IMO the armor is a little too strong. it negates all damage, (even void) which is fine but it should probably consume power faster. With just one Quibit Cell, Exciter, and a cobble gen going into a Quantum Entropy Accelerator, you can power your armor infinitely and never really die. NOTE: i did edit the configs to make the armor to consume max power and hold the least. Other than that the mod is well balanced and performs great. I like the direction its headed and look forward to updates and new stuff!
The armor is the most overpowered armor that I have ever seen. I tested a creative sword with 99999999 damage and the player lived with full health. I tested so many different things which normally work on over powered armors, such as draconic armor, and nothing that I tested worked. I am playing the Horizons Daybreaker modpack, and it's pretty crippling to all other mods because it's relatively easy to make, yet pretty much the only option to go if you want to be invulnerable.
I have uploaded a pre-release build of 1.2.1. This is mainly a maintenance release, and things still might change. It has been stable for me, but if you are going to use it in your favorite world, backup before you update.
If you would like to help me out, please test this. The best way to do that would be to backup your world, delete the old quantumflux config, update the mod, and make sure whatever you were using from QF is still working.
current changelog (this might change before the final release)Download here
- The Steel recipe can be disabled. **warning**: you will need another mod to register steel under the "ingotSteel" oredictionary name or else bad things happen
- The Battlesuit has been tweaked to be not game-breaking
- Default config values changed. You will need to remove the old config to get the new
- Added the Imaginary Time Block. When given RF it will speed up the tick rate of surrounding blocks
- German translation - thanks to FantasyTeddy
- Fixed the RF Exciter's rendering in your inventory window. It shouldn't flap around any more
OK, 1.2.1 is stable and is now officially released
The file is still syncing on Curse, but, you will be able to download it here
Changelog
- The Steel recipe can be disabled. **warning**: you will need another mod to register steel under the "ingotSteel" oredictionary name or else bad things happen
- The Battlesuit has been tweaked to be not game-breaking
- The Eviscerator has been changed to be more in line with its recipe.
- Default config values changed. *You will need to remove the old config to get the new defaults*
- Added the Imaginary Time Block. When given RF it will speed up the tick rate of surrounding blocks
- German translation - thanks to FantasyTeddy
- Fixed the RF Exciter's rendering in your inventory window. It shouldn't flap around any more
- Resolved a few error reports from OpenEye
1.2.2 released; it is a small release to make things easier for 1.3. Please make note of the change with Quibit Clusters. You will want to convert your current ones over to the new one. I will be removing them.
Added Russian translation
Fixed the Imaginary Time Block so it won't update TileEntities
The RedfluxField now has an efficiency cost to it. You can change the amount in the config.
The info text from the RF Entangler should be correct now
Added help tooltips on the machines
Depreciating the current Quibit Clusters. New blocks (same properties, different ID) have been added. Convert the old cluster over to the new one by putting it into a crafting grid.
Sorry to say, but 1.2.2 had an issue that would prevent servers from starting up. I have pulled it from Curse and have uploaded 1.2.3. It is syncing now and should be ready in a few minutes.
Silly question. Which File did you download? It looks like you might have grabbed QuantumFlux-1.7.10-1.2.3-dev.jar which is the version to use in a development environment, not when you play the game. If you did, remove that jar and put in QuantumFlux-1.7.10-1.2.3.jar and let me know what happens
If you aren't following the project on Curse you won't have seen the notification, but I have put a beta version of 1.3.0out.It should be stable enough to use, but backup your world first
I would appreciate all testing I can get. If you have any issues let me know!
Whats new? Well, this is a beta and things will change, but here is a dump of some stuff
- Fixed the Battlesuit Helmet causing flickering
- Added Titanium. It is rare and located between Y7-11
- Updated German translation
- Updated Russian translation
- General Perf improvements
- Added Decorative Darkstone
- Optimize textures
- Improved NEI rendering for the Item Fabricator
- Added the Item Fabricator
- Added NEI Integration for the Item Fabricator
- Added the Storehouse
- Quibit Cluster stats were were reported wrong
- A handful of new items are added that don't do anything yet.
- Updated German Translation
- Updated Russian Translation
- Added Titanium. It can be found between Y7-11. It is more rare than Diamond
- Fixes the Battlesuit Helm causing flickering due to nightvision
- Added a Titanium Sword
- Added Titanium Armor
- Added the Item Fabricator
- Added the Storehouse
- Added a handful of new items used for crafting things
- Added Decorative Darkstone
- Added a Creative Mode Quibit Cluster. (No recipe and hidden from NEI)
- Removes some redundant items. If Forge complains of missing items, it is expected
- General perf improvements
- Tweaked some recipes for balance
- Fixed the Quibit Cluster stats being reported wrong
- Fixed the Quibit Cluster energy buffer from appear to drain when nothing was pulling power
- Big thanks to Fantasy Teddy for his help in finding (and fixing!) bugs
i LOVE this mod. solid idea and execution through out. Just awesome...
thanks!
For those who have used this mod recently, Do you have any feedback? How can I improve it? Anything you would like to see changed?
IMO the armor is a little too strong. it negates all damage, (even void) which is fine but it should probably consume power faster. With just one Quibit Cell, Exciter, and a cobble gen going into a Quantum Entropy Accelerator, you can power your armor infinitely and never really die. NOTE: i did edit the configs to make the armor to consume max power and hold the least. Other than that the mod is well balanced and performs great. I like the direction its headed and look forward to updates and new stuff!
Thanks so much for a specific example. I'm glad you like the mod, and I will definitely look at tweaking the armor.
The armor is the most overpowered armor that I have ever seen. I tested a creative sword with 99999999 damage and the player lived with full health. I tested so many different things which normally work on over powered armors, such as draconic armor, and nothing that I tested worked. I am playing the Horizons Daybreaker modpack, and it's pretty crippling to all other mods because it's relatively easy to make, yet pretty much the only option to go if you want to be invulnerable.
An update is coming in a few days. I just need to finish testing it
I have uploaded a pre-release build of 1.2.1. This is mainly a maintenance release, and things still might change. It has been stable for me, but if you are going to use it in your favorite world, backup before you update.
If you would like to help me out, please test this. The best way to do that would be to backup your world, delete the old quantumflux config, update the mod, and make sure whatever you were using from QF is still working.
current changelog (this might change before the final release)Download here
- The Steel recipe can be disabled. **warning**: you will need another mod to register steel under the "ingotSteel" oredictionary name or else bad things happen
- The Battlesuit has been tweaked to be not game-breaking
- Default config values changed. You will need to remove the old config to get the new
- Added the Imaginary Time Block. When given RF it will speed up the tick rate of surrounding blocks
- German translation - thanks to FantasyTeddy
- Fixed the RF Exciter's rendering in your inventory window. It shouldn't flap around any more
- Resolved a few error reports from OpenEye
OK, 1.2.1 is stable and is now officially released
The file is still syncing on Curse, but, you will be able to download it here
Changelog
- The Steel recipe can be disabled. **warning**: you will need another mod to register steel under the "ingotSteel" oredictionary name or else bad things happen
- The Battlesuit has been tweaked to be not game-breaking
- The Eviscerator has been changed to be more in line with its recipe.
- Default config values changed. *You will need to remove the old config to get the new defaults*
- Added the Imaginary Time Block. When given RF it will speed up the tick rate of surrounding blocks
- German translation - thanks to FantasyTeddy
- Fixed the RF Exciter's rendering in your inventory window. It shouldn't flap around any more
- Resolved a few error reports from OpenEye
will you please update to 1.8
1.2.2 released; it is a small release to make things easier for 1.3. Please make note of the change with Quibit Clusters. You will want to convert your current ones over to the new one. I will be removing them.
Hey everyone,
Sorry to say, but 1.2.2 had an issue that would prevent servers from starting up. I have pulled it from Curse and have uploaded 1.2.3. It is syncing now and should be ready in a few minutes.
Download here
Hey Jotato,
I'm still having issues with the server starting, even after updating to 1.2.3.
Any idea what is going on?
http://pastebin.com/SpeFSVnt
Thanks,
Maddiie
Can you post the full crash log, please?
Here is the crash report: http://pastebin.com/N2BGmuK8
I'm just trying to figure out the best way to upload the FML log because it's too big for pastebin.
Here is the log: https://gist.github.com/anonymous/a3623712c08d798997bb
Silly question. Which File did you download? It looks like you might have grabbed QuantumFlux-1.7.10-1.2.3-dev.jar which is the version to use in a development environment, not when you play the game. If you did, remove that jar and put in QuantumFlux-1.7.10-1.2.3.jar and let me know what happens
Derp! I must have clicked the wrong link somewhere along the line.
It's working well now.
Thanks!
If you aren't following the project on Curse you won't have seen the notification, but I have put a beta version of 1.3.0out.It should be stable enough to use, but backup your world first
I would appreciate all testing I can get. If you have any issues let me know!
Whats new? Well, this is a beta and things will change, but here is a dump of some stuff
- Fixed the Battlesuit Helmet causing flickering
- Added Titanium. It is rare and located between Y7-11
- Updated German translation
- Updated Russian translation
- General Perf improvements
- Added Decorative Darkstone
- Optimize textures
- Improved NEI rendering for the Item Fabricator
- Added the Item Fabricator
- Added NEI Integration for the Item Fabricator
- Added the Storehouse
- Quibit Cluster stats were were reported wrong
- A handful of new items are added that don't do anything yet.
Do you still have the logs from when it happened? Are you on a singleplayer or multiplayer world? Can you re-log and see if they come back?
1.3.0 is released! A big thanks for FantasyTeddy for helping me get this out the door.Download on Curse
- Updated German Translation
- Updated Russian Translation
- Added Titanium. It can be found between Y7-11. It is more rare than Diamond
- Fixes the Battlesuit Helm causing flickering due to nightvision
- Added a Titanium Sword
- Added Titanium Armor
- Added the Item Fabricator
- Added the Storehouse
- Added a handful of new items used for crafting things
- Added Decorative Darkstone
- Added a Creative Mode Quibit Cluster. (No recipe and hidden from NEI)
- Removes some redundant items. If Forge complains of missing items, it is expected
- General perf improvements
- Tweaked some recipes for balance
- Fixed the Quibit Cluster stats being reported wrong
- Fixed the Quibit Cluster energy buffer from appear to drain when nothing was pulling power
- Big thanks to Fantasy Teddy for his help in finding (and fixing!) bugs