Dra Posted April 15, 2013 Posted April 15, 2013 Is there any ETA on when Voltz Version 1.1.4 will be released on the technic launcher?
RalphRoberts Posted April 15, 2013 Posted April 15, 2013 -_- Don't ask for ETA of modpacks. Also, I feel like you should go read the rules again.
Malexion Posted April 15, 2013 Posted April 15, 2013 Here is a list JP has assembled. Here the list of mods you have to wait for to be updated: CodeChickenCore by chicken_bones (1.5.1 updated) Inventory Tweaks by Jimeowan(1.5.1 updated) Not Enough Items by chicken_bones(1.5.1 updated) Railcraft by CovertJaguar(Not updated) Rei's Minimap by ReiFNSK(1.5.1 updated) Assembly Line by Calclavia(1.5.1 updated) DEV Atomic Science by Calclavia(1.5.1 updated) Basic Components by Calclavia(1.5.1 updated) DEV needs work BlastCraft by cammygames(Will not be In-Game anymore) Electric Expansion by Mattredsox and Alex_Hawks (1.5.1 updated) Fluid Mechanics by DarkGuardsman (Not updated)Dev work in progress ICBM by Calclavia(1.5.1 updated) Mekanism by Aidancbrady(1.5.1 updated)Dev needs alot of work Mekanism Generators by Aidancbrady(1.5.1 updated)"" Mekanism Tools by Aidancbrady(1.5.1 updated)"" MFFS by ThunderDark(Not updated) Modular Power Suits by MachineMuse(1.5.1 updated)Needs a little more tweaking too OP
Malexion Posted April 15, 2013 Posted April 15, 2013 Oh man bring on the bugs, list was from 12 hours ago....
CanVox Posted April 15, 2013 Posted April 15, 2013 1.1.4 is actually the final 1.4.7 patch- you can see in the changelog that it's pretty light in terms of changes. EDIT: Also LOL at MPS being too OP.
Malexion Posted April 16, 2013 Posted April 16, 2013 So 1.1.4 has the glitchiest version of ICBM i've ever seen. -Hypersonic explosive crashes client -Anti-gravity explosive crashes client -Red-matter explosive crashes client and corrupts the world -EMP explosive crashes client -Sonic explosive crashes client
CanVox Posted April 16, 2013 Posted April 16, 2013 Hi, malexion, We made these bugs known to calc prior to release and ultimately he pushed for release anyway. I'd strongly suggest taking these bugs up with him in #universalelectricity on the Espernet IRC network.
Malexion Posted April 16, 2013 Posted April 16, 2013 If only P2P sharing wasn't barred on college campuses, onto the official forum it is.
TacticalLion Posted April 16, 2013 Posted April 16, 2013 Where do i get hold of the next version ? :)
TacticalLion Posted April 16, 2013 Posted April 16, 2013 Has anybody managed to gather a list off anything new / changed in 1.1.4
alekthefirst Posted April 17, 2013 Posted April 17, 2013 Has anybody managed to gather a list off anything new / changed in 1.1.4 well, atleast the transformers and wires has textures, and the transformers wont fill you RAM. the nuclear biuler stuff can also be crafted now, and i think strange matter should be "creatable"
cronus425 Posted April 17, 2013 Posted April 17, 2013 well, atleast the transformers and wires has textures, and the transformers wont fill you RAM. the nuclear biuler stuff can also be crafted now, and i think strange matter should be "creatable" These have all been replaced by bugs that apparently totally crash the game however. So, still mad broken.
Chaospepsi Posted April 17, 2013 Posted April 17, 2013 so is there anything new, like the cold fusion reactor that was confirmed? Or is it just a buggy bug fix? not sure if I want to update or not...
FaultierGibbon Posted April 18, 2013 Posted April 18, 2013 I'm still quite busy setting up a system of atomic assemblers, so I haven't been able to check out all the new stuff yet. Here is what I have found so far: Quantum battery boxes don't crash the server/game anymore. My linear particle accelerator hits 100%, doesn't produce antimatter, and starts up again. My fusion reactor is outputting a bit more. 1.6MW compared to 1.49MW. Steam funnels can't be used to make a second tier of turbines. MFFS Extractors seem to be a bit slower or require more energy to run at max speed. I've ran at least 1000 cobblestone through my strange matter generators, but nothing yet... Maybe the requirements have changed? (We have an agreement on my server to run a strange matter generator 50 times (~1 kJ per run) before we spoof in one Strange Matter. I've never attempted strange matter on a server were it actually worked, does it use a cell from the particle accelerator?) Disconnecting from the server causing the client to crash almost every time. Hypersonic, Anti-gravity, Red-matter, EMP, and Sonic explosives crash the game. Has anyone tried forcing an older version of ICBM? The potential fuses and circuit breakers have been removed. I'm quite bummed about that, had a lot of hope for being able to control my power lines a bit better. The auto-feeder module on the power helmet no longer instantly eats all food in your inventory. It now eats for you as you get hungry. The swim boost module seems to be a bit slower. Night vision glitches off less often than before. Wire textures have been reverted back to the way they were before 1.1.3. One can actually tell the type of wire by looking at it now. BlastCraft is gone Some questions for you guys: Electricity moving through wires still doesn't make sense to me. Has anybody had any luck with setting up series/parallel connections and/or making resistors out of lower grade wire? I've got a couple ideas to make some simple capacitors, has anyone tried this? I've been wanting to make some specialized circuits for a while, but the physics of the electricity in Voltz just aren't making sense to me. The minimum time I can achieve on an atomic assembler is 4 minutes. Has anybody managed to top this? Teleporters still disconnect when we restart the server, which is really inconvenient. Any suggestions as to how we can fix this issue? Does anyone have a list of things that do/don't work in an atomic assembler? Tin is a massive problem for me. Being 100% sustainable (ample power for force fields and duplication of major resources) through fission/fusion/fulmination is impossible because of this. Even the fulmination generator I designed, which gets 115 MJ/gram of antimatter isn't good enough. Any solutions besides solar or heat generators?
alekthefirst Posted April 18, 2013 Posted April 18, 2013 Tin is a massive problem for me. Being 100% sustainable (ample power for force fields and duplication of major resources) through fission/fusion/fulmination is impossible because of this. Even the fulmination generator I designed, which gets 115 MJ/gram of antimatter isn't good enough. Any solutions besides solar or heat generators? i like the unlimited hydrogen generator, create an array of 4 pumps, 4 electrlyctic seps and 4 hydrogen generators, use to of the generators to feed ONLY the pumps and the Separators(remember to put the seps on DUMP oksygen) and the 2 other can putput to advanced batboxes. i have not tested the output yet.
CanVox Posted April 18, 2013 Posted April 18, 2013 A note about strange matter, since I was in that code recently: now strange matter has a 10% chance of being generated, but can only be generated when the particle was at 50% velocity prior to explosion. It seems like generating strange matter will be very expensive in terms of electromagnets :(
Danners68 Posted April 18, 2013 Posted April 18, 2013 answer to the teleporter's issue....World Anchors might not be very lag friendly, but they do the job...
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