This is by far my favorite mod of all time, but I just have one issue, which is that I have no clue how to set up a laser cannon. I'm aware that the wiki has a page for this (which is most excellently set up, by the way,) but sadly, that only works with the 1.7 version of the mod. The 1.6.4 version uses a different coding system, but there's no wiki page for that, as Cr0s's webpage doesn't seem to work anymore. So, is there any way that one could learn how to build a laser cannon for 1.6.4?
EDIT: I also apologize in advance if this isn't where I'm supposed to post this question
The 1.6.4 version of the mod use fairly the same setup as 1.7. Make sure you use latest 'beta' version from me for 1.6.4 as the latest 'released' from Cr0s was fairly buggy.
The LUA wiki pages gives the changes so you can backport to 1.6.
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If a explosion occurs near a endomorphic reactor will it blow up itsself
The reactor itself won't blow up directly. It's still quite probable to blow indirectly since the supporting block will be damaged...
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The mod errored. When it crashes, it gives you a list of the mod besides a few letters, (UCHIJ), which in this case means it worked, however if an "E" appears there, it means that mod errored. In this case, it was WarpDrive (UCHIE WarpDrive{1.3.5} [WarpDrive] (warpdrive-1.3.5.jar))
The mod errored. When it crashes, it gives you a list of the mod besides a few letters, (UCHIJ), which in this case means it worked, however if an "E" appears there, it means that mod errored. In this case, it was WarpDrive (UCHIE WarpDrive{1.3.5} [WarpDrive] (warpdrive-1.3.5.jar))
Try using the most updated version, 1.3.26. You are using a very old version. There is a download on the curse WarpDrive page.
DOH! I forgot I had updated warp drive since I adjusted the size of the ship that can jump in atmosphere and found that just the main engineering section was too big.
I also found that the power setup didn't quite work, though this should be a bug as the reason why, but I have a temp work around.
seems like I need to create a shuttlecraft to continue work......
All functional blocks have recipes while blocks without recipes are mostly decorative...
The Anuic energy bank is replaced with 3 tiers of SubSpace capacitors and a Creative ZPM. They can be upgraded with Superconductor to reduce energy losses during conversion. You can use any Tuning fork to configure its side for Input/Ouput.
When jumping with large ships, collision will 'stall' the server and disconnect all clients.
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some of my RC boilers won't properly reform after jumping, but the ones doing it are the same each time but random distances from the core.
also is the IC2 quantum helmet supposed to act like a space helm or not? it currently isn't using the latest version, I did delete the config file when I updated....oh....the config file makes it look like I need compressed air cells......whoops!
and I increased the max jump distance in the config file, but the jump program doesn't respect a value higher than 127.
I couldn't find anything about asteroid generation rates in the config file, are they still in there and I'm blind or where they removed? I ask because the space I jumped into has a ton of them and it is newly generated
Is there a config option to increase the range of the air generators? I would love to not have to make a ton just for my main power room. it is a bit tall due to the turbines.
some of my RC boilers won't properly reform after jumping, but the ones doing it are the same each time but random distances from the core.
also is the IC2 quantum helmet supposed to act like a space helm or not? it currently isn't using the latest version, I did delete the config file when I updated....oh....the config file makes it look like I need compressed air cells......whoops!
and I increased the max jump distance in the config file, but the jump program doesn't respect a value higher than 127.
I couldn't find anything about asteroid generation rates in the config file, are they still in there and I'm blind or where they removed? I ask because the space I jumped into has a ton of them and it is newly generated
Is there a config option to increase the range of the air generators? I would love to not have to make a ton just for my main power room. it is a bit tall due to the turbines.
Ok, so one at a time
Railcraft was never tested per say with jumps and rotation, so I'm surprised multi-blocks would work after jumping.
Yes, the WarpDrive helmet is the only one supporting WarpDrive air canisters. All others are only supporting Compressed air cells. Breathing is being revisited on 1.10.
Yes, the max jumpdistance is hardcoded in the lua script. You need to make your own script to use longer distances in jumps.
To remove all asteroid world generation, you can remove the asteroids from the world generation XML configuration files.
Air generators are already capped at 14 blocks due to vanilla restrictions.
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it is the same 6. which out of 27 boilers is not bad, and they all keep their heat if they don't partially reform into a smaller boiler. This only happened once. All the turbines from big reactors (9) work fine, at least on jump. I haven't tested rotation.
I did discover a weird bug where the Immersive cables I am using disappear, won't work, and won't let you connect a new wire until you break both connectors (HV). I think this may only happen when I transition between dimensions. I will have to test to confirm where the bug is happening.
I just thought of an unrelated idea: anyway you could have the core ghost the ship dimensions? IE have an option that would create temp fake blocks for the bounding box created by the ship dimensions. This would help many people out with getting the ship size just right, and making sure they don't take anything with them they don't mean too.
it is the same 6. which out of 27 boilers is not bad, and they all keep their heat if they don't partially reform into a smaller boiler. This only happened once. All the turbines from big reactors (9) work fine, at least on jump. I haven't tested rotation.
I did discover a weird bug where the Immersive cables I am using disappear, won't work, and won't let you connect a new wire until you break both connectors (HV). I think this may only happen when I transition between dimensions. I will have to test to confirm where the bug is happening.
I just thought of an unrelated idea: anyway you could have the core ghost the ship dimensions? IE have an option that would create temp fake blocks for the bounding box created by the ship dimensions. This would help many people out with getting the ship size just right, and making sure they don't take anything with them they don't mean too.
Those 6 probably have different orientation or they are just on the transfer speed rate.
I think I'll remove the dimension entries altogether.
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I don't think so, I'm pretty sure I made them all the same way. I guess I could try and remake those 6 and see what happens.
If you remove the dimension entries, how will people set the size of the ship?
Dimensions will be automatically detected once we had a couple specialized blocks.
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I know the IDs for dimensions. To make it simple could I just copy every value from the Earth and just change SpaceCenterX and SpaceCenterZ ? Won’t there be some problems with a dimension if I choose very large or very small size of the planet?
Btw is it possible to go to the space and craft everything without downloading CoFH Cor and IC2 API ? I am using computercraft and immersive engineering as a technology mods.
Yes, you can just duplicate overworld and adjust dimension IDs and SpaceCenterX/Z. Make sure you've enough spacing so they don't overlap or weird stuff will happen. Try to keep those space centers below 100k (-100k < x < +100k and -100k < z < +100k), a bunch of mods start derping badly if you go further away. Most mods stop working if you pass the 200k range.
You need CoFHcore to enable RF power with Immersive Engineering. You don't need Thermal Foundation for WarpDrive recipes.
Yeah, changing those 2 should work fine. There shouldn't be any issues.
CoFH Core and IC2 are both required.
Actually, you only need one of them, not both at the same time unlike older 1.6.4 version.
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Your proposal for Mars as radiusX = 0, hence it's invalid/unreachable.
Also, Creeponia and immortallis as radiusX = radiusZ = 100k, which means they overlap each others:
creeponia center on 138000 on both X and Z axis
immortalis goes from 60000 to 260000 on both X and Z axis
=> change all your radius to 10k, instead of default 100k and it will work much better.
You have always spaceX = spaceZ, which means all planets are on a diagonals. You might prefer more variation.
Here's a quick example of what you could do to plan your planetary system: GoogleSheet
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Thank you for the sheet. It does looks very nice but still could you please reply with all 7 coordinates for THE END from your sheet as an example so I can be 100% sure that I get it? I mean dimensionCenterX,Z etc.
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The 1.6.4 version of the mod use fairly the same setup as 1.7. Make sure you use latest 'beta' version from me for 1.6.4 as the latest 'released' from Cr0s was fairly buggy.
The LUA wiki pages gives the changes so you can backport to 1.6.
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Alright, thanks a bunch for your reply! As per your instructions, I found the LUA changelog page, and it contains everything I needed. Thanks again!
If a explosion occurs near a endomorphic reactor will it blow up itsself
The reactor itself won't blow up directly. It's still quite probable to blow indirectly since the supporting block will be damaged...
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Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
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The mod errored. When it crashes, it gives you a list of the mod besides a few letters, (UCHIJ), which in this case means it worked, however if an "E" appears there, it means that mod errored. In this case, it was WarpDrive (UCHIE WarpDrive{1.3.5} [WarpDrive] (warpdrive-1.3.5.jar))
Try using the most updated version, 1.3.26. You are using a very old version. There is a download on the curse WarpDrive page.
DOH! I forgot I had updated warp drive since I adjusted the size of the ship that can jump in atmosphere and found that just the main engineering section was too big.
I also found that the power setup didn't quite work, though this should be a bug as the reason why, but I have a temp work around.
seems like I need to create a shuttlecraft to continue work......
Version 1.3.29 is up on CurseForge http://minecraft.curseforge.com/projects/warpdrive/files
This includes:
Remember to delete your configuration when you update!
Check the wiki here: https://github.com/LemADEC/WarpDrive/wiki
All functional blocks have recipes while blocks without recipes are mostly decorative...
The Anuic energy bank is replaced with 3 tiers of SubSpace capacitors and a Creative ZPM. They can be upgraded with Superconductor to reduce energy losses during conversion. You can use any Tuning fork to configure its side for Input/Ouput.
When jumping with large ships, collision will 'stall' the server and disconnect all clients.
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
ok, I have a crazy issue:
some of my RC boilers won't properly reform after jumping, but the ones doing it are the same each time but random distances from the core.
also is the IC2 quantum helmet supposed to act like a space helm or not? it currently isn't using the latest version, I did delete the config file when I updated....oh....the config file makes it look like I need compressed air cells......whoops!
and I increased the max jump distance in the config file, but the jump program doesn't respect a value higher than 127.
I couldn't find anything about asteroid generation rates in the config file, are they still in there and I'm blind or where they removed? I ask because the space I jumped into has a ton of them and it is newly generated
Is there a config option to increase the range of the air generators? I would love to not have to make a ton just for my main power room. it is a bit tall due to the turbines.
Ok, so one at a time
Railcraft was never tested per say with jumps and rotation, so I'm surprised multi-blocks would work after jumping.
Yes, the WarpDrive helmet is the only one supporting WarpDrive air canisters. All others are only supporting Compressed air cells. Breathing is being revisited on 1.10.
Yes, the max jumpdistance is hardcoded in the lua script. You need to make your own script to use longer distances in jumps.
To remove all asteroid world generation, you can remove the asteroids from the world generation XML configuration files.
Air generators are already capped at 14 blocks due to vanilla restrictions.
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
it is the same 6. which out of 27 boilers is not bad, and they all keep their heat if they don't partially reform into a smaller boiler. This only happened once. All the turbines from big reactors (9) work fine, at least on jump. I haven't tested rotation.
I did discover a weird bug where the Immersive cables I am using disappear, won't work, and won't let you connect a new wire until you break both connectors (HV). I think this may only happen when I transition between dimensions. I will have to test to confirm where the bug is happening.
I just thought of an unrelated idea: anyway you could have the core ghost the ship dimensions? IE have an option that would create temp fake blocks for the bounding box created by the ship dimensions. This would help many people out with getting the ship size just right, and making sure they don't take anything with them they don't mean too.
Those 6 probably have different orientation or they are just on the transfer speed rate.
I think I'll remove the dimension entries altogether.
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
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I don't think so, I'm pretty sure I made them all the same way. I guess I could try and remake those 6 and see what happens.
If you remove the dimension entries, how will people set the size of the ship?
Dimensions will be automatically detected once we had a couple specialized blocks.
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
There is, but its very complicated. There is a page on the wiki that explains it. You do have to know the dimension ID's.
Yeah, changing those 2 should work fine. There shouldn't be any issues.
CoFH Core and IC2 are both required.
Yes, you can just duplicate overworld and adjust dimension IDs and SpaceCenterX/Z. Make sure you've enough spacing so they don't overlap or weird stuff will happen. Try to keep those space centers below 100k (-100k < x < +100k and -100k < z < +100k), a bunch of mods start derping badly if you go further away. Most mods stop working if you pass the 200k range.
You need CoFHcore to enable RF power with Immersive Engineering. You don't need Thermal Foundation for WarpDrive recipes.
Actually, you only need one of them, not both at the same time unlike older 1.6.4 version.
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
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Join the PvE survival challenge on FunSquareGames Arcania craft.
Your proposal for Mars as radiusX = 0, hence it's invalid/unreachable.
Also, Creeponia and immortallis as radiusX = radiusZ = 100k, which means they overlap each others:
creeponia center on 138000 on both X and Z axis
immortalis goes from 60000 to 260000 on both X and Z axis
=> change all your radius to 10k, instead of default 100k and it will work much better.
You have always spaceX = spaceZ, which means all planets are on a diagonals. You might prefer more variation.
Here's a quick example of what you could do to plan your planetary system: GoogleSheet
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
ok, tested the immersive cables, I couldn't make them disappear like last time. must have been a bug when I updated.
I still can't get the last 6 boilers to behave right.
what direction does the mod recreate the blocks? n->s and e->w or something else?
oh, that chunk loader block is it functional yet?
Blocks are placed along x before z axis. I don't see how it would be relevant here. Try increasing the general blocks_per_tick setting instead.
Chunkloader is untested. It may or may not work. You need LUA to set the area size.
Here's the related configuration for The End dimension (also available in the googlesheet itself):
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