thanks love the mod. even though I usually play single player it's just really cool to have a force field.

    I have been using wireless red-stone using the triangulator to do something like this. If you crated an interface where there is a programmable block and custom programmable compass that when they are on the same frequency the compass points towards the block it might work as a UI. and I think the triangulator also works on SMP so just create a version that works at longer ranges and is designed just to work as a beacon.

    Ok question about the experimental version for 3.x do the cross over pumps work with the gates/chips? I am wondering because I am building a power-plant (well the BC and vanilla parts while I wait for IC2 to update to 1.2.5) and I want to know if I can build in the control systems to monitor coolant and heat levels. If it is not already is that a plan to have them in there?


    Edit: also how well do these blocks work with builders? will the engines place properly in a building created from a blueprint?


    Thanks
    Love the Mod.

    Ok so with how energy storage units can output redstone to indicate things it would be nice to have a way to configure which sides it will output Redstone to. as i want to make a battery array with a charging indicator (using the redstone lamps) but if I put the batteries next to each other when they give off redstone they will disable the ones next to them. it would be nice if there was a configuration tool so that it only output-ed redstone on one side the side with the indicator light.


    EDIT: well that was dumb. I should have tested it before hand. it doesn't seem to interact with the other batteries.

    i just tried to install the 1.9 client and i got this



    Oct 26, 2011 3:44:40 PM ModLoader addMod
    FINE: Failed to load mod from "mod_EnergyCoupler.class"
    Oct 26, 2011 3:44:40 PM ModLoader addMod
    FINER: THROW
    java.lang.NoClassDefFoundError: ic2/api/IWrenchable
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClassCond(ClassLoader.java:632)
    at java.lang.ClassLoader.defineClass(ClassLoader.java:616)
    at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
    at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
    at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
    at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClassCond(ClassLoader.java:632)
    at java.lang.ClassLoader.defineClass(ClassLoader.java:616)
    at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
    at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
    at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
    at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
    at mod_EnergyCoupler.<clinit>(mod_EnergyCoupler.java:86)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
    at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
    at java.lang.Class.newInstance0(Class.java:355)
    at java.lang.Class.newInstance(Class.java:308)
    at ModLoader.addMod(ModLoader.java:275)
    at ModLoader.readFromModFolder(ModLoader.java:1179)
    at ModLoader.init(ModLoader.java:824)
    at ModLoader.AddAllRenderers(ModLoader.java:186)
    at aam.<init>(aam.java:61)
    at aam.<clinit>(aam.java:10)
    at net.minecraft.client.Minecraft.a(SourceFile:259)
    at net.minecraft.client.Minecraft.run(SourceFile:629)
    at java.lang.Thread.run(Thread.java:662)
    Caused by: java.lang.ClassNotFoundException: ic2.api.IWrenchable
    at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
    ... 38 more


    any ideas what i need to do?