Posts by Bluehorazon


    Direct Sunlight = light level 15 :P


    But yeah, basically they need to see the sky and it should not be raining. They obviously don't work at night. Based on the mods you use there are other ways of producing energy in caves.

    Increasing the value of watermills caused nothing but an explodes batbox.


    The watermill created instantly about 500 EU (more than a Batbox can handle) and then it entirely stops production. Will try it out again, maybe it's fixed in 1.64 though.

    I know this thread is over a week old, but just let me drop in and say that the new version of EE, v6, has had MASSIVE rebalancing. For instance, most Philosopher Stone transmutations are gone. But that's not just it. Cobble was devalued to dirt-level, 1 EMC. Diamond was boosted to 8192 EMC. You need 128 stacks of cobble to make a single diamond now. Of course, you can still use iron and gold (16:1 and 4:1 respectively) to transmute diamond using the Transmutation Tablet, but those aren't the most readily available resources either. I'd say getting 4 stacks of gold is almost as time-consuming as getting a stack of diamonds.


    In general, EE6 seems to be much more balanced when used in tandem with other mods.


    Ah, but who am I to judge? I use Thaumcraft, which has the insanely low Dirt-Diamond conversion rate, about 300:1. On the plus side, Thaumcraft is not exactly the most unbalanced mod aside from duplicating.


    The problem with both Thaumcraft and EqEx is that they play in a totally different universe than IC2. And IC2 is one of the more diamond-consuming mods but still in most mods diamonds are endgame items, but not in Thaumcraft or EqEx. They both give you some alternative materials for endgame. v6 changed nothing at this concept. And the Relays, Collectors and Condensers are just what they are, incredible powerfull. They are quite balanced in terms of EE itself, but they are quite of if you combine it with other mods that still use diamonds as endgame components.

    Solar Arrays require you to make all 512 Solar Panels, then 64 LV Solar Arrays, then 8 MV Solar Arrays, and then the final HV Array. So just handing them the Array is screwing with the results slightly. (Unless you meant the stuff for the placing of the solar panels, and not the pieces to make them. If so, then the Array guy needs to get the solar panels, and be forced to craft the HV Array. Starting at the same point and all.)


    I guess it comes down to how long it takes to set up- and it would have to be a Diamond Drill, as by the time you have 512 Solar Panels, you'll most likely have upgraded.


    If we add in the mining aspect, then the 'value time' part is starting to join together with the 'resource cost(or return)' part. Then it starts to become a bit more complex.


    Well ok, let's include the crafting. Both get 512 Solars (would be a waste to make both produce them). Both get all the materials needed as basics. So I guess even then crafting a HV-Array is far easier than crafting all the cables and placing them. Actually you only need 7 steps to craft the HV-Array, 8 if you count the need to craft the energy-crystal, most other things should be lying around, but again a batbox needs batteries. I don't count circuits and copper-cables since you should have some of them lying around (6 cables isn't that much). You may increase the count to 9 for the two machine-blocks, normally I have some of them lying around to store refined iron more efficient.


    1. Craft LV-Transformers (64 pieces)
    2. Craft LV-Solars
    3. Craft MV-Transformers (8 pieces)
    4. Craft MV-Solars
    5. Craft HV-Transformer
    6. Craft HV-Solar
    7. Craft HV-Cable or Glass-Fibre


    The guy placing the solars has another problem. He must evaluate how much Batboxes and Cables he needs. He might need a few less steps, but he need to craft at least batboxes and tin-cables so he has two steps (maybe even copper-cables since he might need more than you usually have lying around). If anything manages to place 512 Solars before I finish crafting even 10 items out of my inventory he gets a cookie.


    Basically producing a HV-Array or 512 pieces of individual solars is something you will most likely not do at the start of your game. Since both types don't consume any rare materials you will most likely have all the stuff in abundance.


    So based on ressources you could scrap everything but the batteries and the energy-crystal. The batteries for the batboxes are only tough if you don't harvest rubber regularly or automated and the energy-crystal only needs a single diamond. Most other materials should be lying around ready for use. Maybe you don't have spare circuits, because you produced 512 Solars before, but again building one circuit won't change anything.


    So you could give both parties all basic-ressources, since you should have them at this time. You could also give both parties 512 Solars, since they will need to craft them both of the an placed mfsu to which they need to connect their solar(s). I guess there is no doubt that setting up the HV-Array is much faster. And after the HV-Guy finished placing his HV-Array he starts mining. And tries to collect as much ressources as possible. He stops as soon as the other Guy managed to connect all the solars to the MFSU.

    So I figured out my constant-heat-breeder.


    You need 5 Blocks of lava to make it not cool down if empty. If you use 1 Uranium-Cell and 2 Depleted Cells you need exactly 21 Water in a 5 Chamber-Reactor, which is easy to achieve.


    So in cooldown mode you extract 4 pistons in the sides and use 5 deployers to place lava underneath the reactor and in each corner.


    :Geothermal Generator::Water Mill::Geothermal Generator:
    :Water Mill::Geothermal Generator::Water Mill:
    :Geothermal Generator::Water Mill::Geothermal Generator:


    :Geothermal Generator: - Lava
    :Water Mill: - Extracted Piston (will make the Lava not flow everywhere)


    If you press a button the reactor will go into the work-state puring water over it, which should cover all 21 blocks around the reactor itself resulting in exactly +/-0 heat generation. Using a timer at should make it possible to always switch both states. The only thing that bothers me a little bit, is that it's not possible to messure the temperature of the reactor, because if something goes wrong your reactor might cool down and will be a quite useless breeder or it will go boom being even more useless as a breeder.

    Yeah but the point is if you are in endgame (EG having a quantum-suit etc.) the construction should be the challange.


    So nuclears are best. Building compact CASUC-Designs is a challange. Also automated fuel-processing with reeds etc. And of course everything should look cool :P


    You don't need the energy either, so producing energy is not the core intention, but the idea behind the production is the important thing. Fancy Water-Towers or some kind of airship which actually uses the wind-gens a some kind of turbine :P etc.


    There are endless possibilities and normally you have most of the materials around for this, since you should produce enough matter to get everything and are most likely drowning in copper, tin and iron.

    Eh. My Solar Arrays were always 128 Solar Panels connected to Tin cable, connected to an MFE(39 cable per MFE). Typically 4 of those connected to an MFSU through Glass Fibre(~18 to connect).


    But how can you value time against resources for setting up the array, to make it balanced?


    Basically you can't value time precisely. But if there aren't many rare things in play you could at least try it. Placing a Solar-Array is one block you have to place and wiring it to an MFSU. Building 512 normal Solarcells and wiring them all they way to an MFSU is a bit more time consuming. If you place 2 Blocks per Second you will at least use 10mins for this (I guess more). Now you should compare this to 10mins of mining and see what you get.


    You might try this on a server. Give one person all the stuff for 512 Solar-Cells and the other one gets a mining-drill, full Lappack and a Solar-Array. And just place both and let the one that is finished earlier go mining and see what he gets in the time until the next one is finished.

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    Your example is copyright law... Something that is widely disputed based on where the two parties are located (globally). One of the major fights today IS copyright law because countries cannot agree on what 'Fair-Use' actually is. In the context of the conversation, my opposition has a more United States-esque view of copyright law than I do, my definition of 'Fair-Use' is a bit broader. When I stated that 'the irony of this happening a day after the SOPA/PIPA protest's was not lost on me.' in my OP, I wasn't joking. In a microcosm kinda way this rings of it.


    Ehm... Copyright is quite international and most important nations agree. The disagreement is about how to control it. SOPA and PIPA both don't change copyright, but inherit new ways of enforcing it.


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    In the context of this community- MayorMojang tabled a 'free to work with my work, just don't rip me off' motion.


    Nope, Mohjangs attidude towards mods is based on buisness-aspects. Mods make people play minecraft, people playing minecraft bring money, so mods bring money. The only reason for them to allow mods is that forbidding them would hurt the company. They go a high risk at allowing this, since you could rip-off minecraft this way and even get away with it, because you could argue that they should have enforced there copyright better. If they won't have benefitted from this, they won't have allowed it most likely without their own modAPI.


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    No, but you should be willing to respect the way using someone elses work allowed you to get where you are with your work.


    I don't really see where she got with RP. She has a mod, nothing more. And since she modded other things before, if not in minecraft she would most likely just have modded something else. And minecraft isn't something particularly nice to modders.


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    Right, Eloraam could start charging people money for RedPower at any time, just the same that Mojang does with Minecraft. Mojang CANNOT charge people for RedPower, only Eloraam can do that as RedPower is her work.


    Mojang does NOT however restrict people from extending their work the way that Eloraam does... kinda one of the points I've been trying to make. What was yours?


    Uuh... strange comparison. So because Mohjang sells minecraft, while eloraam provides free access to redpower she should allow modification the same way mohjang does? Oh actually she does allow it the same way mohjang does. Mohjang generally forbids modifications (they need to), but allow certain uses. Eloraam generally forbids modifications, but allow certain uses... anyway the comparison still isn't making sense since mohjang charges for minecraft and want to make money so they are in the need to do what the community wants... eloraam don't need to care for other, since it's not important to her if she has a few more or less people using her mod.


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    Developers, I feel do have an obligation to the community- For at least as long as they decide to keep their project active and public. Any Developer is free to stop at any time, but so long as they stay publicly active then yes, there is a certain obligation there.


    Again... why should they agree on such an obligation? Most modders would rather quit modding. Modding is a hobby, just fun, there are no obligations connected to something you do for fun, that makes no sense at all.

    And what are you going to do with the old drills? remember IC2 drills wont be destroyed ever unlike regular tools.


    I just had this idea, how about you make the part of the drill separately? The first part the drill Head and the second part the Drill Base.


    You could have the drill base to have 3 different tiers, Batterys/Energy Crystal/Lapotron (If you dont want to make new energy storage items, rest of the recipe also on you) and the logic behind every upgraded drill to have more energy its, because of lighter/better materials it consumes less energy per revolution and more energy storage coming from the drill base (tralalla my own internal justification for it)


    There should be no need. If he modifies them this would be enough.


    Actually it should be possible to give tools certain abilities. And thought there even was a mod out there doing this. Maybe EU-Recovery is an option? So that the drill slowly recovers.


    Not quite right. Actually you will need some Batboxes too and a lot of wiring (at least 300 Copper/Tin-Cables if you work as efficient as possible. And tons of Batboxes. I guess about 20 with Tin, a lot more with copper. You don't need the Transformers (at least if you don't want to transport the energy over a longer distance or mind placing down some more batboxes.


    So I would say you would not only save space, but also a lot of time. In the time used to place and wire 512 Solars you will most likely find at least 36 Iron-Ore for the refined Iron and normally enough coal for one energy-crystal.

    Thank you sir *bows*


    Here's an example of some of them, I'm still toying with a few different textures (note they look a little outlandish due to the fact they're the Nether Metal set so they're very.. "fantasy' style, still a WIP)


    Would be cool if they have something like enchantments inherit instead of just different energy-consumption. The Diamond-Drill is cheap and almost unbeatable in mining-speed yet it doesn't need much energy (well... the only improvement is the Mining-Laser^^).


    So you could try to implement inherit Fortune or Silk-Touch enchantments (well... better not the later :P), or maybe other things are possible.


    Hmm... well you actually know that you are not a customer?

    Let's say you have access to abundant resources of all types: what would your power generation setup look like? Rely on just type or branch out and take advantage of several types?


    Basically, for the first time ever I'm sticking with one world instead of restarting/wiping map due to patch updates and what not, and I'm kinda undecided on what I want to set as my 'ultimate' goal. I got a mass fab running, nuclear plant humming, clad in a quantum suit and nowhere to go! Earlier, reaching this point has always coincided with having to restart, but now I'd like to hear (and see, screenies tell a thousand words!) about those massive megaplants that churn out EU's by the millions - I know some of you got those!


    Pfff... no one is having megaplants! :P


    Normally if I have all I need I start making things look nice and polished, build funny railnetworks (Railcraft FtW^^) and start to design things that work with an incredible amount of redstone (I use Eloraams Redpower for this purpose). But with IC2 alone... really no idea.

    Hmm... Actually you should be able to place the redwire directly on the reactor or one of the chambers.


    Redstone-Tubes are a bit more difficulty. Maybe you could ask player, he has the most direct connection to eloraam, seems more like some kind of bug. I remember the induction-furnace also not accepting power from redstone-tubes, and I remember a problem with jacketed wire too.

    @Bluehorazon. Machines will stop, and cancel their progress when there is no power. As there is still power coming in the progress continues, albeit at the speed that the power allows.


    Yeah, I would understand this, if the process would take more then one tick. But it doesn't. And it doesn't even consume the correct amount of energy. Since one tick is the smallest avaible unit of time how could a process only work for half a tick?