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Posted

hi,

I was wondering if anyone has got a chance to play with the new eddition of mffs and if they like it more/less/same as the current version that is in tekkit.

Posted

I'm presently playing with MFFS, but I didn't had the chance to try the less recent versions. However, I can say for sure that I love it, it just adds so much amazing things!

Posted

as it turns out they are actualy being produced by different people. i think i should clarify that i was asking about the darkthunder eddition (the one that is not in tekkit.

Posted

as it turns out they are actualy being produced by different people. i think i should clarify that i was asking about the darkthunder eddition (the one that is not in tekkit.

As far as I know, there isn't any MFFS mod in Tekkit. I manually installed Thunder Dark mod on my Technic. And it works greatly!

Posted

This is kind of off topic. But most plugins will error alot if you use forcefields on your server, 3.1.1

Posted

thank you for the swift replies,

are you sure that both versions are included in 3.1.1? my tekkit only seems to registure the block based system.

Posted

thank you for the swift replies,

are you sure that both versions are included in 3.1.1? my tekkit only seems to registure the block based system.

Me too, my Technic uses the block based version, not the latest using upgrades.

Posted

We only have Immibis's Forcefields which is Thunder Dark's original MFFS mod that was picked up by another modder to maintain after he abandoned it.

We do not have his new MFFS that he redesigned to make simpler and to better work with SMP. Also the change log that mentions that we have both is incorrect according to the dev working on tekkit.

The good thing is that the version that Immibis is maintaining has a lot of features in it that Thunder Dark dropped from the mod when he redesigned it. Including the nuclear reactor controls and shields as well as a few other items.

Posted

they are indeed, and if you are using the more advanced version they even make it possible to have truely greefer proof bases

out of curiosity, has anyone seen any bugs with adding the dark thunder version to tekkit? it seems to be working fine so far

Posted

they are indeed, and if you are using the more advanced version they even make it possible to have truely greefer proof bases

out of curiosity, has anyone seen any bugs with adding the dark thunder version to tekkit? it seems to be working fine so far

It's the one used by Technic+, and it works perfectly. But Technic and Technic+ do have some differences, so I can't say for sure.

Posted

i realize that it is probably a long shot but i added a mod request, i think that it would be awsome to have both versions

Posted

i realize that it is probably a long shot but i added a mod request, i think that it would be awsome to have both versions

Both would not be good as their is a very large amount of over lap between the two.

Posted

then perhaps we it would be better to only include the darkthunder edition. on the other hand i think that because the force fields behave very differently under combat conditions (and you get separate configs) having both could add a level of increased versatility that might be nice. I tried to outline the fundomential differences in my other post so if you get the chance it would be awesome if you could take a look and see if i left anything out.

Posted

I too would rather have the ThunderDark newer version over the immibis one b/c of the security station thing where you can allow some player to go in and out of the FF area. the immibis one just seems cripped w/ out that feature for smp. and immibis does not see the need to put it in according to his thread

Posted

indeed, and to be honest dark thunders is the real mod anyway

if you do support the idea of adding the dark thunder eddition perhaps you could post that under the mod request. it would led credibility to that post

Posted

I have to agree, in all honesty, the block one (immibis) is nice and all... But it doesn't 100% do as it says, and it beholds a told of bugs and glitches and seems to cause some lag and errors....

Where as the ThunderDark one is perfectly fine, runs faster and smoother, and has the right mods for a multiplayer server, immibis seems to be more of singleplayer.... Both can be used either or, its just how it looks to me.

We are getting rid of the immibis on a tekkit server soon, and going to be putting in ThunderDark, but I'm not sure if that means every player would need to install it on their client or what... Either way, I hope they replace the shields in tekkit by time of the new release, or next version!

Immibis just seems dull and useless and boring without the features that ThunderDark has, and even at that, it doesn't fully work... developes holes etc. in the shield over time.

Posted

indeed, it in no way reflects on immibis, he is a hero for putting in the effort to rescue that mod when it looked like it was going to die but the bottom line is that darkthunder is the one with the creative vision.

given as they have already released a version with immibis I dont see any problem with leaving that in but i think that as tekkit is an smp pack having the smp version is a good idea

Posted

indeed, it in no way reflects on immibis, he is a hero for putting in the effort to rescue that mod when it looked like it was going to die but the bottom line is that darkthunder is the one with the creative vision.

given as they have already released a version with immibis I dont see any problem with leaving that in but i think that as tekkit is an smp pack having the smp version is a good idea

I agree entirely, and its a very good thing to put out there that I forgot, saving such a mod is great ^.^

honestly if they could merge the Immibus and ThunderDark version, it would be even better, because both have things the other doesnt, and then its well rounded, instead of Immibis being more for technic and thunderdark being better suited for tekkit.

ThunderDark is the one that has the most support, noticably, and the best of features for tekkit, and it seems most people request that one for tekkit anyways, but the issue was brought up on the server I promote as well "well that would make it a custom tekkit and then every player would have to add the mod to their clients, which is something that most dont know how to do, and makes it harder to play for newcomers".... So currently its a bit of a pickle, and we may just be disabled the immibus on the server, because it doesnt do any good, and has some pretty big bugs (forcefield glitching, not filling everything in [iE leaving massive holes in it everywhere], lag, etc.)

Which when I modded my Tekkit, I didnt have with the ThunderDark... its just better for Tekkit, which is focused on the multiplayer.

Posted

my hope is that the next version of tekkit will have both, that way servers could have multiple types of forcfeild with different enegery requirements and blast resistances.

but yeam i vote we support the original mod author and give him the credit he is due

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