Love the job you did with the Chaos Crystal. I've never felt so utterly creeped out. On that note, there's a thing about the Chaos Crystal and matter transporters from Practicalities that you might want to address. After all, I'm not so sure you intended for their explosions to be portable and reusable ... seriously, I feel like inadvertently created a wmd.
You can also use mekanism's cardboard boxes for that
You can also use mekanism's cardboard boxes for that
WUAHAHAHAHAH!!! Yeah, found that out myself. Reusable fusion bomb! I have full draconic armor, and I just went around on my private FTB Infinity Evolved creative server making craters. The look on my friends' faces when they saw one of those go off was just priceless.
I have just discovered that changing the amount of fuel in a draconic reactor doesn't update some of its stats properly. Specifically: If you put 8 blocks in, start it up, wait for the field strength and saturation to max out, shut it down, take most (but not all) of the fuel out, and then restart it again, the field strength/saturation values will both be very far above 100%. As such, the temperature will be 0 instead of 2000, so you can break it while active and it won't explode (technically, it's at NaN, but the gauge in the GUI says 0). It will also generate negative amounts of power. There should probably be a check for that to reset those values if they are above the max, below the min, or at NaN. Fun fact: it'll generate an infinite amount of energy while the temperature is at NaN, but it spams your logs with errors, so I wouldn't recommend it.
Additionally, starting up the reactor doesn't seem to update the GUI slots properly, as they are still clickable when the reactor is charging/online (assuming you don't close the GUI). This means you can insert/extract fuel while the reactor is running, and if you extract all of it, it will start producing negative power again. There should probably be a check for this too so that clicking the slots does nothing unless the reactor is offline. The reverse of this is true as well; shutting down the reactor doesn't make the slots clickable, and re-opening the GUI is required in order to remove fuel.
WUAHAHAHAHAH!!! Yeah, found that out myself. Reusable fusion bomb! I have full draconic armor, and I just went around on my private FTB Infinity Evolved creative server making craters. The look on my friends' faces when they saw one of those go off was just priceless.
Now, my concern is if this ever gets in the hands of a griefer, that's pretty much the end of the server right there.
This explains why the field buffer seems to increase slower and slower the closer to 100% it gets, but as you said, it is a bit confusing that some of the energy you put in is simply wasted. I really would like some way to recover the rf that doesn't go into the buffer, and I'd also like my own reactor to stabilize somewhere a bit higher than 33%. Maybe make the diminishing returns start at say 80%, like the temperature load factor?
Its not wasting energy thats just the way its intended to work. The more charge the field has the more energy it "consumes" i just need to modify the gui so it reflects the amount of energy thats actually being used.
I rather like the new Staff, and I don't even necessarily mind the armour model, but oh god does the armour look horrible with the glowing effect when fully enchanted, can we perhaps have a config option to disable just enchant glow? :/
Thats something i will look into before the next release.
Love the job you did with the Chaos Crystal. I've never felt so utterly creeped out. On that note, there's a thing about the Chaos Crystal and matter transporters from Practicalities that you might want to address. After all, I'm not so sure you intended for their explosions to be portable and reusable ... seriously, I feel like inadvertently created a wmd.
Thanks for letting me know about that! It will... "take care of it" in the next update.
p.s. for your own safety i would not recommend trying this again when you update.
I have just discovered that changing the amount of fuel in a draconic reactor doesn't update some of its stats properly. Specifically: If you put 8 blocks in, start it up, wait for the field strength and saturation to max out, shut it down, take most (but not all) of the fuel out, and then restart it again, the field strength/saturation values will both be very far above 100%. As such, the temperature will be 0 instead of 2000, so you can break it while active and it won't explode (technically, it's at NaN, but the gauge in the GUI says 0). It will also generate negative amounts of power. There should probably be a check for that to reset those values if they are above the max, below the min, or at NaN. Fun fact: it'll generate an infinite amount of energy while the temperature is at NaN, but it spams your logs with errors, so I wouldn't recommend it.
Additionally, starting up the reactor doesn't seem to update the GUI slots properly, as they are still clickable when the reactor is charging/online (assuming you don't close the GUI). This means you can insert/extract fuel while the reactor is running, and if you extract all of it, it will start producing negative power again. There should probably be a check for this too so that clicking the slots does nothing unless the reactor is offline. The reverse of this is true as well; shutting down the reactor doesn't make the slots clickable, and re-opening the GUI is required in order to remove fuel.
This is mostly just another bugfix which i wanted to get out before i start working on new features. Or many i will start updating to 1.8.8... Haven't decided yet.
######## 1.0.2-Snapshot 9 ########
-added config option to adjust the distance between chaos islands.
-fixed infused obsidian and draconium blocks wither resistance.
-nurfed crasy op weapons effectiveness against the chaos guardian a little.
-hopefully fixed the chaos guardian crystal syncing issue (cant reproduce this so not sure if its actually fixed)
-fixed the damage bonus on draconic weapons (+X% mob health) now works on dragons including the chaos guardian.
-addressed the issue of certain mod items being able to move the chaos crystal...
-added some missing localization.
-disabled enchant effect on armor.
-fixed issue with particle gen view distance.
-added config option to reanable the original 3D armor models by Skeletonpunk.
-field drain rate (now called field input rate) in the reactor gui makes more sense now.
-added hover text to values in the reactor stats page.
-fixed some bugs in the reactor code.
-fixed a minor bug in the custom spwner blacklist.
This is mostly just another bugfix which i wanted to get out before i start working on new features. Or many i will start updating to 1.8.8... Haven't decided yet.
keep updating 1.7.10 , at least until 1.0.2 is out of the snapshots phase (seriously you don't know how many players including me that are unwilling to update just because of the snapshot tag)
-field drain rate (now called field input rate) in the reactor gui makes more sense now.
This seems to have no effect on the number returned by getReactorInfo(); the GUI says 33k, but computercraft says 22k. Since 22k is below 50%, it set the input to around 33k. This stabilized at 33% again, instead of 50% as intended. On the plus side, the NaN temperature seems to be fixed. On the down side, I seem to randomly get an error sometimes when shutting down the reactor, though I have yet to figure out how to reproduce it:
[17:22:52] [Server thread/ERROR] [FML]: There was a critical exception handling a packet on channel DEvolutionNC
java.lang.RuntimeException: ALLAROUNDPOINT expects a TargetPoint argument
at cpw.mods.fml.common.network.FMLOutboundHandler$OutboundTarget$7.validateArgs(FMLOutboundHandler.java:183) ~[FMLOutboundHandler$OutboundTarget$7.class:?]
at cpw.mods.fml.common.network.FMLOutboundHandler.write(FMLOutboundHandler.java:262) ~[FMLOutboundHandler.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:637) ~[DefaultChannelHandlerContext.class:?]
at io.netty.handler.codec.MessageToMessageEncoder.write(MessageToMessageEncoder.java:115) ~[MessageToMessageEncoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.write(MessageToMessageCodec.java:116) ~[MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:688) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:717) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.writeAndFlush(DefaultChannelPipeline.java:893) ~[DefaultChannelPipeline.class:?]
at io.netty.channel.AbstractChannel.writeAndFlush(AbstractChannel.java:239) ~[AbstractChannel.class:?]
at cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper.sendToAllAround(SimpleNetworkWrapper.java:210) ~[SimpleNetworkWrapper.class:?]
at com.brandon3055.draconicevolution.common.tileentities.TileObjectSync.sendObjectToClient(TileObjectSync.java:20) ~[TileObjectSync.class:?]
at com.brandon3055.draconicevolution.common.tileentities.TileObjectSync.sendObjectToClient(TileObjectSync.java:15) ~[TileObjectSync.class:?]
at com.brandon3055.draconicevolution.common.tileentities.gates.TileGate.callMethod(TileGate.java:112) ~[TileGate.class:?]
at com.brandon3055.draconicevolution.integration.computers.cc.CCAdapter.callMethod(CCAdapter.java:33) ~[CCAdapter.class:?]
at dan200.computercraft.core.apis.PeripheralAPI$PeripheralWrapper.call(PeripheralAPI.java:110) ~[PeripheralAPI$PeripheralWrapper.class:?]
at dan200.computercraft.core.apis.PeripheralAPI.callMethod(PeripheralAPI.java:477) ~[PeripheralAPI.class:?]
at dan200.computercraft.core.lua.LuaJLuaMachine$2.invoke(LuaJLuaMachine.java:332) ~[LuaJLuaMachine$2.class:?]
at org.luaj.vm2.lib.VarArgFunction.onInvoke(Unknown Source) ~[VarArgFunction.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaThread$State.run(Unknown Source) ~[LuaThread$State.class:?]
at java.lang.Thread.run(Thread.java:745) ~[?:1.8.0_65]
This seems to have no effect on the number returned by getReactorInfo(); the GUI says 33k, but computercraft says 22k. Since 22k is below 50%, it set the input to around 33k. This stabilized at 33% again, instead of 50% as intended. On the plus side, the NaN temperature seems to be fixed. On the down side, I seem to randomly get an error sometimes when shutting down the reactor, though I have yet to figure out how to reproduce it:
[17:22:52] [Server thread/ERROR] [FML]: There was a critical exception handling a packet on channel DEvolutionNC
java.lang.RuntimeException: ALLAROUNDPOINT expects a TargetPoint argument
at cpw.mods.fml.common.network.FMLOutboundHandler$OutboundTarget$7.validateArgs(FMLOutboundHandler.java:183) ~[FMLOutboundHandler$OutboundTarget$7.class:?]
at cpw.mods.fml.common.network.FMLOutboundHandler.write(FMLOutboundHandler.java:262) ~[FMLOutboundHandler.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:637) ~[DefaultChannelHandlerContext.class:?]
at io.netty.handler.codec.MessageToMessageEncoder.write(MessageToMessageEncoder.java:115) ~[MessageToMessageEncoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.write(MessageToMessageCodec.java:116) ~[MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:688) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:717) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.writeAndFlush(DefaultChannelPipeline.java:893) ~[DefaultChannelPipeline.class:?]
at io.netty.channel.AbstractChannel.writeAndFlush(AbstractChannel.java:239) ~[AbstractChannel.class:?]
at cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper.sendToAllAround(SimpleNetworkWrapper.java:210) ~[SimpleNetworkWrapper.class:?]
at com.brandon3055.draconicevolution.common.tileentities.TileObjectSync.sendObjectToClient(TileObjectSync.java:20) ~[TileObjectSync.class:?]
at com.brandon3055.draconicevolution.common.tileentities.TileObjectSync.sendObjectToClient(TileObjectSync.java:15) ~[TileObjectSync.class:?]
at com.brandon3055.draconicevolution.common.tileentities.gates.TileGate.callMethod(TileGate.java:112) ~[TileGate.class:?]
at com.brandon3055.draconicevolution.integration.computers.cc.CCAdapter.callMethod(CCAdapter.java:33) ~[CCAdapter.class:?]
at dan200.computercraft.core.apis.PeripheralAPI$PeripheralWrapper.call(PeripheralAPI.java:110) ~[PeripheralAPI$PeripheralWrapper.class:?]
at dan200.computercraft.core.apis.PeripheralAPI.callMethod(PeripheralAPI.java:477) ~[PeripheralAPI.class:?]
at dan200.computercraft.core.lua.LuaJLuaMachine$2.invoke(LuaJLuaMachine.java:332) ~[LuaJLuaMachine$2.class:?]
at org.luaj.vm2.lib.VarArgFunction.onInvoke(Unknown Source) ~[VarArgFunction.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaThread$State.run(Unknown Source) ~[LuaThread$State.class:?]
at java.lang.Thread.run(Thread.java:745) ~[?:1.8.0_65]
Darn i meant to change that... Will be in the next release. It looks like the error is happening when a computer calls setFlowOverride of a flow gate but i have no idea why....
keep updating 1.7.10 , at least until 1.0.2 is out of the snapshots phase (seriously you don't know how many players including me that are unwilling to update just because of the snapshot tag)
Yea i will definitely release a "completed" 1.0.2 build before i start on 1.8.8 im just not sure if im going to be adding any new features.
…and 5 minutes later I found another one draconic armor takes the light level at your feet position instead of your eye position, so auto-nightvision will always be enabled when walking on soul sand.
I appear to be having a problem with the mod. When ever I use the search item tab in creative mod, the game freezes for a sec and then crashes. It even affects survival mode where I got to The End but the world had trouble responding like it would not register anything I do in there. I could destroy a block and it would just vanish without dropping the said block. I could jump off and I would just keep going down endlessly without dying. When I try to close the game, it freezes and stops responding to the point where I have to force close it.
I appear to be having a problem with the mod. When ever I use the search item tab in creative mod, the game freezes for a sec and then crashes. It even affects survival mode where I got to The End but the world had trouble responding like it would not register anything I do in there. I could destroy a block and it would just vanish without dropping the said block. I could jump off and I would just keep going down endlessly without dying. When I try to close the game, it freezes and stops responding to the point where I have to force close it.
I really do not like the new staff model.. The other models are pretty neat, However, If the staff is all mighty, I have a stupid suggestion but shouldn't the staff also able to take looks from other items? Like if I have EnderIO on, I can change the MODEL of the Staff to the EnderIO Sword.. or the Draconic Sword, They both look pretty neat....
You can also use mekanism's cardboard boxes for that
I made my own shader pack, by the way.
A literal Pandora's Box
WUAHAHAHAHAH!!! Yeah, found that out myself. Reusable fusion bomb! I have full draconic armor, and I just went around on my private FTB Infinity Evolved creative server making craters. The look on my friends' faces when they saw one of those go off was just priceless.
I have just discovered that changing the amount of fuel in a draconic reactor doesn't update some of its stats properly. Specifically: If you put 8 blocks in, start it up, wait for the field strength and saturation to max out, shut it down, take most (but not all) of the fuel out, and then restart it again, the field strength/saturation values will both be very far above 100%. As such, the temperature will be 0 instead of 2000, so you can break it while active and it won't explode (technically, it's at NaN, but the gauge in the GUI says 0). It will also generate negative amounts of power. There should probably be a check for that to reset those values if they are above the max, below the min, or at NaN. Fun fact: it'll generate an infinite amount of energy while the temperature is at NaN, but it spams your logs with errors, so I wouldn't recommend it.
Additionally, starting up the reactor doesn't seem to update the GUI slots properly, as they are still clickable when the reactor is charging/online (assuming you don't close the GUI). This means you can insert/extract fuel while the reactor is running, and if you extract all of it, it will start producing negative power again. There should probably be a check for this too so that clicking the slots does nothing unless the reactor is offline. The reverse of this is true as well; shutting down the reactor doesn't make the slots clickable, and re-opening the GUI is required in order to remove fuel.
I made my own shader pack, by the way.
Oh weird. Lemme try and recreate that.
Now, my concern is if this ever gets in the hands of a griefer, that's pretty much the end of the server right there.
Its not wasting energy thats just the way its intended to work. The more charge the field has the more energy it "consumes" i just need to modify the gui so it reflects the amount of energy thats actually being used.
Thats something i will look into before the next release.
Thanks for letting me know about that! It will... "take care of it" in the next update.
p.s. for your own safety i would not recommend trying this again when you update.
I will look into that before the next update.
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Snapshot 9 is now available!
This is mostly just another bugfix which i wanted to get out before i start working on new features. Or many i will start updating to 1.8.8... Haven't decided yet.
######## 1.0.2-Snapshot 9 ########
-added config option to adjust the distance between chaos islands.
-fixed infused obsidian and draconium blocks wither resistance.
-nurfed crasy op weapons effectiveness against the chaos guardian a little.
-hopefully fixed the chaos guardian crystal syncing issue (cant reproduce this so not sure if its actually fixed)
-fixed the damage bonus on draconic weapons (+X% mob health) now works on dragons including the chaos guardian.
-addressed the issue of certain mod items being able to move the chaos crystal...
-added some missing localization.
-disabled enchant effect on armor.
-fixed issue with particle gen view distance.
-added config option to reanable the original 3D armor models by Skeletonpunk.
-field drain rate (now called field input rate) in the reactor gui makes more sense now.
-added hover text to values in the reactor stats page.
-fixed some bugs in the reactor code.
-fixed a minor bug in the custom spwner blacklist.
http://minecraft.curseforge.com/projects/draconic-evolution/files
I am the author of Draconic Evolution
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#TolkienCraftII The official channel for the tolkiencraft mod pack.
out of curiosity what's the distance between each island that you think is best for your server ?
keep updating 1.7.10 , at least until 1.0.2 is out of the snapshots phase (seriously you don't know how many players including me that are unwilling to update just because of the snapshot tag)
This seems to have no effect on the number returned by getReactorInfo(); the GUI says 33k, but computercraft says 22k. Since 22k is below 50%, it set the input to around 33k. This stabilized at 33% again, instead of 50% as intended. On the plus side, the NaN temperature seems to be fixed. On the down side, I seem to randomly get an error sometimes when shutting down the reactor, though I have yet to figure out how to reproduce it:
[17:22:52] [Server thread/ERROR] [FML]: There was a critical exception handling a packet on channel DEvolutionNC
java.lang.RuntimeException: ALLAROUNDPOINT expects a TargetPoint argument
at cpw.mods.fml.common.network.FMLOutboundHandler$OutboundTarget$7.validateArgs(FMLOutboundHandler.java:183) ~[FMLOutboundHandler$OutboundTarget$7.class:?]
at cpw.mods.fml.common.network.FMLOutboundHandler.write(FMLOutboundHandler.java:262) ~[FMLOutboundHandler.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:637) ~[DefaultChannelHandlerContext.class:?]
at io.netty.handler.codec.MessageToMessageEncoder.write(MessageToMessageEncoder.java:115) ~[MessageToMessageEncoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.write(MessageToMessageCodec.java:116) ~[MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:688) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:717) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.writeAndFlush(DefaultChannelPipeline.java:893) ~[DefaultChannelPipeline.class:?]
at io.netty.channel.AbstractChannel.writeAndFlush(AbstractChannel.java:239) ~[AbstractChannel.class:?]
at cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper.sendToAllAround(SimpleNetworkWrapper.java:210) ~[SimpleNetworkWrapper.class:?]
at com.brandon3055.draconicevolution.common.tileentities.TileObjectSync.sendObjectToClient(TileObjectSync.java:20) ~[TileObjectSync.class:?]
at com.brandon3055.draconicevolution.common.tileentities.TileObjectSync.sendObjectToClient(TileObjectSync.java:15) ~[TileObjectSync.class:?]
at com.brandon3055.draconicevolution.common.tileentities.gates.TileGate.callMethod(TileGate.java:112) ~[TileGate.class:?]
at com.brandon3055.draconicevolution.integration.computers.cc.CCAdapter.callMethod(CCAdapter.java:33) ~[CCAdapter.class:?]
at dan200.computercraft.core.apis.PeripheralAPI$PeripheralWrapper.call(PeripheralAPI.java:110) ~[PeripheralAPI$PeripheralWrapper.class:?]
at dan200.computercraft.core.apis.PeripheralAPI.callMethod(PeripheralAPI.java:477) ~[PeripheralAPI.class:?]
at dan200.computercraft.core.lua.LuaJLuaMachine$2.invoke(LuaJLuaMachine.java:332) ~[LuaJLuaMachine$2.class:?]
at org.luaj.vm2.lib.VarArgFunction.onInvoke(Unknown Source) ~[VarArgFunction.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaThread$State.run(Unknown Source) ~[LuaThread$State.class:?]
at java.lang.Thread.run(Thread.java:745) ~[?:1.8.0_65]
I made my own shader pack, by the way.
Darn i meant to change that... Will be in the next release. It looks like the error is happening when a computer calls setFlowOverride of a flow gate but i have no idea why....
Yea i will definitely release a "completed" 1.0.2 build before i start on 1.8.8 im just not sure if im going to be adding any new features.
I am the author of Draconic Evolution
My Twitter
IRC channels:
#DraconicEvolution For anything regarding Draconic Evolution.
#TolkienCraftII The official channel for the tolkiencraft mod pack.
Found another bug: The new tooltips in the stats screen show up even when the stats screen isn't visible.
I made my own shader pack, by the way.
oops... Oh well atleast its not a game breaker. Will be fixed in the next release.
I am the author of Draconic Evolution
My Twitter
IRC channels:
#DraconicEvolution For anything regarding Draconic Evolution.
#TolkienCraftII The official channel for the tolkiencraft mod pack.
…and 5 minutes later I found another one draconic armor takes the light level at your feet position instead of your eye position, so auto-nightvision will always be enabled when walking on soul sand.
I made my own shader pack, by the way.
I appear to be having a problem with the mod. When ever I use the search item tab in creative mod, the game freezes for a sec and then crashes. It even affects survival mode where I got to The End but the world had trouble responding like it would not register anything I do in there. I could destroy a block and it would just vanish without dropping the said block. I could jump off and I would just keep going down endlessly without dying. When I try to close the game, it freezes and stops responding to the point where I have to force close it.
I have a bug report here if that may help http://pastebin.com/Dn4EV18T
Will I be alright just leaving the one I already have in a chest?
That crash has nothing todo with DE (looks more like a vanilla issue) and i was unable to reproduce the issue.
You will be fine as long as you dont try to place them.
I am the author of Draconic Evolution
My Twitter
IRC channels:
#DraconicEvolution For anything regarding Draconic Evolution.
#TolkienCraftII The official channel for the tolkiencraft mod pack.
... Which I never intended to do again, so that's good.
I really do not like the new staff model.. The other models are pretty neat, However, If the staff is all mighty, I have a stupid suggestion but shouldn't the staff also able to take looks from other items? Like if I have EnderIO on, I can change the MODEL of the Staff to the EnderIO Sword.. or the Draconic Sword, They both look pretty neat....
There is cake absolutely everywhere! -Imagination