Also, I just tried out the new update (w/ UE 3.1), same thing happens.
Hmmm, I hate those Ticking entity errors, especially because I don't know what a Ticking entity is.
But I know it's either because of a small bug in the Mad science mod, or because of the HUGE amount of mods you have installed, which overwhelms minecraft, because the Abomination seems to be a bit resource heavy.
Does it still happen if you play with only Mad science?
IDEA:
Also would it be possible to create a device that mind controlls mobs?
You would need a remote (expensive) and a chip (cheap) to plant on a mob, the chip would be used up and it could be seen on a mob, if the mob dies the chip doesn't drop.
You would then link the remote to it by shift-right clicking on it, the light would turn from red (off) to green (online), you can only controll one mob at a time, if you link a new one the old one would disconnect.
When you right click with a linked remote it would pu tup a menu:
-controll (depends on the controller, the light blinks green)
-kill (the light blinks red, the mob dies, if it's a creeper it blows up)
-disconnect (disconnects the entity from the remote, bact to normal AI, the chip turns red)
I guess you could even use the view added by the "Spectator mode", and just add a code that tells their AI they want to go in a direction you specify.
This way you couldn't make them do stuff they can't usually do (climbing, swimming, punching).
Remote upgrades:
-frequency upgrade (you can switch between up to 5 mobs)
-signal power (the range of the remote is upgraded from 50 to 300 blocks).
-warning light (if you are damaged while controlling a mob the view wouldauomatically switch back to you)
-bio-scanner (shows the stats of the mob: attack, HP, etc. doesn't work on undead)
Controll upgrades
-mind link (you can controll them as you were the mob, you can punch, climb, swim, etc.)
-AI (they follow you arround like wolves, fight for you without direct controll)
-stand by (remote option, turns the mob passive and doesn't move, the chip turns yellow)
-possesion (remote option, passive: when your body dies you remain in controll of the mob and have unlimited range, active: kills your body triggering the transfer, when the mob dies you respawn normally)
You could only have one of these per remote.
Advanced chips
-advanced controll (you can controll high inteligence mobs (villagers) and mobs added by mods (golems))
-animation core (you can plant these chips on all entities, even those without an AI (paintings)
-spirit controll (allows for controll of undead mobs, respawn villagers as zombies when they die)
Hmmm, I hate those Ticking entity errors, especially because I don't know what a Ticking entity is.
But I know it's either because of a small bug in the Mad science mod, or because of the HUGE amount of mods you have installed, which overwhelms minecraft, because the Abomination seems to be a bit resource heavy.
Actually, the Abomination performs fine. All the other mobs perform fine, even the new Enderslime, the only issue is with the Endersquid.
I'm with you on the ticking entity thing, I wish these crash reports weren't so vague sometimes....
The Meaning of Life, the Universe, and Everything.
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@codebracker0: We could do that for sure in 1.8x when we upgrade to it. Looking at the snapshots for those builds is exciting to see custom shaders for things like Creeper and the Spider. Makes us think of custom headgear or neural implants that show information about mobs and a whole bunch of other things, we will add your ideas to our notes for future reference so thank you!
@Kyotra: Confirmed bug with the Endersquid! The array index out of bounds was him trying to reference the list of blocks he is allowed to grab, since we removed that ability for the endersquid we now override and cancel out this behavior. This fixes the bug, expect 0.91 in a few hours just testing everything else to make sure!
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We got the hot-fix ready and present Mad Science 0.91 for download! No major changes just adding German language localization provided by a user and fixing an embarrassing spelling mistake in the English one (Crogenic Freezer vs Cryogenic Freezer). Happy gaming and see you in a week or so with another update
Fixed spelling mistake in English localization file. Thank you Vexatos!
Added German localization support. Vexatos owed beer status += 1;
Fixed argument out of bounds exception with Ender Squid. Thanks Kyotra!
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Version bump to Mad Science 0.91.88 this fixes a crash reported on dedicated server and also adds tooltips for all items and machines in the mod, even the GUI's now have tooltips to indicate input slots and how much energy or fluid or whatever is currently inside of them. Anyway, back to work!
Added dynamically generated tooltips for combined genomes and spawn eggs which show base mob combinations.
Added flavor text to each tile entity.
Added tooltips to localization files and filled out all default English entries.
Added hatching, subject neural and health tooltips to Cryotube GUI.
Removed individual output slot classes and made them cpw SlotFurnace classes instead.
Fixed 'NoClassDefFoundError' on dedicated server when running minetweaker mod.
I just had an idea for a mob:
name: Copycat
genome: ocelot + redstone
apperance: looks like an ocelot but with redstone-like spots
ability: eats redstone like sheep eat grass, eats redstone if dropped on the floor, can be fead redstone. If it ingests redstone it spawns a duplicate of itself, this has a cooldown of 10s (it still eats redstone meanwhile).
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Got a new update and also big version bump~ we are happy to announce we have hit version 1.00.97! This is the version that will be going in the updated Voltz modpack for 1.6.4 when that hits in the coming days so we are all very excited about that. We would have added more mobs but for stability decided against it.
Updated build properties to 1.0 final for Voltz modpack.
Added help system with pi symbol in upper right corner of every machine with GUI, clicking will open wiki link in default browser (totally not a reference to The Net).
Fixed invalid characters that make Minecraft use smaller font in English language file.
Added update checker that tells you how many builds behind you are, can be disabled.
Some ideas for future mod crosovers:
Thaumcraft 4
-corporeal infuser
A modified infusion matrix, that doesn't require a pedistal under it (it would also require power to run).
It would instead infuse essentia into an entity below it, giving it special effects (kinda like eating mana beans).
It would usually have a 75% chance of killing the mob, so you would have to stabilise it somehow for personal use.
More power? material cost? Up to you.
-thaumic extractor
A modified corporeal infuser, that would instead of infusing essentia into an entity, drain it of it's essence .
This would generate essentia, killing it in the process, possibly with a slight chance of spawning a monster (ghost?).
It would also work on players, but draining their hunger bar instead and turning it into renewable energy (not killing it though, except possibly by starvation).
Maybe there could be a table to strap invoulentary subjects like players and monsters into?
Anyone who stood on top of it would automatically be mounted into it.
The would be only two ways to release someone/something bound on it:
-a redstone signal
-right clicking all four binds
The second one can even be done by the one bound on it, but each click would only have 10% chance of succeding. This way you couldn't trap a player permenantly, but long enough to zap him with something.
-wand power source
You could insert a wand in a generator to power some machine?
Maybe the above two also require vis to run?
-foci imbued lasers
Laser turets that have foci slots, kinda like the drill, FASER?
(Foci Application by Stimulated Emmision of Radiation)
Same effect as the wand, but cost power instead, but only shoots linearly, no diagonals.
would be great for traps.
Dimensional doors
-rift module
A machine that you can insert linked Rift signatures (up to 4).
If you placed a door next to it it would connect into a multiblock structure.
You could than choosed the signature of your choosing and the machine would turn the door into a temporary dimensional door leading to that destination, if you switched to another the portal would close, but if you entered trough the other side it would automatically switch to that signature as long as it is powered.
Like the door in Howl's moving castle.
Update: The dimensional door mod creators said they might implement it.
-transdimensional vacuum
A structure that would suck items (and possibly mobs) trough the rift.
It would cause the rift on the other end to act like a hungry node (but way smaller range).
Any entities that touch the rift would be teleported to the first solid block under the machine (or 1 block above the top).
-power transporter
A block that when placed over a rift would allow power to flow trough it, if another was placed at the other side.
Since it would be quite powerfull it could also be a multiblock structure.
Starminer? The maker of the mod is japanese, but the mod is in english, mostly.
Tons of possibilities though,
-floating evil castles with personal gravity (already possible with just Starminer)
-armour that allows you to change your personal gravity (or maybe deflect projectiles?)
-gravity cannons (star core powered block/TNT launching railgun)
Time travel mod (http://www.minecraft...o-to-your-past/)
It's currently a WIP, but with what he has planed it sounds like it will fit in perfectly with Mad science.
Science goggles
-as much armour as chainmail
-look cool
-glow in the dark (like spiders but green)
-modular lense GUI (you have slots for other visual aparatus like goggles of Revealing)
-the lense effects overlay in the order you slot them in (up to 3 lenses)
You can also craft:
-sonar lense (night vision + blindness I)
-heat sensitive lenses (outlines of all entities)
-zoom lenses (zooms when shifting)
-glowstone lenses (emmit light)
-scanner lense (like WAILA)
-heavy lense (upgrades armour to iron)
Lab coat
-no armour
-imunity to potion effects
-takes damage when removing effects
Tool belt
-as much armour as iron pants
-can be used as an universal wrench for most mods
-as much inventory space as a hopper when shift-clicked
-not considered metal by the tesla coil (insulated)
Ocular Resonant Eyepiece (ORE)
-helmet piece
-no armour
-makes ores slowly pulsate with light
-makes all other blocks slightly darker
-can be sloted into Goggles as a lense (science goggles compatibile)
Rubber boots
-as much armour as leather
-imunity to electrisity (lightning and such)
-featherfall II
-when falling bounce like on slime blocks
Spanner
-weapon
-as much damage as a stone sword (blunt)
-knockback III
-if right clicked on a machine it malfunctions (sparks fly out, stops progress, you need to restart the process)
Occam's razor
-weapon
-as much damage as an iron sword
-ignores armour
-low durability
-if used to kill a player or a mob it has 10% chance to drop his head
-if right clicked on an entity it removes it's potion effects
Tesla coil
-2 blocks high
-deals electric damage to enemies
-targets players/mobs with metal armour from farther away
-doesn't affect insulated players/mobs
Vial
-can be crafted with a potion to get a potion filled vial
-full vials can be crafted into srynges, they can be used on players and mobs.
-full vials can be crafted with apples and bottles to create a "delicious drink".
-delicuous drinks can also be crafted with just a bottle and apples, they look the same as spiked ones.
-vials can be modified or crafted together in a chemistry set to get new effects
The Mad Science Mod is honestly one of the most creative new mods I've seen in a while. Excellent concept, great sense of humor, good utility. Kudos all around.
But... I haven't been able to run Mad Science since version 0.7; I keep getting this crash on launch.
The short story is: "Caused by: java.lang.ClassNotFoundException: java.lang.ReflectiveOperationException"
The long story is:
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 3/7/14 7:24 AM
Description: Initializing game
java.lang.NoClassDefFoundError: java/lang/ReflectiveOperationException
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2446)
at java.lang.Class.getConstructor0(Class.java:2756)
at java.lang.Class.newInstance0(Class.java:328)
at java.lang.Class.newInstance(Class.java:310)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:195)
at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:133)
at cpw.mods.fml.common.network.NetworkModHandler.<init>(NetworkModHandler.java:102)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:263)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: java.lang.ReflectiveOperationException
at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:102)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 42 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2446)
at java.lang.Class.getConstructor0(Class.java:2756)
at java.lang.Class.newInstance0(Class.java:328)
at java.lang.Class.newInstance(Class.java:310)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:195)
at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:133)
at cpw.mods.fml.common.network.NetworkModHandler.<init>(NetworkModHandler.java:102)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:263)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 47697888 bytes (45 MB) / 139337728 bytes (132 MB) up to 2130051072 bytes (2031 MB)
JVM Flags: 2 total; -Xmx2G -XX:MaxPermSize=256m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 5 mods loaded, 5 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.71-core.jar) Unloaded->Constructed
madscience{1.00.98} [Mad Science] (MadScience-MC1.6.4-F9.11.1.964_v1.00.98-universal.jar) Unloaded
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: ATI Radeon HD 6970M OpenGL Engine GL version 2.1 ATI-1.6.42, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Thank you for your time, and for such an awesome mod!
The Meaning of Life, the Universe, and Everything.
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@Caracal: I see that you are running Mac OS X! Apple provides a non-standard version of Java that likes to cause' nothing but grief for Minecraft players. Here is a link from Oracle the current maintainers of Java, they provide a installer for OSX that will get a proper version of the JRE7 on your Mac. After you install this running the mod and Minecraft should no longer give you errors like this, you should also notice improved performance overall when using this version of Java.
I do know about that, but I'm afraid that's not a solution I am willing to use.
Second-guessing the installation of Java Apple provides has only caused me nightmares in the past, and I believe that is a very risky thing to advocate doing over a Minecraft mod.
Also, the class was introduced in Java 7, which means the issue affects all users not using that environment, not just Appleheads.
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@Caracal: Oracle has canceled the agreement with Apple that allows Apple to release an Apple branded version of Java. The last version Apple does this for is Java 6 (which came out in 2007). Installing the latest version of Java does not delete Apple's implementation.
Guliver's mod
-shrinking and growth vials
-shrink ray
-special buttons that can only be pressed when shrunk
-big multiblock levers for giants
Dart craft
-a machine for bottling players (they could break out)
-force powered ray that glitters (it freezes stuff in place)
-power shards as single use bateries
-force powered drill (like an arcane bore, but only digs down and looks cooler)
-combining force shards into force crystals, they would float and emmit strong light)
other ideas
Cloud in a bottle
-spawns a black cloud entity that follows whatever you right clucked the bottle on
-it causes the rain animation in a small area around it
-if killed it spawns a lightning strike on it's location
Tesla staff
-a tool shaped like an electric staff
-can be shift-right clicked on any wire to drain power from it and store it
-right clicking on a wire or a device will release the stored power back
-when fully charged it will glow blue
-if you right click a mob or a player it will deal 25 damage but loose all power (death message "was electrocuted")
Warp drive
-a disc drive with four supports coming out of the corners
-it can be placed on a block like a button
-when placed on a block the line between the drive and the block begins to glow
-when right clicked it starts to hum, after 5 seconds it starts to glow brightly, after 10 sevonds it activates
-it can be right clicked in the first 5 seconds to deactivate it
-when it activates it scans a certain area and stores it inside
-area is 5 blocks in all directions from thw block it's placed on and 10 above
-this includes all non-player entities
-it than drops itself as an item (enchanted)
-you can than place it on another block and it will emmit a hologram of the stored area
-you can right click it to swap the current area with the stored one
-you can place it and shift-right click it to place the stored area 1 block above it (requires air)
AMbush
-chestplate
-crafted from 6 leaves, an invisibility potion and 2 circuits
-when worn it will turn the player invisible without potion particles
-the chestplate would still be visible as a leaf block, but at ground elevation
-when you are sneaking the leaf block would snap to grid (look like a normal leaf block)
Wormhole generator
-a device with a plasma core and many glowing buttons
-it can be placed on any 3x3 vertical surface
-if two of these devices were placed opposite to each other with only solid blocks in a 3x3 area between them they would become active (blinking lights)
-when active you could right click any of them and a 3x3 see-trough portal would appear on the wall the device is (the device wouldn't colide with entities at this time)
-the portal would close after 30 seconds or if one of the generators was broken or right clicked
-if the generator was constantly powered the portal could be kept open indefinitly
PS:
-sonar lense (night vision + blindness I)
In 1.8 lenses added by Mad science should add shaders (creeper for sonar?)
Base core (a big blue floating crystal shard)
-the most basic type of cores, it sets your spawn when placed down, no other base cores can be placed nearby
-emmits a blue aura in it's area of effect, powering all other cores
-it's GUI can be accesed by any player (shows the owner), but settings can only be changed by the owner.
-it has 3 suport links, more can be added trough gems
-it has 3 upgrade slots
-it's GUI can be accesed by any player (shows the owner), but settings can only be changed by authorised players
-it has a lot of health, it's depleted whe being hit with a weapon, if it reaches 0 it can be broken with a crystal wrench
-it's warded untill all other cores in it's AoE are destroyed
-when the owner is online it slowly regenerates health, when you place it it starts with 1 health
-crafted from a crystal, 2 emerald blocks, 2 diamond blocks and 4 gold ingots
Ward core (a crystal orb with heavy metal chains binding it to the ground)
-a creative-only core (for spawn protection)
-it doesn't have an "owner"
-it prevents all mobs from spawning near it (even passive ones)
-no other cores can be placed in it's AoE
-emmits strong light
-it cannot be destroyed in survival
Tier 2
Dungeon core (a floating crystal orb floating above a solid iron pedestal with spikes on it)
-protects a certain area, all blocks in that area break as slow as breaking stone by hand, no mater the tool
-any dropped items in it's area of effect are transported into the core's inventory after 30 seconds
-it also detects all chests in a 5 block area and transfers all items in it's inventory into chests
-it has no suport links on it's own
-it has 3 upgrade slots
-it's GUI has a big red button that deactivates all it's effects (can be accesed by all players), it can be reactivated by it's owner
-it has a lot of health, it's depleted whe being hit with a weapon, if it reaches 0 itdisappears, health slowly recharges
-it's warded untill all support cores in it's AoE are destroyed
-crafted from 5 iron blocks, a crystal and 2 chests (like an enchanting table)
Utility core (a floating crystal ring floating above a thin golden spike on the ground)
-affects a small area, no effect of it's own
-it has no suport links on it's own
-it has 5 upgrade slots
-it has a medium health, it's depleted whe being hit with a weapon, if it reaches 0 it disappears, health quickly recharges
-it's warded untill all support cores in it's AoE are destroyed
-crafted from a crystal, 4 gold blocks and 4 endstone
Tier 3
Support core (a floating gray gear with a small blue crystal as it's axis, the gear spins when active)
-it has a small area of effect, it emmits a faint glow when active
-it can form a light chain to the nearest base core or dungeon core (if it has free support links)
-any base core or dungeon core with light chains attached to it cannot be accesed by unautorised players
-right clicking the core it deactivates the light chain, it can be reactivated by the owner
-it has 1 upgrade slot
-the core is as hard as obsidian
-crafted from a crystal, 4 endstone and 4 obsidian
Crystal spire (a small crystal spike partitially in the ground)
-it has a small area of effect, it glows with blue line particles occasionally flowing skyward
-it connects to the nearest core with paricles flowing between them (tier 1 or 2)
-the connected core regenerates health faster
-it cannot be deactivated, but it can be broken with a pickaxe
-it has 1 upgrade slot
-it is as hard as as diamond
-they cannot be crafted, but generate rarely in caves
Core upgrades (orb-shaped gems, when slotted into a core they float around it):
Power gem (blue gem with a yellow bolt design)
-can be slotted into any core core, except support cores
-each gem extends the AoE of cores by 10 blocks
-crafted from 8 glass and an emerald block
Maze gem (a blue gem with white animated tron lines in shape of a maze, like a blueprint)
-can be slotted into base or dungeon cores (but not particulary usefull for bases)
-if blocks are suplied into the core's inventory it builds a maze around itself in it's area of effect
-it adds a button into the GUI to "randomise" the maze and one to "open" a direct path to the outside
-if it's underground a celing is created too (it checks the block above, if it's not air it places a block below
-if two gems are added the maze's walls repair itself when broken (with blocks from it's inventory)
-if three gems are added into a core the walls shift periodicaly
-crafted from 4 chisled stone, 4 mossy coblestone and a redstone block
Light gem (a white gem with a bue crest above it, looks like a sunrise)
-can be slotted into any core
-one gem causes all air blocks in a 5 block radius to have a light level of at least 8
-two gems cause all air blocks in the core's AoE to have a light level of at least 8
-three gems cause all air blocks in the core's AoE to have a light level of at least 12
-crafted from 4 glass, 4 slime? and a glowstone block
Darkness gem (a pure black gem with a gray crest on the right, like the moon)
-can be slotted into any core
-one gem causes all air blocks in a 5 block radius to have a light level of 11 or less
-two gems cause all air blocks in the core's AoE to have a light level of 11 or less
-three gems cause all air blocks in the core's AoE to have a light level of 7 or less
-crafted from 4 glass, 4 inksacks and a spider eye
Suport gem (a grey gem covered with golden chains)
-can be slotted into any core (except support obviously)
-each gem adds one more link slot to the core
-link slots enables the core to create light chains to support cores, 1 chain per link slot
-it also enables the support cores to create chains to the nearest core
-crafted from 4 glass blocks, 4 iron ingots and an emerald
Warding gem (a black gem with a red eye on it)
-can be slotted into any core, except support cores
-the crystal turns red if other (unauthorised) players are in it's area of effect
-a linked resonant crystal turns red if other (unauthorised) players are in it's area of effect
-crafted from 4 glass blocks, 4 tripwires and a redstone block
Repair gem (a white gem with a gray spinning gears on it)
-it can be slotted into the base core
-it causes the core to detect any blocks destroyed in it's AoE
-it adds two buttons to thje core's GUI, and lists the blocks needed to repair the damage
button1: "repair" - if all blocks needed are present in the core's inventory it begins to slowly place the blocks where they were in the template, the template is created when you place the gem in the core
button": "update" - if you intentionally renovated your base, clicking this button will cause the core to save the cuurent location of the blocks around it as the template to repair to
-each aditional gem will cause the core to repair faster
-crafted from 4 glass blocks, 4 string and a gold block
Camoflage gem (a gem with a yin-yang design with diamond/cobblestone texture)
-can be slotted into dungeon and base cores
-it adds a new "camo" slot into the GUI
-it will cause all basic building blocks in it's AoE to look as the block placed into the "camo" slot
-still drops the normal block when mined
-two gems add a new slot so you can choose which block it replaces (only that type of block)
-three gems enable you to disguise machine blocks such as chests and furnaces
-crafted from a leaf block, 4 glass, lapis, rose red, dandelion yellow and cactus green
Ghost gem (a white gem with a block shaped hole)
-can be slotted into all cores, except support cores
-it adds a new "ghost" slot into the GUI
-it will cause all blocks in it's AoE that are identical to the one in the "ghost" block to have no hitboxes
-ghost block can be walked trough and cannot be mined, but appear no diferent
-two gems add a new slot for blocks
-three gems enable you to affect machine blocks such as chests and furnaces, but they cannot be interacted with while afected
-crafted by 4 glass and 4 ghast tears
Glamour gem (a gray gem with sparkles)
-it can be slotted into dungeon or base cores
-one gem causes the core to emmit sparkles (what collor?)
-two gem causes 5% of the stone blocks in it's area of effect to look like random ores
-three gems causes 5-10 air blocks to be replaced by chests that disappear when opened
-crafted out of a diamond ore, 4 gold ores and 4 glass
Potion gem (a golden gem with a potion on it)
-it can be slotted into any core, except support cores
-it adds a new "potion" slot to the GUI, with 1-3 buttons for targets of the effect
-it gives the target the effects of the potion once every 5 minutes (so it's weaker than a beacon)
-one gem adds a "all entities" button
-two gems add a "attackers" buuton (affects anyone who deals damage to a core"
-three gems add a "authorised players" button
-crafted out of 4 blazerods, 4 awkward potions and a block of glass
Beaconator gem (a dark gem with a beacon inside)
-it can only be slotted into the base core
-basically adds the beacon's GUI to the core
-it's crafted with a nether star, 2 gold blocks, 2 emerald blocks and 4 glass
-adds the beacon's light spire to the core
Core tools:
Crystal wrench (a pearly-white spanner)
-it can be used on cores to reactivate them
-if used on an active core it will open a GUI to controll the power and light chains connected to the core
-if shift-right clicked on a core by it's owner the core drops as an item
-it's the only tool able to destroy cores
Resonant crystal (looks like a blue nether star)
-if shift-right clicked on a core it allows the user to Access it's GUI from anywhere in it's AoE
-with the warding gem, unauthorised players being present in the base core's AoE cause it to glow red
Warp crystal (???)
-it's a (single-use?) item that allows the user to teleport to his base core
Crystal key (a simple light-blue key)
-it can be linked to a base core by shift-right clicking on it
-any player holding the key can acces the GUI of the base core and all cores powered by it
-players that have the linked key in their inventory are considered "authorised" by the core
-if a player drops the key on the ground (on death) the key breaks/isn't dropped
Whoops, wrong crash report.
Also, I just tried out the new update (w/ UE 3.1), same thing happens.
Hmmm, I hate those Ticking entity errors, especially because I don't know what a Ticking entity is.
But I know it's either because of a small bug in the Mad science mod, or because of the HUGE amount of mods you have installed, which overwhelms minecraft, because the Abomination seems to be a bit resource heavy.
Does it still happen if you play with only Mad science?
IDEA:
Also would it be possible to create a device that mind controlls mobs?
You would need a remote (expensive) and a chip (cheap) to plant on a mob, the chip would be used up and it could be seen on a mob, if the mob dies the chip doesn't drop.
You would then link the remote to it by shift-right clicking on it, the light would turn from red (off) to green (online), you can only controll one mob at a time, if you link a new one the old one would disconnect.
When you right click with a linked remote it would pu tup a menu:
-controll (depends on the controller, the light blinks green)
-kill (the light blinks red, the mob dies, if it's a creeper it blows up)
-disconnect (disconnects the entity from the remote, bact to normal AI, the chip turns red)
I guess you could even use the view added by the "Spectator mode", and just add a code that tells their AI they want to go in a direction you specify.
This way you couldn't make them do stuff they can't usually do (climbing, swimming, punching).
Remote upgrades:
-frequency upgrade (you can switch between up to 5 mobs)
-signal power (the range of the remote is upgraded from 50 to 300 blocks).
-warning light (if you are damaged while controlling a mob the view wouldauomatically switch back to you)
-bio-scanner (shows the stats of the mob: attack, HP, etc. doesn't work on undead)
Controll upgrades
-mind link (you can controll them as you were the mob, you can punch, climb, swim, etc.)
-AI (they follow you arround like wolves, fight for you without direct controll)
-stand by (remote option, turns the mob passive and doesn't move, the chip turns yellow)
-possesion (remote option, passive: when your body dies you remain in controll of the mob and have unlimited range, active: kills your body triggering the transfer, when the mob dies you respawn normally)
You could only have one of these per remote.
Advanced chips
-advanced controll (you can controll high inteligence mobs (villagers) and mobs added by mods (golems))
-animation core (you can plant these chips on all entities, even those without an AI (paintings)
-spirit controll (allows for controll of undead mobs, respawn villagers as zombies when they die)
Actually, the Abomination performs fine. All the other mobs perform fine, even the new Enderslime, the only issue is with the Endersquid.
I'm with you on the ticking entity thing, I wish these crash reports weren't so vague sometimes....
@Kyotra: Confirmed bug with the Endersquid! The array index out of bounds was him trying to reference the list of blocks he is allowed to grab, since we removed that ability for the endersquid we now override and cancel out this behavior. This fixes the bug, expect 0.91 in a few hours just testing everything else to make sure!
name: Copycat
genome: ocelot + redstone
apperance: looks like an ocelot but with redstone-like spots
ability: eats redstone like sheep eat grass, eats redstone if dropped on the floor, can be fead redstone. If it ingests redstone it spawns a duplicate of itself, this has a cooldown of 10s (it still eats redstone meanwhile).
Thaumcraft 4
-corporeal infuser
A modified infusion matrix, that doesn't require a pedistal under it (it would also require power to run).
It would instead infuse essentia into an entity below it, giving it special effects (kinda like eating mana beans).
It would usually have a 75% chance of killing the mob, so you would have to stabilise it somehow for personal use.
More power? material cost? Up to you.
-thaumic extractor
A modified corporeal infuser, that would instead of infusing essentia into an entity, drain it of it's essence .
This would generate essentia, killing it in the process, possibly with a slight chance of spawning a monster (ghost?).
It would also work on players, but draining their hunger bar instead and turning it into renewable energy (not killing it though, except possibly by starvation).
Maybe there could be a table to strap invoulentary subjects like players and monsters into?
Anyone who stood on top of it would automatically be mounted into it.
The would be only two ways to release someone/something bound on it:
-a redstone signal
-right clicking all four binds
The second one can even be done by the one bound on it, but each click would only have 10% chance of succeding. This way you couldn't trap a player permenantly, but long enough to zap him with something.
-wand power source
You could insert a wand in a generator to power some machine?
Maybe the above two also require vis to run?
-foci imbued lasers
Laser turets that have foci slots, kinda like the drill, FASER?
(Foci Application by Stimulated Emmision of Radiation)
Same effect as the wand, but cost power instead, but only shoots linearly, no diagonals.
would be great for traps.
Dimensional doors
-rift module
A machine that you can insert linked Rift signatures (up to 4).
If you placed a door next to it it would connect into a multiblock structure.
You could than choosed the signature of your choosing and the machine would turn the door into a temporary dimensional door leading to that destination, if you switched to another the portal would close, but if you entered trough the other side it would automatically switch to that signature as long as it is powered.
Like the door in Howl's moving castle.
Update: The dimensional door mod creators said they might implement it.
-transdimensional vacuum
A structure that would suck items (and possibly mobs) trough the rift.
It would cause the rift on the other end to act like a hungry node (but way smaller range).
Any entities that touch the rift would be teleported to the first solid block under the machine (or 1 block above the top).
-power transporter
A block that when placed over a rift would allow power to flow trough it, if another was placed at the other side.
Since it would be quite powerfull it could also be a multiblock structure.
Starminer? The maker of the mod is japanese, but the mod is in english, mostly.
Tons of possibilities though,
-floating evil castles with personal gravity (already possible with just Starminer)
-armour that allows you to change your personal gravity (or maybe deflect projectiles?)
-gravity cannons (star core powered block/TNT launching railgun)
Time travel mod (http://www.minecraft...o-to-your-past/)
It's currently a WIP, but with what he has planed it sounds like it will fit in perfectly with Mad science.
Buildcraft
-pipe support
Science goggles
-as much armour as chainmail
-look cool
-glow in the dark (like spiders but green)
-modular lense GUI (you have slots for other visual aparatus like goggles of Revealing)
-the lense effects overlay in the order you slot them in (up to 3 lenses)
You can also craft:
-sonar lense (night vision + blindness I)
-heat sensitive lenses (outlines of all entities)
-zoom lenses (zooms when shifting)
-glowstone lenses (emmit light)
-scanner lense (like WAILA)
-heavy lense (upgrades armour to iron)
Lab coat
-no armour
-imunity to potion effects
-takes damage when removing effects
Tool belt
-as much armour as iron pants
-can be used as an universal wrench for most mods
-as much inventory space as a hopper when shift-clicked
-not considered metal by the tesla coil (insulated)
Ocular Resonant Eyepiece (ORE)
-helmet piece
-no armour
-makes ores slowly pulsate with light
-makes all other blocks slightly darker
-can be sloted into Goggles as a lense (science goggles compatibile)
Rubber boots
-as much armour as leather
-imunity to electrisity (lightning and such)
-featherfall II
-when falling bounce like on slime blocks
Spanner
-weapon
-as much damage as a stone sword (blunt)
-knockback III
-if right clicked on a machine it malfunctions (sparks fly out, stops progress, you need to restart the process)
Occam's razor
-weapon
-as much damage as an iron sword
-ignores armour
-low durability
-if used to kill a player or a mob it has 10% chance to drop his head
-if right clicked on an entity it removes it's potion effects
Tesla coil
-2 blocks high
-deals electric damage to enemies
-targets players/mobs with metal armour from farther away
-doesn't affect insulated players/mobs
Vial
-can be crafted with a potion to get a potion filled vial
-full vials can be crafted into srynges, they can be used on players and mobs.
-full vials can be crafted with apples and bottles to create a "delicious drink".
-delicuous drinks can also be crafted with just a bottle and apples, they look the same as spiked ones.
-vials can be modified or crafted together in a chemistry set to get new effects
Great stuff so far, I think you will see some of this equipment show up in nightly builds in next few days.
But... I haven't been able to run Mad Science since version 0.7; I keep getting this crash on launch.
The short story is: "Caused by: java.lang.ClassNotFoundException: java.lang.ReflectiveOperationException"
The long story is:
Thank you for your time, and for such an awesome mod!
http://www.java.com/en/download/faq/java_mac.xml
Second-guessing the installation of Java Apple provides has only caused me nightmares in the past, and I believe that is a very risky thing to advocate doing over a Minecraft mod.
Also, the class was introduced in Java 7, which means the issue affects all users not using that environment, not just Appleheads.
Thank you for your time!
Guliver's mod
-shrinking and growth vials
-shrink ray
-special buttons that can only be pressed when shrunk
-big multiblock levers for giants
Dart craft
-a machine for bottling players (they could break out)
-force powered ray that glitters (it freezes stuff in place)
-power shards as single use bateries
-force powered drill (like an arcane bore, but only digs down and looks cooler)
-combining force shards into force crystals, they would float and emmit strong light)
other ideas
Cloud in a bottle
-spawns a black cloud entity that follows whatever you right clucked the bottle on
-it causes the rain animation in a small area around it
-if killed it spawns a lightning strike on it's location
Tesla staff
-a tool shaped like an electric staff
-can be shift-right clicked on any wire to drain power from it and store it
-right clicking on a wire or a device will release the stored power back
-when fully charged it will glow blue
-if you right click a mob or a player it will deal 25 damage but loose all power (death message "was electrocuted")
Warp drive
-a disc drive with four supports coming out of the corners
-it can be placed on a block like a button
-when placed on a block the line between the drive and the block begins to glow
-when right clicked it starts to hum, after 5 seconds it starts to glow brightly, after 10 sevonds it activates
-it can be right clicked in the first 5 seconds to deactivate it
-when it activates it scans a certain area and stores it inside
-area is 5 blocks in all directions from thw block it's placed on and 10 above
-this includes all non-player entities
-it than drops itself as an item (enchanted)
-you can than place it on another block and it will emmit a hologram of the stored area
-you can right click it to swap the current area with the stored one
-you can place it and shift-right click it to place the stored area 1 block above it (requires air)
AMbush
-chestplate
-crafted from 6 leaves, an invisibility potion and 2 circuits
-when worn it will turn the player invisible without potion particles
-the chestplate would still be visible as a leaf block, but at ground elevation
-when you are sneaking the leaf block would snap to grid (look like a normal leaf block)
Wormhole generator
-a device with a plasma core and many glowing buttons
-it can be placed on any 3x3 vertical surface
-if two of these devices were placed opposite to each other with only solid blocks in a 3x3 area between them they would become active (blinking lights)
-when active you could right click any of them and a 3x3 see-trough portal would appear on the wall the device is (the device wouldn't colide with entities at this time)
-the portal would close after 30 seconds or if one of the generators was broken or right clicked
-if the generator was constantly powered the portal could be kept open indefinitly
PS:
In 1.8 lenses added by Mad science should add shaders (creeper for sonar?)
Tier 1
Base core (a big blue floating crystal shard)
-the most basic type of cores, it sets your spawn when placed down, no other base cores can be placed nearby
-emmits a blue aura in it's area of effect, powering all other cores
-it's GUI can be accesed by any player (shows the owner), but settings can only be changed by the owner.
-it has 3 suport links, more can be added trough gems
-it has 3 upgrade slots
-it's GUI can be accesed by any player (shows the owner), but settings can only be changed by authorised players
-it has a lot of health, it's depleted whe being hit with a weapon, if it reaches 0 it can be broken with a crystal wrench
-it's warded untill all other cores in it's AoE are destroyed
-when the owner is online it slowly regenerates health, when you place it it starts with 1 health
-crafted from a crystal, 2 emerald blocks, 2 diamond blocks and 4 gold ingots
Ward core (a crystal orb with heavy metal chains binding it to the ground)
-a creative-only core (for spawn protection)
-it doesn't have an "owner"
-it prevents all mobs from spawning near it (even passive ones)
-no other cores can be placed in it's AoE
-emmits strong light
-it cannot be destroyed in survival
Tier 2
Dungeon core (a floating crystal orb floating above a solid iron pedestal with spikes on it)
-protects a certain area, all blocks in that area break as slow as breaking stone by hand, no mater the tool
-any dropped items in it's area of effect are transported into the core's inventory after 30 seconds
-it also detects all chests in a 5 block area and transfers all items in it's inventory into chests
-it has no suport links on it's own
-it has 3 upgrade slots
-it's GUI has a big red button that deactivates all it's effects (can be accesed by all players), it can be reactivated by it's owner
-it has a lot of health, it's depleted whe being hit with a weapon, if it reaches 0 itdisappears, health slowly recharges
-it's warded untill all support cores in it's AoE are destroyed
-crafted from 5 iron blocks, a crystal and 2 chests (like an enchanting table)
Utility core (a floating crystal ring floating above a thin golden spike on the ground)
-affects a small area, no effect of it's own
-it has no suport links on it's own
-it has 5 upgrade slots
-it has a medium health, it's depleted whe being hit with a weapon, if it reaches 0 it disappears, health quickly recharges
-it's warded untill all support cores in it's AoE are destroyed
-crafted from a crystal, 4 gold blocks and 4 endstone
Tier 3
Support core (a floating gray gear with a small blue crystal as it's axis, the gear spins when active)
-it has a small area of effect, it emmits a faint glow when active
-it can form a light chain to the nearest base core or dungeon core (if it has free support links)
-any base core or dungeon core with light chains attached to it cannot be accesed by unautorised players
-right clicking the core it deactivates the light chain, it can be reactivated by the owner
-it has 1 upgrade slot
-the core is as hard as obsidian
-crafted from a crystal, 4 endstone and 4 obsidian
Crystal spire (a small crystal spike partitially in the ground)
-it has a small area of effect, it glows with blue line particles occasionally flowing skyward
-it connects to the nearest core with paricles flowing between them (tier 1 or 2)
-the connected core regenerates health faster
-it cannot be deactivated, but it can be broken with a pickaxe
-it has 1 upgrade slot
-it is as hard as as diamond
-they cannot be crafted, but generate rarely in caves
Core upgrades (orb-shaped gems, when slotted into a core they float around it):
Power gem (blue gem with a yellow bolt design)
-can be slotted into any core core, except support cores
-each gem extends the AoE of cores by 10 blocks
-crafted from 8 glass and an emerald block
Maze gem (a blue gem with white animated tron lines in shape of a maze, like a blueprint)
-can be slotted into base or dungeon cores (but not particulary usefull for bases)
-if blocks are suplied into the core's inventory it builds a maze around itself in it's area of effect
-it adds a button into the GUI to "randomise" the maze and one to "open" a direct path to the outside
-if it's underground a celing is created too (it checks the block above, if it's not air it places a block below
-if two gems are added the maze's walls repair itself when broken (with blocks from it's inventory)
-if three gems are added into a core the walls shift periodicaly
-crafted from 4 chisled stone, 4 mossy coblestone and a redstone block
Light gem (a white gem with a bue crest above it, looks like a sunrise)
-can be slotted into any core
-one gem causes all air blocks in a 5 block radius to have a light level of at least 8
-two gems cause all air blocks in the core's AoE to have a light level of at least 8
-three gems cause all air blocks in the core's AoE to have a light level of at least 12
-crafted from 4 glass, 4 slime? and a glowstone block
Darkness gem (a pure black gem with a gray crest on the right, like the moon)
-can be slotted into any core
-one gem causes all air blocks in a 5 block radius to have a light level of 11 or less
-two gems cause all air blocks in the core's AoE to have a light level of 11 or less
-three gems cause all air blocks in the core's AoE to have a light level of 7 or less
-crafted from 4 glass, 4 inksacks and a spider eye
Suport gem (a grey gem covered with golden chains)
-can be slotted into any core (except support obviously)
-each gem adds one more link slot to the core
-link slots enables the core to create light chains to support cores, 1 chain per link slot
-it also enables the support cores to create chains to the nearest core
-crafted from 4 glass blocks, 4 iron ingots and an emerald
Warding gem (a black gem with a red eye on it)
-can be slotted into any core, except support cores
-the crystal turns red if other (unauthorised) players are in it's area of effect
-a linked resonant crystal turns red if other (unauthorised) players are in it's area of effect
-crafted from 4 glass blocks, 4 tripwires and a redstone block
Repair gem (a white gem with a gray spinning gears on it)
-it can be slotted into the base core
-it causes the core to detect any blocks destroyed in it's AoE
-it adds two buttons to thje core's GUI, and lists the blocks needed to repair the damage
button1: "repair" - if all blocks needed are present in the core's inventory it begins to slowly place the blocks where they were in the template, the template is created when you place the gem in the core
button": "update" - if you intentionally renovated your base, clicking this button will cause the core to save the cuurent location of the blocks around it as the template to repair to
-each aditional gem will cause the core to repair faster
-crafted from 4 glass blocks, 4 string and a gold block
Camoflage gem (a gem with a yin-yang design with diamond/cobblestone texture)
-can be slotted into dungeon and base cores
-it adds a new "camo" slot into the GUI
-it will cause all basic building blocks in it's AoE to look as the block placed into the "camo" slot
-still drops the normal block when mined
-two gems add a new slot so you can choose which block it replaces (only that type of block)
-three gems enable you to disguise machine blocks such as chests and furnaces
-crafted from a leaf block, 4 glass, lapis, rose red, dandelion yellow and cactus green
Ghost gem (a white gem with a block shaped hole)
-can be slotted into all cores, except support cores
-it adds a new "ghost" slot into the GUI
-it will cause all blocks in it's AoE that are identical to the one in the "ghost" block to have no hitboxes
-ghost block can be walked trough and cannot be mined, but appear no diferent
-two gems add a new slot for blocks
-three gems enable you to affect machine blocks such as chests and furnaces, but they cannot be interacted with while afected
-crafted by 4 glass and 4 ghast tears
Glamour gem (a gray gem with sparkles)
-it can be slotted into dungeon or base cores
-one gem causes the core to emmit sparkles (what collor?)
-two gem causes 5% of the stone blocks in it's area of effect to look like random ores
-three gems causes 5-10 air blocks to be replaced by chests that disappear when opened
-crafted out of a diamond ore, 4 gold ores and 4 glass
Potion gem (a golden gem with a potion on it)
-it can be slotted into any core, except support cores
-it adds a new "potion" slot to the GUI, with 1-3 buttons for targets of the effect
-it gives the target the effects of the potion once every 5 minutes (so it's weaker than a beacon)
-one gem adds a "all entities" button
-two gems add a "attackers" buuton (affects anyone who deals damage to a core"
-three gems add a "authorised players" button
-crafted out of 4 blazerods, 4 awkward potions and a block of glass
Beaconator gem (a dark gem with a beacon inside)
-it can only be slotted into the base core
-basically adds the beacon's GUI to the core
-it's crafted with a nether star, 2 gold blocks, 2 emerald blocks and 4 glass
-adds the beacon's light spire to the core
Core tools:
Crystal wrench (a pearly-white spanner)
-it can be used on cores to reactivate them
-if used on an active core it will open a GUI to controll the power and light chains connected to the core
-if shift-right clicked on a core by it's owner the core drops as an item
-it's the only tool able to destroy cores
Resonant crystal (looks like a blue nether star)
-if shift-right clicked on a core it allows the user to Access it's GUI from anywhere in it's AoE
-with the warding gem, unauthorised players being present in the base core's AoE cause it to glow red
Warp crystal (???)
-it's a (single-use?) item that allows the user to teleport to his base core
Crystal key (a simple light-blue key)
-it can be linked to a base core by shift-right clicking on it
-any player holding the key can acces the GUI of the base core and all cores powered by it
-players that have the linked key in their inventory are considered "authorised" by the core
-if a player drops the key on the ground (on death) the key breaks/isn't dropped