New update is awesome, thanks for making my satellite's main control room more "control room" like
Posts by Harrekin
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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)
- slowGenerate removed. Forcefields always generate instantly.
- You can now use zapper and camo upgrades on the same projector.
Awesome, cant wait for Rev 6This is how Iv used it so far, this is the reason I need tube force-fields to punch through other forcefields...
Thanks for the mod man
One suggestion tho, maybe have the upgrades (zapper, camoflague, etc) attach to the Forcefield Core (instead of indivdual projectors) and make it effect all forcefields attached to that Core?
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Removing the tube "holes" means I won't be upgrading...it sort of removes the "modular" nature of the force fields.
Just saying...
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Any chance of implementing something like the "gateways" that are implemented in the original version now?
I'm not saying copy it or anything, just a way through the FF's without using wireless redstone to take down a section would be epic.
Also a shield hardener that doesn't cut blocks would be awesome, maybe modify the damage resistance of FF blocks?
Apart from that, keep up the good work man, this mod is awesome.
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2012-06-30 18:12:59 [INFO] Forge Mod Loader version 2.2.48.135 for Minecraft 1.2.5 loading
2012-06-30 18:12:59 [FINE] Attempting to load mods contained in the minecraft jar file and associated classes
2012-06-30 18:12:59 [FINE] Found a minecraft related file at C:\Users\Jack\AppData\Roaming\.minecraft\bin\lwjgl.jar, loading
2012-06-30 18:12:59 [FINE] Found a minecraft related file at C:\Users\Jack\AppData\Roaming\.minecraft\bin\jinput.jar, loading
2012-06-30 18:12:59 [FINE] Found a minecraft related file at C:\Users\Jack\AppData\Roaming\.minecraft\bin\lwjgl_util.jar, loading
2012-06-30 18:12:59 [FINE] Found a minecraft related file at C:\Users\Jack\AppData\Roaming\.minecraft\bin\minecraft.jar, loading
2012-06-30 18:12:59 [FINE] Found a mod class mod_CodeChickenCore in file minecraft.jar, attempting to load it
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_CodeChickenCore found, loading
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_CodeChickenCore loaded
2012-06-30 18:12:59 [FINE] Mod class mod_CodeChickenCore loaded successfully
2012-06-30 18:12:59 [FINE] Found a mod class mod_NotEnoughItems in file minecraft.jar, attempting to load it
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_NotEnoughItems found, loading
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_NotEnoughItems loaded
2012-06-30 18:12:59 [FINE] Mod class mod_NotEnoughItems loaded successfully
2012-06-30 18:12:59 [FINE] Found a mod class mod_MinecraftForge in file minecraft.jar, attempting to load it
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_MinecraftForge found, loading
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_MinecraftForge loaded
2012-06-30 18:12:59 [FINE] Mod class mod_MinecraftForge loaded successfully
2012-06-30 18:12:59 [FINE] Minecraft jar mods loaded successfully
2012-06-30 18:12:59 [INFO] Loading mods from C:\Users\Jack\AppData\Roaming\.minecraft\mods
2012-06-30 18:12:59 [FINE] Found a zip or jar file EE2ClientV1.4.6.5.jar, attempting to load it
2012-06-30 18:12:59 [FINE] Found a mod class mod_EE in file EE2ClientV1.4.6.5.jar, attempting to load it
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_EE found, loading
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_EE loaded
2012-06-30 18:12:59 [FINE] Mod class mod_EE loaded successfully
2012-06-30 18:12:59 [FINE] File EE2ClientV1.4.6.5.jar loaded successfully
2012-06-30 18:12:59 [FINE] Found a zip or jar file industrialcraft-2-client_1.97.jar, attempting to load it
2012-06-30 18:12:59 [FINE] Found a mod class mod_IC2 in file industrialcraft-2-client_1.97.jar, attempting to load it
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_IC2 found, loading
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_IC2 loaded
2012-06-30 18:12:59 [FINE] Mod class mod_IC2 loaded successfully
2012-06-30 18:12:59 [FINE] File industrialcraft-2-client_1.97.jar loaded successfully
2012-06-30 18:12:59 [FINE] Found a zip or jar file modularForceFieldSystemV1.1Beta5_1_Client.zip, attempting to load it
2012-06-30 18:12:59 [FINE] Found a mod class mod_ModularForceFieldSystem in file modularForceFieldSystemV1.1Beta5_1_Client.zip, attempting to load it
2012-06-30 18:12:59 [WARNING] Failed to load mod class mod_ModularForceFieldSystem.class in C:\Users\Jack\AppData\Roaming\.minecraft\mods\modularForceFieldSystemV1.1Beta5_1_Client.zip
2012-06-30 18:12:59 [FINER] THROW
java.lang.NoClassDefFoundError: BaseModMp
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:494)
at cpw.mods.fml.common.Loader.attemptFileLoad(Loader.java:561)
at cpw.mods.fml.common.Loader.load(Loader.java:419)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:592)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:193)
at net.minecraft.client.Minecraft.a(Minecraft.java:383)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: BaseModMp
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 22 more
2012-06-30 18:12:59 [SEVERE] Zip file modularForceFieldSystemV1.1Beta5_1_Client.zip failed to read properly
2012-06-30 18:12:59 [FINER] THROW
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: BaseModMp
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527)
at cpw.mods.fml.common.Loader.attemptFileLoad(Loader.java:561)
at cpw.mods.fml.common.Loader.load(Loader.java:419)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:592)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:193)
at net.minecraft.client.Minecraft.a(Minecraft.java:383)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: BaseModMp
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:494)
... 7 more
Caused by: java.lang.ClassNotFoundException: BaseModMp
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 22 more
2012-06-30 18:12:59 [INFO] File modularForceFieldSystemV1.1Beta5_1_Client.zip contained no mods
2012-06-30 18:12:59 [FINE] Found a zip or jar file Unofficial Tale of Kingdoms v1.3.0 - Updated by arkonick.zip, attempting to load it
2012-06-30 18:12:59 [FINE] Found a mod class mod_HeroesGuild in file Unofficial Tale of Kingdoms v1.3.0 - Updated by arkonick.zip, attempting to load it
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_HeroesGuild found, loading
2012-06-30 18:12:59 [FINE] ModLoader BaseMod class mod_HeroesGuild loaded
2012-06-30 18:12:59 [FINE] Failed to find mcmod.info file in Unofficial Tale of Kingdoms v1.3.0 - Updated by arkonick.zip for mod_HeroesGuild
2012-06-30 18:12:59 [FINE] Mod class mod_HeroesGuild loaded successfully
2012-06-30 18:12:59 [FINE] File Unofficial Tale of Kingdoms v1.3.0 - Updated by arkonick.zip loaded successfully
2012-06-30 18:12:59 [SEVERE] A problem has occured during mod loading. Likely a corrupt jar is located in your mods directoryNot working, dont know why. Now i cant protect meh .
You're trying to run the version of MFFS that's compatible with MC 1.1, you need the version for 1.2.5, it's much better tho, way more "stuff" in it anyways. -
An MFSU monitoring device would be awesome, especially if you could monitor several of them at once and display them on a screen.
Maybe a remote sensor kit for MFSU's that could monitor several of them on one screen?
It'd fit in really well in a nuclear power station control room, etc.
Awesome mod tho, thanks for the good work
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Immibus, nice bug fixes. The "Linked to Generator false" bug seems to be gone aswell too now.
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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.
Thanks to you kind sir, my partially constructed space station (with fully functional solar panels) now has a force field to protect it. Ill add more for the panel sections when they're done.
If there was some kind of rep system, you'd be +1000.
Chuckloaders+Space Station+Forcefield= SMP Win IMO
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I got a bug here:
I use this with forge v.135 your immibis core(immibis-core_49.0.7_for_1.2.5-server) and industrial craft 1.97 on a SMP server (no bukkit)
I can not see any forcefield.
Reactor containment field and all other reactor blocks seem to work fine. But if I apply a redstone current to the containment field block its texture changes but no forcefield shows up.
Tried this with water cooled and water spawned, but spilled out. So the forcefield is not just invisible, it is not existent.
All the other forcefield generating blocks have the same bug .. they create no forcefield.Edit: The containment field shows "linked to generator = false" but a coded card is inside and it shows the actual energy status of the generator.
Edit2 : In SSP everything works fine
I'll check the reactor field in the morning, but I spawned a 32 block radius area projector field earlier with no problems, was a bit laggy first time I fired it up, but it worked.
It is saying "Linked to Generator=false" on mine too, even tho it displays the power levels accurately.
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Update to the latest forge version with Forge Modloader. (No longer requires modloader)
Cheers man, it seems to be working now, havnt had a chance to actually fire up any of the projectors yet, but they're placeable.
Thanks for correcting the language "issues" immibus
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Ok, error message...
Mods loaded: 27
ModLoader 1.2.5
mod_CodeChickenCore 0.5.3
mod_MinecraftForge 3.2.3.108
mod_TooManyItems 1.2.5 2012-04-13
mod_MorePistons v0.9.9 for [1.2.5]
mod_ReiMinimap v3.2 [1.2.5]
mod_BuildCraftCore 2.2.14
mod_BuildCraftBuilders 2.2.14
mod_BuildCraftEnergy 2.2.14
mod_BuildCraftFactory 2.2.14
mod_BuildCraftTransport 2.2.14
mod_AdditionalPipes 2.1.2 (Minecraft 1.2.5, Buildcraft 2.2.14, Forge 3.0.1.75)
mod_ImmibisCore 49.0.7
mod_IC2 v1.95
mod_InvTweaks 1.41b (1.2.4)
mod_ModularForceFieldSystem 1.2 Beta 6pre3_2
mod_Railcraft 5.3.2
mod_RedPowerControl 2.0pr5b2
mod_RedPowerCore 2.0pr5b2
mod_RedPowerLighting 2.0pr5b2
mod_RedPowerLogic 2.0pr5b2
mod_RedPowerMachine 2.0pr5b2
mod_RedPowerWiring 2.0pr5b2
mod_RedPowerWorld 2.0pr5b2
mod_WirelessRedstoneCore 1.2.2.1
mod_WirelessRedstoneRedPower 1.2.2.1
mod_WirelessRedstoneAddons 1.2.2.2Minecraft has crashed!
----------------------Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 5d98d75 --------
Generated 23/06/12 22:06Minecraft: Minecraft 1.2.5
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_32, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel Cantiga version 1.5.0 - Build 7.15.10.1511, Inteljava.lang.NoClassDefFoundError: cpw/mods/fml/common/FMLCommonHandler
at mffs.Functions.getMinecraftDir(Functions.java:39)
at mod_ModularForceFieldSystem.load(mod_ModularForceFieldSystem.java:75)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.common.FMLCommonHandler
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 9 more
--- END ERROR REPORT 226a017d ----------What am I doing wrong?
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SMP port.
Version number is rev1 in the file name but 1.2 Beta 6pre3_2 in-game, since I forgot to change that.
Everything I tested works, including generator cores, forcefield projectors, and reactor interfacing, except the camouflage projector.
Camouflaged force fields will always display the "invalid block" texture.
Also the names have been slightly changed. If you want them back, there is a config setting.
Includes the recipe fix.Edit: almost forgot, this port now requires Immibis Core. Google it and find my thread on MCF, I can't give you the link now since I'm typing this on my phone.
Apparently I need permission to upload this anywhere other than the IC2 forums.
Seriously? Epic, I'll be downloading this the second I get to go on my pc. If it all works, then you have my space stations most sincere gratitude
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I looked over the code you released. Since I need this mod to be SMP (really really badly) I would offer to port it for 1.2.5. I hate the claim stuff and grief protect mods on those bukkit servers. Everyone should be allowed to design their own security system. Your mod does exactly that. I i don't know any other mod which does this right now. Even Tesla Coils are no real protection.
I have to admit that I only have little experience with SMP modding but this (outdated) guide http://www.minecraftforum.net/…dloadermp-modding-310511/
and this http://www.minecraftforum.net/…ml-how-to-port-from-mlmp/
look as if porting a SSP mod would be not too hard. So I can not give any guarantees if I succeed at all. But I will try hardIt would help my motivation if you agreed to merge the finished SMP code into your source base. I don't want re-add everything you add after I finished the port. What do you say?
---- Edit ----
DONE:
- source compiles inside the server after removing texture and gui related functions
- blocks can be placed
- lever works on the eu-injector (power is drained from mfsu)
- gui windows open (without data)
TODO:
- synchronize tileentites (looks quite low level. custom infrastructure needed for receiving and applying update packages)
- fill gui with data (should be filled when the tile entities are synced in booth directions)
- allow gui to update frequency cards
- replace player dependent namingGood work man, keep it up, dying to get this on our server
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Awesome, thanks for the replies!
Roll on 1.3
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Generator needs to go directly on-top of EU loader.
Does anyone know if there will be an SMP version? From what Iv gathered the OP isn't working on the mod anymore, anyone else still at it?
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Looks like you guys are trying to install a version thats compatible only with MC 1.1 on MC 1.2.5.
The newest release is 1.2.5 but it's Single player only.
Area projector DOES NOT stop nukes btw, one of my villages learnt the hard way.
Anyone by any chance working on an SMP version for 1.2.5? That would be epic, Iv a space station that'd look awesome with dome shields.