Have no problems now on launcher but when i start the game
Here's i've got:
2 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft null
mod_ShipsAndBoats : Loaded (ShipsAndBoatsMod-0.10.2.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 2b9bc7e1 --------
Generated 8/12/12 11:16 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_06, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.8.4
OpenGL: ATI Radeon HD 3200 Graphics version 2.1.8200 Release, ATI Technologies Inc.
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e4afc0e0 ----------
Here's my View Log in Magic Launcher
*** Starting Minecraft ***
Minecraft version: (modified!) 1.2.5
Minecraft.jar: minecraft_orig_1.2.5.jar
Mods:
minecraftforge-client-3.4.9.171.zip
OptiFine_1.2.5_HD_C6.zip
ShipsAndBoatsMod-0.10.2.zip
WindowMaximized: true
Java path: C:\Program Files\Java\jre7\bin\java
Memory: 256 MB
LauncherPath: /C:/MagicLauncher_0.9.8.exe
*** MagicMinecraftLauncher 0.9.8 ***
Disable inactive mods
27 achievements
182 recipes
LWJGL Version: 2.8.4
OptiFine_1.2.5_HD_C6
Sun Aug 12 23:29:25 CST 2012
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_06, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.8.4
OpenGL: ATI Radeon HD 3200 Graphics version 2.1.8200 Release, ATI Technologies Inc.
OpenGL Version: 2.1
OpenGL Fancy fog: Not available (GL_NV_fog_distance)
Checking for new version
setupTexture: "/title/mojang.png", id: 1
Aug 12, 2012 11:29:25 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Attempting early MinecraftForge initialization
Aug 12, 2012 11:29:25 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Completed early MinecraftForge initialization
2012-08-12 23:29:25 [INFO] Forge Mod Loader version 2.2.106.176 for Minecraft null loading
2012-08-12 23:29:25 [INFO] Forge Mod Loader has detected optifine OptiFine_1.2.5_HD_C6, enabling compatibility features
2012-08-12 23:29:25 [INFO] Loading mods from C:\Users\RB\AppData\Roaming\.minecraft\mods
2012-08-12 23:29:25 [WARNING] Failed to load mod class mod_ICBM.class in C:\Users\RB\AppData\Roaming\.minecraft\mods\ICBM v0.4.1c_zip.zip
2012-08-12 23:29:25 [SEVERE] Zip file ICBM v0.4.1c_zip.zip failed to read properly
2012-08-12 23:29:25 [INFO] File ICBM v0.4.1c_zip.zip contained no mods
2012-08-12 23:29:25 [WARNING] Failed to load mod class mod_BasicComponents.class in C:\Users\RB\AppData\Roaming\.minecraft\mods\UniversalElectricity_v0.4.7c_zip.zip
2012-08-12 23:29:25 [SEVERE] Zip file UniversalElectricity_v0.4.7c_zip.zip failed to read properly
2012-08-12 23:29:25 [INFO] File UniversalElectricity_v0.4.7c_zip.zip contained no mods
2012-08-12 23:29:25 [SEVERE] A problem has occured during mod loading. Likely a corrupt jar is located in your mods directory
2012-08-12 23:29:25 [SEVERE] A critical error has occurred.
cpw.mods.fml.common.LoaderException: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: mod_BasicComponents (wrong name: basiccomponents/mod_BasicComponents)
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:200)
at net.minecraft.client.Minecraft.a(Minecraft.java:386)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
Caused by: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: mod_BasicComponents (wrong name: basiccomponents/mod_BasicComponents)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527)
at cpw.mods.fml.common.Loader.attemptFileLoad(Loader.java:561)
at cpw.mods.fml.common.Loader.load(Loader.java:419)
... 5 more
Caused by: java.lang.NoClassDefFoundError: mod_BasicComponents (wrong name: basiccomponents/mod_BasicComponents)
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 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)
... 7 more
2012-08-12 23:29:25 [SEVERE] 2 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft null
mod_ShipsAndBoats : Loaded (ShipsAndBoatsMod-0.10.2.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Version found: C6
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
2012-08-12 23:29:26 [SEVERE] A critical error has occurred.
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
2012-08-12 23:29:26 [SEVERE] 2 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft null
mod_ShipsAndBoats : Loaded (ShipsAndBoatsMod-0.10.2.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
I wish you luck in updating within a week You'll be lucky to make two. Additionally, I would not start on the update quite yet, as 1.3.2 will be out shortly.
Hmm from the speed in which I work, I think I can get that to work fine. But I'm not sure yet. We'll see.
1.3.2 won't be a breaking update and just some bug fixes that's all. Most likely I won't have to change much at all.
Have no problems now on launcher but when i start the game
Here's i've got:
2 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft null
mod_ShipsAndBoats : Loaded (ShipsAndBoatsMod-0.10.2.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 2b9bc7e1 --------
Generated 8/12/12 11:16 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_06, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.8.4
OpenGL: ATI Radeon HD 3200 Graphics version 2.1.8200 Release, ATI Technologies Inc.
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e4afc0e0 ----------
Here's my View Log in Magic Launcher
*** Starting Minecraft ***
Minecraft version: (modified!) 1.2.5
Minecraft.jar: minecraft_orig_1.2.5.jar
Mods:
minecraftforge-client-3.4.9.171.zip
OptiFine_1.2.5_HD_C6.zip
ShipsAndBoatsMod-0.10.2.zip
WindowMaximized: true
Java path: C:\Program Files\Java\jre7\bin\java
Memory: 256 MB
LauncherPath: /C:/MagicLauncher_0.9.8.exe
*** MagicMinecraftLauncher 0.9.8 ***
Disable inactive mods
27 achievements
182 recipes
LWJGL Version: 2.8.4
OptiFine_1.2.5_HD_C6
Sun Aug 12 23:29:25 CST 2012
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_06, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.8.4
OpenGL: ATI Radeon HD 3200 Graphics version 2.1.8200 Release, ATI Technologies Inc.
OpenGL Version: 2.1
OpenGL Fancy fog: Not available (GL_NV_fog_distance)
Checking for new version
setupTexture: "/title/mojang.png", id: 1
Aug 12, 2012 11:29:25 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Attempting early MinecraftForge initialization
Aug 12, 2012 11:29:25 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Completed early MinecraftForge initialization
2012-08-12 23:29:25 [INFO] Forge Mod Loader version 2.2.106.176 for Minecraft null loading
2012-08-12 23:29:25 [INFO] Forge Mod Loader has detected optifine OptiFine_1.2.5_HD_C6, enabling compatibility features
2012-08-12 23:29:25 [INFO] Loading mods from C:\Users\RB\AppData\Roaming\.minecraft\mods
2012-08-12 23:29:25 [WARNING] Failed to load mod class mod_ICBM.class in C:\Users\RB\AppData\Roaming\.minecraft\mods\ICBM v0.4.1c_zip.zip
2012-08-12 23:29:25 [SEVERE] Zip file ICBM v0.4.1c_zip.zip failed to read properly
2012-08-12 23:29:25 [INFO] File ICBM v0.4.1c_zip.zip contained no mods
2012-08-12 23:29:25 [WARNING] Failed to load mod class mod_BasicComponents.class in C:\Users\RB\AppData\Roaming\.minecraft\mods\UniversalElectricity_v0.4.7c_zip.zip
2012-08-12 23:29:25 [SEVERE] Zip file UniversalElectricity_v0.4.7c_zip.zip failed to read properly
2012-08-12 23:29:25 [INFO] File UniversalElectricity_v0.4.7c_zip.zip contained no mods
2012-08-12 23:29:25 [SEVERE] A problem has occured during mod loading. Likely a corrupt jar is located in your mods directory
2012-08-12 23:29:25 [SEVERE] A critical error has occurred.
cpw.mods.fml.common.LoaderException: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: mod_BasicComponents (wrong name: basiccomponents/mod_BasicComponents)
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:200)
at net.minecraft.client.Minecraft.a(Minecraft.java:386)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
Caused by: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: mod_BasicComponents (wrong name: basiccomponents/mod_BasicComponents)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527)
at cpw.mods.fml.common.Loader.attemptFileLoad(Loader.java:561)
at cpw.mods.fml.common.Loader.load(Loader.java:419)
... 5 more
Caused by: java.lang.NoClassDefFoundError: mod_BasicComponents (wrong name: basiccomponents/mod_BasicComponents)
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 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)
... 7 more
2012-08-12 23:29:25 [SEVERE] 2 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft null
mod_ShipsAndBoats : Loaded (ShipsAndBoatsMod-0.10.2.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Version found: C6
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
2012-08-12 23:29:26 [SEVERE] A critical error has occurred.
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
2012-08-12 23:29:26 [SEVERE] 2 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft null
mod_ShipsAndBoats : Loaded (ShipsAndBoatsMod-0.10.2.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
Hmm I'll check into that and hopefully it will be fixed on the 1.3.1 update.
not sure if its too late to request features but thought i would try
can you make it so theres a configurable range from spawn in blocks that the misiles will not hit or launch from
so say its set to 3000 and spawn is x 100 y 64 z 50 then misiles could not launch between x -2900 y0 z -2950 and x 3100 y255 z3050 this would allow servers that only have one world (all non bukkit servers) to designate a safe loacation that players can build in who do not want to partake in icbm goodness
((to expand on this for gameplay sake you could say that a benificent race known as the SA`s installed a field into the center of the world, where any misile immediatly turns dud and drops out of the sky, you could even allow the misiles to fly the route but if they hit this zone they fall to the ground defective and unexploded. this zone would be called the De-militized zone or DMZ))
also most servers have some sort of town or structure at the spawn location im sure they want to protect from nukes with out resorting to bukkit
if the mod cant detect the spawn area then you could have a place to enter it in the config, that way you could even have multiple dmz zones so admins can add multiple safe zones)
that above and the tagging of who launched what where in the log would make this a much more secure mod
the only other thing i can think off that may help with non bukkit server admins not sure if this is safe to add would be a misile use whitelist (not sure if this is doable) so say you have a text file in the config folder with a list of playernames, if your not on this list you can build misiles, build and use any anti misile defence but you can not launch misiles, if your on the list you can do all the prevous and launch misiles
im sorry if im asking a lot i am really looking fwd to 1.3 for this mod i just want to make sure as many of the admin side headaches are removed as possible, with those 3 ideas (DMZ,tagging,whitelist) server admins could use this with out griefers being able to do damage to main areas, admins can control who has access to these missiles while still allowing all to build defense and if people do abuse it an admin will know who
*****edit**** additionly i wanted to try this out with the mods we have now in single player but its for forge .3.4.9 which most of our mods dont work on (think many of them are skipping that)
what version of ue and icbm do i need for forge 3.3.8.164 ?
Nvm found it 0.4.0
There is a new Forge mod out there called SimpleProtection. It's like World Guard but for Forge and no Bukkit is required. The Simple Server Mods series is pretty good at replacing Bukkit Essentials.
my base`s forcefield held out against a normal misile, i tried a anti ballestic misile and needed something to shoot at it to test it...anti was already in nei filtier so i thought ah antimater misile that will do nicely
see that round hole on the minimap ? where theres nothing at all? ......that was my base ...modular forcefield v2 failed lol... shouldnt of done as it replaces the blocks of the forcefield almost immediatly (like 1 or 2 ticks) but it failed lol
luckly this was a copy of the smp map we use
rip little base ( )
a couple of issues though,
1) could only find coal power generation which is slow (should be fixed with the 1.3 update to ue imguessing when we can use the ic2 power?)
2) railgun wouldnt do anything wven with power, you can mount it but left click right click spacebar ctrl ...nothing
3) couldnt find the passenger rockets? have they been removed from the early versions...used to love them
4)absolutly no idea how to use the launch extensions lol (google will help me there but its not as intuitive as the rest of the stuff
5) launch controllers seem to only function right up against the misile....rendering my planed missile command room obsolite (please add a connector cable or remote device to connect the launcher to the controller ...no where near as important as my requests on the last page ofcourse and more a future idea )
6) i couldnt get redpower or buildcraft pipes to connect to the launchers to feed in misiles, this is crucial for antibalastic misile launchers!
love the new misile animations (seeing it actualy fly) does it do that through unloaded chunks?
the radars look very cool too, might have a few as decoratives on my new base!
from what i have seen this is gonna be fun
cool will look that up in a bit, but a way to stop misile launch and detenation in specific areas would be appreciated. im pretty sure a world guard system would be all or nothing, we kind of just want a safe zone for players to use if they dont want all out war >>
**edit**
RE: simpleprotection
that goes in the jar and replaces core forge and mc files...my admin mind immediatly shouts avoid!!! blocks all changes including door updates and redstone (my admin mind is pounding on the inside of my skull now screaming avoid)
it has potential with out a doubt but at the moment it would be a lot better (if possible) to implement protection at the specific mod level but ill watch that mod too
You don't NEED to use coal power generators if you don't like them. Download a UE mod that adds different types of electricity generation! We've got a mod called Steam Power that adds extreme high powered steam generators, a mod called Green Energy that adds solar panels, wind mills and hydroelectric generators and an upcoming mod called Atomic Science that adds Nuclear generators.
In fact, UE has more types of generators than IC2 has. We aim to get AT LEAST twice as many stuff as they do. IC2 conversion won't work right away because I have to wait for IC2 to update to 1.3.1 as well before getting the UE team to work on the UE mod called "Universal Transformers".
For railguns, you gotta press "X" to fire...
There were never passenger rockets to begin with.
Launcher extensions? You mean launcher support frames? Put it in the back of the launcher and it increases accuracy.
The pipes do work, in fact. You didn't use the latest ICBM?
Well it's either World Guard compatibility or THAT. ICBM itself won't be responsible for block protection.
Can you add some night vision goggles in the future releases it can be helpfull and it fits into a war based mod,plus some other energy prodution devices like a fusion reactor (if you can create antimatter you can also make a fusion reactor in my opinion) and also a rideable rocket used as an escape pod used if enemies are storming your base and you have just activated a self destruction sequence (using antimatter explosive) to not let them get your treasures.
i tried the green power and it just crashes minecraft no errors just pow. but then as you say im not on the latest version of icbm mod. I cant go on the latest version as it needs a newerversion of forge then most of my mods support, not a big deal my main objective was identifying anything game killing (for smp) and sorting out block ids etc...and seeing what my base forcefield can handle ...so far disapointed in my base lol though every time i see the picture i uploaded of me looking through the whole in the minimap it does make me chuckle
doh should of thought of the chicken and the egg (or ic2 and the api) though we wont upgrade to 1.3 untill all the mods that deal with world gen are updated (redpower forestry buildcraft ic2 etc etc) apart from the desire to play it and start on our new map i would say im happy to wait ...it looks like its gonna be a few weeks yet after all
im not after block protection, just an area where missiles wont function, how about an anti misile block that only an op can place that has a range gui on it, any misile in that range is deleted from the game? this is just so that its safer to use for us non bukkit servers.
i know everyone and thier dog think bukkit is better but take it from someone that ran a modded bukkit server for atleast 7 months, its not better its bugged its horrible, only a few of the porters really know what thier doing and you invalidate any hope of support from the mod developers as they cant be sure if its thier bug or the port or bukkit. i have the upmost respect for the good porters, but even then thier is always a delay between mod release and bukkit port and that delay can be weeks.
since changing to a private non bukkit server i have actualy been able to play the game..still the od bug but no where near the amount i used to have
I know modded bukkit is horrible. That's why I recommended you the "Simple Server Mods". The mods are all in alpha though but it's a good idea and I'm hoping that the mods they develop will come out good.
the simple range definatly has potential and i will definatly watch them but at the moment it would cause more issues then it would solve
im guessing thats a no on the op only placable misile dead switch?
on the plus side i got green energy to give me an error, to be fair its an advanced machines error thats only present if green energy is added OR a computercraft error if i make advanced machines load up last (adding a z infront of it)
i wont post the error here as im reading through the green energy forum at mo (im on page 12 going backwards)
this does feel like modinception at mo , mods inside mods for mods /me goes crosseyed
another plus is i found the icbm manual once i get the green power mod sorted im gonna look into the radars, love the idea of linking a load around with satalites!
If you do expand the mod to include something like a fusion reactor, please could you make it a multi-block setup, a fusion reactor should have a challanging setup, not only to add a challange but to look cooler aswell.
Duh. Has anyone here seen a real life reactor 1 meter big? I didn't think so...
I'm not just adding fusion reactors. I'm also adding:
Fusion Reactors
Fission Reactors
Antimatter Particle Accelerators
Antimatter Generators
The problem with the modular forcefield is that it doesn't have a high blast resistance, unlike tekkit's reinforced stone explosions won't be stopped, the explosion will occur at the force field, meaning the only protection they provide is that, the explosions occur's further away from your base. In the case of the antimatter bomb, the explosion is stupidly large, and the higher distance provides no real protection to your base.
Actually, it's my fault. My nuclear explosive ignores block resistance. I will change that some time in the future when I figure out the resistance algorithm.
fusion reactor ...moooo ha ha ha ha haaaaaa /me steeples fingers...excelent
i promise to use this power to excert domination and fear for the good of all on my server.
the fact my mate moved further from the base the day i activated the ic2 reactor....to be fair the over heat siren did kinda go off...for some reason ......
Well, the Atomic Science reactors, like the ones in real life don't blow up. They just melt into a nasty lava and radioactive mesh which will take time to clean up but won't kill your house.
can you also make that if a reactor has a meltdown
that a sirene is goign of in a 50 block radius and a voice is saying: 'waring nucluar meltdown'
+ i cant wait for the laser turrents. they will make my base 200% more safe (i hope)
And now i want multiple mod, I add toomanyitems mod version 1.2.5
Another problem have got....
Here's my event log: in Minecraft
5 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft 1.2.5
mod_TooManyItems : Loaded (TooManyItems2012_06_21_12w25a.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
mod_ICBM : Loaded (ICBM_v0.4.1c.zip)
mod_BasicComponents : Loaded (UniversalElectricity_v0.4.7c.zip)
mod_UniversalElectricity : Loaded (UniversalElectricity_v0.4.7c.zip)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 72d7f5cc --------
Generated 8/13/12 6:23 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_06, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.8.4
OpenGL: ATI Radeon HD 3200 Graphics version 2.1.8200 Release, ATI Technologies Inc.
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:273)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:628)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c5825709 ----------
Here's my Event log in Magic Launcher:
Missing class member: public F a, class: ih, mod: TooManyItems2012_06_21_12w25a.zip
Class member is not public: protected I b, class: ih, mod: TooManyItems2012_06_21_12w25a.zip
Class member is not public: protected I c, class: ih, mod: TooManyItems2012_06_21_12w25a.zip
*** Starting Minecraft ***
Minecraft version: 1.2.5
Minecraft.jar: minecraft.jar
Mods:
minecraftforge-client-3.4.9.171.zip
OptiFine_1.2.5_HD_C6.zip
TooManyItems2012_06_21_12w25a.zip
WindowMaximized: true
Java path: C:\Program Files\Java\jre7\bin\java
Memory: 256 MB
LauncherPath: /C:/MagicLauncher_0.9.8.exe
*** MagicMinecraftLauncher 0.9.8 ***
Disable inactive mods
27 achievements
182 recipes
LWJGL Version: 2.8.4
OptiFine_1.2.5_HD_C6
Mon Aug 13 18:23:24 CST 2012
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_06, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.8.4
OpenGL: ATI Radeon HD 3200 Graphics version 2.1.8200 Release, ATI Technologies Inc.
OpenGL Version: 2.1
OpenGL Fancy fog: Not available (GL_NV_fog_distance)
Checking for new version
setupTexture: "/title/mojang.png", id: 1
Aug 13, 2012 6:23:24 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Attempting early MinecraftForge initialization
Aug 13, 2012 6:23:24 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Completed early MinecraftForge initialization
2012-08-13 18:23:24 [INFO] Forge Mod Loader version 2.2.106.176 for Minecraft c:1.2.5, s:1.2.5 loading
2012-08-13 18:23:24 [INFO] Forge Mod Loader has detected optifine OptiFine_1.2.5_HD_C6, enabling compatibility features
2012-08-13 18:23:24 [INFO] Loading mods from C:\Users\RB\AppData\Roaming\.minecraft\mods
2012-08-13 18:23:24 [INFO] Forge Mod Loader has loaded 5 mods
2012-08-13 18:23:24 [SEVERE] The mod from file TooManyItems2012_06_21_12w25a.zip has failed to load. This is likely a mod installation error.
java.lang.NoSuchFieldError: f
at TMIItemInfo.addItemOffset(TMIItemInfo.java:141)
at TMIItemInfo.<clinit>(TMIItemInfo.java:146)
at TMIConfig.<clinit>(TMIConfig.java:41)
at mod_TooManyItems.<init>(mod_TooManyItems.java:13)
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 cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:110)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:239)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:617)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:200)
at net.minecraft.client.Minecraft.a(Minecraft.java:386)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
2012-08-13 18:23:24 [SEVERE] A critical error has occurred.
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: f
at cpw.mods.fml.common.Loader.preModInit(Loader.java:244)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:617)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:200)
at net.minecraft.client.Minecraft.a(Minecraft.java:386)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchFieldError: f
at TMIItemInfo.addItemOffset(TMIItemInfo.java:141)
at TMIItemInfo.<clinit>(TMIItemInfo.java:146)
at TMIConfig.<clinit>(TMIConfig.java:41)
at mod_TooManyItems.<init>(mod_TooManyItems.java:13)
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 cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:110)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:239)
... 5 more
2012-08-13 18:23:24 [SEVERE] 5 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft 1.2.5
mod_TooManyItems : Loaded (TooManyItems2012_06_21_12w25a.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
mod_ICBM : Loaded (ICBM_v0.4.1c.zip)
mod_BasicComponents : Loaded (UniversalElectricity_v0.4.7c.zip)
mod_UniversalElectricity : Loaded (UniversalElectricity_v0.4.7c.zip)
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:273)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:628)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
2012-08-13 18:23:25 [SEVERE] A critical error has occurred.
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:273)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:628)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
2012-08-13 18:23:25 [SEVERE] 5 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft 1.2.5
mod_TooManyItems : Loaded (TooManyItems2012_06_21_12w25a.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
mod_ICBM : Loaded (ICBM_v0.4.1c.zip)
mod_BasicComponents : Loaded (UniversalElectricity_v0.4.7c.zip)
mod_UniversalElectricity : Loaded (UniversalElectricity_v0.4.7c.zip)
Version found: C6
And Here's my Pic:
Don't mind in External Mods it's working now...
My only problem is adding toomanyitems mod has giving me another error:
I think not possible to load many mod in one save....
And now i want multiple mod, I add toomanyitems mod version 1.2.5
Another problem have got....
Here's my event log: in Minecraft
5 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft 1.2.5
mod_TooManyItems : Loaded (TooManyItems2012_06_21_12w25a.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
mod_ICBM : Loaded (ICBM_v0.4.1c.zip)
mod_BasicComponents : Loaded (UniversalElectricity_v0.4.7c.zip)
mod_UniversalElectricity : Loaded (UniversalElectricity_v0.4.7c.zip)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 72d7f5cc --------
Generated 8/13/12 6:23 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_06, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.8.4
OpenGL: ATI Radeon HD 3200 Graphics version 2.1.8200 Release, ATI Technologies Inc.
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:273)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:628)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c5825709 ----------
Here's my Event log in Magic Launcher:
Missing class member: public F a, class: ih, mod: TooManyItems2012_06_21_12w25a.zip
Class member is not public: protected I b, class: ih, mod: TooManyItems2012_06_21_12w25a.zip
Class member is not public: protected I c, class: ih, mod: TooManyItems2012_06_21_12w25a.zip
*** Starting Minecraft ***
Minecraft version: 1.2.5
Minecraft.jar: minecraft.jar
Mods:
minecraftforge-client-3.4.9.171.zip
OptiFine_1.2.5_HD_C6.zip
TooManyItems2012_06_21_12w25a.zip
WindowMaximized: true
Java path: C:\Program Files\Java\jre7\bin\java
Memory: 256 MB
LauncherPath: /C:/MagicLauncher_0.9.8.exe
*** MagicMinecraftLauncher 0.9.8 ***
Disable inactive mods
27 achievements
182 recipes
LWJGL Version: 2.8.4
OptiFine_1.2.5_HD_C6
Mon Aug 13 18:23:24 CST 2012
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_06, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.8.4
OpenGL: ATI Radeon HD 3200 Graphics version 2.1.8200 Release, ATI Technologies Inc.
OpenGL Version: 2.1
OpenGL Fancy fog: Not available (GL_NV_fog_distance)
Checking for new version
setupTexture: "/title/mojang.png", id: 1
Aug 13, 2012 6:23:24 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Attempting early MinecraftForge initialization
Aug 13, 2012 6:23:24 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Completed early MinecraftForge initialization
2012-08-13 18:23:24 [INFO] Forge Mod Loader version 2.2.106.176 for Minecraft c:1.2.5, s:1.2.5 loading
2012-08-13 18:23:24 [INFO] Forge Mod Loader has detected optifine OptiFine_1.2.5_HD_C6, enabling compatibility features
2012-08-13 18:23:24 [INFO] Loading mods from C:\Users\RB\AppData\Roaming\.minecraft\mods
2012-08-13 18:23:24 [INFO] Forge Mod Loader has loaded 5 mods
2012-08-13 18:23:24 [SEVERE] The mod from file TooManyItems2012_06_21_12w25a.zip has failed to load. This is likely a mod installation error.
java.lang.NoSuchFieldError: f
at TMIItemInfo.addItemOffset(TMIItemInfo.java:141)
at TMIItemInfo.<clinit>(TMIItemInfo.java:146)
at TMIConfig.<clinit>(TMIConfig.java:41)
at mod_TooManyItems.<init>(mod_TooManyItems.java:13)
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 cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:110)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:239)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:617)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:200)
at net.minecraft.client.Minecraft.a(Minecraft.java:386)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
2012-08-13 18:23:24 [SEVERE] A critical error has occurred.
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: f
at cpw.mods.fml.common.Loader.preModInit(Loader.java:244)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:617)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:200)
at net.minecraft.client.Minecraft.a(Minecraft.java:386)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchFieldError: f
at TMIItemInfo.addItemOffset(TMIItemInfo.java:141)
at TMIItemInfo.<clinit>(TMIItemInfo.java:146)
at TMIConfig.<clinit>(TMIConfig.java:41)
at mod_TooManyItems.<init>(mod_TooManyItems.java:13)
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 cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:110)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:239)
... 5 more
2012-08-13 18:23:24 [SEVERE] 5 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft 1.2.5
mod_TooManyItems : Loaded (TooManyItems2012_06_21_12w25a.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
mod_ICBM : Loaded (ICBM_v0.4.1c.zip)
mod_BasicComponents : Loaded (UniversalElectricity_v0.4.7c.zip)
mod_UniversalElectricity : Loaded (UniversalElectricity_v0.4.7c.zip)
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:273)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:628)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
2012-08-13 18:23:25 [SEVERE] A critical error has occurred.
java.lang.NullPointerException
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
at cpw.mods.fml.common.Loader.modInit(Loader.java:273)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:628)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
at net.minecraft.client.Minecraft.a(Minecraft.java:429)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
2012-08-13 18:23:25 [SEVERE] 5 mods loaded
Optifine OptiFine_1.2.5_HD_C6
Minecraft Forge 3.4.9.171
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft 1.2.5
mod_TooManyItems : Loaded (TooManyItems2012_06_21_12w25a.zip)
mod_MinecraftForge : Loaded (minecraftforge-client-3.4.9.171.zip)
mod_ICBM : Loaded (ICBM_v0.4.1c.zip)
mod_BasicComponents : Loaded (UniversalElectricity_v0.4.7c.zip)
mod_UniversalElectricity : Loaded (UniversalElectricity_v0.4.7c.zip)
Version found: C6
And Here's my Pic:
Don't mind in External Mods it's working now...
My only problem is adding toomanyitems mod has giving me another error:
I think not possible to load many mod in one save....
ICBM loaded before UE did and that's the problem. Try renaming ICBM to "zICBM.zip"
After seeing this mod i really wanted to make my own mod that would have cool space things, like lasers, night vision, and other cool things, but seeing that you've pritty much started on all the cool stuff :/, I may aswell apply to give you a hand, in anyway i can >.<.
2 ideas that i had for a mod like this are Nantes, and camouflage suit,
1. Nanites, can be considered a fuel to power certain blocks that can build entire walls in seconds, and optionally actively maintain the wall, A more advanced idea is that you can plan and save layouts for machinery by placing blocks into a grid corolating with the build area. A switch tab layout could mean different grids for different layers, with tabs at the top for different layers.
to produce nanites you have to hook up a series of 2 or so blocks that create a production line eventually creating a nanite liquid. With a power input into the first machine (creating nanite components) the machine turns iron and red stone into components for the next block to assemble the Nantes outputing them into a storage tank. The more nanite liquid powering a nanite block the faster the targeted blocks will be replaced or built.
2. The camouflage suit can turn a player invisible when all items of the suit are being worn, the player then becomes completely invisible or invisible with a slight shimmer. Basic invisibility lasts 10 real world minuites, and can be toggled actively by pressing a key. The invisibility suit needs charging after use and comes with a suit monitor that shows
-green when the suit has 5-10 minutes of charge.
-orange when the suit has 1-5 minutes of charge.
-red when the suit has less than 1 minute of charge.
I would really like to help develop this kind of mod, i have some great ideas, and although i'm not experienced in making mods, i will learn
I'm quite good at graphics editing, i'm doing art for my gcse and i also own photoshop. so i woulden't mind helping on that side of things
Actually, I'm planning on separating some of ICBM's features into a separate gun mod. Maybe you want to help code it? Stuff like camo suits and spikes don't really belong to this mod. It belongs more into an "action-gun mod" thing...
This is a clip from a full video thats processing at the moment on youtube
theres a bug and a suggestion to go with the clip
first the bug
the ballastic misiles got a little confused ....in fact one refused to launch, another came down on itself and 3 teleported to parts unknown (were they targeting each other?)
the suggestion
please make a tick box in the gui of the radar for alarm noise on/off, we use nuclear control mod that has howlers we can set up nearly any alarm noise on and thats what i wanted to use, other players may want a simple light (they can do that with any mod and the redstone out of the radar)
mini bug, i didnt see the "enemy" launcher on the mini map
also in the full video the first misile base we tried to use wouldnt launch even when the chunk was kept loaded it was only 700 blocks away but laser designator wouldnt work, when forced manualy the misile never arrived lol (got stuck in a de loaded chunk perhaps?) maybe have the misiles keep the chunks they fly in loaded (railcraft has an anchour cart that does that so it should be doable...though im no coder so no idea how hard it is )
all in all:
loved the sonic misiles and the conflaguration ones
loved the mod in general (except the radar noise grrrr)
couldnt find the radar extensions or satalite im assuming thier in the more recent version
You're not supposed to be able to see launchers on the radar. You can only see radars and missiles from the radar.
And yes, the ABM has some bugs in it and I will be trying to fix that.
Yes i would love to help code that sort of thing, also you have made a typo on the atomic mod page,
"The main features this mod adds are nuclear fission, nuclear fission, antimatter generation and antimatter reactors."
if you read carefully you have repeated yourself twice, just pointing it out
Currently i'm doing tripple science at school for my gcse's and believe it or not, it covers an amazing amount of science, including the full workings and diagrams of a fission reactor, if you ever need help with how something like that could work just ask . I also know about fusion reactors since i saw a theoretical documentary on one.
For anything orientated around space i'm sure you can steal a few ideas from an online game i play, the pictures are high quality and they have a good amount of explanation, you will have to sign up but it gives alot of ideas, alternatively you can look at their wiki, but even the video gives good insperation. www.ogame.org
Would you like to draw a diagram of how your "dream-Minecraft-fusion-reactor" should look like and work? It would help me out making the fusion reactor.
Just a quick update, I am 95% finished with UE 0.5. Just doing some last bug testing and waiting for Forge to fix it's server issues. Once UE is updated, I'll be working on ICBM tomorrow.
this is the full video that the clip was taken from, i dont really get started till 30 minutes in as my set up launcher was too far away but i try many of the misiles and my love of the effects is rather evident
Here's i've got:
Here's my View Log in Magic Launcher
waiting for the update to work in 1.3.1...
Hmm from the speed in which I work, I think I can get that to work fine. But I'm not sure yet. We'll see.
1.3.2 won't be a breaking update and just some bug fixes that's all. Most likely I won't have to change much at all.
Hmm I'll check into that and hopefully it will be fixed on the 1.3.1 update.
There is a new Forge mod out there called SimpleProtection. It's like World Guard but for Forge and no Bukkit is required. The Simple Server Mods series is pretty good at replacing Bukkit Essentials.
Not now. At least after 1.3.1/1.3.2 changes.
But theres a problem sadly
Will u make this mod to 1.3.1 PLEASE
and also will u make this mod be working with multiplier and maybe u can make a server (1.3.1) other than that U R AWESOME!!!!!!
You don't NEED to use coal power generators if you don't like them. Download a UE mod that adds different types of electricity generation! We've got a mod called Steam Power that adds extreme high powered steam generators, a mod called Green Energy that adds solar panels, wind mills and hydroelectric generators and an upcoming mod called Atomic Science that adds Nuclear generators.
In fact, UE has more types of generators than IC2 has. We aim to get AT LEAST twice as many stuff as they do. IC2 conversion won't work right away because I have to wait for IC2 to update to 1.3.1 as well before getting the UE team to work on the UE mod called "Universal Transformers".
For railguns, you gotta press "X" to fire...
There were never passenger rockets to begin with.
Launcher extensions? You mean launcher support frames? Put it in the back of the launcher and it increases accuracy.
The pipes do work, in fact. You didn't use the latest ICBM?
Well it's either World Guard compatibility or THAT. ICBM itself won't be responsible for block protection.
Yes yes yes yes yes... But not yet. I can't work THAT fast!
I know modded bukkit is horrible. That's why I recommended you the "Simple Server Mods". The mods are all in alpha though but it's a good idea and I'm hoping that the mods they develop will come out good.
I will try to get an alpha of ICBM SMP out Friday... No guarantees. Good news though, I just half updated UE to 1.3.1 though it's very buggy...
Satalites are for spying mainly.
Duh. Has anyone here seen a real life reactor 1 meter big? I didn't think so...
I'm not just adding fusion reactors. I'm also adding:
Fusion Reactors
Fission Reactors
Antimatter Particle Accelerators
Antimatter Generators
All information about this mod that I'm making on the side is here: http://www.minecraftforge.net/forum/index.php/topic,1128.0.html
Compatible 100% with ICBM.
Actually, it's my fault. My nuclear explosive ignores block resistance. I will change that some time in the future when I figure out the resistance algorithm.
Well, the Atomic Science reactors, like the ones in real life don't blow up. They just melt into a nasty lava and radioactive mesh which will take time to clean up but won't kill your house.
that a sirene is goign of in a 50 block radius and a voice is saying: 'waring nucluar meltdown'
+ i cant wait for the laser turrents. they will make my base 200% more safe (i hope)
And now i want multiple mod, I add toomanyitems mod version 1.2.5
Another problem have got....
Here's my event log: in Minecraft
Here's my Event log in Magic Launcher:
And Here's my Pic:
Don't mind in External Mods it's working now...
My only problem is adding toomanyitems mod has giving me another error:
I think not possible to load many mod in one save....
ICBM loaded before UE did and that's the problem. Try renaming ICBM to "zICBM.zip"
Actually, I'm planning on separating some of ICBM's features into a separate gun mod. Maybe you want to help code it? Stuff like camo suits and spikes don't really belong to this mod. It belongs more into an "action-gun mod" thing...
Meh... Test it out with chemical missiles.
You're not supposed to be able to see launchers on the radar. You can only see radars and missiles from the radar.
And yes, the ABM has some bugs in it and I will be trying to fix that.
Would you like to draw a diagram of how your "dream-Minecraft-fusion-reactor" should look like and work? It would help me out making the fusion reactor.
Agree with you but it give me an idea : with upcoming SMP, a false missile could be a nice add to lure the enemy's defenses
Hmm I see the error...
Hmm that's true...