Posts by Pantheis

    Thanks for updating it :)


    Is it possible for you to move the sprites to be /ic2/sprites like in the old version though?


    Just means custom texture packs don't need to update just to change structure :)


    While I realize that my changes will require any texture packs to move their folder structure slightly, I think the end result will be a better organized structure going forward. I can promise that I will not be moving the assets around further and so texture packs can count on the current location. The current accepted standard is for each mod to have all of its resources contained within its own directory structure so that they will not interfere with other addons or code. I did mention that I did not believe this to be compatible with prior updates and I plan on making additional changes when I rewrite this to use the API properly that will for certain break backwards compatibility.

    Attached is an initial beta release of the charging bench mod updated to IC2 1.103 and Minecraft 1.2.5. The server version is for vanilla forge. I am requiring Forge 3.3.8.x and newer builds for Minecraft 1.2.5 for this mod. I do not yet have a bukkit release.


    I do not believe this port will be compatible with prior unofficial updates made to the original mod, but you are welcome to try. If you do, please make a backup of your world first. I'm not responsible if this thing deletes your hard work. If you do try updating from a prior unofficial release, please report your success, or failure. I am running this beta on my own private server and so far everything seems to work but there hasn't been extensive testing.


    If all goes well, I'll have a bukkit server version tonight and will update this post.


    For now, please report any bugs that come up with these unofficial updates in this thread. Please give full error details such as what you were doing when it happened, the expected outcome and what actually happened along with full error logs. I don't expect anything to come up but you never know.


    -edit-
    Added BRIEFLY TESTED bukkit port. I've launched the server, connected, placed a charging bench, verified the GUI opens and works, verified it's able to receive energy from the energy net by placing a MFSU next to it and charging it up with some solar panels, verified that the charging bench charges things placed in it and that it's able to be removed and placed again without issues. I haven't done any extensive testing though. I've made the normal required modifications to the source for a bukkit port so it SHOULD work, but please test it and let me know.

    SSP bug (yet to try SMP):
    MSFU + Copper Cable + Charging Bench MK1 = Infinite explosion


    This isn't actually a bug in Charging Bench, but a bug with IC2 itself and phantom energy connections.


    I have a method for obtaining deobfuscated but still compiled IC2 files to link against during compiling and reobfuscating, so I can work with properly deobfuscated source code.


    After working through a bug I caused when doing some updates (oops!), I have an initial test version, not using the IC2 API yet, that should work for both vanilla forge servers and clients. I do not think my client will be compatible with the bukkit forge version mushroomhostage did, nor do I think their client will be compatible with the vanilla forge server version I did.


    I know how to do bukkit ports as well, so that's my next step after confirming that this works with my own server. That way, we're all on the same page. :)


    I'll continue to work on a total rewrite of the mod. I don't like the crafting recipe at all (makes no sense, it is an energy storage block but doesn't have any batteries or anything), and it does need to be ported to the API. That version won't get released until it gets updated to 1.3.2 and IC2 for 1.3.2, whenever that happens.


    I'll post download links for the client and server files here once I have a chance to test them and make sure they are working as expected.

    I made a bunch of progress on this the other day, but then ended up getting busy with other things in real life that have pushed this to the back burner for a short bit. I have my code changes compiling, but both the server and client side crash as soon as you load up a world. I've also moved to proper forge GUI calls and extending NetworkMod.


    Of course, with the release of IC2 for Minecraft 1.3.2 coming soon, this will again need massive updates. I'm going to do my best to get a version out for IC2 1.103 for MC1.2.5 and then work on porting this to MC 1.3.2 and whatever version of IC2 is available.

    It's not a problem. It looks like this is going to be a bit tricky as the 1.90-1 files posted still use ModLoaderMP and do not seem to use the IC2 API at all.


    -edit-
    Yup, looks like they are extending BaseModMP and using none of the Forge GUI calls or the IC2 API at all. This is going to require some work, but it isn't impossible. It may just take me awhile longer than I expected. I'll post more when I have something to report.

    I just installed the latest IC2 which greatly increases the need to recharge armor due to the higher rate of energy use on damage, so I have a need for this mod now.


    It looks like it hasn't been updated in forever. I'll grab the copy from the opening post, decompile it, update it to the latest IC2 1.103 API calls with the nicer texture posted earlier in the thread and release a copy for forge client and forge vanilla (not bukkit) server.

    java.lang.NullPointerException
    at ic2.common.TileEntityReactorChamber.onCreated(TileEntityReactorChamber.java:33)
    at ic2.common.TileEntityReactorChamber$1.tickCallback(TileEntityReactorChamber.java:22)
    at mod_IC2.OnTickInGame(mod_IC2.java:1377)
    at ic2.platform.Ic2.onTickInGame(Ic2.java:347)


    It's crashing in the main IC2 mod, in the TileEntityReactorChamber.onCreated(TileEntityReactorChamber.java:line 33). This isn't likely to be due to Advanced Machines as AM has nothing to do with nuclear reactors in IC2. That said, make sure the Advanced Machines mod does not have the IC2 API folder it.

    the inert carpet is a way to fly in thaumcraft that is just lik ecreative mod flight


    Looking at the decompiled source for EE, I don't think any mod can work around what they are doing unless that mod implements their own flying mode, such as the jetpacks in IC2. Thaumcraft must be doing the same thing. The way EE is written currently will end up overriding any other mods that set the thePlayer.capabilities.isFlying and thePlayer.capabilities.allowFlying variables.

    well thats odd cause the jetpacks work fine, and so does the inert carpet


    I'm not familiar with "inert carpet" but the other jetpacks don't use the "creative mode" style of flight like the Gravitation Suite and EE do.


    -edit-
    After decompiling the source for both the Grav suit and EE, I know what's happening. EE is blocking other mods from enabling flight mode outside of creative because of how they are doing their own checking for if THEY should be enabling or disabling flight. I thought about using reflection to add the Gravisuit to the EE hashmap of EEMaps.isFlyingItem, but the problem is that their flight checking code requires items in that list to be on the hotbar. If you add swiftwolf's ring to your hotbar, the Gravisuit WOULD work. Of course, so does Swiftwolfs so it's hard to see what's happening.


    I think the only fix for this is to fix EE itself.

    i have no idea im not a coder myself like i said this is a great mod and i cant wait to see the other parts such as leggings and boots keep up the work what exactly happens if i try to fyl with the graviches wil it crash or just not work?


    It just doesn't work. Enabling flight mode (F key) then double-tapping space does nothing. I've tried disabling the swiftwolf's ring in EE, as well as giving it an itemID of zero which should completely disable it, but whatever EE is doing with flight seems to take over completely from any other mods. If I had the source to either EE or Gravitation Suite, I might be able to figure out what's happening and fix it, but decompiling them doesn't leave very usable source without a lot of trouble.

    Link fixed.


    I can confirm that this does fix both the machine facing bug AND the EnergyNet issues I was having. I do get some random server console issues mentioning the patched file and things already having been added to the EnergyNet, but the exceptions are caught and only happen when I place new machines, so are tolerable for now. Thanks for the fix!


    -edit-
    Apparently, this fix ALSO fixes Twilight Forest not being able to create the portal to the Twilight Forest in SMP. WOW! :)