Posts by Pantheis

    Luckily, I don't have to -- I figured out the silliest hack ever: have the player ride an invisible entity, as if they were riding a minecart or boat.


    Hahaha that's awesome!


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    There was an interesting moment when I found out that returning false from shouldRiderSit() doesn't actually do anything because it gets overridden by idiotic code (see Entity.isRiding() and understand that getFlag(2) will always return true if this.ridingEntity != null... yeah)... and I was forced to reflect my way into it to make a protected function (Entity.setFlag(int, boolean) if you're curious) accessible so I could call it. Ah, well.


    Forge is pretty accommodating to pull requests if something needs to be fixed / added / made protected/public. I would encourage you to check on how to do that and submit the code. It sounds like the change could benefit others.


    I have to admit, I am very excited about this mod. Tallinu and I had been discussing creating a transportation mod modeled after the turbolifts in Star Trek, but then started getting all sorts of elaborate and interesting ideas. In the end we shelved it for now to work on other things, but I may just have to dust that idea off. After all, how better to get to your cool transporter room than in a turbo lift? :)

    I think it must be possible to freeze the player in place, including preventing falling, given that if you pick up a player with the gravigun or portal gun, they don't fall and can't technically move. You can move them around, but they can't move themselves. As to how to do it, I have absolutely no idea.


    For the particle effects, you should be able to have the TileEntity spawn particles at a specific x,y,z, I think. For something more elaborate, I haven't a clue. I haven't worked with particle effects or much of anything rendering wise in any of my addons.

    This sounds like a really neat addon! The only feedback I have is that it would be really awesome if you could manage to make some sort of particle effect happen around things being transported instead of it just instantly teleporting the entity/block to the destination.


    A "transport time" as you would see in the actual Star Trek universe. I can't wait to try this thing out!


    This repeats over and over. I copied all of the files into the IC2 jar into the correct location. Sounds work, mostly, but I still get this spam.

    If you absolutely cannot update to a current version of Minecraft due to a couple of mods that have been abandoned, you might want to consider abandoning those mods, or finding somebody to maintain those mods and move them forward.


    The other option is to find somebody willing to backport this mod. The source is freely available. :) I should say though that it won't be as easy as recompiling it with an earlier MCP and Forge or even just a couple of tweaks here and there. It will be a major undertaking and refactoring of the code and will have to be done every time the mod gets updated. It's not something I would wish on anyone.

    Apologies, but I am not going to down port this all the way back to Minecraft 1.2.5. There was a huge change in the way Forge works between 1.2.5. and 1.3.2 due to the integration of the server and client. There is a ton of code changes that would be required and it's just not worth it. Is there a reason you can't update to a more recent version of Minecraft?

    Version 1.1.42 posted! This is a recommended update for anyone and required for anyone who wants to run Forge 6.4.1.409 or greater. Failure to update to 1.1.42 prior to updating to Forge 6.4.1.409 or greater will result in all APM machines losing their states. This means anything in their inventory will disappear, any charge they had will be lost and any settings will also be lost. You've been warned!


    As always, make a backup of your world prior to updating. I don't expect anything to go wrong, but you never know. I've tested this for the last couple of days without issues but that doesn't mean we didn't miss something.


    Changelog:
    ---
    12/05/2012 1.1.42-IC2_1.109:
    Actually fixed critical bug listed fixed in 1.1.41. Turns out this only happened with Forge 6.4.1.409 and higher. This version works with the newest Forge versions without any known issues.


    12/02/2012 1.1.41-IC2_1.109:
    Fixed critical bug where machines would not drop their contents (and probably not invalidate their TileEntities or remove themselves from the energy net) when broken. No other changes but this is a highly recommended update

    Electrical armor is currently bugged on damage protection. A wet paper towel provides more. :) It's a known bug detailed over the last couple of pages on this thread along with the official bug reporting website and it's fixed for the next release, whenever we get that. (Hopefully soon!)

    Just a heads up, audio does somewhat work with this patch, but I'm still getting massive spam in the log file about OpenAL audio source, the same spam that was happening in the 1.106 version of IC2 that broke audio.


    I don't have the log file with me at the moment but I can provide more details later.

    I really like this addon but have a suggestion:
    Add something like an adjustable transformer, crafted by combining all 3 transformers with some advanced circuits and machine blocks maybe. It takes in up to EV and you can limit the output to everything you want. Can be useful for a mass fab that runs constantly if you have 10 MFSUs hooked up to your Energy Net but only want it to take up 1000 eu per tick.


    Tallinu and I have been talking about an Adjustable Transformer for awhile now, even before we started adding the other blocks beyond the Charging Bench to APM. We have something similar to your suggestion already in the planning stage.



    I have to say that I love this mod. I adds necessary components that make managing electrical items in one's inventory a breeze. The addition of the storage monitor was perfect for me and easily allowed me to prevent huge amounts of energy losses (like auto turning off items when power was near 90% or sending power to my mass fabricator :Matter: only when the mfsu is 99 percent full). Terrific job! :thumbup:


    My only suggestion is more or an addition that would fit. Could you add an item called (or similar to) the Portable Dis-charger Station. It would be a item that only functions in an inventory. When right clicked, it would open a GUI with 2 slots. The first slot would be for any charging bench component kit. Only placed, the device would gain a max internal storage relevant to the component kit. The second slot would open, in which it would drain power from items to put towards its internal battery. The function of the the item would be simple. When turned on (maybe shift+right click like the electric wrench to change modes) It will constantly try and recharge all items in your inventory (including armor) through the internal storage. It is just a thought, and it would save players a chest slot, allowing them to wear full quantum armor (or a jet pack) and still use "low internal energy storage items", such as the drill. :Diamond Drill:


    Thanks! I'm glad you are finding APM useful! As to your suggestion, I'm not sure that we want to add something like that but I'll talk to Tallinu and get his opinion on it. There are other mods (Gravitation Suit for one) that provide advanced electrical armor with EU storage that would fit the bill of large portable EU storage.

    Addon developers, mind if I break the API a bit?


    - Add IWrenchable.getWrenchDrop(EntityPlayer):ItemStack
    - Add a few methods to IEnergyStorage that Gregorius suggested


    Go for it. I'm not using the wrench for my addons because I wasn't able to configure it, so that would be nice. What methods to IEnergyStorage are you adding?