Posts by FenixR

    For a sec i though you deleted this thread, then must have made it again. Maybe because no one posted? Dont do that again.


    Also No, there is no trigger to make the "Transformer" to start spilling the EU to recharge stuff and if you dont had one, then you end up making a EU waste machine with every transformer, at least the recharger plate cover that perfectly. Besides there should be no need to add another use to the transformer just because YOU dont use it, i know plenty of other people do use it.

    Then again mojang hired the bukkit team most likely to help them develop something SIMILAR like bukkit to work as the official mod api for multiplayer mods. Since they are doing something similar and entirely new, they wont be bound by the open source license bukkit has.


    Otherwise i dont know wtf mojang hired the bukkit team in the first place.

    And then, soon bukkit will be the main kit in which multiplayer mods will base themselves, aka official minecraft API. (Once again speaking from my little knowledge about the issue)

    This is also from someone who doesnt know what hes talking about, but isnt spout doomed already? Since Mojang decided to ally itself with the Bukkit team...


    (Afaik Spout its some modding kit for multiplayer minecraft like bukkit isnt it?)

    tl;dr...


    Anyway from what little i actually read, transformers actually had some internal buffer, so if the machines on the other side of the lv transformer only ask for 8 eu, the remaining 120 eu stays inside the transformer until its fully depleted... i think? Forgot when i tested this.

    Great idea fuel more disscussion about it, we know its going to end nicely so why not! /sarcarsm.


    Its not a matter of who is better than who, Atomik decided to modernize the old advanced machines to try and make it more on par with the new Module system. Snyke decided to just make the advanced machines work with the new version of Industrialcraft.


    And in the end the only point of disscussion was because induction furnace are still the same with no Module slots or nothing similar, ergo the advanced machines should be the same.

    Im rather more curious about your ideas, i mean they were so awe spiring in your op that i would like some more in depth to those clever components /trolololling


    Anyway i dont really see what new components could be added that would not totally destroy the balance of the actual components of the nuclear reactors.

    Solars windgens and watergens are supposed to be set and forget removing that will ruin the reason you make them...


    My point has been (sorta) proven. The reason you made those its because those are free energy sources (Meaning they dont need to burn any kind of material or be nearby any kind of material to work). They were also not supossed to be used in large amounts ergo the server problems that have been happening recently because people likes to keep abusing the solar instead of moving to the other generators.


    The problems lies in the fact that the other energy sources dont provide a good alternative. Only CASUC reactors are a good alternative to solars when running a mass fab. But there aint no way you can get enough energy with charcoal or lava cells.


    Vainilla speaking, all generators offer pretty good alternatives (Super fuel with generator, stacks of 64+ lava cells in geo, 2m eu per uranium cell in nuclear), none used because people dont like manual collecting/creating the resources needed for making those gen work (And thats a piss poor excuse to not use these gens).


    Non vainilla speaking, with redpower or buildcraft, these generators become stupdily OP and less strenous to servers (whenever you decide to spam a few of these or not) because you need less amount of them to keep making absurb amounts of EU.


    The problems lies in one of these:


    -The mass fabricator itself, without it nobody would feel the need to have 500+ solar gens active.
    -The free energy, free worry nature of the solar generator itself. Either that or the innability to place a limit on the amount of solar one can place in a world/make.
    -The players that can't take some time to check their generators from time to time because they are too lazy for it, so they rather spam the solar gens.

    Dumbing down a concept because people are too stupid to grasp it should not be an option.


    Besides the problem isnt because the nuclear reactor explodes or anything, its because people DONT WANT to mantain it in the first place. People use solar because its a place and forget thing. Like someone said in a thread before, if you place a chance to solars of getting a dust/snow/sand (According to your biome) layer on top of it people would likely stop spamming those.

    Got this idea for removal, in essence it would be like bedrock BUT one of the faces of the block will have a Circle or something in where you can use the wrench to remove the block kinda like with transformers. The wrench MUST aim to this special face otherwise it will do nothing (It will not move it if you aim the block in any other face).


    That way you could keep the face to remove the block inside the building, making it practically unbreachable.


    A second idea would be to apply some EU per block to make it gain bedrock properties.