Posts by immibis


    19:39:35 [INFO] [IC2] WARNING: mffs.TileEntityGeneratorCore@2f412d31 didn't implement demandsEnergy() properly, no energy from injectEnergy accepted although demandsEnergy() returned true.


    I'll have to ask the IC2 devs, my code seems right:


    (injectEnergy returns the amount of energy not accepted)

    Revision 10 changes:


    • Made forcefields instantly break boats that are stuck in them (Fixes an exploit). With a zapper upgrade, they will also break boats that touch them.
    • Internal changes to allow large forcefields to have inhibitor upgrades without lagging.
    • Fixed vertical tube projectors in "front" mode (If they were even broken before)
    • Added a cooldown to field activation and deactivation to prevent spam. It takes about 1 tick per 40 force field blocks. A cube with a radius of 16 will take about 8 seconds. Adjustable by cooldownBlocksPerTick in the config.
    • Removed recipe for remote reactor link, since it didn't even do anything.
    • Removed ID-tool mode of MFD, since it was useless. If you have one, you can still craft it back to wrench mode. Crafting a wrench-mode MFD now switches it to...
    • Offset mode. Right click on any side of a projector to shift the entire field in that direction. Sneak to shift in opposite direction. Works on all fields.
    • Added recipe for the inhibitor upgrade (machine block + 4 carbon plates)
    • Allowed wiring directly to cores.
    • Disabled recipe for EU injector.
    • Cores accept energy in complete packets, so no more increased cable losses.
    • Cores will not use any EU's if that would waste energy (if there's <10 FP missing)
    • Projectors now drop their contents when broken (but not reactor monitors and camouflage upgrades)
    • Frequency cards (all types) can be crafted by themselves to reset them.

    Rev9 uploaded.


    • Added inhibitor upgrade. Still unfinished and uncraftable. Only works on area projectors so far. Will cause freezes and out-of-memory crashes on large forcefields when they are activated, so you shouldn't use it yet! Prevents any forcefields from other cores activated after the inhibitor forcefield from working inside its area.
    • Fixed players being able to crash the server with a ClassCastException (the reason this update is out before I finished the inhibitor upgrade)
    • Removed a debug message


    Edit: I think I broke holes made by tubes, so here's the rev8 server again in case you want it. (The client is still attached to the OP)
    Edit 2: No I didn't, I just derped at testing and used two fields from different generators.

    The Buffer in TubeStuff was designed for things like this. Send items in one side via pipes, put a filter on another side, and it'll pulse the filter to extract items, while also combining stacks to reduce lag.


    When I first installed MFFS, the game crashed due to a block ID conflict. I looked for a config file, and found that it was blank. I checked out the MFFS thread here, and found that someone else had the same problem, and that you told them to copy the config text that you had attached in your reply post. I copied that text, and fixed the ID problems, and I was able to play minecraft again. However, I was unable to craft anything except for the cards. I have no idea what is going on, do you?


    Do your client and server have the same configs?



    I haven't had the opportunity to test this in-game, but has the cutter upgrade griefing been fixed yet? An inhibitor upgrade sounds like a reasonable solution (creating holes in the forcefield with inhibitors would be a non-issue if you have yours up first anyway, would it not? At the very least it's an easier problem to deal with than someone slicing your house up with a cutter upgrade.)


    At the very least, a configuration option to disable cutter upgrades from functioning is needed. I love the idea, but it's currently too easy to abuse.


    It has not yet.

    changelog for v7 ?


    [list]
    [*]Added configurable limits to config file. maxProjectorSize controls most limits, except for tube radius and deflector distance.
    [*]Made forcefield blocks render faces that are touching other types of force fields correctly
    [*]Made block-breaker fields no longer break tile entities.
    [*]Reduced lag from large tube forcefields (by only refreshing the actual forcefield blocks and not the ones in the middle)
    [*]Added configurable refresh speed (in blocks/tick/projector) - when you have a block in the way of a forcefield, and someone breaks it,
    this affects the time it takes for the forcefield to appear where that block was.

    As I mentioned in the update, I moved on to revision 6 and it solved all my problems :). If you could throw in that config option my friends and i (and the members of the Atlantis Expedition ;)) would be really grateful :). Also, I noticed the invisible zapper forcefield and its AWESOME....TRUE camo :). Personally I don't think its op as long as the zapper remains at its current power level. If it was one hit kill it would be OP but for now its just a nasty surprise :)


    The config option will be in rev7.



    Oh, also I was trying to think of a way to get into my forcefield if i ever got stuck on the outside somehow....I think the best option is A) have a tunneling force field with a switch on the outside B) set up some wireless redstone. The problem with both is that they allow access to anyone that finds the switch on the outside. I would think that a way that you and only you can enter your force field would be "nifty" :).


    Wouldn't it break PVP if you could make areas that only one player could ever get into?




    Update!!! - I found that IC2 seems to be implementing their own force field generator that works much differently and with no upgrades (one block that gets bigger or smaller depending on the power you feed it.). However they did have a good idea for getting through your own force field with the frequency transmitter: check it out :) http://wiki.industrial-craft.net/index.p…Field_Generator


    That is a good idea, but


    So i was experimenting with a nuclear reactor breeder type. and i let him get a little to hot. and the reactor containment field projector self activated. the problem is. that is says he brakes blocks like the block beaker upgrade does, when he self activates. the problem his that the force field also brakes the reactor containment field projector, this results in a partial force field (around 65 % ). that does not stop the blast from making a crater in the ground. Is this how is suppose to work ?


    That's a bug. I made block cutter upgrades work on any block, and didn't consider that. Rev7 will make it not work on tile entities.


    Nothing at all stops a griefing player in SMP from setting up a force field projector outside your base, installing a block cutter upgrade, and then sending the field into your base like a knife to destroy everything. The original version of the mod (the one I ported back in December to bukkit) had a feature where the inhibitor upgrade would prevent any field that was projected by a generator on a different frequency than the one the inhibitor upgrade is on from forming.


    Why did you remove this feature, and how do you plan to fix this problem?


    I didn't remove it - it wasn't there at all. If this was back in December, then maybe Thunderdark removed it since then.
    What if a griefer uses another inhibitor upgrade to open a hole in your forcefield so they can get in?

    Using mffs_rev5_for_1.2.5-bukkit.zip and I was trying out the Reactor Server/Client, I stuck a Client on the side of a reactor chamber, and my server.log got this error. It basically corrupted my world I think (just a test world).


    Code
    2012-07-23 18:52:12 [SEVERE] Unexpected exception
    java.lang.ClassCastException: mffs.TileEntityReaktorMonitorClient cannot be cast to mffs.TileEntityPassivUpgrade
    	at mffs.TileEntityReaktorField.checkupgrades(TileEntityReaktorField.java:379)
    	at mffs.TileEntityProjektor.q_(TileEntityProjektor.java:326)
    	at net.minecraft.server.World.tickEntities(World.java:1190)
    	at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:569)
    	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
    	at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)


    That is a bug, I'll have a rev5.1 and 6.1rev7 out soon. (5.1 since Tekkit are on 5 and might not want to update just for this fix). Also to fix a crash I found with directional extenders.
    (edit: There will be no 5.1)



    Edit:
    Also, if I should die and respawn outside the force field... how do you get back inside? I found a sort of cheating way inside... the forcefield cube went through a tree. I got on top of the tree and dug down really fast through the leaves, and I was able to drop down inside of the forcefield before it filled in the blocks where the leaves used to be. So I was able to get back in that time... but not sure how you're supposed to do it in the future.


    There is none. XD
    You might want to be more careful, or set your spawn point inside.

    So I created my first camo force field today and noticed a major issue. Whatever block you use it uses non-texturepack images.....so if someone is using any kind of texture pack (my friends and i all use sphax) you can see that its a force field. Any way you could code it to project images based on the texture pack images and not the default vanilla images?


    Fixed in rev6, IIRC.



    Edit: Also, my friends and I were thinking about making a realistic version of Atlantis on our server :). Any chance of being able to extend the 32 block dome to something larger? a config option maybe? a new upgrade?


    A config option would be good.



    Update: So I have come across another error. The MFFD directional extender does not work as intended. Changing the setting on it (width) does nothing. It will extend the force field one block (sometimes 2) but the width setting never effects this. Also, I am using the version included in 3.1 tekkit (version 5). If this has all been corrected since I apologize :).


    Thanks!!


    Works for me, and I don't think I changed that since that version.


    Unintentional feature discovered that allows you to make invisible zapper forcefields. OP or not?