Still it's a forge-issue some packing went wrong. Fix is here in this forum and inside the forge-thread in the MCF too.
Posts by Bluehorazon
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http://www.minecraftforum.net/…raft-forge/page__st__4080
Read this page of the Forge-Thread.
It seems you still need to copy the modloader.class from ModloaderMP since there is a typo in the fixed forge-class^^ (at least it seems so).
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I would have... anyone else? ... ... ... ... anyone?.... ... .. . . somebody? Oh, hey, someone in the back... No?... oh... that was a sneeze?
Hmm... of course I would like it. But I don't need it. I don't really know what I should convert.
Sorters and Retriever use so few energy that's it's not worth converting. Just place a thermopile or some solars nearby. The only thing that eats power is the furnace, but why not just use the electric-furnace from IC2? They are exactly the same (well if the converter has the right values).
So converting blutricity to EU... well with water-gens you have endless 2 EU/t on a really small price, why bother with Blutricity?
There is one rather small part of the conversation that makes it at least a little bit usefull. It's the nether. You can't place water and you can't use solars. So using the thermopile is a little bit difficult and you are done to carrying batteries with you. On the other side... there's not much to sort. And you can easily build most mechanisms using filters.
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Yup... also Risugami's Spawner GUI can readjust captured Monster spawners to spawn various monsters of different types... it can even do Mo'Creature mobs as well, so you can farm things like redstone and coal like never before.. lol
Actually Pigs are the most usefull spawners if your out to get some good food^^. And actually the spawner was pig even before I destroyed it
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Right, And as I've been trying to point out... Eloraam has proven herself to be the type of person that has an extremely one-sided view of cooperation. She has implemented her own version of central concepts of other mods, but is completely unwilling to allow someone else to even look at her code to see how it works.
Hmm... one-sided view... of course it is her position and she don't want to change it at the moment.
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Silence will never change anything. Change needs a voice, even if it starts with only one.Although your voice might change something it is definitly not eloraams position about the handling of her mod.
You seem to me like some kind of modern robin-hood first fighting for the rights of update-requesters and now for copyright-violaters... I don't think you even care about the matter it's more about opposing as some kind of strange hobby. And since you don't have any convincing arguments for begging eloraam to change her rules and don't want to convince her yourself either I don't really see a point in this whole discussion. It's discussion with only the purpuse to feed itself, but without even the slightest impact outside.
The only real contributions came from alblaka's statements about some things he experienced. And if Alblaka get's some stupid requests eloraam is in an even worse position, because most people mistake her for being the only person to work at the forge etc. And it's again a totally different situation because she is a single person. Handling a forum like the IC2-One isn't that easy alone, while still working on your own mod. And time is one of the main reason she just places the general rules about her mod. Most of her rules are not for the good of her mod, but for her own sanity.
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Think of it as that Blocks with very high explosion-resistance are threated as air. So the won't reduce the force of the explosion, but will still be unharmed. And very high in this case means undestructible by all avaible means, which is only true for the 2 IC-Items I guess. No idea if this might cause problems with other mods implementing High-ER-Blocks.
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That's why i consider enchantments imbalanced.
At least silk-touch is sometimes way off... I got free meat because I managed to scavange a pig-spawner (no idea why there is a pig-spawner inside a dungeon).
Pig Spawner + Tesla-Coil + Transposer = Food
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Some kind of radionuklid battery would be funny though. But expecting them to produce even as much energy as a solar is way off^^
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Coal dust as fuel? Logically speaking that would be too explosive. (literally)
If you dont need the dust then dont macerate it.
Well you could still burn the coal-clumps used to create diamonds... or if we are going this directions, why not directly burn the diamonds? As much coal as we put into them they should be huge and would burn for an awful lot of energy.
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Well... I you heat clay to get bricks. Why should you macerate them to get clay again?. You need at least water, but even this won't turn the materials back. And I see no real reason.
First you macerate clay-blocks into clay-dust (2 of them). Second Clay-Dust is totally useless if you don't plan to make CF-Pellets. Why should you want to macerate bricks back into clay? The only real reason of clay to exist is to turn it into bricks. Well... that's if you don't plan to create tons of CF-Pellets.
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You SERIOUSLY need to read more then the first line of a post.But Eloraam might create Cropable versions of flax and indigo with your API, right? So she might implement flax in some future version of RP if she is doing the converters for IC2.
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I like trollweed. I suggest to officially rename it that way.
Oh and I managed to crossbreed my first invisible plant in SMP Some Sticky-Reeds grow now in my farm (although I don't see them, but harvesting them gives resin).
Any plans on fixing this issue soon, or will you wait til the next update to add some features to the changelog
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Wearing my iron armor I just noticed really strange behavior.
It's not that it doesn't break, of course the iron armor takes damage... but it magically repears itself. I'm not sure how it does it, but the damage-value of my iron-boot got to 117, and decreased to 80 and later the boots are fully repeared again.
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Since you don't want to change watermills to behave like real water-plants in regards to producing electricity if not manned, would you mind changing the output of a manned watermill?
Actually a bucket of water nets you 1000 EU on a rate of 2 EU/t. I would suggest changing this to 1 EU/t while still giving a total of 1000 EU. This would make it easier to maintain manned watermills by hand while decreasing it's gain with means of automation.
With RP or BC+Addons installed you could use a watermill all day at 2 EU/t which outperforms solars greatly. By reducing it to 1 EU/t (or even 0,5 EU/t while quadrupling the time used to consume one bucket) it would match the other generators better.
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But there is still some degree of complication because moving in high heights its pretty dangerous, and with windmills a little complicated since you should remove any blocks you used as floor when you finish setting them up... Watermills dont requires that kind of risk.
Again this depends where you build your wind-gems. Just stuff them on top of your house. You could use the roof for easy moving. A 20x20 complex could take 16 windmills on top. Even if you place them at ground-level (64) they produce about as much as a solar over one day (solar is 13k, 13k / 250 = 52 so a windmill at 52 will produce as much as a solar) and are cheaper. So if you place them at about 80-90 they are really good and not that hard to place.
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But the convinience of setting up effective watergen models are only beat out by the easyness of the Solar Gen. Windmills needs to be placed high up to produce decent energy and they may be some energy loss if you make them too up+every interference they get from any block but air, Solar Generators can be placed at any height but only works in open space and during the day.
Water Gen can be artificially made with little effort in underground caverns or in the overworld, you just need to place water and you are done, works 24/7 and with this model interferences are minimum compared to the actual model. (Plus how cheap making watermills are)
Yeah, so go with 0,25 EU/t.
My Wind-Gens average at 1 - 1,5 EU/t, since they are placed quite low (about 80), but they are never destroyed and since they are just on the top of my "house" they are easy to place. Hard placement is true if you go over 100 in regards to height. But with 80 you still produce a lot of energy but the setup is much easier, you never have your windmills destroyed and rooting the energy to your base is not much trouble.
QuoteThis may be a bad example, but i remember that rubber trees have different meta values for the side with the resin source, so that leads to make me believe that minecraft doesnt have any code to specify Upward/Downward/Left/Right Etc posisions, in a way to make Vertical flowing sources to produce more energy than horizontals (I may be wrong)
You could also just search for the water-sourceblock. If it's above it means topdown. If there isn't one above the watermill looks next to it on the same height. Last it checks if their is air or flowing water on the opposite site. Just checking the block above and below would be way easier
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Hmm... transmitting energy through machines should be possible. But it could confuse some energy-networks. And it should stay at 0,25EU/t at least, to match the other Gens. Since it's easier to setup as wind but harder as solars. Water-Gens aren't used that often in the first place because of the great amount you need of them. It would be better if they produce 0,5EU/t but you only get one water-gen out of the recipe instead of two.
QuoteWhat you are describing its basically the Water Generator having a Input side and a Output side for the water, so direction should not be important (Specially since i dont know if you can detect if vertical or horizontal in minecraft code).
Also Logically speaking (Lul) WaterMills usually work from side to side (At least the pretty big fucking ones like the hoover dam).
Of course you can detect it. If the input faces upwards -> vertikal. If it faces one of the side -> horizontal, if facing downwards the water-gen does nothing. Oh, and a redstone-signal shut stop the water. So you could use them as floodgate too.
Real Water-Plants compress the flow of water to speed it up. Hard to simulate the laws of bernoulli in minecraft.
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So a Up-Down water motion no? The same could be applied to Right/Left-Left/Right. Of course limit this by having a side of the watermill "Accepting" water and the other side "Expulsing" the water. the other sides would do nothing.
For the sake of simplicity I would go with up -> down. And of course it is the most efficient. If from left to right is possible too by rotating the watermill of course I won't care. Maybe you would get 0,25 EU/t for horizontal flow and 0,5 EU/t for vertikal. But number's aren't that important.
Implementation should be possible. BtW has something that creates flowing water if connected to a filled BC tank. So outputting water should be doable.
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Ok, no I have some kind of idea, that might work.
Manned mode is gone.
Unmanned changes quite a bit.
To produce Power the Water-Gen needs water above and air or flowing water underneath itself. If the WaterGen has water above itself it produces power and water is flowing out underneath the watergen. This would be the normal function of a watergen and might also create some cool looking water-plants.
Production would be up to 0,5 EU/t although I would go with the 0,25 actually unmanned mode produces. Since you need less space.
- Block like Dirt or Stone
- Water
- AirThis would look cool and provide power. You could create real waterplans like the hover dam with this
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Actually the watergen is this already, so won't make much difference.
FenixR solution to the watergen is actually what the strainer does. I agree with that it would be better, but since pumping water through it is only possible with BC I understand why it doesn't work with it. Basically it should be enough to set the 2 EU/t to 1 EU/t. 2 EU is just to much for such little effort.
About realism. I think the generator has a water-reservoir on it's top and if you fill it with water it's flowing over a turbine and transforms it's potential energy into electrical energy. So it would work. Creating as much as an average windgen this way is still strange.
But I reducing the output to 1 EU/t but letting the buckets last longer (twice of course) would do the trick. This improves the watermill without automation and makes it weaker if you automate the process.
Pumping in water via BC-Pipes or Buckets via RP tubes is much the same for me. It's both easy not very costly and makes the pumps manned permanently. Although the RP-Version with buckets is even better, since you only need on retriever, deployer and filter for an endless amount of watermills (20 work quite well), the BC-Version is easier to setup first.