can you make the radar stop the redstone pulse when it lost or doesn't have enough power? because im using it for something other than launching ABMs XD
and i think even if you specify smaller number on the safezone ,for example 1, it still pulse a redstone signal when it detects a nearby missile, i feel like the safezone setting is just for the alarm.
If you are talking about mobs, other than villagers and pigs, then yes they get slowly killed off by the contagion that can spread from mob to mob.
With villagers and pigs, it's a different story. Should they contract the virus, then there's a near certain chance that they mutate into zombies/zombie pigmen, which in turn become carriers of the disease and spread it to others. Unfortunately due to minecraft' hostile mob limit (which is around 70 or 80), if the limit is reached or you are quite a distance away from the explosions epicentre, (around 128 blocks) then they will vanish.
can you make the radar stop the redstone pulse when it lost or doesn't have enough power? because im using it for something other than launching ABMs XD
and i think even if you specify smaller number on the safezone ,for example 1, it still pulse a redstone signal when it detects a nearby missile, i feel like the safezone setting is just for the alarm.
Hmmm I will look into that bug. Thanks for telling me.
And also i tested the cruise launcher on a super flat world, i targeted a random floor using the laser designator and the missile launched from the cruise launcher passed by the floor i targeted, it seems like they dont explode on a flat surface and have to collide on something to explode. Is that a feature or a bug?
Hey, could you take a look at an error that this is giving me? I've posted it at Universal electricity, because I thought it was a problem of it xD http://www.minecraft...t/page__st__120
What version of Forge, UE and ICBM were you using?
And also i tested the cruise launcher on a super flat world, i targeted a random floor using the laser designator and the missile launched from the cruise launcher passed by the floor i targeted, it seems like they dont explode on a flat surface and have to collide on something to explode. Is that a feature or a bug?
What? They usually fly a bit higher than your target so it might have missed the block. They only explode if they impact on a block.
Another idea ocurred to me. In a future version, how about a missilecam? Pretty useful (and amusing), to watch your missile (hopefully) hitting the desired target. It could save ammunition stocks in a modern style siege.
It's a feature. If you read the manual on his website, Cruise missiles are only supposed to fly straight onward until they hit something, regardless of whether it is the intended target.
No missile cam. It's weird. There will be a thing called satellites added in the future so you can spy on your enemies (with a camera)...
If you are talking about mobs, other than villagers and pigs, then yes they get slowly killed off by the contagion that can spread from mob to mob.
With villagers and pigs, it's a different story. Should they contract the virus, then there's a near certain chance that they mutate into zombies/zombie pigmen, which in turn become carriers of the disease and spread it to others. Unfortunately due to minecraft' hostile mob limit (which is around 70 or 80), if the limit is reached or you are quite a distance away from the explosions epicentre, (around 128 blocks) then they will vanish.
oh that makes sense i probaly had the difficulty set to peacefull so slimes woudn't be bugging me and i was testing pigs
What version of Forge, UE and ICBM were you using?
The latest, ofc.
For forge is the recommended (dont f*** me thats the problem. It's 3.3.8.152)
I SMACK YOU FOR USING THE LATEST VERSION OF FORGE, AND THEN MYSELF FOR NOT CHECKING VERSIONS.
You said the recomended, and the recomended is 3.3.8.152
However you ask for +3.3.8.161
Re-edit: DOwnloaded, installed and ran.
Same error. Trying with a fresh jar.
Another edit, for the sake of god: Same error.
I'm having trouble using the radar to help send the anti-balliistic missile to destroy incoming missiles. I can get the radar to send off the ABM but, the timing is off, and the missile does not target the incoming missile. Any suggestions?
It's a feature. If you read the manual on his website, Cruise missiles are only supposed to fly straight onward until they hit something, regardless of whether it is the intended target.
The latest, ofc.
For forge is the recommended (dont f*** me thats the problem. It's 3.3.8.152)
I SMACK YOU FOR USING THE LATEST VERSION OF FORGE, AND THEN MYSELF FOR NOT CHECKING VERSIONS.
You said the recomended, and the recomended is 3.3.8.152
However you ask for +3.3.8.161
Re-edit: DOwnloaded, installed and ran.
Same error. Trying with a fresh jar.
Another edit, for the sake of god: Same error.
2012-07-21 21:11:54 [FINER] Post-initializing mod_UniversalElectricity
2012-07-21 21:11:54 [FINER] Post-initializing ICBM
2012-07-21 21:12:05 [SEVERE] A critical error has occurred.
java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
at java.util.BitSet.clear(Unknown Source)
at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:130)
at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:106)
at ModLoader.addOverride(ModLoader.java:154)
at icbm.ICBM.load(ICBM.java:90)
at mod_ICBM.modsLoaded(mod_ICBM.java:50)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.postInit(ModLoaderModContainer.java:362)
at cpw.mods.fml.common.Loader.postModInit(Loader.java:290)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:629)
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)
2012-07-21 21:12:05 [SEVERE] 25 mods loaded
Minecraft Forge 3.3.8.164
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft 1.2.5
mod_PCcore : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_MinecraftForge : Post-initialized (minecraft.jar)
mod_ModLoaderMp : Post-initialized (minecraft.jar)
mod_Somnia : Post-initialized ([1.2.5] Somnia v24.zip)
mod_GrowableOres : Post-initialized ([SP]GrowableOres Mod V1.8 [1.2.5] By DarkFuzzyCookie.zip)
mod_AdvancedHud : Post-initialized (Advanced Hud 4.2.zip)
mod_CraftGuide : Post-initialized (CraftGuide-1.4.4.zip)
mod_InfiBase : Post-initialized (InfiBase-1.0.9.zip)
mod_InfiTools : Post-initialized (InfiTools-Core-3.0.7.zip)
mod_InfiHybrids : Post-initialized (InfiTools-Hybrids-2.0.10.zip)
mod_Invasion : Post-initialized (invasion_mod client 0.10.2.zip)
mod_Pamfood : Post-initialized (Pam's Harvestcraft 5.3.8.2 (MC 1.2.5).zip)
mod_PCdeco : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_PClogic : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_PCmachines : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_PCmobile : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_PCtransport : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_Sensor : Post-initialized (Sensors V1 - 1.2.4.zip)
mod_Soundpacks : Post-initialized (SoundPacksMod V1.3.zip)
mod_SpeakerBlock : Post-initialized (SpeakerBlock V1 - 1.2.5.zip)
mod_Spike : Post-initialized (Spikes V1 - 1.2.4.zip)
mod_BasicComponents : Post-initialized (UniversalElectricity_v0.4.5c.zip)
mod_UniversalElectricity : Post-initialized (UniversalElectricity_v0.4.5c.zip)
ICBM : Initialized (zICBM_v0.3.8c.zip)
mod_CustomRecipes : Initialized (CustomRecipes_3-7_mc1-2-5.zip)
Final edit: Looks like I found the problem: no more terrain index left.
HOW IS THIS EVEN POSSIBLE NOWADAYS.
I LIED, another edit: It was invasion mod. That one always break others D:
the 'recommended' his talking about is the recommended version of forge that the ICBM website states not the actual recommended version of what the forge state. its kinda confusing but whatever, we lived. XD
The latest, ofc.
For forge is the recommended (dont f*** me thats the problem. It's 3.3.8.152)
I SMACK YOU FOR USING THE LATEST VERSION OF FORGE, AND THEN MYSELF FOR NOT CHECKING VERSIONS.
You said the recomended, and the recomended is 3.3.8.152
However you ask for +3.3.8.161
Re-edit: DOwnloaded, installed and ran.
Same error. Trying with a fresh jar.
Another edit, for the sake of god: Same error.
I'm having trouble using the radar to help send the anti-balliistic missile to destroy incoming missiles. I can get the radar to send off the ABM but, the timing is off, and the missile does not target the incoming missile. Any suggestions?
Change the settings in the radar (ex. safety zone)
and i think even if you specify smaller number on the safezone ,for example 1, it still pulse a redstone signal when it detects a nearby missile, i feel like the safezone setting is just for the alarm.
Click the image button and paste a picture.
Exactly
Hmmm I will look into that bug. Thanks for telling me.
http://www.minecraftforum.net/topic/1276496-125-multiplayer-universal-electricity-adding-realistic-electricity-to-minecraft/page__st__120
It's not...
What version of Forge, UE and ICBM were you using?
What? They usually fly a bit higher than your target so it might have missed the block. They only explode if they impact on a block.
No missile cam. It's weird. There will be a thing called satellites added in the future so you can spy on your enemies (with a camera)...
oh that makes sense i probaly had the difficulty set to peacefull so slimes woudn't be bugging me and i was testing pigs
Ahh alright it makes sense now.
The latest, ofc.For forge is the recommended (dont f*** me thats the problem. It's 3.3.8.152)
I SMACK YOU FOR USING THE LATEST VERSION OF FORGE, AND THEN MYSELF FOR NOT CHECKING VERSIONS.
You said the recomended, and the recomended is 3.3.8.152
However you ask for +3.3.8.161
Re-edit: DOwnloaded, installed and ran.
Same error. Trying with a fresh jar.
Another edit, for the sake of god: Same error.
2012-07-21 21:11:54 [FINE] Overriding /terrain.png @ 235 with /basiccomponents/textures/copper.png. 1 slots remaining
2012-07-21 21:11:54 [FINE] Overriding /terrain.png @ 236 with /basiccomponents/textures/tin.png. 0 slots remaining
srsly?
2012-07-21 21:11:54 [FINER] Post-initializing mod_UniversalElectricity
2012-07-21 21:11:54 [FINER] Post-initializing ICBM
2012-07-21 21:12:05 [SEVERE] A critical error has occurred.
java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
at java.util.BitSet.clear(Unknown Source)
at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:130)
at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:106)
at ModLoader.addOverride(ModLoader.java:154)
at icbm.ICBM.load(ICBM.java:90)
at mod_ICBM.modsLoaded(mod_ICBM.java:50)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.postInit(ModLoaderModContainer.java:362)
at cpw.mods.fml.common.Loader.postModInit(Loader.java:290)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:629)
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)
2012-07-21 21:12:05 [SEVERE] 25 mods loaded
Minecraft Forge 3.3.8.164
FML v2.2.106.176
Forge Mod Loader version 2.2.106.176 for Minecraft 1.2.5
mod_PCcore : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_MinecraftForge : Post-initialized (minecraft.jar)
mod_ModLoaderMp : Post-initialized (minecraft.jar)
mod_Somnia : Post-initialized ([1.2.5] Somnia v24.zip)
mod_GrowableOres : Post-initialized ([SP]GrowableOres Mod V1.8 [1.2.5] By DarkFuzzyCookie.zip)
mod_AdvancedHud : Post-initialized (Advanced Hud 4.2.zip)
mod_CraftGuide : Post-initialized (CraftGuide-1.4.4.zip)
mod_InfiBase : Post-initialized (InfiBase-1.0.9.zip)
mod_InfiTools : Post-initialized (InfiTools-Core-3.0.7.zip)
mod_InfiHybrids : Post-initialized (InfiTools-Hybrids-2.0.10.zip)
mod_Invasion : Post-initialized (invasion_mod client 0.10.2.zip)
mod_Pamfood : Post-initialized (Pam's Harvestcraft 5.3.8.2 (MC 1.2.5).zip)
mod_PCdeco : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_PClogic : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_PCmachines : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_PCmobile : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_PCtransport : Post-initialized (PowerCraft_v3-4-5_mc1-2-5.zip)
mod_Sensor : Post-initialized (Sensors V1 - 1.2.4.zip)
mod_Soundpacks : Post-initialized (SoundPacksMod V1.3.zip)
mod_SpeakerBlock : Post-initialized (SpeakerBlock V1 - 1.2.5.zip)
mod_Spike : Post-initialized (Spikes V1 - 1.2.4.zip)
mod_BasicComponents : Post-initialized (UniversalElectricity_v0.4.5c.zip)
mod_UniversalElectricity : Post-initialized (UniversalElectricity_v0.4.5c.zip)
ICBM : Initialized (zICBM_v0.3.8c.zip)
mod_CustomRecipes : Initialized (CustomRecipes_3-7_mc1-2-5.zip)
Final edit: Looks like I found the problem: no more terrain index left.
HOW IS THIS EVEN POSSIBLE NOWADAYS.
I LIED, another edit: It was invasion mod. That one always break others D:
oh alright, good to know. i thought that it should explode when it reaches the spot but i think its more ok to rely on collition.
the 'recommended' his talking about is the recommended version of forge that the ICBM website states not the actual recommended version of what the forge state. its kinda confusing but whatever, we lived. XD
did you hook it up with power? or set the safe zone high enough to detect the missile you fly?
... I think it's mainly because you got too many mods that override textures. No texture space for UE and ICBM.
Change the settings in the radar (ex. safety zone)
How so? Be more specific. Most likely you did something wrong...
Missiles, cruise missiles and other radar.
as i see it, it detects other radars too. i think it even detects itself on the grid display