Woow thats a lot....
Posts by Speiger
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I am currently try to fix my java a little bit (almost done) after that i am sitting down on making that. It should take maybe a couple hours to make...
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Loool that compact reactor would not even possible xD
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No. Just the top layer, so it's kind of like the nether.
Ahh ok. So that you constantly run on dirt or stone depends on world gen..?
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Yeah, but what i meant is that 512 solar panels uses alot more of resources. Mainly time, space and logic.
I throw now the Performance card in... Less lag when you use combined solar pannels...
As long the IC2 EnergyNet & Generators are Threaded it makes actually no sense to place 512 1 EU solarpannels...
Making the IC2 EnergyNet Threaded is actually easy... i am already thinking of making the IC2 Classic EnergyNet Threaded...
^^" -
Note: Waiting for answer.
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And dirt layers also?
Ore removement?Note: that creates a lot of lag on chunkgeneration but is not that hard to create...
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Well poweloss happens only if you reach more then 50 blocks^^" (With tin cables)
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Heh bugreport on two things i guess.
First miner does not work.
Second: Gui has a bug xD -
Nope not really. With 512 Solar pannels you used Tincables they had the same powerloss as the exensive diamond cable. And if you made it right you were able to place 512 solar pannels withoit any powerloss...
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do i need to care?
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Just to throw a thing out there:
I also think EXU is balanced by itself, even if he converted it to EU the modder did think of generally gamebalance.
And as you said the x8 & x64 are like compact solars. If we go with adv solars yeah they break the gamebalance because (if we go for classic) they require 64 Uran and about 900 uum and automating the progress of production is easy.
Now if we go to compact solars that is not really breaking the balance (even the 512 eu solar pannel),
because you have to think about that. The balance is based on what you gain, it is the balance of what you gain from the cost (stupid explained) but a 512EU solar pannel are simply (+little extra cost) 512 solar pannels and they are freaking expensive even with exp!
Same goes for all compact mods.
Now to Extra utils x generators...
They are balanced for each induviual. I do not even thinking about using RF as mainPower, but these generators are really balanced and that is a thing, they produce RF but i do not use RF i strictly convert it to MJ (1.6.4 versions do not matter here), and even if you have a x64 generator and use it,
there are other problems that you have to solve, where to go with the power, i mean a netherstar generator which produces silly amounts of power is hard to handle because of transfering and storing it,
that to handle will almost impossible if you are using x8 and it will be impossible if you are using the x64 ^^" The cost of that generator is imens so i think when you have a netherstar generator you have a use for it... Unless you are Soyran xDI hope you get my point.
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The owner can do that already. If you put overclocker/transformer/storage upgrades into the bottom slot that will effect the Energy/Fluid-O-Mat.
^^"
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Anyway we run into a loop. Fact is without the Dev Team of IC2 we can talk as much as we want and nothing will happen. At the beginning it is ok but at the end we would need the people that change stuff...
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No the reason why MJ died out was because MJ 2.0 had a critical problem which the dev did not take care of fast enough.
And i think Lemming saw that and used it as step assist.The main problem that MJ had was that it was really hard to support because of the way how the dev team shut it of. Well that was going the wrong way.
As it turned out that the dev team will not change the MJ api and TE3 came out and gave an better option to add power into machines, the simply jumped over... ^^" -
Mine_Sasha thanks
Well 1.6.4 (which is my main game) version is stable so i can already start there adding the stuff and test it out, (updating takes maybe 1/100 of the time then creating it)... But the Reactor part has at the moment not a really high priority because of upgrades, internalcode emprovements (where i am working really shy on that because i do not want to change stuff that hard), and some other easier projects comes first, they are faster done and also show maybe to other people that there is an IC2 version that is going to be stable and additions (even if it small) get added. And it is not that hard^^"
Simplyfied i want to get at the moment attention... Which is at the modding world really hard... -
Nope it is not really balanced... There are mods that produces lots and lots of RF, and there are other mods that produces a good amount that is adjusted to other mods.
If we take BC & Forestry. Most Foresty Machines say they require 30-100RF per tick...
Yeah they require that to run at high speed, but you can run then even on 10 RF and they still run smooth enough...
But then there comes mods like big reactors (i understand why he add so much power with 1 reactor) which produces a tone of RF in one reactor, and unbalance it extremly.
What is the most RF usage in a mod ( power = (all machines max Power use) / type of machines), it will not go really much higher then 200 RF.
EnderIO has a special case but even that goes not higher then 500RF...
The mods that uses RF (that switched from MJ) are balanced (for the most part) but most new mods that uses now RF are extremly unbalanced... -
I have to agree with Aroma. TCon is ... wildly overpowered and 'cheap' compared to most non-TCon tools. Step back and take a look at any pack with TCon in it. How often do you see non-TCon tools or weapons being used? And when they *are* used, are they not (nearly) always the most powerful tools/weapons from their respective mods? It's to the point that, despite liking the concept of modular tools and the mechanics of the mod, I've removed it from my pack as noone even *touched* the other options with it around.
Well i am not a fan of TC at all. Because of that overpowerdness, but if you remove all the modifiers (exept the charge one), then these tools can be compared with classic tools (i mean MC Tools sry), and they have then no Overpoweredness at all, but then they are still better then IC2 Drills...
And i will say that now and that count only for EXP, even a DiamondPickaxe is better then any Drill from IC2 Exp, even without Enchantments and even when it is not unbreakable!
One good side of the drill is it is not to expensive. It is from the price totally ok, but you need an entire AE system to get it done until 5 minutes.... (i know it is way to much time but it feels like you need 5 minutes for that) and who likes to craft multible things for 5 minutes without pausing? I mean that is the time of making a full Thaumcraft altar (max size) + all jars you need.... (Crafting time)QuoteI have to agree with Aroma. TCon is ... wildly overpowered and 'cheap'
compared to most non-TCon tools. Step back and take a look at any pack
with TCon in it. How often do you see non-TCon tools or weapons being
used? And when they *are* used, are they not (nearly) always the most
powerful tools/weapons from their respective mods? It's to the point
that, despite liking the concept of modular tools and the mechanics of
the mod, I've removed it from my pack as noone even *touched* the other
options with it around.Yeah it is working with a lot of bugs at least when you do not care really as addon maker...
And RF..... Well thats one of the reasons why i stay on 1.6.4 with BC energy and IC2 Classic...
We have TE3 & i use the EnergyCells but they store MJ... So do not have to care about that part.... -