Jump to content

Voltz 1.1.4?


Dra

Recommended Posts

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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These have all been replaced by bugs that apparently totally crash the game however.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.

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

  • 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.

Link to comment
Share on other sites

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 :(

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...