Posts by immibis

    Teleporters are a very advanced option to move around, the energy cost reflects this. Mystcraft or Portalgun are simply not balanced, they work just like admin-tp with predefined endpoints.


    I'm considering a higher tier teleporter with support for inter-dimensional TPs, "pull"-TPs from/to mobile or configured endpoints and more storage.


    Are you considering taking energy from the receiving teleporter?

    Well, Sengir made it even more OP with his Multifarms. Yes they need Fertilizer but we have tons of that. And removing old Devices is nothing bad if you leave people some time to switch.


    Seed oil was nerfed, unless you want to breed bees and trees in which case it was buffed.
    Fun was nerfed, I liked trying to connect all the different farms and auto-crafting tables to make a completely self-sustainable setup (that stopped about the time he made peat cost tin by nerfing water buckets)
    Many recipes were nerfed by moving them to the carpenter (you mean I need an MJ power source to craft anything?) (btw I also don't like that in GregTech e.g. storage blocks)
    Biomass was nerfed, unless you want to breed bees and trees in which case it was buffed.
    Frames and mutators were nerfed.
    I can't tell what else was nerfed because his changelog, which used to go back to the dawn of time, now stops 5 versions ago.

    55.1.0:

    • Made everything relating to data beams glowy (like xycraft ore)
    • Made forcefield projectors glowy (also like xycraft ore)
    • Fixed being able to mine data beams with silk touch.
    • Item detection filters now target dropped items (which match the item in the filter) as well as players.
    • Fixed a small texture bug with programmable filters.
    • Added input mode icon to the programmable filter GUI.
    • Added coloured input tokens.
    • Fixed zapper+camo forcefields using the wrong texture when no block is in the camouflage upgrade.
    • Directional Projector renamed to Line Projector (as intended).
    • Added (DEPRECATED) tags to reactor field projectors, reactor connectors.
      Reactor field projectors are redundant - use an area projector with an offset.
    • Added (DEPRECATED) tag to EU injector. If you somehow still have one, just supply power to the core directly.
    • enableReactorBlocks defaults to false.
    • Apologized for being like Sengir and removing things. This mod is not Nuclear Control. At least nothing was nerfed.

    You don't have to build a lossless cable.
    If your windmills are 256 blocks above your base (longer than the maximum possible distance, if it's straight up) then you can transform the power to EV and then use 3xins. HV cables for a 10% loss.
    If you don't have that much rubber, use uninsulated HV cable instead for 12.5% loss, and don't get zapped.



    (is this a necro? the thread was only on the second page)

    There'd be a lot more complaints if it happened to everyone - I can have more than two forcefields on:

    (the coloured circle thing is an infinite energy generator I made for testing)


    I was waiting for IC2 to officially update before I updated ARS, but that doesn't look like it's going to happen, so I updated to the snapshots instead.


    I removed the reactor blocks that I wanted to remove since the reactor update. If you want nuclear control, use Nuclear Control - this mod is about base defence. Reactor connectors and reactor containment fields are still there (for now).


    cooldownBlocksPerTick affects the minimum time between turning a forcefield on and off so people can't spam it to cause lag. Minimum time in ticks = number of blocks ÷ cooldownBlocksPerTick.


    Reobfuscation failed, probably a simple fix but I have to go now. It'll be done when I get back from university in about 6.5 hours from this post.


    55.0.0:

    • Updated to Minecraft 1.5.2 and the latest IC2 dev build.
    • Items cannot be inserted into loot collectors.
    • Only splash potions can be inserted into potion applicators.
    • Removed Reactor Monitor, Reactor Monitor Client and Reactor Cooler.
    • Removed reactor link cards.
    • Removed MFD wrench mode.
    • Blacklisted item frames and all BuildCraft entities from being zapped by industrial tesla coils.


    I haven't re-tested most things so of course tell me if there are any serious problems.




    I've been playing on a server for a very long time now and I've gradually progressed from nicer and nicer "houses" I'm currently in the sky and decided on making a multi-sphere structure, so I put 6 sphere force fields at 32 radius with the projectors equidistant from a central point making the force fields about 10 blocks at the least from each other in an orientation like + from top/bottom/side 1 on top 1 on bottom and 4 in the middle in a 2x2 orientation with top and bottom fields the same distance above and bellow and camouflaged them as ice. (that took a while to calculate, frame up etc)
    .
    It's really cool looking (har har) but it also caused my client to crash without a log when I tried to log on in the middle of the arrangement, I had to get the owner of the server to help me by defaulting my location to spawn again and then approach from a side to turn em all off one by one, owner also crashed without a log going near the middle from outside. This was on 1.4.7.
    I don't have any logs to show and I know this isn't terribly specific but I imagine the problem is easy to re-create, just make a ton of huge force fields near each other (mine were not touching though) I imagine the problem was that there were so many blocks the client had to figure out at the same time it couldn't, all I saw when I joined was one chunk with the force fields mostly being the "defaut" stripy texture and parts being ice. I was instantly disconnected from the server according to our bot but I could fly around but not interact with anything for 10s~, it literally loaded one chunk, was really odd looking, could see my place from top to bottom but only 16x16 of it.


    Once IC2 updates to 1.5.1 I will fix these, if they still happen - I can't just go back to 1.4.7 easily.

    I don't think this will be going away any time soon. Why? Because the same file that has the cape list also has a list of anti-Technic checks to perform. And we all know how much mod developers hate Technic.


    Edit: The link was removed. Decompile PlatformClient.java for it.

    Anasky: Ok.


    Meems33: Vanilla bug, does the same thing affect water and ice?


    Phoenix the Meh: Blame Notch, blazes only drop rods if killed by players.


    Eliminator: The "item detector token" item detects dropped items, the "item detection filter" block, detects players who are carrying that item.



    52.0.6:

    • Changed blank card recipe slightly, so it no longer conflicts with MFFS.
    • Added reverse crafting recipes for projectors.

    What is the Loot Collector and how do we use them?


    It's an upgrade for Industrial Tesla Coils. If they zap an item on the ground, normally it would be destroyed. If there's a loot collector with the filter (arrow slot) set to that item, then instead the item it zapped will be moved to that loot collector's inventory.



    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.


    Force fields are blocks. If you have a pipe through a forcefield, the pipe will make a 1-block hole in the forcefield. If you destroy the pipe the forcefield might take a moment to fill in that block - larger forcefields will take longer. This applies for any block that's in the way of a force field.



    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.


    Like MFFS's field fusion upgrade? That's an idea that'll be added eventually.



    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.


    It might not be practical to detect players teleporting in and out of shields, as it'd have to check their location each tick and whether they're in a field or not. It would also stop them from walking through gaps in the field.



    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).


    Craft an MFD, set it to offset mode, right-click on the projector.