nah, my idea about tesla coils is just for fun i guess, because adding something that uses electricity is one of the objective of the universal electricity so i thought why not add a machine that uses extremely high voltage like tesla coil that need to be charged up and kills any living entity. buy i guess your right, that kind of weapon has no point if it consume large electricity and kills you too.
can that problem be solved by changing the update per tick event to block placement event or inventory event? in the past, railcraft mod had that same problem but he resolved it with some technique.
anyway, goodluck on the fixes, its a great addon for missile fans.
I got the solutio already. Simply disable update for the parts of the missiles which dont need to be updated.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT e66b272a --------
Generated 08-06-2012 14:38
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_30, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5450 version 4.2.11631 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NumberFormatException: For input string: "1,01"
at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source)
at java.lang.Double.valueOf(Unknown Source)
at universalelectricity.UniversalElectricity.roundTwoDecimals(UniversalElectricity.java:211)
at universalelectricity.UniversalElectricity.getWattDisplay(UniversalElectricity.java:177)
at icbm.GuiMissileLauncher.d(GuiMissileLauncher.java:135)
at gb.a(gb.java:65)
at lr.b(EntityRenderer.java:1116)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at EntitySnowRenderer.b(EntitySnowRenderer.java:97)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT b6a3c188 ----------
Ah. Thanks for giving me that error, I will fix it in the next update.
I really like those ideas. I don't really understand your second idea though. Isn't that like an advanced version of incendiary explosive?
No, its not an incendiary weapon. I didnt say it was a falmmable agent i said it was an unstable compund. It is not flammable, though it is highly volatile. WHat it does is that it spreads as a gas outwards in all directions, and 6 seconds later the second charge goes of detonating the gas, creating an explosion 3x times the size of however far the gas spread. And i have an even better idea for a super weapon.....
>The Tsar Bomb: The largest bomb ever made and detonated, it had an explosive force equal to 57,000,000 metric TONNES of TNT.
Heres a vid:
I understand you want this mod to be balanced, but think of this as being equal to a weapon of fear. It would probably cost more than a biome buster to make. (meaning at least 1 dragon egg.. hmm.... and several dozen stacks of uranium.
It is however not that easy to make Universal Electricity actually "universal". Currently it works with Buildcraft because their API is open source. However, Industrialcraft has fairly strict terms and it is kind of hard to talk with the "head" of these big mods. Maybe when Universal Electricity gets more popular I will do something similar to that. If anyone wants to, they can create an UE add-on that adds transformers to Univesal Electricity.
Also, where did you find that forum post? I would like to take a look at it
Understood. Here's a link to the post in question, by the way. Linky!
EDIT: The post on the IC2 forums, by the way, is in a sub-mod for IC2 known as "Rocket Science," which not only adds missiles (yes, even nuclear warheads), but also adds a fusion reactor, laser defense systems for the missiles, and a laser rangefinder that works (to my knowledge) over an infinite distance. The missiles have to be fired via redstone signal, however - they don't have their own dedicated launchers.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 696e4d9f --------
Generated 6/8/12 4:10 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_24, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: AMD M880G with ATI Mobility Radeon HD 4250 version 3.3.10527 Compatibility Profile Context, ATI Technologies Inc.
java.lang.RuntimeException: Universal Electricity ore 0 ID has been taken already!
at universalelectricity.UniversalElectricity.addOre(UniversalElectricity.java:119)
at universalelectricity.components.UniversalComponents.load(UniversalComponents.java:78)
at mod_AUniversalElectricity.load(mod_AUniversalElectricity.java:20)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:319)
at cpw.mods.fml.common.Loader.modInit(Loader.java:262)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:591)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:229)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT f005b580 ----------
Tiny, simple idea. But for UE. Why not allow it to turn on lights in some way? I know its not hard to come up with ideas, and its much harder to make it happen but still, it'd be kinda cool to have the entire powergrid shutdown and the lights turn off or something whenever a intercontinental missile was fired and absorbed all the energy.
Could it be possible for you to make this mod for 1.2.3?
I own a modded server that needs to have such an amazing mod in it! Plus also it would help to deter griefers
please let me know if you would consider doing this.
Tom
No, its not an incendiary weapon. I didnt say it was a falmmable agent i said it was an unstable compund. It is not flammable, though it is highly volatile. WHat it does is that it spreads as a gas outwards in all directions, and 6 seconds later the second charge goes of detonating the gas, creating an explosion 3x times the size of however far the gas spread. And i have an even better idea for a super weapon.....
>The Tsar Bomb: The largest bomb ever made and detonated, it had an explosive force equal to 57,000,000 metric TONNES of TNT.
Heres a vid:
I understand you want this mod to be balanced, but think of this as being equal to a weapon of fear. It would probably cost more than a biome buster to make. (meaning at least 1 dragon egg.. hmm.... and several dozen stacks of uranium.
Anti-matter explosive is similar to that. Unless it has something very special than just destroying some land, Anti-matter explosive can already do that.
I assume you make Universal electricity, so can you make the textures better because they really suck
also when I put zICBM_v0.3.1c.zip in the mods folder nothing happens and they dont show up on tmi or when i craft them
also on your wiki I cant tell when to use copper or bronze
My wiki links to the Universal Electricity forums (http://minecraftforge.net/forum/index.php/board,50.0.html). The textures are not made by me and if I made the textures, believe me it would be worse. I am releasing a 0.3.2 either tonight or tomorrow to fix these problems.
Tiny, simple idea. But for UE. Why not allow it to turn on lights in some way? I know its not hard to come up with ideas, and its much harder to make it happen but still, it'd be kinda cool to have the entire powergrid shutdown and the lights turn off or something whenever a intercontinental missile was fired and absorbed all the energy.
It doesn't really work that way. You charge your launcher first, then you shoot your missile. You don't "borrow" electricity. Also there isn't really a point of adding lights to the game when people would prefer to use torches.
BTW, do you think that there was a way to make a patch so that this mod uses Industrial craft electricity instead (sort of a compatibility patch).
Because having 2 types of electricity is... awkward.
I am waiting for someone to write an add-on that converts Industrialcraft electricity. But for the meantime, you can get a BC IC2 converter to convert it into Buildcraft energy then convert it to UE energy I can't make it naively compatible with IC2 because of their terms and conditions which won't allow it.
so that mean the 'anti-matter' is like the white hole huh? pretty much sci-fi
It is sci-fi But technically since anti-matter explodes when it collides with matter, and that red-matter is technically still a matter, then it eliminates red-matter (and bedrock).
Suggestion: Hydrogen Bomb: This piece of mother of bombs is ****ing strong. Serval times stronger than thermonuclear bomb
And Thermonuclear Bomb: Four times stronger than nuclear bomb
And Zeus Bomb: Serval this bigger radius than EMP and if player in near of explosion of bomb he will be on fire.
We have to think about the lag issue, and the fact that it might make the mod unbalanced.
Just to give you guys a heads up, ICBM is going to be release before tomorrow. For the missile launchers, I am planning for people to able to create each part of the missile launcher and puzzle them together. There will be three parts:
Platform - for supporting the missile launcher. Higher tier gives a longer shooting range for the missile
Supporting Frame - increase accuracy of missile
Computing Device - improves control of launcher (remote air strike feature and exploding before hitting the ground)
i downloaded and installed everything correctly but when i started minecraft it looked like it was gonna work then it didnt. the mojang symbol popped up then it black screened.
i downloaded and installed everything correctly but when i started minecraft it looked like it was gonna work then it didnt. the mojang symbol popped up then it black screened.
About using build craft to convert IC2 electricity to Buildcraft electricity and then to Universal Electricity...
I Gess its just easier to build a generator from this mod
There's currently an add-on for Universal Electricity called Steam Power which adds a much more powerful steam generator into Universal Electricity. It's still in alpha and very unstable & glitchy but you can check it out if you want. Created by Darkguardsman.
ks
The problem you had was most likely the ID of the radar replacing the missile launche.
I got the solutio already. Simply disable update for the parts of the missiles which dont need to be updated.
Ah. Thanks for giving me that error, I will fix it in the next update.
No, its not an incendiary weapon. I didnt say it was a falmmable agent i said it was an unstable compund. It is not flammable, though it is highly volatile. WHat it does is that it spreads as a gas outwards in all directions, and 6 seconds later the second charge goes of detonating the gas, creating an explosion 3x times the size of however far the gas spread. And i have an even better idea for a super weapon.....
>The Tsar Bomb: The largest bomb ever made and detonated, it had an explosive force equal to 57,000,000 metric TONNES of TNT.
Heres a vid:
I understand you want this mod to be balanced, but think of this as being equal to a weapon of fear. It would probably cost more than a biome buster to make. (meaning at least 1 dragon egg.. hmm.... and several dozen stacks of uranium.
also when I put zICBM_v0.3.1c.zip in the mods folder nothing happens and they dont show up on tmi or when i craft them
also on your wiki I cant tell when to use copper or bronze
Understood. Here's a link to the post in question, by the way. Linky!
EDIT: The post on the IC2 forums, by the way, is in a sub-mod for IC2 known as "Rocket Science," which not only adds missiles (yes, even nuclear warheads), but also adds a fusion reactor, laser defense systems for the missiles, and a laser rangefinder that works (to my knowledge) over an infinite distance. The missiles have to be fired via redstone signal, however - they don't have their own dedicated launchers.
And i have reinstalled it to the dot, using a clean.jar
8 mods loaded
Minecraft Forge 3.2.5.120
FML v2.2.17.117
Forge Mod Loader version 2.2.17.117 for Minecraft 1.2.5
mod_AUniversalElectricity : Initialized (minecraft.jar)
mod_MinecraftForge : Initialized (minecraft.jar)
mod_ShipsAndBoats : Initialized (minecraft.jar)
mod_TooManyItems : Initialized (minecraft.jar)
mod_ReiMinimap : Initialized ([1.2.5]ReiMinimap_v3.0_04.zip)
mod_AUniversalElectricity : Pre-initialized (AUniversalElectricity_v0.2.0.zip)
Balkon's WeaponMod : Pre-initialized (WeaponMod.zip)
mod_ICBM : Pre-initialized (zICBM_v0.3.1c.zip)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 696e4d9f --------
Generated 6/8/12 4:10 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_24, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: AMD M880G with ATI Mobility Radeon HD 4250 version 3.3.10527 Compatibility Profile Context, ATI Technologies Inc.
java.lang.RuntimeException: Universal Electricity ore 0 ID has been taken already!
at universalelectricity.UniversalElectricity.addOre(UniversalElectricity.java:119)
at universalelectricity.components.UniversalComponents.load(UniversalComponents.java:78)
at mod_AUniversalElectricity.load(mod_AUniversalElectricity.java:20)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:319)
at cpw.mods.fml.common.Loader.modInit(Loader.java:262)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:591)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:229)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT f005b580 ----------
No legacy builds.
Anti-matter explosive is similar to that. Unless it has something very special than just destroying some land, Anti-matter explosive can already do that.
My wiki links to the Universal Electricity forums (http://minecraftforge.net/forum/index.php/board,50.0.html). The textures are not made by me and if I made the textures, believe me it would be worse. I am releasing a 0.3.2 either tonight or tomorrow to fix these problems.
It doesn't really work that way. You charge your launcher first, then you shoot your missile. You don't "borrow" electricity. Also there isn't really a point of adding lights to the game when people would prefer to use torches.
I am waiting for someone to write an add-on that converts Industrialcraft electricity. But for the meantime, you can get a BC IC2 converter to convert it into Buildcraft energy then convert it to UE energy
Exactly
Can you make it do a momentary Black Hole? Like the Nova Bomb from Mo Splosions or something?
I am simultaneously everywhere and nowhere at the same time
Red-Matter creates a permanent black hole in which only can be destroyed by anti-matter.
hehe i wanna see that!
so that mean the 'anti-matter' is like the white hole huh? pretty much sci-fi
Star Trek, huh?
I am simultaneously everywhere and nowhere at the same time
It is sci-fi
We have to think about the lag issue, and the fact that it might make the mod unbalanced.
Yup. It eats planets from the inside thanks to it's infinite gravity.
Platform - for supporting the missile launcher. Higher tier gives a longer shooting range for the missile
Supporting Frame - increase accuracy of missile
Computing Device - improves control of launcher (remote air strike feature and exploding before hitting the ground)
It sure is
Delete Meta-Inf in Minecraft.jar
There's currently an add-on for Universal Electricity called Steam Power which adds a much more powerful steam generator into Universal Electricity. It's still in alpha and very unstable & glitchy but you can check it out if you want. Created by Darkguardsman.
*Explosives+
Mo 'Splosions is a small mod
More Explosives is a big one
Explosives+ is a big one