Posts by Epic Lulz


    I'd love to, but for that I need resources, so in the beginning I just have to stare at them, waiting for them to complete. Especially if I have no chunk loader mod installed. You could even say that without other mods, IC2 in the experimental form is forcing you to stare at machines till they are done.


    This part I strongly disagree with. Are 2 hoppers and 2 chests that expensive? It's just 10 pieces of iron, which is easy to get.


    And if you need resources, why don't you go mine while waiting for your Metal Former and other machinery?


    You don't understand, this is MUCH worse than UUM. With IV you can get almost any raw resource. (diamonds; certus quartz; gold; iron; copper; tin; coal, etc.) 819 mB of IV = diamond; 13 buckets of IV = Iridium Ore;
    Of one gets this page, it basically means infinite resources forever... Need to look into Mystcraft and see if it provides api for blacklisting fluids.


    EDIT:
    Going to add a tank that's infinite. Like GT's quantum tanks are not nearly infinite, I've filled two up in my previous world (256 pumps in a MystCraft world all getting max power FTW).
    Debating if I want to use long; if I do it's still not infinite. BigInteger? Yeah.


    At this rate, you may as well store it on the cloud.


    I absolutely like the direction the experimental version is going to. The current IC2 basically gives you tons of resources within the first few hours of gameplay, and then you sit there with tons of ingots and have nothing else to do. Taking things a little slower and especially not doing the double-ore thing is definitely a good thing imo.


    The current recipes are... strange. I completely agree that having to use a hammer to ... fold? the ingot, then again feels strange and is tedious, especially since the hammer will break every now and then. My personal rule for mod design is: if it doesn't add fun to the game, don't do it. And I don't see the hammer thing being entertaining in any way. Why can't I just make the machine out of iron ingots? Resource-wise it's the same, just less annoying.


    I guess the reason is because it may conflict with other mods that use iron ingots - that's why it used Refined Iron prior. You're still using resources or energy to make them, however crafting plates (a few ticks) instead of smelting ingots (10 seconds) is much faster.


    ...


    i saw on Direwolf20s videos of Forgecraft3, where Player (he is a dev here, correct?) said "instant item transportation ruins the game". it was a comment he posted while playing, i read it on direwolf's screen. it was not him talking to direwolf or anything. I like this idea, i think teleportation should come with a cost, like the IC2 teleporters.


    Most of us here share this sentiment; we don't have tesseracts or ender chests here, to encourage long pipelines and rail transport.

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    Also this being where gregtech is, and from things Ive read here< im thinking this forum is my only hope to try and make modded minecraft have more 'struggle'. honestly, i dont know if I could do real hardmode gregtech, as I have kids and a wife and really... Im not sure that I could get a world to be stable for a long enough time to even get to end game if things were set to what I hear the new gregtech is about.

    Normal mode GregTech should suffice for non-hardcore players. (I.e. leave config as it is)

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    So I thought I might toss out what im trying to do, and see if others have any suggestions. I use FTB at the moment becaue it is easy, and id rather not spend my few free hours messing aroudn with ID conflicts. Is there a better way than FTB that isn't too hard to set up?

    That's not really a worry. With the 20-odd mods I have now I haven't got a single ID conflict. 1.6 is also much better.

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    These are the ideas I have on how to adjust 'common' modpacks, ftb, technic, etc. Im playing DW20 1.5 right now on ftb and ... it's ridiculous.


    Removing MFR

    I keep MFR, but set it to use GT recipes and up the power costs to 5x. To fit GregTech, maybe change the power costs to 2-3x.

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    Setting Forestry to 'normal', although not sure how to do that, I just looked at forestry configs today. Amazed to find out forestry defaults to 'easy' in FTB packs.

    Forestry... less OP than it was when there were still the single-block farms, but then there are still the bees. Bees' and general Forestry's difficulty should be turned up at least 1 - 2 levels. To be honest, I don't see any real need for Forestry, considering how unpopular the passive MJ draw is now. Farms - you can replace with MFR; biomass/ethanol - you can replace with MFR too; bees/trees - you can replace with IC² crops.

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    Remove computer craft

    There's a new replacement for CC out now; it's called OpenComputers. It has GregTech recipes and requires power (which I think is configurable). That's about it; but not many people want to code for a game.

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    Install gregtech for harder quarry. Id like to make quarries require more power, but I dont see anything in the buildcraft config. :/ Id like to find a way to make other automining options more viable, and not have people just jump to quarries as the default way of automining.

    There is a config (in 1.6+ at the very least), D:mining.costsmultiplier. I personally turn it up to 5x, which makes max speed 200 MJ/t. Pipes are forgettable with GregTech. The filler is useful, but MFFS can replace it. The floodgate is... meh. Oil and fuel are pretty much the only reasons I keep Buildcraft since I can't be bothered to crossbreed plants until Oilberries or install Galacticraft.

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    Either remove EE3, or what I am trying now is to set the minium stone durability to 15, instead of 1521. nice in a pinch, but you aren't going to be making stacks and stacks of ender pearls with them anymore.

    EE3 just doesn't fit GregTech. They conflict themewise. You may as well turn it off.

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    Use gregtech MPS recipes, or just increase the power consumption of the MPS jetpack by a LOT and use IC2 recipes. maybe reduce the armor effectiveness, making it better than a nano suit, but not Godmode. Cant say I enjoy even a Quantum suit. no risk = no fun.

    Same here, but I think you should turn up the power consumption of all of MPS and enable GregTech recipes.

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    Thermal Expansion? Not as bad as MFR, but still very powerful and easy mod. Lemming told me once that he had Steel recipes but they were 'for masochists'. I liked the idea. Im thinking that using TE steel recipes might be ok, but I dislike 4 mj/t getting you ore doubling, so I think using TE at all kind of kills balance. Even the macerator with gregtech installed seems too easy. Althought... the pack im playing also has very high ore gen, so maybe it wouldnt be as bad if ore gen were more 'normal'. Thought about disabling macerator and only allowing Railcraft Rock Crusher, and then the Gregtech Industrial grinder? Ore doubling should be, to me, a big milestone. Also makes the cost of the Industrial grinder worthwhile.

    Yes, you can make Induction Smelter and Pulverizer require diamonds; gears instead of ingots; and require steel in machine frame. You can also disable the tesseracts and the Magma Crucible (or set the costs to 2x, like I did).

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    Thaumcraft... seems more balanced than most mods. But golems are pretty strong once you get them with farming. No power, etc. Does anyone use it, but just adjust the research configs so taht it requires more resources to get through the research. I have one player on my server who loves TC, but Im thinking that if I adjust forestry and install gregtech, etc. that thaumcraft will be too OP.

    I used to use it during 1.5, but it's too much of a resource burn now. Thaumcraft is reward worth the expenditure, but it may get a bit OP and anti-server sometimes.

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    Also.. i have no experience with forestry, ive read that Binnies addons make forestry too strong? Anyone have thoughts on this?

    Yes. Definitely.


    A few other pointers: up AE costs to at least 3x, and it may be good to use a recipe-altering mod to keep recipes the way you want it.

    Machines will not be crafted directly from 1.7 onwards. First, you have to craft a machine module. This is obtained by replacing the "machine hull" of the current recipe (as of 1.6) with a respective plate. This plate will correspond to the current machinery tier (e.g. bronze, steel, titanium, stainless steel, tungstensteel). Afterwards, the machine module can be crafted with a wrench and the original machine hull, or assembled with the original machine hull for 12 800 EU at 16 EU/t. Upgrades can also be pre-added to the machine by crafting the machine module with a wrench and the respective upgrade.


    There will also be a new machine type: the MultiMachine. The MultiMachine behaves like the LESU of old; you will need a MultiMachine Controller (MMC) and many MultiMachine Units (MMUs). MMUs can be crafted in 3 tiers: Standard, Reinforced, Advanced.


    The MMU is crafted with the respective machine hulls (Tier 01/02/03), an Item Transport Valve, the respective Item (Brass/Electrum/Platinum), Fluid (Bronze/Steel/Stainless Steel) Pipes, a Screwdriver and a Wrench, shapeless.


    The MMC is assembled with a Tier 03 MMU and a Data Control Circuit.


    All MMUs (max: 128/256/512) connected to the MMC must of the same tier. The number of machine modules you can place inside the MMC is the number of MMUs plus one. (You can only place one type of Machine Module in.) The MMU tier must statisfy the machine module; e.g. you cannot run a Universal Macerator off a Tier 01 MMU.


    The MMC will have an input and output slots of 8 slots each, and 4 tanks of 32 buckets each. The energy buffer is equals to 4000 EU, plus 800/1600/3200 EU for every individual MMU. The processing speed and power draw of the MultiMachine is equals to those of all the individual machine modules combined.


    He does replace it, but with a counterpart that has the same crafting recipe.


    You can get them from OreDict by craftingMacerator, craftingExtractor, etc.

    I think the most common easter egg is Notch's Golden Apple in the main game which you can only obtain from killing Notch (If memory serves me correctly). I agree with jaded, and I have stated this in a thread similar to this post, this is absolutely pathetic. I'm not going to rage like I did in the last thread (yet...) but seriously, just drop it. If you really want it then use Forestry's debug tool and spawn one in.


    If you think I'm kidding when I said that I have raged about this in the past, the thread is here IC2 Phoning Home...?
    And the Post is here (post 105 because I can't quote from this thread)


    Apparently it's bugged, according to Dinnerbone on one of the Mindcrack episodes.

    Hello


    Im doing some basic modding and have a question can anyone tell me were the block Ids for Copper and Tin are or for that matter all the items if there's a list?


    Configuration file?


    If you're modding you should be able to get them from the API or via OreDictionary though.