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Kahless61

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Jul 29, 2019
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Shevron: it's a plugin loader, so if you ever decide to try another plugin or want to keep WorldEdit, you wouldn't have to go through the steps to get MCPC+ again.
 

BanzaiBlitz

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Jul 29, 2019
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I decided to leave it for the new experience in Monster. I might change to all airburst later but for now, it's rather entertaining to have random meteors. A nether ball actually landed on top of a tall 1x1 tree. It is now a strange flaming netherrack egg in my scenery. :p

I added Ars Magica 2 into Monster, so I might have a very strong reason to use Everstone in a glass form above my base. :eek:

Or even an MFFS physical shield that automatically repairs itself (thus circumventing that shield bypass issue...:cool:).

I wouldn't normally go with MeteorCraft due to the kaboom mess of doom, though I haven't gotten to meteor defense systems yet so we'll see.

It's, at the very least, quite a diversion from the usual! :D
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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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.
 

Eyamaz

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Jul 29, 2019
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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.

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.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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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.
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".
 
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Siro

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Jul 29, 2019
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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".

I'd love to see this as a feature. Being able to define meteor frequency by dimension ID would allow for some fun server side trolling of mystcraft ages :3
 

Eyamaz

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Jul 29, 2019
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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".

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.
 

Shevron

Well-Known Member
Aug 12, 2013
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My my what have I started here? :p

My only gripe for starting this thread, was the absolute mess that meteor showers make!
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
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Toronto, Canada
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My my what have I started here? :p

My only gripe for starting this thread, was the absolute mess that meteor showers make!
They can be disabled too.

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.
I have it set to rather a lot longer, but that is because I do not like being interrupted while doing something else.
 

Shevron

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Aug 12, 2013
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Actually I'm very happy he chimed in! It's nice to see that the devs care of what the players think, and add their opinion :)

I just don't want things to get out of hand with bans flying etc..

Speaking of Meteors and flying things, slightly off subject on the mod, but still involving bodies from the sky ... I noticed AM2 is not included in Monster. Is there any stability reason why, or I can safely add it myself?
 
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Eyamaz

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Jul 29, 2019
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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.
 
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Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
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.
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.
 

Shevron

Well-Known Member
Aug 12, 2013
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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 :p I'm fascinated by it, but I cannot make up my mind where to start from.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
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 :p I'm fascinated by it, but I cannot make up my mind where to start from.
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).

The handbook has a "Machine Tiers" page, which is a decent guide as to the techtree. Generally speaking, the more power it requires, the later you are supposed to try to get it.

Personally, I tend to start with things like fans, fermenters, steam engines, pumps, sprinklers, and the lava smeltery. As of v14, the Friction Heater will be good for early game too.
 

BreezyTaco

New Member
Jul 29, 2019
252
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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.
Iridium? From IC2? I thought that iridium ore was disabled.