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quantumflux's Issues

[Request] Magnet Hotkey, Bauble, configurable range

As requested on the reddit post I have created this issue for the request of features for the Magnet in QuantumFlux.

The reasons I loved the Practicalities and then the QuantumFlux magnet were mainly two-fold: It instantly moved the items into the inventory of the player (no animation of the items slowly sucking in). Also it was one of the only magnets that also worked with XP orbs (again immediately going to the player).

  1. I believe QuantumFlux already has a hotkey for the Magnet, continuing this would be great
  2. Adding the ability to put the Magnet in a Bauble slot, ideally ANY slot
  3. At some point the config file had range options for the Magnet, but not sure they worked. Could perhaps introduce upgraded magnets as opposed to the config options?
  4. I don't remember if QuantumFlux included this as well, but a block that can be placed in-world to disable the affects of the magnet, similar to the Solegnolia from Botania. Ideally the block could be controlled via a redstone signal.

Thanks!

Unlocalized item descriptions

Version: 1.12.2-2.0.13

Mod pack: none

Summary: Several items have their description unlocalized.


The Quibit Crystal, Gold Casing, Amplification Crystal, Ender Crystal, Quantum Disk and the Advanced Circuit all have unlocalized descriptions.

image

Ore dict Graphite Dust check for Hyper Diamonds

Feature context
Make the hyper diamond explosion crafting check for any dustGraphite instead of just the graphite dust from this mod. (Additionally, oredict the graphite dust as dustGraphite)

Reasoning
Because many other mods add their own graphite dust, in the modpack im on, i ended up having to give myself the graphite dust from your mod because the ones that were actually obtainable didnt work.

Alternatives
A machine to automate this process without explosions would also be neat.

Crash without Redstone Flux

Version: 1.12.2-2.0.13

Mod pack: none

Summary: Game crashes when Redstone Flux is not installed, instead of displaying an error telling the user the mod needs Redstone Flux.


Launching the game without Redstone Flux installed causes the game to crash with the following error.

To prevent that, Redstone Flux should be specified as a dependency in the Mod annotation to replace this crash with the forge screen warning about a missing dependency.

It would also be nice to put Redstone Flux as a Required Library on Curseforge so people are aware they need it and so that the Twitch Launcher automatically installs it with the mod.

1.12 battlesuit

Any chance that we will see the battlesuit return to quantum flux in 1.12?

Unable to remove recipes with cratftweaker

After adding a script to remove some recipes in this mod with craftweaker, the recipes are still available when the game is loaded. The script is correct and does not show any errors, it seems that recipes may be loaded after craftweaker attempts to remove them. I have replicated this issue in a pack with only quantum flux, JEI and craftweaker.

quantumflux-1.12.2-2.0.14
CraftTweaker2-1.12-4.1.9
forge-14.23.4.2739

[BUG] RF Entangler just deletes power.

What is happening
RF Entangler does nothing but gobble up power.
Tested with Mekanism, EnderIO, RFTools, and ExtraUtilities.
Video Link with my testing here for proof
I have not placed any exciters or anything like that, only the two cells you see in the video in my inventory.
How to reproduce

  1. Place entangler
  2. Try and put power into it.
  3. Watch as all your power fades away.

Expected behavior
It to work lol.


Version: [1.12.2-2.0.17]
Mod pack: [Custom]

[Bug]The game crash on sturtup

What is happening
The game crash on sturtup

How to reproduce

  1. IDK
  2. The game crash on sturtup
  3. Crash Report with all installed mod

Version: [1.12.2-2.0.17]
Mod pack: [Custom Modpack]

if you want i can give you the forge version

I don't know if the problem is of your mod, i read "Caught exception from QuantumFlux (quantumflux)" and i think the problem is of your mod

Sorry for my bad translation

Quantum Entropy Accelerator [1.12.2]

Submitting a bug report? Please fill out the form below the best you can.

Version: 1.12.2-2.0.13

Mod pack: Project Ozone 3

Summary:
Isn't suppose to have a GUI?
Crash if trying to force an item into it.


What is happening
Crash when trying to force item into the machine with a hopper.
https://pastebin.com/cv4WJUmQ

Maybe a conflict with Foamfix not sure.

How can I reproduce the problem?
Place hopper on top of the QEA then place any item in the hopper.

Two or more players with activated magnets can dupe item

What is happening
When two or more players with activated magnets are near each other, items dropped near them will get picked by both of them, results in duping the dropped items.

How to reproduce

  1. Tell two players go near each other and activate their magnets.
  2. One of them drop an item of any kind on the ground.

Expected behavior
One of the player gets the item, not both.


Version: quantumflux-1.12.2-2.0.16
Mod pack: FTB Presents Stoneblock 2

Checking itemtoGet.isDead here should be enough to fix this. If the item is already picked up by someone, setDead() will be called.

ZP Extractor max value and oregen config

Feature context
Hello, i've almost finished my modpack after almost one year, this modpack uses biome-based dimension-whitelisted oregen for 100% of all ores, and changes over 1700 recipes (atm)

Reasoning
There are dimensions such as Twilight (just 1 ore generates in there), Hoanna (just 1 ore generates in there), Luna (just 1 ore generates in there), Aroma1997's (nothing generates in there), that require me to control oregen of all the ores, the only one left is Industrial Grade Graphite Ore, so it would be great if you can add a config option to enable/disable its generation.

QuantumFlux items/machines are in my modpack a mid-late gameplay, so i changed the recipes to be crafted not so early in the game, and with only a max 256RF/t, people might prefer to go solar instead of ZP. If you can double the max amount of energy it can produce to 512 then it will be more reasonable given the moment of the game. (My plan was it to produce 450RF/t at bedrock layer).

Thanks.

Hyper Diamond obtention

Feature context
Hyper Diamond, which is created by exploding graphite dust (as you well know)

Reasoning
I've been reading about Hyper Diamond obtention process, which is indeed obtained from graphite, but instead of an explosion a very high pressure is requried for the reaction to begin, irl synthesis process is quite expensive, but current way is way too cheap for a material thats supposed to be the hardest, roughly twice as hard as diamond. I have some end game uses in mind and i can use Quantum Compressor to obtain at the cost of 37GRF (~37 GPa of pressure).

Thank you.

Titanium

Will titanium make a return in this updated mod? If I remember correctly, it was used to make the armor and a weapon.

Willing to add my magnet mod's code to this magnet.

Feature context
I will make the magnet work as a bauble, will add an anti-magnet block to cancel out the suction for items above and below it.
Also might as well add the chat message telling you if the magnet has been enabled or disabled.

Reasoning
Will overall greatly improve the magnet from this mod. As the magnet stands it's not really that practical since there are no blocks to cancel out the magnet.

My main question is if you want me to add that code from my mod over, cause it won't take too long for me to make a PR with my stuff added. (When I get around to actually doing it.)

optain graphite dust?

I am using quantumflux-1.12.2-2.0.17 and I can't find the way how to optain graphite dust...
Graphite from other mods like NuclearCraft doesn't work.

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