depending on where you look, it is actually less efficient to use a low resolution than a high one(for ink usage), because the printed pixels might be darker than the average with higher resolution.
Posts by blub01
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no, mocreatures
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actually, there is a mopd that is specifically INTENDED to remove clutter from a portable fluid container times the amount of fluids existing plus one. try searching something called "universal somthing" by universal when there are five pages universal fluid cells! that's just.. no!
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i think you can just type "java is only an island" into google, i think it is a pretty standard/popular one, i have one(in german) lying around somewhere, too.
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how big is that book?
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then we would need a creative item to fill universal fluid cells with any liquid you want, so you can still get all the fluids in universal fluid cells. And an infinite fluid item for creative wouldn't be bad, anyway.
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Quote
Quoted from the FTB Forums:
Just thought that this was funny and this thread not random enough for its name.EDIT:tried to fix Random Buggy Annoying Useless Lines In The Quote(tm)
EDIT2:fixed Quote
EDIT3: fixed Random Buggy Annoying Useless Lines In The Quote(tm)
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well, a randomized current map for oceans wouldn't be TOO hard, though it would be quite complicated if you were going to look at terrain on the sides to adjust it after. maybe we could actually get something like the streams mod for oceans, but much stronger, sou you'd need a boat to go against the current. Unlikely, but possible.
EDIT: 1 "o"
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maybe you could add currents in oceans, and you'd have to make a special scanner to find them, and then place the hydroelectric generators(not a dam here, that wouldn't work in the ocean, right?) according to the currents. the currents would have different strengths, resulting in different energy output. Also, maybe a bonus for kinetic wind generators sitting over the ocean or deep ocean, because the wind is stronger over water due to the nonexistance of anything to block it?
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I'd suggest logging the inventory of players when they die, that would help if these things happen again, i guess. It would also help if people lose stuff due to bugs or glitches.
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hmm.. you could always build at 90 degrees to the way the river runs, but that could be prevented as well, you would only have to check (from the dam core) on what plane(x or z) the river biome is longest, and you'd have to build the dam the other way.
first blub01:
That way you explained it would might work but then you could place a wall in the middle of nowhere and place a little bit of water next to it and you have the same result. So trixing out the dam would be relative easily. Also you always then have to go a pattern. If that does not fit into the World/Looks not nice then the player sucks...
The problem which you did not understand a damm can be modular. The detection of the blocks is not the problem. The problem is to detect how the damm/dam is build. Ok you could place a wall and then you have it but if you want to look it nice or not a straight wall it is no longer possible. Because the pattern does no longer match.
I hope you understand that part at least. And i agree your way would work but it is way to easy to trix it ok. You can easily change the surface of a world and and and.
You make energy dependent on water around it, you actually need water. and is filling up water with lakes for hydroelectric dams IRL any less cheating then when you build some kind of water basin? but seriously, you'd need that physics mod with a realistic water cycle to prevent builds using nonnatural surrounding structures.
What about making the river powered mill check for river biome (and if it has water n depth) around (like up to a 64 block square radius) then sum up to calculate the output. Rain would affect it similarly to how it does to wind.
You'd only have to check upriver. and rain doesn't change a thing about output, that's just not enough water. With windmills, it is because rain is considered a storm, i think. -
i think that if we are talking about minecraft river biome-sized dams, it is very possible to code - you would only NEED to have a parameter for the side, and then check if there is water directly below it. you'd then have to start, say, two blocks over the surface, and it would check if there is water around the 3 block downwards, and if it is in a river biome. Energy output depends on depth mainly, and a bit on width(but more in a negative way i think, as broader river equals slower flow. and if you want it realistic, then.. nope, just nope, that would indeed be too big.
EDIT: you could probably use a modulo function to check the structure, as well.. you'd just have to somehow give it the coordinates of the top-left block of the dam structure, and then it runs along it and calculates if it is valid and if it is, how much power you get. and the blocks don't have to be checked every tick, i think once every second/every 5 seconds would be enough.
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do you use a modpack? these change ore generation at times. The Direwolf20 pack does, for example.
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I remember that some modpacks have "xu_killsomething" commands that remove, for example all items or entities, I just don't know what mod adds it.
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remove all entities in the chunk? that would remove the golem, right?
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I think Railcraft is used a lot more for the boilers but for the transportation, and Railcraft actually adds quite a bit of stuff not related to trains and minecarts and these things, so i don't see a problem with enderstorage+railcraft. Also, interdimensional item transport is very annoying without it(and without thermal expansion).
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you COULD also go for the "cheap but plenty" strategy, making very many not very good plants, but yeah, experience should be hard to get. Also, it could just drop experience points, that would be a lot easier to code i think, as that mechanic is already in vanilla. On another note, crops for food are somewhat overpowered - i spent about half an hour or so on crops on kirara and got 3-4 wheat from my wheat, and i could have done it with way more plants at once.