Code Monkey home page Code Monkey logo

warpdrive's Introduction

WarpDrive for 1.12.2

WarpDrive Curse statistics Build Status Codacy Badge

An update to the WarpDrive mod. Currently in progress. Adds so many new features, you won't recognize it from the original!

If you would like to help, find an issue and then fork the repository. If you can fix it, submit a pull request and we will accept it! This is valid even if you dont know how to code, modifications to textures, resources, wikis, and everything else are up for improvment.

See mcmod.info for credits.

See the official forum here.

Installation

  1. Download WarpDrive.jar from the Curse website and put it in your mods folder.

  2. To move your ship, you'll need either ComputerCraft or OpenComputer.

  3. FE/µI, EU and RF power are supported (including but not limited to IC2, GregTech, AdvancedSolarPanel, BigReactors, EnderIO, Thermal Expansion, ImmersiveEngineering). ICBM, MFFS, Advanced Repulsion System, Advanced Solar Panels and GraviSuite are supported.

Developping

To setup you development environment:

  1. From the WarpDrive mod folder, type:
./gradlew setupDecompWorkspace
  1. Start IdeaJ.
  2. Import the gradle project.
  3. Import the code formating & inspection rules from IntelliJ IDEA-Code Style.xml and IntelliJ IDEA-Inspection.xml.
  4. Create run configuration using gradle, select the gradle project, enter the task runClient or runServer.

warpdrive's People

Contributors

clawmancat avatar cr0s avatar darkholmetenk avatar disasm avatar drpepper240 avatar echo343 avatar eupn avatar gp-alex avatar iteratorw avatar kappa-maintainer avatar lemadec avatar lopsbud avatar n-507 avatar p1rx avatar txn avatar warphach avatar yurannnzzz avatar zlofenix avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

warpdrive's Issues

Add a slot system

To help encourage player building choices, we need another variable than just power.
Size is currently used in the mod with multiblocks, but those are fairly complicated to implement and doesn't solve other mods.
Instead, we could implement a 'slot' system:

  • bigger ship or better materials gets more slots,
  • blocks on boards consume slots
  • in-game tips remind on slot usage
  • when too much slots are used, random extra-slots are disabled

This is add other interesting side effects:

  • encourage players to keep the Warp core online, hence visible on radar
  • progressively disable the ship as it loose 'volume'

Air Generator Improvements

I would like to suggest some improvements to the air generator.
-Make air translucent or only show the block on the edge of the air bubble.
-Increase the range of the air generator
-Make the air bubble static so it doesnt constantly change size

Naming pass

Classes name doesn't match in-game and some in-game names could be misleading. This issue tracks those change proposal for discussion before we do a pass and update the code:

  • BlockReactor and TileEntityReactor -> BlockWarpCore and TileEntityWarpCore
  • BlockProtocol and TileEntityProtocol -> BlockNetworkProtocol or BlockWarpInterface or ?
  • BlockParticleBooster and TileEntityParticleBooster -> BlockLaserAmplifier or ?
  • BlockLaser and TileEntityLaser -> BlockLaserHead ?

Air generator revamp

Air generators are still lag machines for client, making them pretty much useless in SMP.
Option 1: use a progressive floodfill, probably with an indirect storage.
Option 2: tweak the existing so it doesn't requires constant updates

True state machines and impact on LUA API

Machine blocks should be implemented as state machine.
To this effect, the LUA API would need to be updated too:

  • reactor.active() should be reactor.enable()
  • reactor.energy() should be generalized (replacing the existing getEnergyLevel method)
  • reactorLaser.hasReactor() should be a memorized state instead of scanning on each call
  • radar.getResult() should return more values: success, type, name, relativeX, relativeY, relativeZ
  • radar.state() should return if a scan is ongoing: isActive
  • miner.mine(), miner.stop() and miner.quarry() should be replaced with enable()
  • farm.start() and farm.stop() should be replaced with enable()
  • farm and miner.state() should return a boolean first: isActive, etc.
  • lift.active() should be replaced with enable()

Move mods dependency to configuration file

  • Blocks blacklist: those are forbidden inside and ignored next to the ship (currently, it's Bedrock, Artifacts invisible bedrock)
  • Blocks white-list: those doesn't count in ship volume (currently, any 'air' block)
  • Blocks expandable: those can be destroyed by the ship when arriving at destination (should it be the same as the white-list?)
  • Blocks late placement: those should be placed after the basic blocks to avoid crashes and baddies (IC2 reactor anyone?)
  • Asteroids type: this a weighted list of possible asteroid type (Overworld, Nether, End, etc.)
  • Asteroids filler blocks: for a given asteroid type, this is a list of possible core blocks with their corrupted(cobblestone) variant
  • Asteroids ore blocks: for a given asteroid type, this is a weighted list of possible ore blocks. Bedrock should be always in there by default.
  • Asteroids gases blocks: for a given asteroid type, this is a weighted list of possible gases/atmosphere blocks. Air means no atmosphere.
  • General behavior: if a mod is not loaded, its blocks are ignored and configuration file remains unchanged. If a mod is loaded and one of its block is missing, a warning should be logged in console.
  • Space debris loots: this is a weighted list of possible itemStacks to find in space debris loot chests, including min/max quantity
  • Recipes: this a set of recipes to use instead of default. Eventually propose a sample scripts for MineTweaker?

Integration With The Matter Overdrive mod

I would like to request some kind of integration with the matter overdrive mod as it is also inspired by Star Trek, I would also like to request a change of the internal name of the transporter block so you can play with both mods at the same time.

Construction Foam Glitches

-When you cover cables in construction foam and then warp the ship with the cables on it the cables will lose the foam*.

-Construction foam will return to the standard texture after being warped*.

*These effects seems to be visual and only happens to some pices of construction foam and not all the time.

Image:
2015-08-11_20 41 50

Blocks/Items checklist for 1.7

Checklist for localization, inventory and world rendering, left/right clicking, no hard crashes:

  • Air
  • Gas
  • Decorative: missing texture will remain
  • Iridium block
  • Transport beacon: no functional fixes, just rendering/no crash
  • Reactor laser focus: no functional fixes, just rendering/no crash
  • Air canister
  • Armor
  • Component
  • Upgrade: no functional fixes, just rendering/no crash
  • Air generator
  • Camera
  • Chunkloader: no functional fixes, just rendering/no crash
  • Cloaking coil
  • Cloaking core
  • Laser
  • Laser camera
  • Laser reactor monitor: no functional fixes, just rendering/no crash
  • Laser tree farm: no functional fixes, just rendering/no crash
  • Lift
  • Mining laser
  • Monitor
  • Particle booster
  • Power laser
  • Power reactor
  • Power store: no functional fixes, just rendering/no crash
  • ShipControler/Protocol
  • ShipCore/Reactor
  • Ship scanner: no functional fixes, just rendering/no crash
  • Transporter
  • Warp isolation
  • Radar

Checklist for commands:

  • Generate ship
  • Generate star
  • Generate asteroid
  • Generate moon
  • Generate asteroid field
  • Invisible
  • Space
  • Debug

Checklist for functional tests:

  • Air propagation
  • Gas coloring
  • Gravity in space
  • Breathing in space
  • Camera/LaserCamera/Monitor frequency synchronisation
  • Cloaking/uncloaking
  • Mining animation, block transfer, power consumption, chunk events
  • Particle booster animation
  • Reactor cycle
  • Reactor explosion
  • Jumping short, long, hyper, gate
  • Jump blocks drops, entities
  • Jump microblocks
  • Jump IC2 blocks orientation (not required in SSP, what about SMP?)
  • Jump tiles (CC disk, cables, containers, etc.)
  • Jump checklist and animation
  • Jump collisions
  • Radar map
  • Isolation counting
  • scripts preloading
  • dimensions and entities registration
  • world generation
  • targeting
  • laser amplification
  • post jump booting

Revisit role of WarpCore

In startrek, the warp core really is just a reactor, that outputs immense amounts of energy from antimatter and matter reactions. The Actual warping is accomplished by means of the Nacells, with energy from the warp core. We could remove the existing power gen options and change the warpcore to be the power option, making the Nacells then being the requirement for warp. This makes warpcores useful on non-ships, and means we could make them more interesting, possibly multiblock structures. It also means that the nacells could be required to be proportional to the ship size.

The other functions that the warp core currently has could also be given off to other blocks. If we get a transporter working, there is no need for the warpcore to be able to teleport players to it, which frankly doesn't make sense anyway.

Everything could still be controlled by computer, but it would instead be controlling the nacells separately. Greater power requirements for biger ships would require bigger warp cores, and thus ships would have to allocate room for them. We could also still make it possible to power nacells with electricity, but it would be extravagantly expensive. True to canon.

World generation masking

During world generation, we're using 'oak leaves' as a mask. We could use a better implementation with a pre-generated schematic or more maths during placement.

Add a telemetry block

New block used to localize your ship in space.
Having it on board, unlock the 'position()' method in scripts to localize a block relatively to ship core or globally in the world.
This would be required for the Radar map.

Laser autoaiming

Laser are currently almost useless against entity, notably players.
To fix that, we could add some auto-aiming or 'grab' distance so we can actually use them to that effect.

Warp cost revamp

This ticket tracks the discussion on changing warp/jump costs

Based from #36, lellasone said:

Warp:
• Making jump costs slightly exponential with distance so that a 2k jump might cost say 6 times as much as a 1k jump could make for more interesting design choices in building chase ships.

• Tying ship size to per-block jump costs would give smaller ships a bigger mobility edge and help enable tactical warping for smaller ships.Warp cost is too linear indeed.

Default jump distance is set fairly low, to encourage players to use hyperspace. You seem to have set it much higher?
We could also play with the warmup duration, instead of just a threshold value.

Warp cost is currently = 'ship volume in block' x 'cost per block' + 'jump distance' x 'cost per m'.
Costs factors are different between space and hyperspace, but equation remains the same.

Add friend list support

Simplify ship permission through friend list, using CoFH or equivalent.
Eventually, integrate with plugins (factions/clans).

Version 2 ideas

What is your opinion on getting the current version to work, then adding all the new features we are discussing as a WarpDrive2? The changes are significant, and we could roll all the modifications we need to make in at once.

CC/OC update pass

Peripheral names are missing a modid prefix for compatibility with other mods.

Add teleporter plate / revisite space teleporter

Add a new block or at least a configuration defining the block that receive an entity/player during teleportation.
Revisit the algorithm to choose a plate nearby destination to move the teleported entity/player on.

Extended weapons

We're missing alternate ways to defend or attack with ships. This issue is tracking possible ideas to address that, in no special order...
General

  • Add a friend or foe system for automated weapons

Gun turret

  • Add a cheap and easy to setup defense laser

=> ICBM and open turrets can do that

Drones

  • Add a drone controller block, each block can controller 1 drone
    • has no power requirement or has its own battery to counter for EMP/lasers
    • onBreaking, drone is looking for a new friendly 'free' controller or start loosing health
  • Add a drone entity capable of shooting other enemies, returning to controller
    • if controller is too far, try to reach it and loose health
  • Add a drone item consumed to spawn a new drone
  • Need to limit the number of drones => one per player registered on the ship? slots system?
  • Control station allows to select target: power (blue), movement (green) or weapon (red) system
  • Possible leveling: specialization (size/power vs slots/mobility)

Foam bomb

  • Add a laser option/missile to deploy foam on the enemy ship
  • Foam is opaque, disabling the solar panels
  • Foam decay after 180 seconds
  • Possible leveling: consume hull, disable optics (camera/lasers), block new drone spawning

=> use gascraft or glenn's gases framework?

Entity repulsor

  • Add a powered block to repulse players (instead of killing them like interdiction matrix)
  • Block is incompatible with drones on the same ship (obviously)
  • A 'key' item allows to enter the vicinity

=> already available in MFFS and ARS through damages, possibly extend those mods instead?

EMP coils

  • Add a charging block that releasing an EMP disabling nearby ships, including emitter
  • It's a counter for a Warp field inhibitor and lasers

EMP shield

  • Counter the EMP shield but also prevents on-board Warp inhibitor, so you can still use lasers?

Configuration for lift

We're missing a configuration for the lift passable blocks.
This white-list would default to signs and wall signs.

Change scanner to shipyard

Replace existing bugged scanner block with a shipyard multiblock structure:

  • Shipyard controller: tile entity Computer interface (and GUI?) to select operations between assemble, repair and scan. Controller should be at most 32 block away from closest Shipyard laser. Controller may control only one Shipyard and a single ship at any given time. Energy/fluid/item containers are placed 'emptied' (batbox, MFSE, charge pad, macerator, chests, ME drives, etc.).
  • Shipyard laser: tile entity responsible to actually modify the ship. 4 are needed in the same plane. Covered space is a parallelogram defined by their distances (3rd axis is average of both sides?). Each laser need 1 to 4 laser mediums and at least one WarpDrive conveyor. Maybe we should separate the 3 functions (scan, assemble, disassemble)? More laser means faster and bigger operation.
  • WarpDrive conveyor: blocks connecting laser and controller for item transportation. It's a purely logical block, no tile entity, transportation is instantaneous.
  • Shipyard inventory interface (need better name): tile entity checking nearby inventories to push/pull items required by the shipyard.

LUA scripts update for 1.7

ComputerCraft added a new 'key_up' event which is not handled by existing scripts, causing lag and errors on screen.
OpenComputers has no default scripts.
Most peripheral names have changed to help with cross-mod compatibility.

List of scripts to be tested and updated for ComputerCraft:

  • cloaking core
  • mining laser
  • enantiomorphic reactor
  • radar
  • ship controller
  • updater

List of scripts to be ported to OpenComputers:

  • cloaking core
  • mining laser
  • enantiomorphic reactor
  • radar
  • ship controller

game crashes on startup

Hi! I've tryed to use warp drive on my modpack but it crashes on startup, here's some informations:
warp drive ver. 1.3.2
mod list:
computercraft 1.7.4
MFR 2.8.1B1127
power converters jenkins fork build 75
railcraft 9.7.0.0
extra utilities 1.2.10
techReborn 0.3.1.740
Immersive engineering 0.5.2
buildcraft 7.0.20
industrialcraft 2-2.2.759-experimental
openMods lib 0.8
openBlocks 1.4.4
immersive integration 0.4.2
all project red files versions 4.7.0pre8.92
cofhCore 3.0.4B1-309
matter overdrive 0.4.0 RC2
thermal foundation 1.2.0-102
thermal expansion 4.0.3B1-218
thermal dynamics 1.1.0-161
highlands 2.2.3
enderIO 2.2.8.381
mapwriter 2.1.4
fastcraft 1.21
compactsolars 4.4.39.315
carpenter's blocks 3.37 DEV
chisel2 2.4.1.40
extra cells 2.2.73b129
applied energistics 2 rv2 stable 10
neiaddons 1.12.10.33
inventory tweaks 1.59 dev 152
NEI 1.0.5.111
ender storage 1.4.7.36
code chicken core 1.0.7.46
wrcbe 1.4.1.9
chicken chunks 1.3.4.19
waila 1.5.10
ironchest 6.0.60.741

Here's the crashlog:

---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!

Time: 10/08/15 19.49
Description: Initializing game

java.lang.IllegalArgumentException: Duplicate id: transporter
at net.minecraft.tileentity.TileEntity.func_145826_a(TileEntity.java:43)
at cpw.mods.fml.common.registry.GameRegistry.registerTileEntity(GameRegistry.java:281)
at cr0s.warpdrive.WarpDrive.load(WarpDrive.java:338)
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)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

A detailed walkthrough of the error, its code path and all known details is as follows:

-- Head --
Stacktrace:
at net.minecraft.tileentity.TileEntity.func_145826_a(TileEntity.java:43)
at cpw.mods.fml.common.registry.GameRegistry.registerTileEntity(GameRegistry.java:281)
at cr0s.warpdrive.WarpDrive.load(WarpDrive.java:338)
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)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)

-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_31, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 184830304 bytes (176 MB) / 921341952 bytes (878 MB) up to 5315035136 bytes (5068 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx5G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1492 91 mods loaded, 90 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHI mcp{9.05} Minecraft Coder Pack
UCHI FML{7.10.99.99} Forge Mod Loader
UCHI Forge{10.13.4.1492} Minecraft Forge
UCHI appliedenergistics2-core{rv2-stable-10} AppliedEnergistics2 Core
UCHI CodeChickenCore{1.0.7.46} CodeChicken Core
UCHI NotEnoughItems{1.0.5.111} Not Enough Items
UCHI OpenModsCore{0.8} OpenModsCore
UCHI {000} CoFH ASM
UCHI appliedenergistics2{rv2-stable-10} Applied Energistics 2
UCHI CoFHCore{1.7.10R3.0.4B1} CoFH Core
UCHI BuildCraft|Core{7.0.20} BuildCraft
UCHI BuildCraft|Silicon{7.0.20} BC Silicon
UCHI BuildCraft|Transport{7.0.20} BC Transport
UCHI BuildCraft|Builders{7.0.20} BC Builders
UCHI BuildCraft|Robotics{7.0.20} BC Robotics
UCHI BuildCraft|Energy{7.0.20} BC Energy
UCHI BuildCraft|Factory{7.0.20} BC Factory
UCHI CarpentersBlocks{3.3.7 DEV} [Carpenter's Blocks](Carpenter's Blocks v3.3.7 DEV - MC 1.7.10.jar)
UCHI ChickenChunks{1.3.4.19} ChickenChunks
UCHI IC2{2.2.759-experimental} IndustrialCraft 2
UCHI Railcraft{9.7.0.0} Railcraft
UCHI ForgeMultipart{1.2.0.345} Forge Multipart
UCHI chisel{2.4.1.40} Chisel 2
UCHI ctmlib{1.0.1.5} CTMLib
UCHI CompactSolars{4.4.39.315} Compact Solar Arrays
UCHI ComputerCraft{1.74} ComputerCraft
UCHI MineFactoryReloaded{1.7.10R2.8.1B1} MineFactory Reloaded
UCHI EnderIO{1.7.10-2.2.8.381} Ender IO
UCHI EnderStorage{1.4.7.36} EnderStorage
UCHI Waila{1.5.10} Waila
UCHI extracells{2.2.73} Extra Cells 2
UCHI ThermalFoundation{1.7.10R1.2.0} Thermal Foundation
UCHI ExtraUtilities{1.2.10} Extra Utilities
UCHI FastCraft{1.21} FastCraft
UCHI Highlands{2.2.3} Highlands
UCHI ImmersiveEngineering{0.5.2} Immersive Engineering
UCHI immersiveintegration{0.4.2} Immersive Integration
UCHI inventorytweaks{1.59-dev-152-cf6e263} Inventory Tweaks
UCHI IronChest{6.0.60.741} Iron Chest
UCHI MapWriter{2.1.4} MapWriter
UCHI ThermalExpansion{1.7.10R4.0.3B1} Thermal Expansion
UCHI mo{0.4.0-RC2} Matter Overdrive
UCHI MineFactoryReloaded|CompatAppliedEnergistics{1.7.10R2.8.1B1} MFR Compat: Applied Energistics
UCHI MineFactoryReloaded|CompatAtum{1.7.10R2.8.1B1} MFR Compat: Atum
UCHI MineFactoryReloaded|CompatBackTools{1.7.10R2.8.1B1} MFR Compat: BackTools
UCHI MineFactoryReloaded|CompatBuildCraft{1.7.10R2.8.1B1} MFR Compat: BuildCraft
UCHI MineFactoryReloaded|CompatChococraft{1.7.10R2.8.1B1} MFR Compat: Chococraft
UCHI MineFactoryReloaded|CompatExtraBiomes{1.7.10R2.8.1B1} MFR Compat: ExtraBiomes
UCHI MineFactoryReloaded|CompatForestry{1.7.10R2.8.1B1} MFR Compat: Forestry
UCHI MineFactoryReloaded|CompatForgeMicroblock{1.7.10R2.8.1B1} MFR Compat: ForgeMicroblock
UCHI MineFactoryReloaded|CompatIC2{1.7.10R2.8.1B1} MFR Compat: IC2
UCHI MineFactoryReloaded|CompatMystcraft{1.7.10R2.8.1B1} MFR Compat: Mystcraft
UCHI MrTJPCoreMod{1.1.0.31} MrTJPCore
UCHI ProjRed|Core{4.7.0pre8.92} ProjectRed Core
UCHI ProjRed|Exploration{4.7.0pre8.92} ProjectRed Exploration
UCHI MineFactoryReloaded|CompatProjRed{1.7.10R2.8.1B1} MFR Compat ProjectRed
UCHI MineFactoryReloaded|CompatRailcraft{1.7.10R2.8.1B1} MFR Compat: Railcraft
UCHI MineFactoryReloaded|CompatSufficientBiomes{1.7.10R2.8.1B1} MFR Compat: Sufficient Biomes
UCHI MineFactoryReloaded|CompatThaumcraft{1.7.10R2.8.1B1} MFR Compat: Thaumcraft
UCHI MineFactoryReloaded|CompatThermalExpansion{1.7.10R2.8.1B1} MFR Compat: Thermal Expansion
UCHI MineFactoryReloaded|CompatTConstruct{1.7.10R2.8.1B1} MFR Compat: Tinkers' Construct
UCHI MineFactoryReloaded|CompatTwilightForest{1.7.10R2.8.1B1} MFR Compat: TwilightForest
UCHI MineFactoryReloaded|CompatVanilla{1.7.10R2.8.1B1} MFR Compat: Vanilla
UCHI NEIAddons{1.12.10.33} NEI Addons
UCHI NEIAddons|AppEng{1.12.10.33} NEI Addons: Applied Energistics 2
UCHI NEIAddons|Botany{1.12.10.33} NEI Addons: Botany
UCHI NEIAddons|Forestry{1.12.10.33} NEI Addons: Forestry
UCHI NEIAddons|CraftingTables{1.12.10.33} NEI Addons: Crafting Tables
UCHI NEIAddons|ExNihilo{1.12.10.33} NEI Addons: Ex Nihilo
UCHI OpenMods{0.8} OpenMods
UCHI OpenBlocks{1.4.4} OpenBlocks
UCHI PowerConverters{1.7.10_3.3.0-jenkins.75} Power Converters
UCHI ProjRed|Transmission{4.7.0pre8.92} ProjectRed Transmission
UCHI ProjRed|Transportation{4.7.0pre8.92} ProjectRed Transportation
UCHI ProjRed|Compatibility{4.7.0pre8.92} ProjectRed Compatibility
UCHI ProjRed|Integration{4.7.0pre8.92} ProjectRed Integration
UCHI ProjRed|Fabrication{4.7.0pre8.92} ProjectRed Fabrication
UCHI ProjRed|Illumination{4.7.0pre8.92} ProjectRed Illumination
UCHI ProjRed|Expansion{4.7.0pre8.92} ProjectRed Expansion
UCHI techreborn{0.3.1.740} TechReborn
UCHI ThermalDynamics{1.7.10R1.1.0} Thermal Dynamics
UCHE WarpDrive{1.3.2} WarpDrive
UCHI WR-CBE|Core{1.4.1.9} WR-CBE Core
UCHI WR-CBE|Addons{1.4.1.9} WR-CBE Addons
UCHI WR-CBE|Logic{1.4.1.9} WR-CBE Logic
UCHI McMultipart{1.2.0.345} Minecraft Multipart Plugin
UCHI ForgeRelocation{0.0.1.4} ForgeRelocation
UCHI MCFrames{1.0} MCFrames
UCHI RelocationFMP{0.0.1.2} RelocationFMP
UCHI ForgeMicroblock{1.2.0.345} Forge Microblocks
UD techrebornasm{000} Techreborn-ASM
GL info: ' Vendor: 'Intel' Version: '4.2.0 - Build 10.18.10.3496' Renderer: 'Intel(R) HD Graphics 4400'
OpenModsLib class transformers: [stencil_patches:FINISHED],[movement_callback:FINISHED],[map_gen_fix:ENABLED],[gl_capabilities_hook:FINISHED],[player_render_hook:FINISHED]
Class transformer null safety: all safe
AE2 Version: stable rv2-stable-10 for Forge 10.13.2.1291
CoFHCore: -[1.7.10]3.0.4B1-309
MineFactoryReloaded: -[1.7.10]2.8.1B1-127
ThermalFoundation: -[1.7.10]1.2.0-102
ThermalExpansion: -[1.7.10]4.0.3B1-218
ThermalDynamics: -[1.7.10]1.1.0-161
Stencil buffer state: Function set: GL30, pool: forge, bits: 8
Launched Version: 1.7.10-Forge10.13.4.1492-1.7.10
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics 4400 GL version 4.2.0 - Build 10.18.10.3496, Intel
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.

Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)

please don't ignore it it took a long time to write all the mods in the list and i really hope you can solve it because i love thath mod i follow it since the first version for 1.6.4

1.3.1 requires IC2 due to loading ItemReactorLaserFocus

Here the crash report 👍
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3

Time: 8/9/15 9:50 AM
Description: There was a severe problem during mod loading that has caused the game to fail

cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: cr0s/warpdrive/item/ItemReactorLaserFocus
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: cr0s/warpdrive/item/ItemReactorLaserFocus
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: cr0s.warpdrive.item.ItemReactorLaserFocus
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 34 more
Caused by: java.lang.NoClassDefFoundError: ic2/api/reactor/IReactorComponent
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 36 more
Caused by: java.lang.ClassNotFoundException: ic2.api.reactor.IReactorComponent
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 40 more

A detailed walkthrough of the error, its code path and all known details is as follows:

-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 775047048 bytes (739 MB) / 1904214016 bytes (1816 MB) up to 5726797824 bytes (5461 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx6G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1481 Optifine OptiFine_1.7.10_HD_U_C1 71 mods loaded, 71 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} Minecraft Coder Pack
UC FML{7.10.99.99} Forge Mod Loader
UC Forge{10.13.4.1481} Minecraft Forge
UC CodeChickenCore{1.0.7.46} CodeChicken Core
UC Micdoodlecore{} Micdoodle8 Core
UC NotEnoughItems{1.0.5.110} Not Enough Items
UC OpenComputers|Core{1.5.15.31} OpenComputers (Core)
UC backpacks16840{3.0.4} [Backpacks!](zz-backpacks 1.7.10 - 3.0.4.jar)
UC BuildCraft|Core{7.0.20} BuildCraft
UC BuildCraft|Silicon{7.0.20} BC Silicon
UC BuildCraft|Transport{7.0.20} BC Transport
UC BuildCraft|Factory{7.0.20} BC Factory
UC additionalpipes{4.6.0} Additional Pipes
UC asielib{0.4.2} asielib
UC bdlib{1.9.1.97} BD Lib
UC BuildCraft|Builders{7.0.20} BC Builders
UC BuildCraft|Robotics{7.0.20} BC Robotics
UC BuildCraft|Energy{7.0.20} BC Energy
UC BuildCraft|Compat{7.0.11} BuildCraft Compat
UC ChickenChunks{1.3.4.16} ChickenChunks
UC EnderStorage{1.4.7.36} EnderStorage
UC ForgeMultipart{1.2.0.345} Forge Multipart
UC OpenComputers{1.5.15.31} OpenComputers
UC Railcraft{9.6.1.0} Railcraft
UC Waila{1.5.10} Waila
UC computronics{1.5.6} Computronics
UC MiscUtils{@Version@} MiscUtils
UC Circuit{1.0.2} DataCircuits
UC OmnisCore{0.1.0} [Omnis Core](OmnisCore-1.7.10 - 0.0.6-universal.jar)
UC dimensionalPockets{0.11.4.1} Dimensional Pockets
UC dirtydiamonds{1.2.7} [Dirty Diamonds](Dirty Diamonds v1.2.7 %281.7.10%29.jar)
UC eplus{3.0.2-d} Enchanting Plus
UC enhancedportals{3.0.12} EnhancedPortals
UC GalacticraftCore{3.0.12} Galacticraft Core
UC GalacticraftMars{3.0.12} Galacticraft Planets
UC advgenerators{0.9.17.102} Advanced Generators
UC llor{1.0.2} Light Level Overlay Reloaded
UC LogisticsPipes{0.9.2.30} Logistics Pipes
UC LunatriusCore{1.1.2.21} LunatriusCore
UC meteors{2.14.3} Falling Meteors
UC MorePlanet{1.2.9} More Planets
UC NEIAddons{1.12.10.33} NEI Addons
UC NEIAddons|AppEng{1.12.10.33} NEI Addons: Applied Energistics 2
UC NEIAddons|Botany{1.12.10.33} NEI Addons: Botany
UC NEIAddons|Forestry{1.12.10.33} NEI Addons: Forestry
UC NEIAddons|CraftingTables{1.12.10.33} NEI Addons: Crafting Tables
UC NEIAddons|ExNihilo{1.12.10.33} NEI Addons: Ex Nihilo
UC neiintegration{1.0.11} NEI Integration
UC ObsidianTools{1.0.0} [ObsidianTools](Obsidian Tools Mod.jar)
UC opensecurity{1.0.59} OpenSecurity
UC pandorasbox{2.0.1} Pandora's Box
UC PetBat{1.3.6} Pet Bat
UC QuarryPlus{2.1.0} QuarryPlus
UC ripm{1.7.10-3.4} [ripm](Recycle Items Plus Mod-1.7.10-3.4.zip)
UC AS_Ruins{15.0} Ruins Spawning System
UC cientificalchemy{1.0} cientificalchemy
UC SlimevoidLib{2.0.4.7} Slimevoid Library
UC StorageDrawers{1.7.10-1.5.12} Storage Drawers
UC thutcore{2.0} ThutCore
UC ThutTech{1.0.0} Thut's Tech
UC jordy141minecraftmagicwrench{0.5 Alpha} Magic Wrench
UC uncraftingTable{1.7.10 Alpha 1} Uncrafting Table
UC AS_UpdateCheck{1.1.6} AtomicStryker Update Check Mod
UC utilityworlds{1.0.7} Utility Worlds
UE WarpDrive{1.3.1} WarpDrive
UC WR-CBE|Core{1.4.1.9} WR-CBE Core
UC WR-CBE|Addons{1.4.1.9} WR-CBE Addons
UC WR-CBE|Logic{1.4.1.9} WR-CBE Logic
UC zyinhud{1.3.9} Zyin's HUD
UC McMultipart{1.2.0.345} Minecraft Multipart Plugin
UC ForgeMicroblock{1.2.0.345} Forge Microblocks

Automatically detect ship boundings

Entering ship parameters is over-complicated for players, a scan algorithm is required.
A graphical displays of the bounding box would help too.

  • Add item to view of ship bounds and target position
  • Split ship data from EntityJump
  • Implements flood fill of ship blocks

Conduits

Conduits are your all around transportation block adapted to the mod. They're a pre-requitei for fly-by ships with weapon integration:

  • [] Energy conduit transfer energy from the mod's reactor(s) to other systems. It's notably more efficient than using EU/RF to transfer energy
  • [] Inventory conduit transfer items for the shipyard
  • [] Plasma conduit transfer fluid/gases. Typically weapon energy from producer to emitter

Conduits work as a network and do instant transfer. There's no pump or pressure, nor progressive transmission.
By extension, in a later version, WarpPlasma could be transfered from reactor to warp injector into the warp coils to enable warping (as per StarTrek lore).

Laser revamp

This issue tracks ideas on how to modify the current laser cannon in terms of gameplay

As a follow-up from #36, @lellasone said

• Adding mechanics where larger lasers spend more of their energy in explosion (vs penetration) could make for more interesting design and combat choices about how large of a laser to use. (It would also make all those variable length designs much more justifiable)

• Similarly adding some kind of block vs shield tradeoff with frequency could make for much more interesting tactical combat. (having shield blocks treated as say 15 blocks of reinforced stone with that number variable with frequency at a trade off against block damage efficiency)

Before I took over the mod, explosion were making massive damage, over 200+ blocks radius. I've nerfed it to focus on other bugs until we agree on proper scale of effects.
Currently, as of 1.3.2, the laser boosting is needed to break iridium block hull. It should be also useful to damage forcefield, which requires an area effect, with some kind of 'memory' (currently, ARS/MFFS are based on straight on/off state of each block).

I like the idea of adjusting the laser efficiency against a given block depending on its frequency.

In both cases, we need a few examples to put that into an equation.

Cloaking desync

While porting to 1.7, a bug was found on cloak packet handling.
Depending on player coordinates relatives to cloaked area, we were skipping the update packet.
This issue was specific to coordinates below 256.

Radar detection of nearby planets

The idea is that radar will detect planets nearby at cost of much bigger energy usage. Also the radar will have modes: detect players, detect ship cores or detect planets.

Schematic support

This is a prerequisite for Shipyard and WorldGeneration:

  • Move scanner schematic support in a data class
  • Choose a format, text or NBT ? do we need WorldEdit compatibility?
  • Add an 'owner' tag in the file name or in the structure itself

Add redstone interaction

This ticket tracks ideas for redstone interaction on existing blocks:

  • laser shooting on redstone
  • jump/warping to default distance/direction (or depending on redstone origin?)
  • reactor overload or shutdown on redstone on?
  • lift direction switch with redstone
  • laser mining/tree farm switch with redstone

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.