Maybe this has been asked before but will the Beta 5 version of this truly awesome mod make its way to Bukkit as well?? *hopes for it*
(Huge, huge fan of the beta 4 bukkit version btw, swhy I ask xD)
Posts by Jijan_Dax
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When this mod does become Bukkit supported my server will sing songs about your heroic modding for years to come
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Same with the camouflage update, it would be nice to switch from 'cloak' to 'shield' and back I guess ^^, but I'm quite certain I can make that happen somehow on my own with a bit of redstone magic.
Meanwhile, how about making area projectors cover a 65 area cube instead of a 62?? XD xDAmazing mod btw, love it.
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I had a weird problem today.
I installed the mod for bukkit on my server and I could craft them, put them down, connect them to power but when I click them no GUI pops up?? In fact, nothing happens at all.
Very weird ...Am not getting a single error message so I'm a little stumped.
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The Beta 5 will come to bukkit as well I hope??
Found another bug. Scanning with the MFDevice on mode 2 will cause everyone but the user to disconnect from the server ... talk about a griefer tool xDLoving the mod, looking forward a LOT to beta 5
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I found some interesting bugs while testing the bukkit version of this mod and I thought I'd post the 'report' here as well. Hope it helps!!
Craftbukkit Version: 1597
Modular Force Field System V1.0 Beta 4Other Mods:
Redpower 2.0 Beta
Buildcraft 2.2.8
IC2 1.43
IC2 Buildcraft crossover mod
Hot Air Balloons V1.0.0Notable Bugs:
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(SEVERE) The person that puts down a field deflector looses connection
to the server. Additionaly when that person tries to put down another
MFFS block there is a minor chance that another lost connection occurs
(might have something to do with keeping the deflector in your
inventory)
- EU-injectors do not accept current from glass fiber
cables that are bent. Only a straight connection will do. (Making the
cable bend first and then have a straight piece will work however)
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(SEVERE) Whenever you move out of rendering range of a large cubular
forcefield (I use 61x61 fields) there is a high chance that the
forcefield will cut into blocks or shear them off where it's supposed to
form around an structure.
- (maybe not really a bug) Forcefields
will stop nuclear explosions that occur very near the field. They will
however not stop a blast that happens a good distance away from it
(leading to more damage from an explosion 15 blocks away than one 3
blocks away)
- (unsure) Some people have reported being unable to
come near a structure housing MFFS blocks without DC'ing. (could be a
bad install on their part though)Hope this helps improve the overall awesomness of this mod If I find more inconcistencies I'll let you guys know.
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I like this idea. But didn't you want to use SSP in last sentence ?
Well it has uses everywhere I think
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just pierce
heavdoor with my drill like a boss ignoring scaner...I guess that mentality is why I host a bukkit server =P
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I would think that it just fries wires, that way it's a REALLY annoying piece of tech that could be quite OP but doesn't hurt precious advanced machines that took a long time to craft.
Also: I believe that fiberglass wire (in the real world as well) is naturally shielded from EMP allowing for the inevitable (but horrendously expensive) counter
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Name:
Holographic Minecraft Character (Although I guess the block itself should be called 'Holographic emitter' or something)
Recipe:
RI - GD - RI
AC - PC - AC
RI - ID - RIwhere:
RI: Refined Iron
GD: Glowstone Dust
AC: Advanced Circuit
PC: Punch Card (new item)
ID: Industrial DiamondDescription:
In a perfect world my idea would work like this:
The hologram is an advanced signpost. Once the thing activates a Minecraft character will materialize on top of the holographic emitter block and say a message in chat (or whisper it to one person to avoid griefing). Then it just stands there until someone turns it off. Clicking the holographic minecraft character (HMC) will replay the message. When active it needs to be fed 2EU/t in order to stay active (5EU/t for realism). When turned off it doesn't waste any power.--> Punch cards: They come in two varieties: The 'standard Punch card' and the 'Personalized Punch Card'. They work kind of like the programs in the terraformer.
When you insert the standard punch card into the holographic emitter block you get to record (type in) the message you want it to say and upon activation the standard hologram (that came with the mod) will appear. (It could look like Cortana from Halo for example)
The Personalized punch card does exactly the same thing except that when the emitter is activated a hologram that looks like your character will pop out. Which will then say/whisper the message.
In a non-perfect world the idea of punch cards can be thrown overboard and the emitter can just display your character saying a message (which from what I understand of MC mechanics is easier than shipping a pre-made character along with the mod)
Uses: Apart from being a cool way to record messages holograms can function as tour guides, merchants (not that they can trade or anything but they can greet you before you head to the selling unit), decoys, extensions of your own vanity ... loads of opportunities I'm sure
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Name:
Palm Scanner (or retina scanner if you like the sound of that better)Recipe:
* - * - *
RI - GD - Ri
Ri - EC - RDwhere:
RI: refined Iron
GD: glowstone dust
EC: Electronic circuit
RD: redstone dust
*: nothingDescription
In essence this works exactly like a lever, with the one exception that it 'imprints' on the first person that uses it. (hence it's basically a lever that only responds to a single person) This allows for a new way to secure advanced machines and bases. A truly clever person could use this as an 'override switch' to retake control of an advanced base or complex redstone wiring mechanism. Following this line of thought it would be nice to have the scanner stick well to sticky pistons (allowing it to come out of the wall, or floor like a boss ) -> Would have some limited use in SMP I think.
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Is it possible to configure the Area projectors to generate a cube with a maximum radius of 32 instead of 30?? Minecraft is built around the number 64 and I keep falling short in the areas that I want to protect.
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I am not certain of the cause of this error, however, you can download the client I use at brickedtechnology.blogspot.com and use it. You'd have to adjust IDs and so forth, and remove the mods that I have, but it would work.
Many, many thanks for allowing me to use your server as reference ... I erm, 'dissected' (for science of course) it and learned quite a bit ^^, including the solution to my issue. Don't worry, I won't steal any of your amazingly modded stuff. Thanks again!!
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Right so the new bukkit thingie is running smoothly on my forge/redpower/buildcraft/IC2/bukkit server (I had to change some annoying block ID's but everything seems fine)
The client is another matter: It crashes horribly.
Now I changed the block ID's in the client as well and considering that the server is running that should not be a problem.
And it isn't because I 'asked' modloader to only load IC2 and the modular forcefield mod and it still crashes horribly.This is the report modloader gives me (the report from minecraft itself flashes by to fast to read)
Jan 07, 2012 1:01:49 AM ModLoader init
FINE: ModLoader 1.0.0 Initializing...
Jan 07, 2012 1:01:49 AM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Gianni\AppData\Roaming\.minecraft\bin\minecraft.jar
Jan 07, 2012 1:01:49 AM ModLoader readFromClassPath
FINER: Zip found.
Jan 07, 2012 1:01:50 AM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.0.0" from mod_ModLoaderMp.class
Jan 07, 2012 1:01:50 AM ModLoader addMod
FINE: Failed to load mod from "mod_ModularForceFieldSystem.class"
Jan 07, 2012 1:01:50 AM ModLoader addMod
FINER: THROW
java.lang.NoClassDefFoundError: ic2/api/IWrenchable
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 mod_ModularForceFieldSystem.<clinit>(mod_ModularForceFieldSystem.java:94)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromClassPath(ModLoader.java:1227)
at ModLoader.init(ModLoader.java:825)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ic2.api.IWrenchable
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)
... 27 moreJan 07, 2012 1:02:00 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Gianni\AppData\Roaming\.minecraft\mods\industrialcraft-2-client_1.43.jar
Jan 07, 2012 1:02:00 AM ModLoader readFromModFolder
FINER: Zip found.
Jan 07, 2012 1:02:00 AM ModLoader addMod
FINE: Mod Initialized: "mod_IC2 v1.43" from mod_IC2.class
Jan 07, 2012 1:02:00 AM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.0.0"
Jan 07, 2012 1:02:00 AM ModLoaderMp Log
FINE: ModLoaderMP 1.0.0 Initialized
Jan 07, 2012 1:02:00 AM ModLoader init
FINE: Mod Loaded: "mod_IC2 v1.43"
Jan 07, 2012 1:02:00 AM ModLoader AddAllRenderers
FINE: InitializedJava confuses the hell out of me so if anyone can please help me ... That would be amazing, I've read that a lot of people made this mod work so I have no idea what's so different here with me.
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Woaa!! You have no idea how long I've been waiting for the field generator to make its return . Unfortunately I run a bukkit server so I will be awaiting your port (when it arrives next year) with great anticipation. Thunderdark: You are my hero!!
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Yeah the cloaking device was my idea ... although it would be awesome to make something disappear (still hoping ...), turning it into a mountain would be pretty neat as well.
Also, just imagine what kind of secret hidouts you can make if you could use a freqtrans to turn a holographic wall solid/non-solid!!
for example: My secret lab is hidden behind a holographic solid wall. I right-click with my freqtrans and it becomes non-solid for let's say 5 seconds (enough for me to pass through)I support this suggestion
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well ... possible YET =P ... maybe one day
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Before I start let me say that I like the Yogscast, they're funny and expound on interesting stuff in the MC community (be it maps, mods or whatnot).
That said I'm extremely disappointed in them. I don't mind them doing modcasts without permission (modders should be extatic if Simon and Lewis showcase their mods, it's good for everyone) but when it came to their modpack I always assumed the modders GAVE them their permission. Right now they're stealing another person's work and can get away with it due to their massive popularity.
I don't know, do they still include the original authors?? That would indicate at least SOME measure of respect.
As for modders having huge ego's ... I've never really met modding egotrippers ... I HAVE met very rude plugin developers but that's another circuit.
Usually modders (like Alblaka) and plugin devs are quite strict ... and for good reason!! They get a constant stream of people (80% of them haven't bothered to do their own research or read the instructions) asking them the same thing over and over again. Without rules things break down. I've had to bring my Admin-hammer down on several idiots for valid reasons and although I did it in a polite way they still called me a tyrant. I'm guessing that's what's happening here: The Yogscast is resisting the authority modders have over their own work.Whatever their reasons or motives they should have asked permission. It's true that in the end both parties will most likely profit from it but that doesn't make it right.
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Yeah the blue cerenkov radiation Reactor thing might just be the coolest thing you've ever done (blueeeeeeeeee) ... I'll so use this text pack when it's finished
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I too believe that forcefields should be invisible ... or at least close to (it's nice to be able to make out where your forcefield is xD, although it should still be transparent)
I'm just hoping forcefields will be implemented again. So far
we(sorry that should be 'I' ) haven't heard anything and it's not on the 'to appear in a next release'-list