Completely false. They do indeed phase through more often than not, but that is due to Minecraft's limitations on physics for high-velocity bodies. Basically, if an entity - which meteors are - are moving at X blocks a tick (the velocities specified in code, and a value of ~6 for meteors), then they effectively teleport that distance each tick. What that then means is that unless you have a 6-block thick field or get lucky, a meteor is likely to be on one side on one tick and on the other the next.Reika PURPOSELY coded them to ignore MFFS forcefields.
Completely false. They do indeed phase through more often than not, but that is due to Minecraft's limitations on physics for high-velocity bodies. Basically, if an entity - which meteors are - are moving at X blocks a tick (the velocities specified in code, and a value of ~6 for meteors), then they effectively teleport that distance each tick. What that then means is that unless you have a 6-block thick field or get lucky, a meteor is likely to be on one side on one tick and on the other the next.
It is much easier for the creator of the shield to do the blocking, depending on how that shield is coded. Also, meteors run a LOT of code as they come screaming in; a shield check would be rather costly.This is completely true. I've successfully stopped meteors with MFFS shields. It seemed almost 50/50.
Reika would need to add custom handlers to detect an MFFS shield a head of a meteor, and then for any other mod that added a shield.
That's tedious work. :shakes head:
BTW, the next person that accuses a mod author of something to start a rumor without exacting proof gets a perma ban from the forums. Fyi. I don't tolerate this.
If it really comes down to it, I can add a dimensional spawn control, such that you can disable their spawns (or better yet, edit their frequency) for "Overworld", "End", "Twilight Forest", and "Other".
It is much easier for the creator of the shield to do the blocking, depending on how that shield is coded. Also, meteors run a LOT of code as they come screaming in; a shield check would be rather costly.
As it is, I gave the RotaryCraft force field the ability to stop meteors (they airburst on impact). Combine that with all the airburst controls you have and block damage/damage to structures is not really a valid concern.
If it really comes down to it, I can add a dimensional spawn control, such that you can disable their spawns (or better yet, edit their frequency) for "Overworld", "End", "Twilight Forest", and "Other".
They can be disabled too.My my what have I started here?
My only gripe for starting this thread, was the absolute mess that meteor showers make!
I have it set to rather a lot longer, but that is because I do not like being interrupted while doing something else.Yeah, I realize the cost. That is why I shook my head no. I would leave that as a feature for cal or others to implement. That's why I never asked you for it.
The dimensional control would be a neat addition. I already received the configs I asked for (ore control) so, idk. I may just keep increasing the time between occurrences till I find an acceptable frame. I believe I have it set to about 1 every 4 hours as of 1.0.5.
My my what have I started here?
My only gripe for starting this thread, was the absolute mess that meteor showers make!
I get a lot of that, probably due to the way I designed RotaryCraft and maintain the unwavering "everything must be as realistic as reasonable, including interaction with other mods" stance. More than one person was seriously upset by my refusal to allow integration with some other mods machines/items/power systems.You can add it yourself. There are no issues with it.
The only reason I said anything about bans is because I do not like slander against mod authors. When someone says a mod author "purposely codes something" to break another mod, it gets me up in arms and paints bad feelings to the mod author in question. Especially when it's not true.
Most people tend to try to start with the Extractor. This is a mistake; it is a midgame machine and not at all easy to use, especially for those new to the mod. Over the last 6 versions or so, I have added a number of early-game machines and dragged a few earlier than their initial positions (some put up quite a fight).Well yeah I don't blame you.
I really appreciate what the mod devs do, creating these wonders on their spare time, giving me the time of my life with modded minecraft, and not charging me an extra dime for it.
So thank you Reika, and everyone else.
PS: I still have to get into rotarycraft I'm fascinated by it, but I cannot make up my mind where to start from.
Iridium? From IC2? I thought that iridium ore was disabled.I got hit with my first meteor shower last night . . . It damaged my little manual farms, and there were resources for days! Diamonds Iridium Emeralds End Stone for my Ender lilys. I love it! Just going to move most of my stuff underground, and weather the storms.