I had a question...or suggestion depending. The Q is: Is there a way to allow the force field to let an authorized person to walk through it? The reason I ask is because of Extra Utilities's Ethereal Glass, the glass allows players to walk through, but nothing else...good for doors.
So, can the force field be set up to work like this with out my having to merge in multiple exits for the people living at our base. And if not, could this be a future addition...an option for the future?
I am making a mod pack for a series on Youtube I plan to be playing. The name of the pack is the "Boundless Pack" and I am assuming that people watching the videos may also want to download the pack that I have made to try it out for themselves. I just need your permission to redistribute MFFS in my pack through the Technic Launcher. I have a link at the bottom of this post to the Google Docs page where all the information to the pack will be located.
a question of possibility.
a card that makes light not propagate further from a source, but not block out light.
i would like to encapsulate an armor stand of an armory and illuminate it, but keep the rest of the room dark. so you could see everything inside the field as it lets light transmit through, but prevents blocks outsude to be lit by the source.
in the end getting a sort of collection of illuminated display cases in the room, protected by the forcefields
The Force Manipulator is basically the RP frame motor based on a region, which is superior. All you need now is a variant that rotates a region around an axis. Translation matrices move the axis, scale matrices determine the region to rotate.
i am looking for a video tutorial that is as fast as possible with no long lets play rambling a basic explanation of each block and a few short demonstrations ?
? I literally watched that spotlight only a few hours ago and it helped me understand exactly what I had to do. He doesn't cover the Force Manipulator, though, so I guess it wasn't released at the time, but he did cover that in . (Yes, I saw you didn't ask for Let's Plays, but you only need to watch about half of the episode to understand the block and you can always save watching it for later, if needed.)
I wanted to have an opportunity to ask you if it would be possible to obtain permissions to use your mods in my public modpack the mods I have are as well as the core are as follows:
I would like very much to have them in my modpack cause I wish to do a lets play series on them to display how they will work in my tech tree in my modpack plus these are some very cool mods. I am aware of what most modders require but not a lot is stated other than the fact that permissions have changed a bit since you have taken over the project. I am awaiting your "as prompt as possible reply".
Is it a bug that use golems from thaumcraft 4 cant place blocks inside a protected area? all other golems, even thge wood chopping ones works fine but not the use golems, they cant place my saplings, turn of the protection station thingey and it works perfectly
I run a small server with ~10-15 users. The server uses a bunch of mods (similar to technic Attack of the Bteam but with a few changes).
Anyway.. there seems to be some major issue with MFFS on my server. One of my players is building a large shield under ground and it is clearing out the area. Well when this machine is turned on the server starts getting over loaded messages and the tick rate and lag is terrible. My server runs an i73.4G with 16GB ram with a SSD drive, and I usually only see network type lag on my servers. However, whatever MFFS is doing ... it is taking my server down to its knees. I'd like to keep the mod running on my server, but I just can't allow this type of performance hit. I'm not certain if it is the way it is being used by one of my players or if this mod is just terrible on performance. The setup is a force field project (collection mod/invert mod/disintegrate mod/sponge mod)(~6 stacks of scale mods), fortron capacitor (3 stacks of speed mods), 16x coercion driver.
If anyone has any thoughts on this I'd love to hear them!
My Force field Projector uses 760 L/s
But I cant power it constant.
Having a similar issue with build #59. My deriver is supplying the base +5kL/s, my capaciter has 12 speed upgrades and is listed as able to transfer 17kL/s and I have it set to equalize based on percent, I'm only trying to run a small disintegration/collection field which says it requires ~2.75kL/s. If I let it all sit for a while and cap out the storage on all 3, then turn on the field, it shuts off within a few seconds after the projector runs out of juice, but my capacitor and deriver are still almost full. If I shut the projector down and let it refill, it's a lot slower than 17kL/s, more like 0.5-1kL/s.
The 12 speed upgrades I added to the capacitor have definitely helped, if I double or triple what I have I might be able to keep the field running, but they certainly aren't adding 1kL/s each to the transfer, and the capacitor definitely isn't starting with the 5kL/s it says it does. Maybe this is one of the beta build issues.
Edit: Well speed upgrades are pointless in the capacitor and deriver, I realized they cost the same or more than just making another machine (4/8 a diamond vs 6/8 a diamond). Two capacitors are far more useful than a single one with a speed upgrade (and/or capacity upgrade), even if they were doing what they said they did when you plugged them in. I now have 10 capacitors with no speed upgrades feeding a single -4.6kL/s field and they can keep up, but my 10 derivers running at "5kL/s" can't unless they are fueled with quartz/lapis. Edit2: The derivers seem to say 5kL/s no matter how much power is being fed into them, even when they are getting 0 EU/t.
I just wanted to put my two cents in with Elvarion and Sanati. Seems like none of the math/calculations make any sense. There are some typos or something with the L's (Liters) and kL's and mL's. Please advise. Thank you!
Hello.I use Minecraft 1.6.4 and have made a small pack of mods with MFFS and when i put a projector and pressed redstone torch inside its GUI in singleplayer the game has crashed with this crash report.
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
-- Head --
-- Tile entity being ticked --
Name: tile.mffs:projector // mffs.tile.TileForceFieldProjector
Block type: ID #1683 (tile.mffs:projector // mffs.block.BlockForceFieldProjector)
Block data value: 4 / 0x4 / 0b0100
Block location: World: (62,59,322), Chunk: (at 14,3,2 in 3,20; contains blocks 48,0,320 to 63,255,335), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Actual block type: ID #1683 (tile.mffs:projector // mffs.block.BlockForceFieldProjector)
Actual block data value: 4 / 0x4 / 0b0100
I'm using latest dev.version of Calclavia Core (126.96.36.199) and Universal Electricity(188.8.131.52), MFFS version is 184.108.40.206, Forge is latest from official Forge site(220.127.116.115).
Also , the game is now crashing any time when i start playing in that world but the crash reports are called server ones but i still play singleplayer.
The Meaning of Life, the Universe, and Everything.
The flickering field thing only happens for me when I have too many speed upgrades on a standard field. Around 10 will fully build a medium size (like a 32x32x32 space or less) field almost instantly, and larger fields in a second or two. I've had the field start going crazy with 15 and 25 speed upgrades in it and I think it's related to them drawing a lot more power than they say or should. More speed upgrades are only really useful in a field when you are stabilizing an area with blocks or digging out an area with a disintegration field.
Other than that I've had no problems running any sort of fields beyond the simple cosmetic issue of capacitors showing 10x what they can actually transfer or derivers hiding their power values. I'm now using 2 derivers with no speed upgrades hooked up to 2 advanced solars (8 eu/t each) and they are capable of producing about 6 kL/s combined, while 10 capacitors without speed upgrades can transfer about 5 kL/s combined. I've been able to maintain fields up to 5.8 kL/s with that setup by throwing a few (3-4) speed upgrades into one of the capacitors.
If I kick a field up to like 6+ kL/s and my derivers can't keep up, when it runs out of juice it does start lagging my game really bad, but I just don't let that happen anymore.