Posts by NewMilenium

    But there is no particular compatibility mod between ProjectRed and EngineersWorkshop, nor between ProjectRed and OpenModularTurrets, nor between ProjectRed and Thermal Expansion,

    and i think ProjectRed is used in quite some modpacks, interacting fine with a lot of mods.


    Is there any test i should do, any information i could get to help? Or can only you guys of IC2 take a look in IC2 code?

    Hello again,


    my latest tests prove the problem comes from a change in IC² or forge. Here is the reasonning :

    1. in 1.7.10 it works fine (meaning : IC² blocks inventories can be accessed by ProjectRed pipes and cards system).

    2. in 1.10.2 with only IC² and Project Red installed, it doesn't work.

    3. in 1.10.2, adding the mods EngineersWorkshop-1.3.6-1.10.2.jar, openmodularturrets-1.10.2-3.0.0-223.jar and ThermalDynamics-1.10.2-2.0.11.19-universal.jar (and their needed CoFHCore-1.10.2-4.1.12.17-universal.jar , omlib-1.10.2-3.0.0-129.jar , ThermalExpansion-1.10.2-5.1.10.28-universal.jar , ThermalFoundation-1.10.2-2.1.5.12-universal.jar ) permits to test : the workshop inventories, the turrets inventories and the Thermal machines inventories can all be accessed by ProjectRed pipes & cards system. (and IC² machines still can't be accessed)


    Should i try old versions of IC² in 1.10.2 ? It would expose me to old bugs that have been corrected since, right?

    Hello,


    I played happily my modded local server on 1.7.10, including IC² and ProjectRed.

    Now that I'm updating to 1.10.2, i'm noticing a new problem : IC² machines can't be used with ProjectRed pipes. Is that a problem which can be solved from IC² ? Can i do anything to solve that, or can you?


    I'm ready to provide more information regarding that issue if needed, just tell me what i need to provide.


    I'm using forge 1.10.2-12.18.3.2511 with

    industrialcraft-2-2.6.254-ex110.jar .

    For ProjectRed, the files are

    CodeChickenCore-1.10.2-2.4.1.103-universal

    CodeChickenLib-1.10.2-2.5.9.308-universal

    ForgeMultipart-1.10.2-2.0.0.38-universal

    MrTJPCore-1.10.2-2.0.1.20-universal

    ProjectRed-1.10.2-4.8.4.49-Base

    ProjectRed-1.10.2-4.8.4.49-fabrication

    ProjectRed-1.10.2-4.8.4.49-integration

    ProjectRed-1.10.2-4.8.4.49-lighting

    ProjectRed-1.10.2-4.8.4.49-mechanical



    Thanks for any help.

    (hello SpwnX if you see that, long time no see, right?)


    _ NewMilenium

    Hello.


    After massive testing, here is what i can tell so far;
    the problem is that, for the game (SSP AND SMP both reacting the same), cables are not really destroyed, or connection is still existing. It does that with some BLOCKS too.


    Here are several bugs you can totally reproduce :
    place a machine that receives a too high input, it will explode... an infinite number of times. Even with cables removed. Only a removal of the source of the input, or placing accordingly transformers then cables again can stop the permanent explosions.


    Another consequence is that a mffs (forcefield core), for example, will drain constantly E.U. slowly... ...even if you removed that very mffs.
    Nasty.


    In general, it seems there's a problem at "updating blocks" when a player is doing something.


    I found this bug on cpy server, and after 2 hours of constant testing, including in solo player, we noticed IC2 1.103 version was the cause (tested on his test server with 2 ported builds, then on solo player with ONLY IC2 1.103). It doesn't happen at all in 1.97 version.

    Sorry for quoting myself, but i think this is the most important part of the subject;
    Alblaka said :

    Quote

    It would probably help making it less OP by requiring even more Iridium to upgrade the different abilitys of Quantum Suits.


    but, as i said :

    Quote

    as long as you can't have ALL the augmentations in it


    otherwise it doesn't solve at all the problem of "there is 1 best armor, period.".
    That's the main point : having to do a choice in the upgrades. Versatility, choices, customizations, not 1 unique best item.


    Example :
    *an upgrade permits to run faster.
    *an upgrade permits to jump 1 block more.
    *an upgrade permits to resist a bit more to lava.
    *an upgrade permits to resist a bit more to poison.
    *an upgrade permits to automatically be fed by energy (putting more decreases the amount of energy used to eat).
    *an upgrade permits to decrease fall damage (5 upgrades : no falling damage at all).
    *the armor can have a total of 8 upgrades slots.


    (this is only a example, to show what I have in mind when reading this excellent suggestion)



    (And i'm not even talking of balance between IC² iridium armors and other armors, which is totally inexistant. Just solving the problem here will be perfect.)

    Could you give me an example of how much time you could be invincible in lava, if it wasn't bugged - meaning, in how much time would a full plate be empty? (So far, being totally surrounded by lava seems to me it's the fastest way to get damaged)


    I'm still stupidly hoping for a configuration file once the devs manage to debug it... :-s



    edit : thank you for your answer, by the way. :)

    Change the title.


    I totally support this idea.
    For a very simple reason : it is not fun having a "super armor" that no other armor can compete with. What is fun is to make choices in a situation where there is hesitation, because thinking of what are the criteria we prefer.
    Customizing a not-OP quantum armor is fun, as long as you can't have ALL the augmentations in it, and solves this problem.


    This idea is excellent.

    I got one very little question.


    I saw Alblaka saying several times "Quantum armor is bugged". Here, he says "It's bugged. Or rather WAS bugged, we're working on it, as you could read in the patchnotes. MC's damage handling isn't even close to being what I would call 'neat code'."


    Bugged means it doesn't work like it is supposed to work.
    So my question is : how is Quantum armor SUPPOSED to work? Is it supposed to absorb 100% of the damage? At what cost? Are we supposed to be fully invincible?

    Hello,


    since i installed Industrial Craft, i can't see any arrow, nor potion... and my players neither.


    I searched a lot on the web, and only found this, on this page :




    It was happening with IC² 1.95, and keeps going on with 1.95b. As it might have something to do with it, i got to say i'm using Ported Mods for IC², that's how i got bukkit running with IC².


    If anyone has an idea, so i could check, gather more info, do not hesitate. Thank you :)

    Back on topic:
    being able to configurate more options on Industrial Craft ² would be very, very cool. Examples : iridium armor effects (blocks jumped, speed of running, damage reduction, etc...), energy gained per generator (each type having its own configuration, obviously), tesla damage and range, crops speed, effect of crop-matron, ore generation probability, etc...

    Quote

    so like i expected you want to challenge your users. and like i said the solution is just to boost the mobs to match to make the qsuit a requirement to survive. there are many mods out the for tweaking mobs I recommend you investigate those and try to use existing tools first because it will take a really really long while for the change your proposing to be implemented if approved. also ban renewable energy


    I already answered that before anyone talks about it, in my very first post in this topic.


    Quote

    And I find the idea of worrying about death in Minecraft straight-up laughable.. (unless you are worried about your XP for enchants...)


    Yes, that's because you find easy to go to the place you died to pick up the stuff. When any creeper one-shots you when you have no armor (and especially no iridium armor to jump in, take ur stuff in a second and jump out) and there are monsters on your death place, that's a bit harder.


    And if you're rich enough to re-make any iridium armor like us easily... that's precisely because you are invincible and you didn't have to use that matter much.



    I like to point again that this answer is off-topic because the answers i've been given are off-topic.

    Why would anyone care about the other servers configurations as long as each one can configure his own like he wants to? I was explaining the problem i got to show i need that controllability, but if you really wanna talk about that problem i got, it's all in your sentence :

    Quote

    i don't get what is wrong with having a horde of invincible iron man wanna-be's.


    Well you didn't get much what "survival problem" is.
    We want people to FEAR DEATH when going outside the tesla turrets. Cuz of creepers, zombies, skeletons and spiders.

    Hello,


    on my server, anyone wearing full iridium armor becomes invincible. It's not as terrifying as it would be on a PvP server, but it's still a problem, as we totally lack the surviving aspect of minecraft now.
    By invincible, i mean that i can stay AFK in lava and come back in 30 minutes, I'm still alive and full HP in the lava. Only falling damage can hurt me... when i don't have iridium boots.


    I tried to edit the iridium armor options, but there is none.


    I installed an excellent bukkit plugin to edit the mobs properties, and now not only it doesn't change anything to people with iridium armor, but other people are totally feeling this increased difficulty on mobs.


    I would love using a feature to edit iridium plate chest, so that it only absorbs 50% of the damage, and so that it uses its energy like it's supposed to - currently, only the iridium helmet is significantly losing energy and has to be recharged once in a while.


    All the configuration i can touch at the moment is to remove the possibility of crafting an iridium armor... and my players wouln't understand such a big change. And they already got one on them.

    As you can see here, i need to get rid of internal cooling.


    Quote

    Ice cooling with BC pipes can be turned off by removig redstone signal from engines.


    I've never seen any "BC pipe" in Industrial Craft², sorry, i don't know what it is (typing this after verifying in the wiki).


    Quote

    I don't know what type of cooling can't be turned off with redstone signal.


    Well, when you apply redstone to a nuclear reactor, it turns off the heat produced by uranium cells. I was asking you if you were planning / could be thinking about planning to add a possibility in your mod to stop all cooling / or just internal cooling, would be enough as external cooling can be already fully controlled.