Posts by BrickedKeyboard

    Analyzing your code for "update wind", I realized that mathematically it will eventually become fixed and stop changing.


    This is because the variables that allow for a change - i and j - decline over time as you hit the limits of the wind ranges (10 and 20).


    Nothing ever raises i or j, so eventually wind will become fixed at ~21 or ~9 and stop changing from then on until the map is reloaded.

    Multiplayer Conflict. Nanotech sounds too much like equivalent exchange in terms of game balancing issues. (and real nanotechnology, if it worked like some people envision it, WOULD be like giving humanity the cheat codes to controlling matter. Humans would be able to tear down entire planets and rebuild them in a quite straightforward manner within relatively short periods of time)


    Agriculture is something Alblaka is already doing.


    The problem with duplicating features is that if 2 mods offer the exact same thing, and one does a better job or is more compatible, it only makes sense for players to install and play the better mod. The modder who wrote the inferior mod just wasted his or her time.


    Given how many features your mod adds, adding multiplayer conflict and debugging all the SMP issues for the existing features would likely consume as much time as you have put into this mod so far.

    I'd like a feature in the next released version : the ability to disable creation of rare earth from cobblestone (so you have to actually mine the materials to get the ores to make rare earth). Just a config file flag settable to "true" or "false", with true by default, and an if statement around the check in the rare earth extractor.


    Considering to increase the EU-cost for UUM, btw :P


    Excellent Idea. I feel the same way, UUM is far too easy to get with weak arrays of solar panels. If you added a T4 generator it would make since to increase the cost of UUM greatly.


    On my server, since we have RP2 and can make CASUCs pretty easily, we effectively have T4 generators. (a bucket fed reactor that outputs 1700 EU/tick is better than the official T4 you are probably going to add). I'm considering doing 2 things : increasing the EU cost of UUM five times to 5 million EU base energy (and increasing the cost to run a recycler to 15 EU/tick) and making nuclear fuel last 5 times longer in a reactor.


    With the changes, a player who does fuel breeding perfectly (which is much easier to do with 5x longer fuel life) will get enough energy from 1 piece of uranium, including the cost of the coal and tin, to make 150 pieces of UUM. So it wouldn't become impossible to get UUM, however it would be very very difficult to get significant amounts of it from anything but nuclear energy, which makes sense to me.

    I'm trying to figure out every possible thing you can make without adding any other ingredients from cobblestone, on a world that is using the big 3 tech mods (Buildcraft/IC2/RP2)


    So far on my list I have :


    Cobblestone
    Smoothstone
    Wafers
    Sand
    Glass
    Glass Panes
    Stone Pipe
    Cobblestone Pipe
    Bricks
    Brick Stairs/Cobble Stairs/Stone Stairs
    Cobble half steps/Stone half steps


    Any step that requires sawing doesn't count since it eats up sawblades which I count as an ingredient. Heating in an oven or crafting doesn't count.


    I was THINKING about nerfing cobble derivatives in recyclers by making them have a lower chance of scrap (since you can get cobble so easily for free). They'd still give you scrap, but only rarely so you'd need a lot of recyclers, a lot of energy to run those recyclers, and a lot of time to get a decent amount of scrap from generated cobble.


    This nerf would also be used in conjunction with one that makes recyclers use a significant amount of energy (right now they use 1 EU/tick)


    If you go quarrying or other mass mining you can still get lots of scrap from dirt/marble and other common blocks. I am totally fine with that, as well as cactus farms and so on. It's cobble that I am trying to nerf because the block breakers are SOOO damn quick at making thousands and thousands of blocks.


    Uhm, no?
    The reason is I wanted Luminators to be useable on pre-made houses without the effort to put cables into every wall. = Standalone without cables by adding storage.


    Umm, yes? Have you tried running them in SMP with low storage? What happens is that they turn on and off very rapidly and kick clients from the area due to too much network traffic. I've been tweaking them to fix this, but somewhere in your code there's a flag called light that gets set and I can't find where it is. Apparently there's code elsewhere besides TileEntityLuminator and BlockLuminator that sets the flag "light".


    Anyways, this fix lets them be standalone since they have 10k storage when you fill them with batteries but much less than that when you connect them to a wire.

    MAJOR BUG :
    Exploit found : set an area projector to a frequency on one generator core and start it. Now, using the frequency link, set it to a DIFFERENT frequency. It will drain power from the first generator core until empty but will NOT shut off, and will NOT drain power from the second generator core.


    Thus, infinite shields for 0 energy.


    Possible fix : disallow changing frequency with frequency link on a projector that is turned on.



    SECONDARY BUG :


    I tried inhibitors, and found that they usually are broken. The check is the OPPOSITE of what it should be : for a projector inside the boundary of an area shield with an inhibitor, if the frequencies are DIFFERENT the inhibitor works. Inhibiting should only happen if the area projector with the inhibitor and the field block inside the inhibitor field are on the SAME frequency.


    I tried putting 2 area projectors on the same frequency, and an inhibitor on one or both of them to link the 2 together. It did not work at all.


    On the bright side, I have not found an exploit yet that would let players break into your base if they don't know the frequency your shields are on.


    LESSER BUG :
    Nukes will not harm a shield projector at point blank range, although you can break the projector with a pick. Probably because the projector has too much explosion resistance.


    MINOR BUG :
    The console states "INFO : Packet Handler Error Modular Force Field" fairly frequently. Given that all the stuff related to guis and machine states seems to work now, I don't know if this is a big deal.

    Well, block IDs are fixable. GUIds are a bigger problem because there is no error message - you just won't be able to right click on an advanced machine.


    These settings are working for me :


    general {
    guiIDGenerator=46
    guicubeprojektor=47
    guideflectorprojektor=48
    guidirectprojektor=49
    guidirectupgrade=50
    guitubeprojektor=51
    }


    #########
    # Block #
    #########


    block {
    HFFPFieldblock=191
    HFFPMaschines=192
    HFFSUpgrades=193

    Broken Storage Upgrade On Generator Core- FIXED
    Broken Range Upgrade on Generator Core - FIXED
    Unable to adjust area projector radius - FIXED
    Able to break into a shield of a different frequency using inhibitors - FIXED
    Tube Projectors Lose their Facing - FIXED
    EU Injector Doesn't Turn on - FIXED


    Remaining bugs : Your block IDs still conflict with Buildcraft by default, and your GUI IDs with the advanced machines mod. However, these are minor...the mod works well enough to try it out on a live server.