Posts by Myrathi

    No the first time it happened I was in creative mode with a empty hand, second time I open the pad the instant I spawn in to the world, and the third time I was holding the pad its self in my hand in survival. I haven't tried it on my server yet. Tho its not THAT big of a deal it seems to be rare.


    That's weird. :P I just have to assume that something's awry with another mod - though I'm playing with the FTB packs (and have it running on servers) and have still never run into this issue. :\


    Let me know if you get a more helpful error message or a more informative context? I'm interested to know why this happens, if it's even CP's fault. :P

    I seem to be getting a error on right clicking any pad.


    http://pastebin.com/mMX4tiuA


    EDIT: Happens to me every so often.


    Are you holding something when you right-click? This error happens during an FML handler call which, uh... shouldn't ever be NULL (and isn't even my code). If it's worked already, it should always work, from then on. -_-


    I've tried hard but I simply cannot reproduce this, so I'm not sure how I can help (or if it's even my mod's fault). :\

    New version is now up! Besides being for MC v1.4.2 and the IC2-1.108.71 build, this release also provides NEI support and moves creative entries to our own tab (look for the 'pad' icon).


    Additionally, I tweaked the default block and item IDs (if you don't already have a config file), so that they shouldn't collide with anything in the latest Feed the Beast Beta (v0.3.1 at the time of this post). I'll be keeping an eye on it, myself, but if you find they do conflict then feel free to let me know. :)


    As always, feel free to check out the Q&A, or the README in the zip.


    The minimum Forge required is 353 but I'd highly recommend 355 as that's what IC2-1.108.71 is now asking for.


    Enjoy! :)

    This probably doesn't work with 1.108? The post says 1.106+ so i was getting my hopes up, but getting this error when starting minecraft


    Bonus cookie for posting a spoiler. :)


    Unfortunately, you're correct: the current "latest" was a last-minute update for 1.3.2, that works with IC2's 1.106-1.107. I wanted to get the features in place and working for people that wouldn't be moving forward to 1.4.x, yet.


    I've had a 1.4.2 version being tested on a server, the last few days, and have just been trying to iron out a few issues on the jenkins server. Expect a 1.108 version within the next day or so. :)

    Firstly: PLEASE edit your post to put the error report into [spoiler] tags!


    Caused by: java.lang.IllegalArgumentException: Slot 4095 is already occupied by myrathi.ic2.chargepads.BlockChargePad@1dbec76 when adding forestry.core.gadgets.BlockStainedGlass@1814129


    Secondly, it's a block ID conflict. Go into your .minecraft folder and look for a /config folder. Either alter the ID of forestry's BlockStainedGlass (in their config file) -OR- alter the one that ChargePads uses (in my config file).


    I'd suggest you change the ID of whichever mod you just added.

    Everyone loves this mod on my server. I hope when you do the upgrade slots you will consider not being so taxing like another mod on these forums. I enjoy charging faster but not at the loss of to much power or its not fun :(


    Currently, the pads use up a minimal amount based on tier, just to run. They'll increase usage along the same line, for each oveclocking module that you insert, but the main "power sink" will be the fact that they're able to charge up so much more power at once. It's not linear but it's not insane, either, for the following reason: a lower tier pad will never quite match the next tier above, even with maxed out overclockers... you'll always need to upgrade to the next tier to get that amount of charge-power (not to mention that the O/C upgrades won't help you charge a higher-tier item in a lower-tier pad).


    Additionally, the pads will accept transformer upgrades to accept power from higher tier inputs, and storage upgrade modules to increase how much EU they can hold at any one time (the higher tier pads can accept proportionally more compared to the lower ones, making it significantly more useful to upgrade a higher pad than lower one - the electronics of the lower pads just can't handle too much!) -- and it encourages upgrading. ;)


    Then there's the drain module... which has the UI complete but no functionality... yet! Not quite managed to balance it the way I want it. :P


    Regardless, it'll be a bit before it's released, I'm afraid, as I'm currently having some pretty serious issues with entity sync, using the IC2 API (it just isn't up to the task, given the GUI changes)... so I'm having to do it the hard way and the learning process for packet handling is nothing if not steep. :\


    In short: Soon™ ;)

    I received an error after placing this in the mods folder. Have the recommended Forge 4.1.1 and 1.1.06
    Error:

    That old a 'recommended' forge doesn't have some of the methods required to run CP, I'm afraid.


    As stated in the "Installation" spoiler in my main post, you'll need Forge-263 (link) or higher.

    Love this addon, great job fella :D


    I cant wait for the chance to put in overclockers etc, cause it was painfully slow atm, having 4 pads worked, but 40 odd diamonds to get that is a hefty price :P


    Cheers. :) To say I'm looking forward to the upgrades, myself, is an understatement! xD
    The upgrade kits (especially the in-place feature) were just too fun an immediate challenge to pass up, though. :)


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    Looking forward to what you might do to this later on :)


    Got quite the to-do list, already. :> NEI integration and IC2 slot upgrades are next up (not sure what order ¬_¬).

    I wonder, if you can make these blocks a multiblock-type, so they check for attached pads and share energy between eachother but for increased EU\t passive consumption. Could be even more usefull to make a charging floor.

    Would take a significant overhaul but it's a cool idea. Not like people aren't making charging floors with pad-banks already! ;D


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    Another thing is to make them paintable-nifty pads.

    Hrm... not very feasible, I'm afraid. :( Would require a massive rewrite (due to the pads sharing a single block ID).


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    Well, thanks for awesome stuff :rolleyes:

    Glad you're enjoying it. ;)

    New version released: v1.1.0.21 :)


    i'm glad that higher tiers pads are not dependant from lower tiers... this way i haven't to spend 4 circuit, a batbox and an MFE for nothing (as the pad storage won't conserve storage capacity, loosing a total of 640.000EU storage)

    Or if you do decide not to use lower tiers in the craft add the ability to craft them back in to their storage unit

    i can't seem to destroy them


    You can now upgrade existing Pads either via a shapeless recipe (for unplaced pads) or by using the upgrade kits directly on the pads' power access panels! (i.e. underneath them).


    New recipes are in the first post and see the Q&A spoiler or README file (in the zip) for a couple of extra config options (and dangers ;)) related to the new changes.


    Enjoy! :D

    hey just got your mod installed (latest version as of this post)


    first lemme say i really like the idea / texture, but


    i can't seem to destroy them, as
    left clicking seems to also open the gui


    Came across both of those bugs myself, tonight, while updating stuff. They only happen with more recent versions of forge but it's fixed in my working version - forge fixed the way some of the click handling worked. Heh! :>


    Thanks for the report. :) New version Really Soon™... ;P

    Currently working on an update that includes upgrade options for the LV and MV pads.


    If you have a static or crystalizor pad in item form (unplaced), you'll be able to "upgrade" them via a shapeless recipe. If the pads are already placed, you'll be able to improve them by clicking the upgrade item on the pad and they'll not lose their stored energy -- with associated risks, if the pad happens to be running at the time (and an associated config option for wusses).


    Additionally, the in-place upgrade will only work by clicking on the underside - think of it as upgrading the pad via its power-access panel. Yes, there will be a config option to turn this restriction off. :P


    The upgrades themselves require materials that keep in line with batbox-to-MFE and MFE-to-MFSU upgrades, materials that the higher-tier pads require (beyond just the storage unit) and a little bit extra to make the "upgrade" feature more realistic.


    ETA: Soon™ :P