Posts by Ranakastrasz

    Floodgate I am pretty sure does this kinda of effect, and this seems rather low tech for industrialcraft. I suggest you try out the force-field addon, and make a force-bridge.

    Will you add an interface to the Frequency-paster thinggy, As well as make it paste to the core, instead of copy?


    Also, Can it be allowed to disable, for the ~3 seconds, the force-field in a 3x3 AOE around the point clicked?


    And on that, I think I have a bug. The field blocks, If you have one in your cross-hairs, and in range, are unable to right click with anything. So you cannot place blocks, and unless out of range, cannot fire the mining laser.

    What about this?


    Two separate blocks - a storage block and an access block.
    Set it up so that the access block can access linked storage blocks (perhaps with pages/tabs?), and the storage block can access anything with inventories beside it, including the personal chests of (only) the person accessing it.


    It would use a certain amount of EU per stack to move items (although I do not know if that should be at the storage block's end or the access block's end...)


    Sounds good. The dedution could be at the storage block when taking out, At the access block when putting in, and at storage again (at about 10% cost) if just moving stuff around.

    Anyone else noticing their void generators producing a whooping 18 EU?


    And what IDs does this mod use? I have a clash with 170, and seeing as this doesn't have a config file I was wondering if it was this.


    Pretty sure they produce energy depending on how close to the void they are (meaning bedrock layer),which means if you place it, say on the surface, It will produce next to no power.

    In the new version I cannot for the life of me get the inhibitor to work. I tried attachinh it to the core, one projector, both projectors, all three, but I cant get it to work. What is the requirement for it's function again?


    Edit: Actually, I no longer think I got the inhibiter to work before at all. It appears that the tube fields actually place a solid Rectangular prisim, all of them do, then it removes the insides of them, Meaning that they will nicely intercet, always. Since I hadn't before tried to combine two area domes, and never used the tube without the inhibitor on the cube projector before, I do not think I even know what It was intended to do.

    Would likely be possible ,although maybe requireing an actual UI for it, as extending your inventory might not be easily possible. The size is a bit small, although I could imagine a complete set (compresser helm, on the other hand, sounds like a bad idea, hmmm) but yes, I think it would be useful, and usable, especially as another alternate piece of armor. The main issue is that it competes with the OP nano-leggings, and considering that the opertunity cost is a bit high, I think bigger capacity is really required. I mean should I really pass up +6x (I think) movement speed for +25% inventory space? Its hard to say.

    Its really hard to tell, but it certainly seems to be the only way to explain why it is that when I was not passively regenerating, at the 9 food it brings you up to, and then ate a piece of bread (after taking my helmet off), my hunger suddenly dropped, possibly to the *real* value.


    Hard to tell however, due to the lack of good feedback (since the display was the part that appeared bugged)

    WOW.


    Unbelievable.


    Going to have to try making double-bubble atlantis shield now or something, I mean epic...


    At least one small suggestion, is, The tube projecter needs a few extra options. Namely, Offsets, as well as the ability to have it project not with itself in the middle, but rather at one end, or slightly (variably however) beyond the end, with it facing the tunnel. If I want to make a door, I have to place the tube projecter really close to the place I want the door at, and hence it is quite visible, Andunless I want to have equal doors on both sides, which both always open at teh same time. So vertical offsets would be nice there as well.


    Also, Is it possible, To do some evil, with the hardener function, where you save the ID of the block it replaces in the field block, and Replace it when the field deactivates? If that is possible, Then I wonder if some *evilier evil*, where you use the same Texture for that part, would be possible. Only issue would nautrally be non-standard sized objects, such as fences, chests, and doors, which I suppose you ought to just destroy anyway. (Can you make the destroyed blocks dropped?


    Lets see....
    it apperas that when thwaking the force-field with your fist, it tends to give a ton of particles off. If I actually use a drill, and I imagine any other tool, it uses energy up. However, unlike Ic1 fields, If I knock a hole through the ceiling(requried teh ban-hammer in IC1), It seems to not allow me to drop through (Somehow I managed to lock myself outside my own field, again XD) which I would like to discover how that is the case. Depending on how you did that, Is it possible to make it so that it drains the battery faster when you are punching the force-field (faster with tools, faster still with electric tools, and at an actual reasonable rate with a nano-saber), and possibly as well when someone piles about 20 nukes next to it? (assuming that doesn't just go through the field anyway, I wonder if the death is due to Alblaka's Evil radiation, or something, since blocks were untouched)


    Found a bug though. The Exclusion effect seems to stick sometimes, I think I caused it by making a cube and a tube (for a door), Then adding the exclusion effect (while both were on) via the upgrade. This worked fine, until I turned the cube field off, and removed the upgrade (the tube did not suddenly extend, even if I removed it, or removed and readded it)


    Last thing is that Tube fields ought to be also able to use both the Water-removal upgrade,the range extender upgrade, and the inhibitor upgrade.

    Well, Obviously anyone could do that, And not do it.


    I have little issue with doing that, but It seems a bit odd that the Bug report thread somehow lacks this information, which means, that anyone who reads the *READ THIS FIRST*, part of it, Will probably assume, Incorrectly, That anything not on that list is unknown.


    It seems odd to have a convinient and outdated source of information, while the inconvient source of information is innately up to date, meaning that, Because pretty much everyone is lazy, Will tend to either not use either, or Use the convinient one, unless they actually KNOW that it is way outdated, in which case they will either not use either, or use the search function.

    I think this can result in more people posting duplicate bug reports, that might already be fixed for the new version, but never were stated to be known (in that thread), nor as fixed for next version. I personally do not want to search the entire section to find out whether or not a bug was reported, and fixed, especially with a thread that is supposed to have all of them there.


    Can this please be remedied?

    Blocks in Minecraft use these ID's so you can change the config file.
    In SMP also have GUI's own ID. I use ID 40-45 ... AdvMaschine 40-42 that is the problem. Change in the ModularForceFieldProjector.cfg the ID's would then appear the error no longer ... I'm looking for the beta with new ID's.


    Tip: ForceField inhibitor Upgrade only run with the ForceField Cube projector. Set Mode 2 and radius> 10 .. and then try to create a different force field in the Sphere.


    Awww. Why cant it work with spheres as well? I know exactly how It is intended to work.


    Also, does it properly reduce the energy cost of the second force field?


    (actually, Can a cube projector make a sphere? Because I am not sure if you mean a *real* sphere, or a minecraft sphere with your second statement there)

    So with a single laptron, you could go ~184.38 blocks, assuming you are carrying a full inventory?
    And a full MFSU... Whoa, I see that that exponent does... A full MFSU can send you ~5204.69 Blocks.


    And if you want to use a teleporter as an elevator, well, Its really impracticle. Assuming you are going up one floor, which generally is a distance of four, It still takes 158k EUs for that. So That new equation makes it far more effecient at long distances than short distances.


    Also, I think the 20 minimum distance for calculations ought to be removed, considering that it is more expensive to teleport for zero distance now than for 20 distance before, 125k Vs 100k.