Hbm's Nuclear Tech Mod

Hbm's Nuclear Tech Mod

1M Downloads

Questions, Bugs and Suggestions

LavaHoleD opened this issue · 16 comments

commented

Hello, so:
I have much stuff where I need an answer, some bugs to report as well with suggestions.
Questions

  1. Is there an option in the config where you can disable Duck naturally spawning and "press O to duck"?
    If not, I would suggest to add it.
  2. Is it possible to use this mod on my server? And no, i'm not gonna monetize it, or the server will not have the true meaning anymore and it would be pay-to-win. Something I really hate.
    Bugs
  3. When some random atomic or nuclear stuff (bombs, missiles...) explodes near you (haven't tested in KM of distance), your visual will bug out. Crosshair is not pointing to the block you want to point anymore, if you pass under a space with an altitude of 2 blocks you'll see the block's upper you texture.
  4. When I try to generate a new world with structures ON it will crash with something related to villages and Biomes O' Plenty.
    There's a fix that (for some reasons) doesn't work to me, but anyways this happens only when I add hbm. (Using X3719 rn, but had this with X3697 and X3710)
  5. Radar isn't working. When I click it it says "not enough altitude". I saw some tutorials and follow their same buildings...still nothing has changes. Added power with infinite batteries and red copper cable...nothing changes.
  6. For some reason MCHeli shake system (to recreate realistic simulation) isn't working as intended: the shake effect is like multiplied for three times. This happened when added HBM.
    Suggestions
  7. Add gas mask compatibility with other mods, such as Flan's Mod or Vic's Modern Warfare.
  8. Name for WIP Turret: Himmel Artillerie (translated with google translate. It means Sky Artillery). This is because it reminds me the FlaK 88 (not sure if I'm correct about Flak model number). The original name of the FlaK is Flugabwehr Artillerie if i'm not incorrect.
  9. Add standalone machineguns dan't dont need turret controller. You just click em and shoot.

English ain't my native launguage. I'm italian.
About bugs: I have not tested if they occur in X3726, but well seems that X3726 has no changelog...

commented
commented

For the radar issue saying "not enough altitude", it quite literally means it doesn't have enough altitude. I believe it requires a y-level of at least ~55 to operate by default.

-- UFFR

Ok, thank you for the quick response! What about other problems? And mostly, the two questions?

commented
commented
  1. Why would you want to disable ducks? Is it because of Quackos spawning? 2. I /believe/ you are allowed to use it for servers as there are many out there that use it (albeit with 99% of the mod banned, handicapping it essentially).
    On 12/24/20 3:24 PM, LavaHoleD wrote: For the radar issue saying "not enough altitude", it quite literally means it doesn't have enough altitude. I believe it requires a y-level of at least ~55 to operate by default. … <#> -- UFFR Ok, thank you for the quick response! What about other problems? And mostly, the two questions? — You are receiving this because you commented. Reply to this email directly, view it on GitHub <#127 (comment)>, or unsubscribe https://github.com/notifications/unsubscribe-auth/APBHQKJCXTH55AJ3NNIO45TSWOPQ5ANCNFSM4VIQC4HQ.
    -- UFFR

I would disable ducks because I just don't want them to be around. Mostly for the meme sounds because yeah they're pretty funny but not serious. Also the "press O to duck" makes you spawn a duck everytime you log in...I don't really like that. For quackos i've already disabled it in the config

commented
commented
  1. There isn't.
  2. The mod is licensed under the GPLv3, skipping all the legalese it basically means that you can use the mod in any way for any purpose and redistribute it without restrictions (say, in a modpack) without the need to ask for permission.
  3. This is the first time I've heard about this issue, my best guess is that it's the nausea effect caused by radiation (which does all sorts of wobbly screen stuff) with some other mod. It's hard to tell which one it would be, but my first guesses would be any sorts of shader or performance mods such as Optifine (though it has been tested, there might be settings that could cause this issue)
  4. Without the crash report it's not really possible for me to tell what exactly is going on.
  5. I know of quite a few servers that use both McHeli and NTM and nobody else has reported anything like this. Either way, McHeli being closed-source means finding a fix would be very hard, assuming there's even something I can do about it at all.
  6. Same story with VMW, it doesn't have any API I could use and the source is only accessible via decompiling. Flan's mod doesn't have a source either, but it might be possible using some unorthodox methods to get gas masks to work, at least from one mod, although at that rate it's more trouble than it's worth.
  7. Turrets will be completely re-made once I have the time and motivation to do so, whether any of the old ones will remain is questionable, and I'm dissatisfied with the unnamed turret's model anyway. The cheapo will most likely remain, people love the cheapo.
commented
  1. There isn't.
  2. The mod is licensed under the GPLv3, skipping all the legalese it basically means that you can use the mod in any way for any purpose and redistribute it without restrictions (say, in a modpack) without the need to ask for permission.
  3. This is the first time I've heard about this issue, my best guess is that it's the nausea effect caused by radiation (which does all sorts of wobbly screen stuff) with some other mod. It's hard to tell which one it would be, but my first guesses would be any sorts of shader or performance mods such as Optifine (though it has been tested, there might be settings that could cause this issue)
  4. Without the crash report it's not really possible for me to tell what exactly is going on.
  5. I know of quite a few servers that use both McHeli and NTM and nobody else has reported anything like this. Either way, McHeli being closed-source means finding a fix would be very hard, assuming there's even something I can do about it at all.
  6. Same story with VMW, it doesn't have any API I could use and the source is only accessible via decompiling. Flan's mod doesn't have a source either, but it might be possible using some unorthodox methods to get gas masks to work, at least from one mod, although at that rate it's more trouble than it's worth.
  7. Turrets will be completely re-made once I have the time and motivation to do so, whether any of the old ones will remain is questionable, and I'm dissatisfied with the unnamed turret's model anyway. The cheapo will most likely remain, people love the cheapo.

About 1.
I suggest to add it. Maybe add directly the option to controls keybinding, and make that if it's set to NONE the message will not pop up on the inventory bar.
About 2.
I'll try removing Optifine and generate a nuclear explosion. I'll tell you soon.
About 4.
Here's the crash report
crash-2020-12-18_19.47.00-server.txt
Thanks again for the quick answers, and merry Christmas!

commented

Ducks are only supposed to spawn once per player per world anyway, if you're getting more it's a bug.

commented

And if it's only one, I don't see how that's that big of a deal.

commented

Ducks are only supposed to spawn once per player per world anyway, if you're getting more it's a bug.

On singleplayer I can spam them by quitting and rejoining the world. Haven't tested on my server since didn't make the update. Mostly because of that MCHeli problem.

commented

And if it's only one, I don't see how that's that big of a deal.

Having mobs on server's spawn, where any living entity shouldn't be, isn't that good. I think I wouldn't be the only server owner to have this kind of problem. Perhaps.

commented
  1. There isn't.
  2. The mod is licensed under the GPLv3, skipping all the legalese it basically means that you can use the mod in any way for any purpose and redistribute it without restrictions (say, in a modpack) without the need to ask for permission.
  3. This is the first time I've heard about this issue, my best guess is that it's the nausea effect caused by radiation (which does all sorts of wobbly screen stuff) with some other mod. It's hard to tell which one it would be, but my first guesses would be any sorts of shader or performance mods such as Optifine (though it has been tested, there might be settings that could cause this issue)
  4. Without the crash report it's not really possible for me to tell what exactly is going on.
  5. I know of quite a few servers that use both McHeli and NTM and nobody else has reported anything like this. Either way, McHeli being closed-source means finding a fix would be very hard, assuming there's even something I can do about it at all.
  6. Same story with VMW, it doesn't have any API I could use and the source is only accessible via decompiling. Flan's mod doesn't have a source either, but it might be possible using some unorthodox methods to get gas masks to work, at least from one mod, although at that rate it's more trouble than it's worth.
  7. Turrets will be completely re-made once I have the time and motivation to do so, whether any of the old ones will remain is questionable, and I'm dissatisfied with the unnamed turret's model anyway. The cheapo will most likely remain, people love the cheapo.

might sound crazy...but I solved the shaking problem.
How did I? Just readded optifine version i was using (removed in the past cause though was generating an error) lmao

Also for ducks if this feature ain't going to be added maybe I can use a mob blacklister but they will not completely spawn.

commented
  1. There isn't.
  2. The mod is licensed under the GPLv3, skipping all the legalese it basically means that you can use the mod in any way for any purpose and redistribute it without restrictions (say, in a modpack) without the need to ask for permission.
  3. This is the first time I've heard about this issue, my best guess is that it's the nausea effect caused by radiation (which does all sorts of wobbly screen stuff) with some other mod. It's hard to tell which one it would be, but my first guesses would be any sorts of shader or performance mods such as Optifine (though it has been tested, there might be settings that could cause this issue)
  4. Without the crash report it's not really possible for me to tell what exactly is going on.
  5. I know of quite a few servers that use both McHeli and NTM and nobody else has reported anything like this. Either way, McHeli being closed-source means finding a fix would be very hard, assuming there's even something I can do about it at all.
  6. Same story with VMW, it doesn't have any API I could use and the source is only accessible via decompiling. Flan's mod doesn't have a source either, but it might be possible using some unorthodox methods to get gas masks to work, at least from one mod, although at that rate it's more trouble than it's worth.
  7. Turrets will be completely re-made once I have the time and motivation to do so, whether any of the old ones will remain is questionable, and I'm dissatisfied with the unnamed turret's model anyway. The cheapo will most likely remain, people love the cheapo.

Is there a way to disable the nausea effect? If not at this point I suggest to add it

commented

Nausea is a side effect of radiation poisoning, which only happens to players in survival mode. If the visual glitches still happen in creative mode, it's most likely not connected to the radiation effects.

commented

Hi.

I have a small question about nuclear explosions.

While standing in the ground zero(in the middle of crater zone or somewhere in it) of nuclear explosion (for example: nuclear grenade, explosion from B92 blaster, nuclear charge and etc.) and wearing various types of armor(excluding euphemium armor), damage from nuke doesn't kill me instantly or it will leave me alive with full/low hp, but when I leave ground zero or getting kicked out from it during the explosion, I'm getting instantly killed, no matter what type of armor I had at this moment. Same thing with instant death happens with me when standing on the medium range from the explosion.

Is it supposed for nukes to act like this? In the middle of explosion I'm not killed in one moment, but let me walk a little far away from explosion and BOOM! I'm dead.

Sorry if I wrote something incorrectly, english is not my main language.

commented

Apparently the damage ramp-up was on backwards, which went unnoticed for the past 5 years. No matter, I already fixed it. On another note, please don't hijack existing issues.