Just a quick note about one thing: Effecting certain blocks that can be everywere in the world is really difficult to do. With that i mean mostly all the ideas about pollution effecting any sort of plant. While i hope that vanilla plants extending vanilla behavior (Trees) create events i can catch and modify, there are many other plants i can't easily access. For example the crops. To effect them, i would need to scan EVERY BLOCK in EVERY LOADED CHUNK to find them. Same with most other mod plants. To effect the IC2 Crops i only have some hope with using reflection... Doing that for every mod i would like to effect... Meh...
Posts by Blood Asp
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Quoted from "Drawfox"
On my world, there's a huge vein even on the END, just to annoy me...
In every world I've played, for some reason the End is always absolutely filthy with Tin. Its everywhere. If there's 5 oreveins on the main island, 4 of them will be made of Tin.
Infitech2 though, with mods that modify the end: YMMV.
The huge amount of tin in the end was the recently fixed worldgen bug, should be much less now. The overworld was not noticable effected by that bug. The problem is only that is spawns too high (in the air) or is just not visible due to it's color.
is it inappropriate to ask for the gravel, and sand small ores in GT6 be added to GT5u?
I really would like them too, but that would mean to rewrite most of the oregen part. Far too much work. Thats one of the reasons why Greg did GT6 instead of continuing GT5. I just hope GT6 will soon get content so switching over to completely new stuff is possible.
Devil's advocate: fwiw, even Greg's thinking twice about this :p
It doesn't really make a lot of sense to keep ancient technology kicking around in your base just for diversity. If I make a better toaster, I should just recycle the old toaster's parts and move on.
Our mission, if we choose to accept it, is to ensure even with just a couple tiers that its NOT boring!
I'm fine with that happening in GT6. In GT5 it is just too deep in the core to be simply changed by a config or even making sure it would not break anything.
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If you can get everyone to agree that quadrupling the speed of each machine per tier is kosher I'll do that. (You won't :p)I certainly will not remove the mechanic that higher tiers need more energy per items. 2x Energy per item is quite harsh, but less than 30-50% per tier is something i never would do. Also not as config but that mainly because of the exteme amount of work needed to do that.
The reason why i will not do that? Because it would invalidate a huge part of GT, namely all transforming beween different voltage tiers... If higher tiers would be the same or better efficiency, you would only build the highest tier machines and remove the low tier ones. The whole base would become one, at best two voltage tier/s and that would be simply booring... -
Not as core mechanic. That would kill every servers tps and also can only differ beween ok and dead, nothing between. It could work later on, when the other effects allready made it impossible to life there it could be the final irreservible destruction. Or maybe something only to fix with the terraformer.
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Ohh, we got 100 pages on this thread.
About the water: Replacing water blocks in world with dirty water is not possible from coding side. Only effecting interaction with water and the look. Water looks muddy in some biomes, this should be possible by pollution too.
But pumping dirty water would be impossible to balace due to mod interaction. So the only "safe" way to implement dirty water is the machine recipes and looks.
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What i'm hoping for is some "treeGrowthEvent" notice in the game. Should that exist i could randomly prevent trees from growing up, or replace some parts of the wood with unusable dead wood.
Then somehow lowering the effect of bonemeal would also be nice.
But still, that is not all. Powering a base only with lava pumped from the nether or large scale oil burning should also be limited.
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Soo much text about pollution...
I discussed about that with pyure weeks ago and was more or less fine with the ideas. That treefarms are used as primary fuel production until fusion by most players is something i personally dislike and the pullution seems like a sensable way to change that.
My own fist idea was only using poison and stuff against entities and later adding some visuals once the base is done. But that has the downside that players tend to work around the effect and not going the intended way. Maybe they will simply place energy gen far enough from the player so the effect is not felt anymore?
Pyures idea about affecting also the machines is an easy and effective way to prevent players from going around the mechanic, so i'm not opposed. One main point i would like to see but not yet know how to programm is slowing down the growth of plants like trees, crops and anything else like that.
A mechanic to more or less prevent generatorspam is something GT certainly needs.
And by spam i do not mean something like 5 or 10 but 50 or 100.
Recommending certain fuel types for certain Tiers also sounds good to me.
Solid Fuels for Steam/LV Age.
Liquid/ Gas Fuels for MV/HV Age.
Nuclear for EV/IV Age.
Fusion for LuV+ Age.I'm currently working on making oil/gas sustainable, later Nuclear will get boosted for 2000 EU/t and more output.
Natrually that should not totally be forced on the players, but at last become the most efficient way to do stuff.
GT5 will get more, likely controversial, changes for those that do not like that, i will continue to maintain the 5.08 version.
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IsIf you want more asteroids overall, lower the "asteroidProbability". 1 would be every chunk has one asteroid, 50 means one in 50 chunks has an asteroid. So higher number means here lower spawn chance.
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Cool, i live in Kassel and plan to visit the Connichi at some point. What are you doing there exactly?
Mainly meeting some onlinefriends i only see once a year. Also AMV Contest and some of the shops. Cosplay is not my thing, only something to look at sometimes.
I will be there all 3 days.
For more details: PM me. -
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Uploaded version 1.8 for GT6
To find the reason for the crash was really hell... While adding GalacticGreg to GitHub, i changed one foldername from lowercase to uppercase. Eclipe did not care, gradle compiling did not care... Forge DID care... arg... And then notice one single wrong char without any program helping you...
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Just noticed that the wiki says it outputs half as much as it actually does. No idea how i did that, but the turbine gives out 80L steam per 1L lava. Not 40L. Just to declare it not OP, the HP Lava Boiler produces 100L Steam per 1L lava and i lowered it from 150L. No one cared about that one even before i lowered it.
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I think in 5.08.27 it was possible to macerate PFAA Geologica Limestone (including the cobblestone form) for calcite dust, but that recipe doesn't show up in NEI using 5.08.29. Was that deliberate?
No, and i can't see anything that might be the reason for that. Did you also change other mods in the same update?
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