Posts by immibis


    D: I'm sad that I can't use this mod. The config file is blank, and I have an item ID issue. Strangely enough, your other mods config files work fine.


    Copy this one and edit the IDs. You are looking in config\ModularForceFieldSystem.cfg, right?



    Also I completely forgot about rev6. D'oh! Uploading now.


    On SMP, i left the forcefield online and logged off for the night, in the morning it had destroyed almost all of the blocks where the forcefield was "supposed to be" (and no i didnt put the block breaker upgrade) and made it unable to make a forcefield in the same position


    Sorry for the late reply - I somehow didn't see that post. That definitely shouldn't happen!
    If it was your server, was there any message in the server console?
    Was there any reason for the force field turning off, like running out of power, or did it just break?
    Which MFFS version?


    Unrelated: rev6 probably tomorrow/later today (depending on timezone), with these changes... Anything I've missed?

    • Rewrote more code, relating to how data about force field blocks is stored.
    • Block cutter should now properly drop all blocks.
    • Tube projectors can make holes in other force fields linked to the same generator again. The type of force field (and texture, if camouflaged) where the tube intersects the other field will depend on which was activated first.
    • slowGenerate removed. Forcefields always generate instantly.
    • You can now use zapper and camo upgrades on the same projector.
    • Camouflage upgrades should use textures from texture packs.


    (edit: finished incomplete sentence)
    (edit: forgot about the texture pack fix)

    Revision 5 is almost out... changes:


    • Refactored lots of projector-related code. Report any bugs you find.
    • Block-cutter, zapper and camouflage upgrades work on all projectors, except reactor fields.
    • Dome upgrade works on tube projectors, only generating the top half of the field.
    • Camouflage upgrade works in SMP.
    • Changed area projector max height to 255 instead of 127.
    • Quadrupled area projector power consumption; previously the number of force field blocks was estimated incorrectly and accounted for only 1/4 of the blocks.
    • Halved area projector power consumption (stacks with above) if a dome upgrade is present, since there are only half the field blocks.
    • Reactor field can now be placed 1 block away from a 0-chamber reactor.
    • Outline of zapper forcefields fixed when pointing at them
    • Zapper forcefield particles now spawn at random locations, instead of always at the centre of a block.
    • Fixed zapper forcefields not hurting things that jump upwards into them.
    • Zapper forcefields now count as generic damage instead of void damage, so they can't hurt creative players any more
    • Fixed typo causing zapper forcefields to have weird collision boxes.
    • Made force field blocks not made by a projector decay, like leaves, in case you somehow get a field block without a projector.
    • Tube projectors no longer poke holes in other forcefields, as this was buggy and allowed other players to get into forcefield-protected areas.


    Discovered the feature that reactor containment fields will automatically activate and get a block cutter upgrade if the reactor exceeds 75% of its maximum heat, ignoring reactor plating.


    Bugs discovered - not sure which are new and which are old.

    • Projectors sometimes don't visually face the right way when placed in SMP. Reconnecting or placing/destroying a block next to the projector fixes this.
    • Zapper and camouflage upgrades do not work together
    • Some sides of field blocks touching the ground can be darkened. Most noticeable when using camouflage upgrades.
    • If a camouflage upgrade is destroyed, its contents are not dropped.
    • Upgrades normally change their appearance when linked to a projector - in SMP, they might not until a nearby block changes.


    Edit: Uploaded, attached to OP.

    I think so, and slightly modified to use immibis' code core.


    Yes - also I changed some of the names (can be changed back in the config if it bothers anyone) and made it work in SMP (except the camouflage projector... I should really get around to fixing that)


    Edit: Post borrowed to link old versions.


    Minecraft 1.2.5
    50.2.5 server client bukkit
    50.2.4 server client bukkit
    50.2.3 server client bukkit
    50.2.2 server client bukkit
    50.2.1 server client bukkit
    50.2.0 server client bukkit
    50.1.1 server client bukkit
    50.1.0 server client bukkit
    50.0.2 server client bukkit
    50.0.1 server client bukkit


    Minecraft 1.3.2
    50.2.5 universal
    50.2.4 universal
    50.2.3 universal
    50.2.2 universal
    50.2.1 universal
    50.2.0 universal
    50.1.1 universal
    50.1.0 universal
    50.0.2 universal
    50.0.1 universal


    Minecraft 1.4.2
    50.2.5 universal
    50.2.4 universal
    50.2.3 universal
    50.2.2 universal
    50.2.1 universal
    50.2.0 universal


    Minecraft 1.4.5
    51.0.3 universal
    51.0.2 universal
    51.0.1 universal
    51.0.0 universal

    Download
    Requires IC2 and Immibis Core (which is on the same download page)


    Mod spotlight by Edoreld: http://www.youtube.com/watch?v=ZuGimZLofas


    License is LGPL v3. Source should be included in downloads, unless I broke it.


    Core
    To get started with this, you will need a Forcefield Core:

    (electrolyzer, MFE, 2 electrolyzed water cells, 2 advanced circuits, 2 advanced alloy, energy modulator)
    The energy modulator is a crafting ingredient made like this:


    Connect the core to a source of power. Note that 1 EU = 10 forcepower.


    Now you need a projector. There are several types of projectors, and each of them create a differently shaped forcefield.
    There is a cooldown time after activating or deactivating a projector in which it may not be activated or deactivated again, to prevent spam.


    Projectors


    All of the types of projectors require a projector base, crafted like this:

    You "program" it with a pattern by crafting it with reinforced stone.
    The circular diamond thing is a diamond lens:



    This is an area projector, which creates either a cube or a sphere centred on the projector.



    This is a tube projector. It creates a tube-shaped forcefield, extending in one or both directions from the projector. You can use a wrench to change the direction the projector faces.



    This is a plate projector (previously called a deflector). It creates a flat forcefield some distance in front of the projector. Use a wrench to change the direction the projector faces.



    This is a line projector (previously called a directional projector).
    By default it can only create a forcefield in a line in front of it, but you can place line projector extenders next to it to make it project a flat forcefield in that direction.
    This is the recipe for an extender:


    There's also the "reactor containment field projector" - see the Nuclear Reactors section.


    Linking
    Okay, so you've got a forcefield core and a projector of some sort. Now what?
    First, you need to craft a blank card:
    New recipe:

    Old recipe:

    Then place the card in the forcefield core to code it with that core's frequency. You can remove it immediately.
    Alternatively, simply right click the core with a blank card to encode it.
    Place the coded card in the projector to link the projector to the core (either via the GUI or by right clicking).
    You can then apply a redstone signal to the projector to activate it, if the core has enough power.


    Upgrades


    All upgrades can be placed diagonally adjacent to projectors - they don't need to have a face touching the projector.



    This is a camouflage upgrade. By placing one next to a projector, you can make the forcefield from that projector look like another block.
    Note: Only certain vanilla blocks are currently supported.



    This is a block cutter upgrade. By placing one next to a projector, that projector will be able to break blocks if they're in the way of the forcefield.
    Works on all projectors.



    This is a dome upgrade. Makes an area or tube projector only create the upper half of its forcefield (a half-sphere, half-cube or half-tube).
    Only works on area and tube projectors.



    This is a range upgrade. Allows projectors to be placed further from their linked core. Only works on forcefield cores.



    This is a storage upgrade. Allows forcefield cores to store more energy. Only works on forcefield cores.



    This is an underwater upgrade. If used on a tube or area projector, water and lava blocks inside the projector will be destroyed when the projector is turned on.
    Only works on tube and area projectors.



    This is a zapper upgrade. Makes the forcefield turn red and hurt entities that touch it. It also breaks boats.



    This is an inhibitor upgrade. It prevents fields from different cores which are activated after the one with the inhibitor from appearing inside the field it's attached to. Only works on area projectors.


    Nuclear Reactors



    This is a reactor containment field projector. Place it one block away from a reactor (so there is a one-block gap between the projector and the reactor; it is acceptable to have it touching a chamber), or directly next to a zero-chamber reactor.
    When it gets a redstone signal, it will create a 3x3x3 or 5x5x5 forcefield around the reactor.
    If you manage to get yourself stuck in the forcefield, you can get out by breaking this block.
    In the GUI is an option called "reactorwatercool." If set to true, there will be water inside the forcefield when it is active, for an extra energy cost.
    If the reactor exceeds 75% of its maximum heat, the projector should automatically activate and will destroy blocks in the way of the forcefield, as if you had a block cutter upgrade, to contain any explosion. This is known to work in 1.2.5, but untested with the reactor overhaul in 1.3.2.



    This is a reactor connector.
    Place it in the wall of a reactor field, touching the reactor or a chamber, to conduct redstone signals and electricity through the forcefield.
    It is explosionproof.


    MFD

    This is an MFD. Right click any side of a force field projector to move the field in the direction of that side (For example, click the top to move it down). Shift-click to move in the opposite direction. You cannot move forcefields while they are on.


    Fences
    These are from the old mod DeFence.
    Chain link fence:

    Chain link fences are indestructible normally, but can be broken instantly with cutters.
    Barbed wire fence: (shapeless)

    Barbed wire fences act like webs and cacti - slowing the player down and hurting them.


    Code doors are also from DeFence. Either of the following recipes will make one:


    Use the GUI to set a 1 to 4 digit access code.
    Anyone who knows the access code can open the door.
    If you didn't place the door, you can't break it, unless it's open or you're in creative.


    Industrial tesla coil
    Moved to another post due to length restrictions


    Old versions
    rev6 to rev10 (client only)
    rev10.2 including server
    Links to 50.0.2+ (including server)


    Old recipes


    Forcefield machine textures are by Ivysaur1996.
    ITC textures are by kaj_says.


    Possibly a load order problem, but I don't know how to change the load order in FML (without editing the mod; and currently there are technical problems stopping me doing that because it needs to load the mod before it can check the requirements)...

    In older version it was a common bug for the field to not appear on existing world in smp. How ever everything worked fine on fresh world. I generated a new world on my server after installing the mod and force fields work fine.
    Just try it on the fresh world.


    Or wait for me to fix it... (if you're using my version, anyway)


    Edit:

    Code
    if (worldObj.getChunkFromBlockCoords(ffb.getX(), ffb.getY()).isChunkLoaded) {


    Chunks use X and Z. Not X and Y.
    *facepalm*
    And that would only happen in SMP, because in SSP it'll load whichever random chunk is at those coordinates before checking whether it's loaded...


    Edit 2:
    Revision 3 changes:

    • Fixed crash when opening deflector GUI
    • Changed uninsulated to insulated copper cable in recipes
    • Fixed large forcefields not working near bedrock level
    • May have fixed forcefields not working sometimes in SMP if not placed near Z=0 and nobody was near Z=0 to load that chunk
    • Changed TileEntityProjektor.field_queue from a LinkedList to a HashSet - results in forcefields being built in a randomish order instead of bottom-to-top
    • Added slowGenerate config option. If true, forcefields are generated at 400 blocks/second to reduce lag. If false, 400 blocks/tick (=8000 blocks/second). Defaults to true on servers, false on clients.


    Edit 3: CraftBukkit port added.

    The download page was actually ahead of that post, because it gets updated automatically. That's why it said there was a CraftBukkit version.


    Revision 2 - literally the only change is that the version reported by mod matches the version in the filename, and the CraftBukkit version exists.


    If you're just downloading this for the first time, you need IC2 (of course) and Immibis Core.


    "linked to generator: false" is a bug.
    Uninsulated copper cables might or might not be a bug, but I will change it.
    Dropping blank cards instead of coded ones seems to be intentional.


    The CB port is untested (except for "it doesn't crash") because my computer can't run CB and the client together without lagging.