flaxbeard / cyberware Goto Github PK
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License: MIT License
Cybernetics mod for Minecraft 1.9.4/1.10
License: MIT License
" battery thing turns red when below 20% and flashes when below 5" -Lumindia
Is this something that can be added somewhere in the roadmap? Thank you.
try connect the the energy of tesla essentials and the game crashesd
java.lang.ClassCastException: flaxbeard.cyberware.common.block.tile.PowerContainer cannot be cast to net.darkhax.tesla.api.ITeslaConsumer at net.darkhax.tesla.lib.TeslaUtils.distributePowerToAllFaces(TeslaUtils.java:278) at com.trials.modsquad.block.TileEntities.TileSolarPanel.func_73660_a(TileSolarPanel.java:82) at net.minecraft.world.World.func_72939_s(World.java:1802) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:618) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:240) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) at java.lang.Thread.run(Thread.java:745)
Feet slot is looking neglected.
Clicking on the crosscut of the skin, muscle and bone area does not take me to its respective menu anymore, as of Beta 0.1.5. It rotates the view back to the front if the full body has been rotated, but does not allow access, making skin, muscle, and bone augments impossible to add.
Holding shift over any of cyberware's items does not give a tooltip. This makes crafting within the mod very difficult and I am guessing at crafting recipes for augs.
Minecraft version 1.10.2 using Abridged B.2
OS X El Capitan 10.11.5
I play on a friend's server with a custom modpack, and we got enough materials to actually start using the mod so I decided to plug in an arm. I installed a Metabolic Generator to power the arm, and a Right arm. (My Minecraft skin settings are set to use the left arm as the dominant hand, not sure if this affects anything) After I stepped out of the surgeon, I looked at myself and saw the arm installed properly but I couldn't see my hands in first person so I decided to re-log, thinking it was a desync.
However, I couldn't join back in, simply getting the message "Disconnected" every time. I relaunched the client entirely and looked at the console, and saw an error pop up at the moment where it said I was disconnected, pointing to Cyberware.
Here's the log: http://paste.ee/p/kRo89
thankies
Quick note: I do not have an internal battery or pow storage installed since I thought generating enough pow would be sufficient without needing to store it.
After a long not succsesfull search for the Robosurgeon, I decided to cheat it in, just to test the mod. Then I went out for the hunt of Cyber Zombies and found them. However, I didnt get 1 drop of about 20 cyber Zombies. So I set the droprate to 100% just for testing reasons. Still no drops.
Minecraft: 1.10.2
Forge: 12.18.1.2014
Cyberware: 0.1.10
Also, it could be a bug that the Robosurgeon doesn't spawn, because I couldnt find in about 7 fresh generated nether Fortresses.
We're using forge-1.10.2-12.18.1.2079-universal.jar and cyberware-1.9.4-1.10.2-beta-0.2.2.jar.
It appears lots of LivingUpdateEvent handlers from the mod are using 1.5% of CPU with only 2 players online and no special modifications of them.
According to profiler results, handlers are created redundantly for each effect with what appears to be fairly slow filtering.
Also, the muscle upgrade handler actively tries to remove attributes even if they are already removed which cause CPU (and in some cases NETWORK) lag.
With more overlays installed, i activated item searching with @cyberware in the search bar. I then hold shift to send items from a chest to my inventory and it crashes.
Crahreport:
crash-2016-08-14_21.57.33-server.txt
I selected my save without all other mods and it hang up again
I'm not sure what's causing it, but when I try to use the charger it only works for a few seconds before it stops sending me power. Repeatedly breaking the block and replacing is the work around I've worked out. Makes the one battery a pain to use.
Great mod overall. After I switched things around, it was very fun just running around being a badass cyborg.
Kind of like getting a player head, except you can install their limbs. Not sure if this is possible, but would be pretty funny to have someone else's arm.
We need some way to indicate this is occuring. If you don't read the button about essence it's confusing.
My first thought is a "Warning Signs" potion effect with a biohazard symbol, if it doesn't do anything directly but maybe some flickery vision or jitters we can even use it for more then one thing.
Fixed in 0.1.11
That way if you overeat, it won't be a waste. Thoughts?
Implanted a cyberarm, it's no longer showing my hand anymore.
My View: http://imgur.com/a/cLW4Y
Index from the Robosurgeon: http://imgur.com/a/SCClR
Cyberware Version: cyberware-1.9.4-1.10.2-beta-0.2.1
Spawning a wither with both cyberware and hardcore wither installed produces the error below.
Not sure who's end its on, I have attached the server log and posted a report on the other mods tracker.
[00:05:06] [Server thread/ERROR] [FML/]: Exception caught during firing event net.minecraftforge.event.entity.EntityJoinWorldEvent@1bcd1e18:
java.lang.ClassCastException: thor12022.hardcorewither.wither.WitherData cannot be cast to flaxbeard.cyberware.api.ICyberwareUserData
at flaxbeard.cyberware.api.CyberwareAPI.getCapability(CyberwareAPI.java:365) ~[CyberwareAPI.class:?]
at flaxbeard.cyberware.api.CyberwareAPI.isCyberwareInstalled(CyberwareAPI.java:381) ~[CyberwareAPI.class:?]
at flaxbeard.cyberware.common.item.ItemBoneUpgrade.handleJoinWorld(ItemBoneUpgrade.java:64) ~[ItemBoneUpgrade.class:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_284_ItemBoneUpgrade_handleJoinWorld_EntityJoinWorldEvent.invoke(.dynamic) ~[?:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:72) ~[ASMEventHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:168) [EventBus.class:?]
at net.minecraft.world.World.func_72838_d(World.java:1129) [aid.class:?]
at net.minecraft.world.WorldServer.func_72838_d(WorldServer.java:1063) [ls.class:?]
at net.minecraft.block.BlockSkull.func_180679_a(BlockSkull.java:212) [aoy.class:?]
at net.minecraft.item.ItemSkull.func_180614_a(ItemSkull.java:112) [aez.class:?]
at net.minecraftforge.common.ForgeHooks.onPlaceItemIntoWorld(ForgeHooks.java:755) [ForgeHooks.class:?]
at net.minecraft.item.ItemStack.func_179546_a(ItemStack.java:144) [adz.class:?]
at net.minecraft.server.management.PlayerInteractionManager.func_187251_a(PlayerInteractionManager.java:483) [lv.class:?]
at net.minecraft.network.NetHandlerPlayServer.func_184337_a(NetHandlerPlayServer.java:679) [me.class:?]
at net.minecraft.network.play.client.CPacketPlayerTryUseItemOnBlock.func_148833_a(SourceFile:55) [jj.class:?]
at net.minecraft.network.play.client.CPacketPlayerTryUseItemOnBlock.func_148833_a(SourceFile:11) [jj.class:?]
at net.minecraft.network.PacketThreadUtil$1.run(SourceFile:13) [fl$1.class:?]
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) [?:1.8.0_91]
at java.util.concurrent.FutureTask.run(FutureTask.java:266) [?:1.8.0_91]
at net.minecraft.util.Util.func_181617_a(SourceFile:45) [h.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387) [ld.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) [MinecraftServer.class:?]
'''
Not sure if the issue lies mainly here or with Sponge, but the mod is a bit buggy when running with Sponge.
More info here: SpongePowered/SpongeForge#844
Perhaps you could offer any insight.
Thanks a lot for your time,
Luke
Read the title. basically I want to effect blocks from farther range, as well as an ability to float/walk on water.
http://pastebin.com/aNjp9dDy
This happened when hitting zombies in my mob-grinder with an un-enchanted diamond sword. After logging back in, I could clear my grinder with no problems.
Hello, as the title states, the synthetic skin augment is hiding wings from Extra Utilities and anything from the Tails mod. This is a shame, since I would like to use the cyberarms and legs, but they don't render correctly which forces me to use the synthetic skin which is also a problem since I really like the look of my character with wings. I hope this gets fixed soon, since your mod seems very well made, despite being slightly too difficult to obtain augments.
(As a side note, I can't seem to take out the metabolic generator, so I wanted to know if that is a feature or a bug.)
The gamerule to keep your cyberware is enabled, it's also enabled server-side and client side in the config. But when you die it's simply dupes everything, keeping the stuff in your body but duping another set and dropping it. I'm assuming this is an issue with GraveStone mod but figured I'd open the issue here too.
Cyberware Version: cyberware-1.9.4-1.10.2-beta-0.2.2
Since this is the third complaint I've seen on it. I figured we might want to make an issue of it.
Put a spider eye in for one of my eyes, now I can't open the GUI on the robosurgeon to put my normal eye back in.
No chat, no HUD, no esc menu..
cyberware-1.9.4-1.10.2-beta-0.1.11
Forge 2026
When placing the robosurgeon on a server, the server crashes most times. If it doesn't crash, the robosurgeon isn't used up on placing, and can't be broken, appearing to break but staying there, revealed upon relogging.
Server crashlog:
http://pastebin.com/FaFXQ0Nf
used /gamerule to make Cyberware keep on death, Then died.
Cyberware is gone.
Attempted to change config, Even though shouldn't have to.
Died.
Cyberware Gone
Attempted to Make Cyberware Drop on death
Died
Cyberware Gone.
-Attempted with Both Keepinventory on and off as well
Also attempted to change endurance to 200, with the "Reject Effect" at 25.
Nothing changed.
beta 0.1.12
The extra heath hearts granted by the bone augments seem to disappear when changing dimensions.
Logging out and logging back in restores the extra hearts, so I suspect it's merely a visual bug.
BTM convention, picked up a human right arm from a dispenser designed to dispense food
I can eat the arm
I cannot eat the arm
Make the arm edible
I think the effect should be different, if you walk out and your vision goes black, it's almost impossible to put your regular eyes back. While it makes sense that you can't see without any power to cybereyes or no eyes, it's difficult to repair the situation.
Was just adventuring, probably nothing I did triggered it.
I love the mod so far! I just have a few suggestions... Some of them might be ridiculous, some might be useful, take your pick. :)
Lastly... I plan on asking iChun about his Sync mod. It's GPL but it might be great for hot swapping augmentation load outs.
Trying to change the time taken from 20 minutes to 10 minutes per scanner operation, so I changed the config to what I believe should be correct.
Restarting the server and going back into the game, I find it's still going to take 20 minutes for some reason:
Cyberware Version: cyberware-1.9.4-1.10.2-beta-0.2.1
You wanted a github issue :P
There is no crash, not sure what logs you would like or even if they would help. Multiple issues in previous All the Mods which were solved by removing Cyberware: Single player game periodically freezing(with no apparent Mem dump at 95%. FPS drops and server TPS drops. There really isn't much to report :( and it could quite well just be the pack, it sure has other issues as well. https://github.com/whatthedrunk/allthemods/issues/103
All the Mods v1.9 added Cyberware. v1.12 removed Cyberware.
Using the small-armed (Alex) player model, Cyberarms render incorrectly, so a bit of the normal arm can be seen.
I am frustrated with a few things in the Neural Contextualizer.
When you attack a mob and miss, it switches to your shovel, assuming because you hit the ground or were aiming at the ground.
When you actually hit a mob and any tool is in your hand, it doesn't switch to your sword, or whichever tool in your hotbar has the highest attack damage.
Meaning, 99% of the time I get in a fight with any mob, it switches to a shovel and doesn't switch to anything else. It's so annoying with spiders and baby zombies.
MC Version: 1.10.2
Forge Version: 12.18.1.2011
Cyberware Version: beta-0.1.81
It might be too complicated, but it's an idea I had. If the Souls mod is installed, maybe it could take on the Cyberware you had inside your body and use them against you when trying to re-claim your items. It won't drop the augments, just like a normal death.
+Probably a new Slot (Spine or something?):
Probably by the use ofthe Dragons Breath add something to fly, like wings etc..
That would make that augment late game, since you need to have beaten(or at least have met) the ender dragon.
+For the Eyes Slot:
I don't know if this is possible, add the feature to implant existing Overlay-Adding-Things into yourself (I'd be interested in seeing something like that for the mod OpenGlasses. That'd be cool ^^)
+For the Feet Slot:
Something like Flipper-feet to be faster in water
Whenever you go to a different dimension, the power always gets reset to 0.
Also, when you perform surgery, it gets reset to 0. I don't know if that is intended or not. It shouldn't reset to 0 if it hasn't been changed.
For a few examples, Cyberware Enderman have augments that allow you to blink around like teleportation wands. Cyberware Skeletons have augments that give you regeneration when standing under a tree, a bonemeal aura around you, etc. Cyberware Spiders have augments that let you climb walls, deal poison damage when hitting with fists, etc. Cyberware Zombie Pigman have augments that give you fire resistance, strength, etc.
Was just mining with my new Tinkers hammer and when I placed a torch, the game crashed. I just assumed I ran out of memory, but the crash log said Cyberware.
Forge Version: 12.18.1.2024
Cyberware Version: beta 0.1.9
Basically, I don't want to have rejection or loss of life in Creative Mode with this.
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