Posts by immibis

    The GUI buttons won't work..
    Immibis Core 50.2.3(MC 1.2.5)
    Advanced Repulsion Systems 50.2.2(MC 1.2.5)
    Forge 3.4.9


    Fixed in Core 50.2.4.


    That bug's probably been there since 50.0.0 (first 1.3.2 release)... How many people are still using 1.2.5, and how many of you would care if I stopped updating it? It can't be many, or that would've been noticed far, far sooner.

    First, it seems your mod does not use Forge ID resolver (it conflicts with GregTech addon) , posted on his post and he replied :


    The current code for ID allocation works in 1.2.5 (when Forge resolving was unreliable) but hasn't been updated yet, so it still works the way it should in 1.2.5 and doesn't use Forge's resolver.


    I found a bug on Tesla system : Upgrade multiplexer BEAMS can be extended indefinetely and you can retrieve multiplexers used in the process.
    If you like i can try making a video reproducing bug, if screenshot is not clear enough.
    Screenshot:

    This bug stops working after reconnection, but it is still worth taking a look


    Unable to reproduce, a video would be helpful.


    50.2.1:
    * Fixed invisible GUI text in 1.4.2.
    * Fixed hotbar items being visible in directional extender GUI.

    50.1.0 is out. I will not be held responsible if you forget to rename your config file.
    This requires an update to Immibis Core.


    • Changed: Renamed config file to AdvancedRepulsionSystems.cfg to avoid conflict with MFFS.
    • Changed: Moved textures from /mffs_grafik to /immibis/ars/textures to avoid conflicts with MFFS. This will break existing texture packs!
    • Changed: New forcefield machine textures by Ivysaur1996.
    • Changed: New tesla machine textures by kaj_says. (Except the temporary ones)
    • Changed: Many recipes.
    • Changed: Built-in storage of a forcefield core decreased from 10M to 1M forcepower (100k EU).
    • Changed: Default range of a forcefield core increased from 8 to 16 blocks.
    • Changed: Blank card recipe now creates 8 cards.
    • Changed: Right click will not open GUIs if you're sneaking, instead of if you're holding a lever or ARS block.
    • Changed: In 1.3.2 the coolant injector will recharge RSH and LZH condensators using lapis and redstone from its inventory.
    • Changed: Blank cards stack to 64.
    • Removed: ID tool MFDevice from the code.
    • Removed: reactor link MFDevice from the code.
    • Removed: old (useless) ID cards from the code.
    • Removed: oldNames option.
    • Added: Industrial tesla coil and related blocks. Uses two more block IDs - one for the machines and one for the "lasers."
    • Added: Speed, EMP, range, and suppressor upgrades for industrial tesla coils.
    • Added: Upgrade multiplexers (for tesla coil upgrades)
    • Added: Programmable filters, logic tokens, forcefield filters, and item detection filters (for tesla coil target filtering) Some items besides logic tokens are acceptable in programmable filters.
    • Added: Loot collector (tesla coil upgrade)
    • Added: Remote potion applicator (tesla coil upgrade)
    • Added: Config option to disable tesla coil etc (disables registration of those block IDs)
    • Added: Config option to disable reactor-related blocks (disables recipes only)
    • Added: Config option for extra storage from a storage upgrade.
    • Added: Config option for default storage of a forcefield core.
    • Added: Config option for default range of a forcefield core.
    • Added: You can now right click on a core with a blank card to encode it.
    • Added: You can now right click on a projector with a frequency card to insert it.
    • Renamed: some items that had MFFS in their name
    • Renamed: directional projector to "Line forcefield projector"
    • Renamed: directional extender to "Line projector extender"
    • Renamed: deflector to "Plate forcefield projector"
    • Renamed: reactor heat control to "Reactor coolant injector"
    • Fixed: Tube projectors now retain their X and Y offset between world loads.
    • Fixed: Reactor coolers now use their "active" texture when they're active.
    • Fixed: Machines not updating visually until a block near them changed.
    • Re-added: Recipes for reactor blocks (if enabled)


    Also, the OP exceeded 10k characters, so I had to split it up.
    If the LASER Beam linking system works well, it may be used for other things in the future.

    Note: The textures of blocks in this post are outdated


    Industrial tesla coil
    The industrial tesla coil is similar to the normal tesla coil but with a larger range, upgrades, and programmable targetting.
    This is the recipe:


    Place one of these and wire it to power, and it will sit there shooting the nearest entity within 10 blocks every second, provided it has enough power.
    That's not very interesting by itself, but that's why we created upgrades and filters!


    Filters
    This is the state-of-the-art J-9001 Remote Targeting Computer, or the programmable filter for short. It's actually not very advanced.


    When you place one, the first thing you will notice is the Linking Amalgamated-Silicon Electro-Radiation Beam (or LASER Beam for short) emitted from one side of the device:

    This is used to connect the J-9001 Remote Targeting Computer to the industrial tesla coil.

    Computers can also be chained:

    Don't ask about that crater in the background.


    If you open the interface panel by right-clicking, you will see the following scary-looking GUI:

    Think of this like a redstone circuit. The slots are where you can place logic gates, and the lines show the connections between them.
    The connections are built-in to the structure of the J-9001 and cannot be changed. However, you can make your own structure by chaining multiple J-9001's - more on this in the advanced section.
    The slot on the far right is special - related to chaining - and is also discussed in the advanced section.
    As an example, this filter will target players and dropped items:

    Since we haven't explained the tokens yet:
    * The iron token detects dropped items.
    * The stick figure token detects players.
    * The U token is like an OR gate.
    Data flow is from left to right, so this targets all entities that are items or players.


    Here are all available tokens. There are also several other items which can be used to detect certain things.

    From left to right:
    Player detector token - targets only players
    AND/OR/NOT token - Like an AND/OR/NOT gate. The NOT token also works as NOR.
    Blank token - targets nothing, only used in the crafting of other tokens
    Life detector token - targets all living things
    Redstone input token - targets everything if the filter block is receiving a redstone signal, or nothing otherwise.
    Animal detector token - targets passive mobs
    Mob detector token - targets hostile mobs
    Item detector token - targets dropped items


    Crafting recipes are given in a later section.


    Upgrades
    Upgrades are mostly quite simple compared to filters. Like the filter, you need to link one to a tesla coil by pointing the LASER Beam at the tesla coil.


    Range upgrade: (Adds 10 blocks range)


    Speed upgrade: (Decreases the time between shots by 9%)


    Wavelength shift upgrade: (Makes the lightning bolt effect invisible, so you just have random death everywhere)


    Remote potion applicator:
    Place splash potions in this machine's inventory, and every time the tesla coil shoots a living entity the first potion will be used on it.
    It has a 9 slot inventory, similar to a dispenser.


    Loot collector:
    This machine has a 9-slot inventory, plus an extra filter slot. When the tesla coil shoots a dropped item matching the item in the filter slot,
    the item will be teleported to the loot collector's inventory.
    You must set a filter - only one type of item can be collected. You can use more than one loot collector to collect more than one type of items.


    EMP upgrade:
    This machine accepts EU separately from the main tesla coil, and has a very large internal storage of 1 million EU. When the tesla coil shoots a player wearing electric armour, the energy stored in the EMP upgrade will be used to drain energy from the armour. This happens at a 1:1 ratio - ie 1000 EU will be consumed to drain 1000 EU from the player's armour.
    Only one EMP upgrade will be used per shot. It will be the one with the most stored energy, so you can use several if you want more storage.
    The energy will be drained first from the player's chestplate, then their legs, then helmet, then boots.


    Upgrade multiplexer:
    If you've got here you've probably wondered how to attach more than 6 upgrades to a tesla coil. The upgrade multiplexer is the answer.
    It has one output side, like other upgrades, but all other sides are inputs. You can connect several other upgrades to the upgrade multiplexer, and it will have the powers of all of them when you connect it at a tesla coil or another upgrade multiplexer.
    They can be chained, of course - this is different from filter chaining, but is done the same way and is easy to understand.


    Filter chaining (advanced)
    As I mentioned earlier, J-9001 Remote Targeting Computers can be chained together like so:

    Any side except the output side can be used as an input.



    These slots are relevant here. The coloured squares represent other programmable filters pointing at this one. Clicking on the red X will toggle it.
    In this mode, those filters will be passed to the rightmost token, as they did before version 55.1.0.
    In this mode, they will not. (Note that in this case, the only useful token to put in the rightmost slot is a NOT token, or the slot can be left blank)


    You can use the coloured input tokens in either mode to specifically access inputs.

    E.g. the green input token targets everything that the filter on the green side targets.


    All inputs, as well as the final slot of a filter, are passed to the token in the rightmost slot of that filter.
    The previous example (detecting items and players) could be constructed like this, using one filter per token:


    Forcefield filter
    Combine an energy modulator with a programmable filter to get a forcefield filter.
    This must be placed next to a tube or area projector (including diagonals) and it will target any entities inside the forcefield. If you want to target entities outside the forcefield, you'll have to use a programmable filter with a NOT token.
    The recipe is shapeless.


    Item detection filter
    Combine an ender pearl with a programmable filter to get an item detection filter.
    This has an inventory with one slot. It will target all players who have a matching item in their inventory. So if you put an obscure item in, such as a small pile of iron dust in this and also carry one around with you, you have a non-OP key system. Of course, this means the tesla coil will only shoot you - so again, you'll want to invert it by passing the signal through a programmable filter with a NOT token.
    (Cue 9001 Tekkit players using small piles of iron dust as their key)
    It does compare NBT data, so it should work with things like the cards from Immibis's Peripherals (the label and data will have to match) or Forestry bees if you want a real key.


    Token recipes
    Blank tokens are crafted like this:

    Any token can also be crafted by itself to reset it to a blank token. Example:


    In the following recipes, no items are consumed except for the blank token.









    Other items that work as tokens
    Redstone dust - same as a redstone input token
    Cobblestone - same as an item detector token
    Gunpowder - targets all creepers
    Egg - targets all chickens
    Raw beef - targets all cows
    Raw pork - targets all pigs
    Wool, any colour - targets all sheep
    Water bucket - targets all squid
    Ender pearl - targets all endermen
    Bone - targets all wolves
    Gold nugget - targets all zombie pigmen
    Blaze rod - targets all blazes
    Rotten flesh - targets all zombies (including zombie pigmen)
    Ghast tear - targets all ghasts
    Magma cream - targets all magma cubes
    Bow - targets all skeletons
    Slimeball - targets all slimes
    Snowball - targets all snowmen
    Iron ingot - targets all iron golems
    Arrow - targets all flying arrows (for people who want a ninja defense system, HAYO)


    Some numbers
    The amount of damage done with each shot is proportional to the square root of the energy used in the shot. 5000 EU will do 15 hearts of damage.
    At the default speed, you should need 112 EU/t to kill one unarmoured player every second. This also means that faster speeds are more efficient.


    By default, the tesla coil fires one shot every 20 ticks. It will not fire if it has less than 500 EU stored.


    When attacking a dropped item, no more than 384 EU and 3 ticks will be used per shot - the damage will be scaled accordingly, but dropped items take very little damage to destroy.

    You have an ID conflict (well, more than one) because I haven't changed the default IDs. As both mods use the same config file, this could be tricky to resolve, but probably not impossible (especially as this one still has its block IDs in those weirdly named sections for compatibility). The config file will be renamed in the next version.
    The EU injector is no longer necessary, you can connect cables directly to your core.

    Confused. No items show up in inventory, so I am led to believe this is a bug? I'm currently trying to do a homebuild tekkit upgrade to 1.3.2. Please reply, and if its me being stupid, then I apologize for wasting your time. Thanks in advance for any support.


    -Jacob


    BTW I'm using 1.3.2 just to throw it out there, and I am using immibis core.


    Maybe because rev7 isn't for 1.3.2.

    Did you charge the Rockcutter? If yes, then its just an updatebug. The Silktouch-III gets removed when the Rockcutter has less than 500EU and you get it back when it has more than 500EU. You dont need to know about the "Enchantment", it shouldn't be shown in the Tooltip at all.


    The rock cutter is fully charged - 10000/10000 EU. I tried it with and without a batpack.
    Wasted all the EU on cobblestone, then charged to 600 EU in a batbox, still not silk touch.
    Put on a batpack (with 100EU in cutter) and the cutter doesn't use the energy from the batpack - a different bug?
    Recharged to 900EU, broke a block, the cutter recharged from the batpack but still doesn't use silk touch.
    I'm using smoothstone to test it, if it matters.


    immibis: I took a look at my Code and found out, that my Playerticker also does Clientside updateCraftingInventory. Will be fixed with "if (!tPlayer.worldObj.isRemote)" before doing that kind of Code in 1.27b, as soon as i'm home so that i can compile it (together with a TextureFX-Fix for the Centrifuge).


    Is there any reason it needs to mess with non-GregTech containers at all?


    Edit: Never mind, I just read the changelog that said it was completely deleted.


    Also I crafted a rockcutter on Kane's server and it has no enchantment and doesn't act like it has silk touch. In the NEI items list it shows the enchantment, but in the recipe it doesn't.

    I have this stack trace from a user of Dimensional Anchors.
    GregTech seems to be breaking things by calling Container.updateCraftingResults, for a non-GregTech container, and on the client. (Normally it only ever runs on the server).
    Why?


    50.0.2:

    • Fixed camouflaged field blocks being broken in SMP. (requires Immibis Core update)
    • In Bukkit only, added a config option to make the mod try to stop players from lagging through forcefields.
    • Fixed direction being invisible.
    • Renamed the mod to Advanced Repulsion Systems.


    (edit: fixed BBcode fail)


    Also new poll, about the reactor heat control block, since you can still use that to build a CASUC.