We now have the ability to tweak power levels for renewable energy producers, which is great - I can run my world off coal, biofuel, and nuclear now. But the new solar helmet and static boots re-introduce the concept of worry-free limitless energy supplies. Can we get the production rate of the helmet and boots added into the config, too?
[Suggestion] Solar Helmet Config
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What? at best that "Worry Free limitless energy" will only power your tools and energy packs so i dont see a need for a config for it.
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If it were 1 EU/t in sunlight I'd think it was a clever device for
trickle charging. But it doesn't make sense at 9 EU/t, with a surface
area that's lower than that of a single ordinary solar cell. At 9 EU/t it's
practically like having a coal generator going non-stop without the need
for any fuel. This completely eliminates the need to budget power for tools. You haven't made anything resembling an argument for not
including it in the config. It should be included along with the other power producing devices, so that balance can be appropriately tweaked. -
Its not something that can simply be "Balanced" like regular generators, because this one works directly with items Ergo with damage values.
You cant, i repeat, you cant Add a single EU to a item because the damage value its set to represent more than 1 eu, it may be 5 or it may be 10 or it may be 9.
So thats another valid reason why you cant/isnt necessary to add a config file for the solar helmet.
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You can also just disable the ability to craft them, and all those 'totally unrealistic free energy sources' you don't seem to like.
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You can also just disable the ability to craft them, and all those 'totally unrealistic free energy sources' you don't seem to like.
Sounds like a great solution. Now I have a big favor to ask. Can you tell me, how does one disable a craftable item?
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Sounds like a great solution. Now I have a big favor to ask. Can you tell me, how does one disable a craftable item?
Actually, I'm not totally sure.
Rawcode on the support forums said:
Quotechange mod_ic2.class - it contains all recipes, serverside change will work ever if clients unchanged.
to someone wanting to disable to Mass Fabricator. I don't know if it can be edited by Notepad. Probably not. There should be a way (with something, see FenixR below).
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Actually, I'm not totally sure.
Rawcode on the support forums said:
to someone wanting to disable to Mass Fabricator. I don't know if it can be edited by Notepad. Probably not. There should be a way.
It cannot. First IC2 is ofuscated (Probably encripted what do i know) so you only get jibber jabberish instead of the actual code, and second notepad suck for that kind of task. You need to either use notepad++ (Wordpad maybe could work i dunno) or need a java IDE for it.