Found a glitch, or an error to fix. Shrapnel and fragmentation grenades dont spread out. It's not worth rushing to update though, just add it to the upcoming changelog.
I uh, left minecraft on for about an hour and came back to it, and all I can say is...
Mother of god. The lag was beyond lag, I was getting -5 FPS. I'm not sure what happened, so I managed to save & exit and then return and instead had about 15 - 20 fps. I swear to god it's the UE electronics and wires creating it. After using it for quite awhile, I keep getting the feeling that the circuits have some sort of loop where is causes FPS hiccups and general FPS reduction. I don't think it's the actual ICBM mod, however I could be wrong. Maybe look into it? I might just have a craptop, but it works fine until I start using wires and generators. Then it goes downhill....
Oh and thanks for reviewing my comment, I never noticed reduce effeciency on grenades, thanks for pointing it out!
EDIT: Wierd thing just happened, I placed wires through a small pond and then broke one of the wires in the pond and all of the wires surrounded by the water suddenly burst into flames and dissappeared.
EDIT2: Just deleted the wires and the devices that use UE, and suddenly 60 fps. :I
Probably should have waited before adding all these edits, but there you go. I'm gonna continue testing to figure out if it's the wires, the device, or the generators that do the most FPS dmg...
Ah ha! I knew it! It wasn't because of the launcher, it was because of the wires constantly trying to transfer electricity (even when there is none). This will be fixed in UE version 0.4.0 which targets code efficiency.
The wires go into flames because you place them next to water. What do you think happens when you put electricity in water?!
Found a glitch, or an error to fix. Shrapnel and fragmentation grenades dont spread out. It's not worth rushing to update though, just add it to the upcoming changelog.
They do. I think the problem is that the grenade is kind of INSIDE of a block so the explosion is inside a block and the arrows spawn inside that block and just dies right there.... I will fix it
I have no clue, I'm going to go grab a car battery and stick in a tub of water with my face to observe the magic. Wish me luck! I'll wear goggles for protection.
Also............................I guess the radar can't determine if a missile is friendly or whatnot, so you have to disarm the redstone before firing everytime. Which, once again, is perfectly fine.
A more effecient, but of course overly-complicated and harder work method could be that the safety range makes it so every missile launched in that range gets a property that prevents it from being picked up as a hostile missile on radar, so your auto-antiballistic missiles don't try to play follow the leader with your own missiles. :/
I have no clue, I'm going to go grab a car battery and stick in a tub of water with my face to observe the magic. Wish me luck! I'll wear goggles for protection.
Also............................I guess the radar can't determine if a missile is friendly or whatnot, so you have to disarm the redstone before firing everytime. Which, once again, is perfectly fine.
A more effecient, but of course overly-complicated and harder work method could be that the safety range makes it so every missile launched in that range gets a property that prevents it from being picked up as a hostile missile on radar, so your auto-antiballistic missiles don't try to play follow the leader with your own missiles. :/
cpw.mods.fml.common.LoaderException: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
at cpw.mods.fml.common.Loader.load(Loader.java:436)
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: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527)
at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:474)
at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463)
at cpw.mods.fml.common.Loader.load(Loader.java:401)
... 5 more
Caused by: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
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.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:494)
... 8 more
Nice. Just Nice
Edit: It was just Forge being stubborn. Let's just say he won't be doing it again
I'm planning on making a survival series on this mod, what can you recommend as good objectives?
Assimilate the Missile Launchers and use them as your defense. You need to scavenge most parts for what missiles you want to use but the very rare items are put in a chest near mob spawners.
I think there is a bug. When you extract the contents of a zip to a folder named ICBM_v0.3.5c and place it anywhere in the mods folder (even inside other folders in the mod folder), I get this error:
cpw.mods.fml.common.LoaderException: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
at cpw.mods.fml.common.Loader.load(Loader.java:436)
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: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527)
at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:474)
at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463)
at cpw.mods.fml.common.Loader.load(Loader.java:401)
... 5 more
Caused by: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
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.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:494)
... 8 more
Same with the .zip, if you installed it directly to the .jar
Also, why can't I get near a radar's 3x3 area? Even though it only takes up 1 block. And the GUI flashes both "No electricity" and "Radar on" when charged up.
I'm planning on making a survival series on this mod, what can you recommend as good objectives?
Wow! But I am not really sure about that. The mod is in beta and bugs can occur that might ruin your series. Just make backups of your world. I can't really think of an object for single player. Maybe blow up some specific thing with a missile?
to the OP, do you also author the universal electricity? i would be glad if you could add transformers/converters to BC and IC perhaps. That would be cool, and also please add these power generators: the top-of-the-line tier Nuclear fusion or anti-matter generator or Lightning rod.
I think there is a bug. When you extract the contents of a zip to a folder named ICBM_v0.3.5c and place it anywhere in the mods folder (even inside other folders in the mod folder), I get this error:
cpw.mods.fml.common.LoaderException: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
at cpw.mods.fml.common.Loader.load(Loader.java:436)
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: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527)
at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:474)
at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463)
at cpw.mods.fml.common.Loader.load(Loader.java:401)
... 5 more
Caused by: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
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.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:494)
... 8 more
Same with the .zip, if you installed it directly to the .jar
Also, why can't I get near a radar's 3x3 area? Even though it only takes up 1 block. And the GUI flashes both "No electricity" and "Radar on" when charged up.
GUI flashes because it is not fully charged/stable. Sometimes it is on and sometimes it is off. Supply with good amount of electricity.
You are also NOT supposed to extract the contents out. Keep it in the zip!
to the OP, do you also author the universal electricity? i would be glad if you could add transformers to BC and IC perhaps. That would be cool, and also please add these power generators: the top-of-the-line tier Nuclear fusion or anti-matter generator or Lightning rod.
I author the UE API. UE is an API that makes different mods compatible with each other via electricity. There's already a project being worked on for nuclear fusion and anti-matter generation etc. http://minecraftforge.net/forum/index.php/topic,392.0.html
Besides a new explosive, what do you guys want to see on the next ICBM update?
Better Grenade Sounds. The current sound annoys me a little. Maybe a throwing sound. Better textures too. I cant tell a normal grenade from a nuclear grenade.
Another thing would be the breaching explosive, It should go around 3-5 deep in 1 direction. !!!!! An idea just came to me! Explosive tipped arrows. A lot less powerful and only uses a few of the explosives. 2 Crafting recipes. @=feather #=flint /=stick %=arrow $= explosives available.
$
/ = 8 explosive arrows
@
or
$
% = 8 explosive arrows
In my opinion only a few explosives should be arrow compatible but others may disagree. Also poison and fire arrows should be added!
Or does that count as a new explosive?
If it does than a proximity detector would be cool. Sends redstone pulse when a person/mob is in a 16 block area and very expensive and runs on batteries. Have 3 tiers. T1 is 16 block only. T2 is 24 blocks or less ( enable customization for T2 and T3) T3 can be picked whether mobs or player, 32 blocks or less, and direction customizable. ex. 16 blocks left, 1 up, 0 right, 0 down.
COOL HUH. THOUGHT OF THOSE ON THE SPOT!
Sorry had another Idea. Lazers! T1 is detector only, 16 blocks. T2 is damaging, 16 blocks. T3 is customizable with 32 blocks stun/damage/detect. T4 is like T3 but can be invisable.
Better Grenade Sounds. The current sound annoys me a little. Maybe a throwing sound. Better textures too. I cant tell a normal grenade from a nuclear grenade.
Another thing would be the breaching explosive, It should go around 3-5 deep in 1 direction. !!!!! An idea just came to me! Explosive tipped arrows. A lot less powerful and only uses a few of the explosives. 2 Crafting recipes. @=feather #=flint /=stick %=arrow $= explosives available.
$
/ = 8 explosive arrows
@
or
$
% = 8 explosive arrows
In my opinion only a few explosives should be arrow compatible but others may disagree. Also poison and fire arrows should be added!
Or does that count as a new explosive?
If it does than a proximity detector would be cool. Sends redstone pulse when a person/mob is in a 16 block area and very expensive and runs on batteries. Have 3 tiers. T1 is 16 block only. T2 is 24 blocks or less ( enable customization for T2 and T3) T3 can be picked whether mobs or player, 32 blocks or less, and direction customizable. ex. 16 blocks left, 1 up, 0 right, 0 down.
COOL HUH. THOUGHT OF THOSE ON THE SPOT!
Sorry had another Idea. Lazers! T1 is detector only, 16 blocks. T2 is damaging, 16 blocks. T3 is customizable with 32 blocks stun/damage/detect. T4 is like T3 but can be invisable.
Good idea - proxomimity detector. Maybe also add an item call the proximity bypasser that has a frequency set to a proximity detector to ignore so it doesn't detect YOU (who wears the bypasser with the correct frequency). Along with this I might also add proximity glass pressure plate that activates only when someone without the bypasses of the correct frequency steps on it. More traps and defense perhaps?
Ah ha! I knew it! It wasn't because of the launcher, it was because of the wires constantly trying to transfer electricity (even when there is none). This will be fixed in UE version 0.4.0 which targets code efficiency.
The wires go into flames because you place them next to water. What do you think happens when you put electricity in water?!
Thanks
They do. I think the problem is that the grenade is kind of INSIDE of a block so the explosion is inside a block and the arrows spawn inside that block and just dies right there.... I will fix it
Also............................I guess the radar can't determine if a missile is friendly or whatnot, so you have to disarm the redstone before firing everytime. Which, once again, is perfectly fine.
A more effecient, but of course overly-complicated and harder work method could be that the safety range makes it so every missile launched in that range gets a property that prevents it from being picked up as a hostile missile on radar, so your auto-antiballistic missiles don't try to play follow the leader with your own missiles. :/
I already have that feature. That's what the alarm radius and safety zones are for. Read this: http://calclavia.com...b=radar station
I just rewrote a huge article on the radar because of this update. Hopefully this will get people to understand it better.
Not sure about that...
I just added it lol. Thanks for reminding me to do so (by asking).
at cpw.mods.fml.common.Loader.load(Loader.java:436)
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: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527)
at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:474)
at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463)
at cpw.mods.fml.common.Loader.load(Loader.java:401)
... 5 more
Caused by: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
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.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:494)
... 8 more
Nice. Just Nice
Edit: It was just Forge being stubborn. Let's just say he won't be doing it again
I am simultaneously everywhere and nowhere at the same time
I have a nice trap setting now! Heheh HEHEHEH HAHAHAHAHAHAH!
I am simultaneously everywhere and nowhere at the same time
Assimilate the Missile Launchers and use them as your defense. You need to scavenge most parts for what missiles you want to use but the very rare items are put in a chest near mob spawners.
Too little?
I am simultaneously everywhere and nowhere at the same time
at cpw.mods.fml.common.Loader.load(Loader.java:436)
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: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527)
at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:474)
at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463)
at cpw.mods.fml.common.Loader.load(Loader.java:401)
... 5 more
Caused by: java.lang.ClassNotFoundException: ICBM_v0.3.5c.mod_ICBM
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.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:494)
... 8 more
Same with the .zip, if you installed it directly to the .jar
Also, why can't I get near a radar's 3x3 area? Even though it only takes up 1 block. And the GUI flashes both "No electricity" and "Radar on" when charged up.
I am simultaneously everywhere and nowhere at the same time
Yup. DISPENSE EM ALL! I think you can also push them with pistons.
Wow! But I am not really sure about that. The mod is in beta and bugs can occur that might ruin your series. Just make backups of your world. I can't really think of an object for single player. Maybe blow up some specific thing with a missile?
I think so. What it usually means is that its not enough electricity to run properly. You get electricity for a while then nothing for a while.
GUI flashes because it is not fully charged/stable. Sometimes it is on and sometimes it is off. Supply with good amount of electricity.
You are also NOT supposed to extract the contents out. Keep it in the zip!
I author the UE API. UE is an API that makes different mods compatible with each other via electricity. There's already a project being worked on for nuclear fusion and anti-matter generation etc. http://minecraftforge.net/forum/index.php/topic,392.0.html
Another thing would be the breaching explosive, It should go around 3-5 deep in 1 direction. !!!!! An idea just came to me! Explosive tipped arrows. A lot less powerful and only uses a few of the explosives. 2 Crafting recipes. @=feather #=flint /=stick %=arrow $= explosives available.
Good idea - proxomimity detector. Maybe also add an item call the proximity bypasser that has a frequency set to a proximity detector to ignore so it doesn't detect YOU (who wears the bypasser with the correct frequency). Along with this I might also add proximity glass pressure plate that activates only when someone without the bypasses of the correct frequency steps on it. More traps and defense perhaps?
Added your ideas to: http://calclavia.com/icbm/?page=change_log