Time for more recomendations (don't want it to get old, do we?)
1. Allow for COmputers/launchers to be placed in a direction in accordence to player direction, at the moment they only go one way
2. Radar Dome- the next step in the advancement of radar, has a field 3x as large.
need to eat now. be back later.
Actually, the computer will face whatever direction the missile launcher is relative to it. I you place the missile launcher on the other side, it will turns its facing direction. Works only on the newer very though.
Radar dome would be like an upgraded version of the radar? How about a satellite station to connect to a satellite? You can launch satellites in the air with missiles and you can also shoot them down.
The only problem now with the missile launcher is that it doesn't rotate it's platform. The control panel and support frame will rotate according to the position of the missile launcher. It won't be able to rotate with a wrench. A thing that big would need to be broken down and re-placed.
Actually, the computer will face whatever direction the missile launcher is relative to it. I you place the missile launcher on the other side, it will turns its facing direction. Works only on the newer very though.
Radar dome would be like an upgraded version of the radar? How about a satellite station to connect to a satellite? You can launch satellites in the air with missiles and you can also shoot them down.
Since you are already adding sattelites, i may be able to consult with you a suggestion i previously gave pheenixm since no one else would have been skilled enough at the time. Ill send you a PM about it, along with other suggestions.
Okay let me start off with a few suggestions.
1: a renewable power source for the batteries such as wind, water, or solar. (more of a set it and forget it kind of power)
2: A way to automatically load more missiles into the launcher, so that after one fires, a new one is loaded.
- uses include
better defending (right now, attacker fires 2 and 1 will hit)
also allows for multiple firing, with automation.
3. Maybe some sort of map table that is fed with radar information to graphically view position of missiles. Similar to how "Wall mounted maps" mod works.
2. Ah yes. A missile loading machine will be made in the future. I had that planned already. It will load one missile per redstone pulse, so you need to make a rapid pulser or use a RedPower pulser to automatically load and launch missiles.
3. The radar will have a thermal-map with a typical green background and have red dots for missiles, yellow dots for players and grey dots for other radars and relay stations in the area.
I hate it when you have exams on Monday and Tuesday while this Mod gets better and awesomer. Fsck this schedule. Fsck Everything!!!
And this Tablet PC which has slow connection.
Rollback Post to RevisionRollBack
Ugh, I give up. It's too much WORK!!!
I am simultaneously everywhere and nowhere at the same time
1. There is already an ad-on for Universal Electricity that adds green energy. You can find all Universal Electricity addons here. Most are still indev. http://minecraftforg...board,51.0.html
2. Ah yes. A missile loading machine will be made in the future. I had that planned already. It will load one missile per redstone pulse, so you need to make a rapid pulser or use a RedPower pulser to automatically load and launch missiles.
3. The radar will have a thermal-map with a typical green background and have red dots for missiles, yellow dots for players and grey dots for other radars and relay stations in the area.
I think what he means is some way for the video from the radar to be fed into some kind of Screen so you dont have to go over and click the radar to open the GUI.
I think what he means is some way for the video from the radar to be fed into some kind of Screen so you dont have to go over and click the radar to open the GUI.
I am planning in adding optic fiber cables. Screens will be able to be used for missile launchers or radar connected via optic fiber cables. They transfer data. Using optic fiber cables you can have the radar automatically send the incoming missile's coord into the missile launcher and have the launcher basically automatically aim and defend against missiles.
I hate it when you have exams on Monday and Tuesday while this Mod gets better and awesomer. Fsck this schedule. Fsck Everything!!!
And this Tablet PC which has slow connection.
Lolz. GLad you liked the relay station, but heres and addition to what it could do. Instead of just increasing the viewing area of the radar, relaya stations could signal the direction of the missile and be used to pinpoint the direction of an incoming missile and not need to manually readjust an ABM, launching the ABM at the direction of the triggered relay station.
In an off note, that add-on feature i just mentioned could also be a use for the radar domes.
Lolz. GLad you liked the relay station, but heres and addition to what it could do. Instead of just increasing the viewing area of the radar, relaya stations could signal the direction of the missile and be used to pinpoint the direction of an incoming missile and not need to manually readjust an ABM, launching the ABM at the direction of the triggered relay station.
In an off note, that add-on feature i just mentioned could also be a use for the radar domes.
Correct me multiple times if I'm wrong, but didn't he (Calclavia) just mention that he was going to add something like that above? Under a different name,but that is the only difference.
Lolz. GLad you liked the relay station, but heres and addition to what it could do. Instead of just increasing the viewing area of the radar, relaya stations could signal the direction of the missile and be used to pinpoint the direction of an incoming missile and not need to manually readjust an ABM, launching the ABM at the direction of the triggered relay station.
In an off note, that add-on feature i just mentioned could also be a use for the radar domes.
Let's not get too ahead of ourselves. I haven't made the optic fiber cables yet!
Correct me multiple times if I'm wrong, but didn't he (Calclavia) just mention that he was going to add something like that above? Under a different name,but that is the only difference.
Yeah that is about the same as the optic fiber idea. Basically have the machines transfer information via optic fiber cables.
I thing it would be cool if someone put this into an online server with factions bombing each other, if no one went overboard with it it could be really fun.
I keep having rendering issues with this mod. I have a clean jar, and install everything this mod required, with TMI. For like the first 5-10 minutes, everything is fine. After that, render goes weird. The stuff like the launch pad and control panels vanish. If you break blocks, the visual of them stays, but the actual collision and wire-frame vanishes. It's kinda hard to enjoy the mod when you have to restart MC every 10 minutes to fix the visuals.
I thing it would be cool if someone put this into an online server with factions bombing each other, if no one went overboard with it it could be really fun.
I keep having rendering issues with this mod. I have a clean jar, and install everything this mod required, with TMI. For like the first 5-10 minutes, everything is fine. After that, render goes weird. The stuff like the launch pad and control panels vanish. If you break blocks, the visual of them stays, but the actual collision and wire-frame vanishes. It's kinda hard to enjoy the mod when you have to restart MC every 10 minutes to fix the visuals.
Allocate more ram for Minecraft. I run a 8GB computer with 4 cores so I don't really encounter these problems at all. Because this mod uses a lot of models and custom renders, it requires more memory in order to run.
java.lang.RuntimeException: Universal ore ID is too high!
at universalelectricity.UniversalElectricity.addOre(UniversalElectricity.java:106)
at universalelectricity.components.UniversalComponents.load(UniversalComponents.java:73)
at mod_UniversalElectricity.load(mod_UniversalElectricity.java:20)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:324)
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:203)
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)
2012-06-21 09:10:22 [SEVERE] A critical error has occurred.
java.lang.RuntimeException: Universal ore ID is too high!
at universalelectricity.UniversalElectricity.addOre(UniversalElectricity.java:106)
at universalelectricity.components.UniversalComponents.load(UniversalComponents.java:73)
at mod_UniversalElectricity.load(mod_UniversalElectricity.java:20)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:324)
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:203)
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)
Did you set some restrictions to setting block IDs? preferably if no such limits are set as it is very interfering.
java.lang.RuntimeException: Universal ore ID is too high!
at universalelectricity.UniversalElectricity.addOre(UniversalElectricity.java:106)
at universalelectricity.components.UniversalComponents.load(UniversalComponents.java:73)
at mod_UniversalElectricity.load(mod_UniversalElectricity.java:20)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:324)
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:203)
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)
2012-06-21 09:10:22 [SEVERE] A critical error has occurred.
java.lang.RuntimeException: Universal ore ID is too high!
at universalelectricity.UniversalElectricity.addOre(UniversalElectricity.java:106)
at universalelectricity.components.UniversalComponents.load(UniversalComponents.java:73)
at mod_UniversalElectricity.load(mod_UniversalElectricity.java:20)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:324)
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:203)
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)
Did you set some restrictions to setting block IDs? preferably if no such limits are set as it is very interfering.
The Universal Ore ID is not an actual block ID but a metadata ID which can not exceed 16.
Actually, the computer will face whatever direction the missile launcher is relative to it. I you place the missile launcher on the other side, it will turns its facing direction. Works only on the newer very though.
Radar dome would be like an upgraded version of the radar? How about a satellite station to connect to a satellite? You can launch satellites in the air with missiles and you can also shoot them down.
The only problem now with the missile launcher is that it doesn't rotate it's platform. The control panel and support frame will rotate according to the position of the missile launcher. It won't be able to rotate with a wrench. A thing that big would need to be broken down and re-placed.
Since you are already adding sattelites, i may be able to consult with you a suggestion i previously gave pheenixm since no one else would have been skilled enough at the time. Ill send you a PM about it, along with other suggestions.
1. There is already an ad-on for Universal Electricity that adds green energy. You can find all Universal Electricity addons here. Most are still indev. http://minecraftforge.net/forum/index.php/board,51.0.html
2. Ah yes. A missile loading machine will be made in the future. I had that planned already. It will load one missile per redstone pulse, so you need to make a rapid pulser or use a RedPower pulser to automatically load and launch missiles.
3. The radar will have a thermal-map with a typical green background and have red dots for missiles, yellow dots for players and grey dots for other radars and relay stations in the area.
And this Tablet PC which has slow connection.
I am simultaneously everywhere and nowhere at the same time
I think what he means is some way for the video from the radar to be fed into some kind of Screen so you dont have to go over and click the radar to open the GUI.
I am planning in adding optic fiber cables. Screens will be able to be used for missile launchers or radar connected via optic fiber cables. They transfer data. Using optic fiber cables you can have the radar automatically send the incoming missile's coord into the missile launcher and have the launcher basically automatically aim and defend against missiles.
In an off note, that add-on feature i just mentioned could also be a use for the radar domes.
Correct me multiple times if I'm wrong, but didn't he (Calclavia) just mention that he was going to add something like that above? Under a different name,but that is the only difference.
Let's not get too ahead of ourselves. I haven't made the optic fiber cables yet!
Yeah that is about the same as the optic fiber idea. Basically have the machines transfer information via optic fiber cables.
Artist's rendition of what happened. (The actual site was just a crater... :/ )
Looks like someone just got "fragged". Next update will include sonic explosives and a nuclear explosion algorithm rewrite. I think you will like it
There will be when the multiplayer of this mod comes out. It will be hosted on http://calclavia.com/industrialwar server.
Allocate more ram for Minecraft. I run a 8GB computer with 4 cores so I don't really encounter these problems at all. Because this mod uses a lot of models and custom renders, it requires more memory in order to run.
Exactly. You will have full call of duty when you have this mod+flans+a gun mod.
Thanks
at universalelectricity.UniversalElectricity.addOre(UniversalElectricity.java:106)
at universalelectricity.components.UniversalComponents.load(UniversalComponents.java:73)
at mod_UniversalElectricity.load(mod_UniversalElectricity.java:20)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:324)
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:203)
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)
2012-06-21 09:10:22 [SEVERE] A critical error has occurred.
java.lang.RuntimeException: Universal ore ID is too high!
at universalelectricity.UniversalElectricity.addOre(UniversalElectricity.java:106)
at universalelectricity.components.UniversalComponents.load(UniversalComponents.java:73)
at mod_UniversalElectricity.load(mod_UniversalElectricity.java:20)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:324)
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:203)
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)
Did you set some restrictions to setting block IDs? preferably if no such limits are set as it is very interfering.
You might want to add me to that list
Or AC-130s
And yes, our mods are compatible
The Universal Ore ID is not an actual block ID but a metadata ID which can not exceed 16.
Get a coal generator. Place it on the floor. Place coal in the coal generator and connect the coal generator to a battery box with copper wires. Done.
Haha. He must have connect the battery box the wrong way. Red is input, black is output.