Posts by Blood Asp
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Since this stacksize limit is all about limiting the transport amount while traveling outside the base and stuff, i guess only limiting ores/crushed ores and other ore processing products is fine. limiting stacksizes of machineparts or other processed materials is only annoying without improving any game mechanics.
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So it would use the API but not reliant on AE parts ? If I understood this time, it seems amazing. Awfully complex, but amazing.
Excatly that.
The low tech stuff needs no AE stuff to craft, only the API. Only automating the trading would need AE parts. Midgame, the automation part could be bridged by provinding the few needed parts inside the playertown powered by an creative cells or so. Finally in endgame, everything could be build by the player themself inside his own base were the
playertown becomes the connecting hub for the seperate networks.Also it really is complex and no idea how far i will go or if i really will do it. I will likely go around a bit on other forums also and ask there for the demand of better server trading. Should there be enough response i will do it.
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UB complaining about missing items allready happend on K4 when i rember right. Some minerals where generated inside UB stones and left a few small air pockets after that. Afaik these blocks did not exist when K1 was pregenned, so nothing will missing on K1.
Does someone know what exactly did happen on K4? I'm not a player there. -
It seems you missunderstood me. AE2 is lategame and i do not plan to change that in any way. My Plan is fully seperate from the storage part.
The main reason for using AE2 is that it would provide a lot of help while coding all the functions for searching, item handling gui and more. In lategame it would still not change the storage part. Only providing additional functions for automated trading not possible without.