Posts by Bluehorazon

    Pictures of weed are in the main post and Weed has its own dark green texture. You can tell from green pixel positions if it's weed or not.


    I know that. But I don't know if a plant that might look similar exist. Normally I let the weed grow a little bit, to be totally sure. But being able to remove weed via right-click would be nice. Exspecially since the cropsticks are full blocks and you might accidently hit the wrong block.

    If reed with Growth=3 grows incredibly fast, i can't imagine how fast would plant with growth=30 grow.


    Hopefully I find this out soon.


    But I guess the function is: GrowSpeed = Basespeed + GrowthValue


    So it won't be 10 times as fast :P


    Actually I build an autoharvester with RP which puts the harvested reeds into a generator. Maybe I will look into plantball-creation later, but the right-click-harvest is incredible.


    Oh... and I would like a better method of weed-destruction. Sometimes it is hard to differ between weed and a new plant (because you don't know how this new plant will look like), would be cool if right-clicking will destroy weed.

    If you have 8 overclockers, you get a 716% increase in speed for a 2562% increase in energy used.
    That's more than a little bit.


    Incorrect.


    Take the macerator:


    8 Overclockers are 51 EU/t and 43,6 Ticks for one cycle.
    0 Overclockers are 2 EU/t and 313 Ticks for one cycle.


    So 0 Overclockers need 625 EU per Cycle and 8 Overclockers need 2223,6 for one cycle (almost 400% of basis-value). So you could actually decrease the necessary energy by using more overclockers, because there is a maximum-energy-usage (it's a parabola).

    Nobody said that the existing recipes do make sense, but why not use the fruits instead of the seeds :P


    Although I'm curious why Alblaka removed the cacti-recipe but let the reeds-recipe be. Reeds are easier to aquire then cacti, since they grow under such easy conditions. But again I think processing the plant-balls is more work then creating them. It's much like charcoal, it's abundant, but you need to make it first.

    I don't know about the others. BatPacks work for me (haven't tried if they get destroyed when empty). The others I have no idea, maybe you TMIed them?


    Tried switching the fire-modes? Normal is Mining-Mode which isn't that usefull against anything more aggressive then an ore-block.

    Seeds won't provide you with good material although it should be able to extract oil out of them (well... if we would need oil for cooking or to fry... whatever).


    But Pumpkins and Melon-Slices could be a material for a plant-clump. But again reeds are so easy to get they most people will use them.

    Although there is a lot of communication between Eloraam and the IC2-Team (well... or between Eloraam and Player), the microblock-system is unique to Redpower and it would require Redpower-Core to function. Just wait for Eloraam to finish her IC2-Bridge with converters etc. Maybe there is at least one FO-Like cable which is placeable like blue-alloy-wire.


    But the construction-foam-idea is just as nice. Would need a new block though I guess. But seems like a fair use.

    That's the way it's meant to be done :3 Cept for the pumpkins, 2 in 20 is awfully lots.


    I thought the same. Funny enough the reeds only produced more reeds :P, not a single misshaped plant (like... melons^^), only tons of reeds. And they grow incredible fast.

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    You're confusing her methods with what amounts to a damn good mod.


    I can provide examples to prove that her attitude has caused issues. The same attitude that I've been talking about, people tolerate her attitude due to her abilities.


    It's great that she's got that level of ability, but it's detestable that she has to be tolerated.


    Oh... of course do certain attidudes cause issues. And guess what... most modders expect that they behavior will cause them. If there would be an attidude that doesn't cause issues every modder would most likely adopt it. Eloraam and FCs attidudes are quite similar, which is the main reason they are somehow conflicting with each other. They protect there work at all means and basically they see their mod as there own work which they just share. We are allowed to play their mod and that's it.


    And of course she has to be tolerated. It's not that we have any right to question her doing. The only decision the average user could take is about using or not using her mod. Everything else is her playground and she decides about it. You may ask her anything but there isn't really any reason for her to even listen to your requests, if she does it, you should be happy with it. But she has not obligation to do as we like.


    Quote

    (2) - I'm not presuming or imagining anything. It's pretty clear that I've done a better job of defending and reasserting my view's than you have done with your attempts to discount and invalidate mine. Majority of my points still apply while yours are either dead or dying in the ditch a few pages back. Or are you still asserting that immibis stole or harmed Eloraams' works? The only point I've not disputed of yours and still stands is that she does indeed have a license.


    Your arguments just miss the point. Her licence is put black on white and there obviously was a violation of this licence. What you say is that this licence is stupid and we say that this is not of your concern.


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    (11) - My facts do still stand. The phrasing in Eloraams' takedown post proves what her motivations for 'protecting' her work are. I still say that if it was about any other reason she would have written it as such.


    Normally it's about many reasons. But yeah, the main reason is that the addon did something she disallowed. You only speak about the reason she forbid this addon. But yeah it's that simple it's not allowed by her. It's the other way around, there are certain reasons why she had allowed other people to modify her code. Basically every modification is forbidden, but there are exceptions like NEI, ComputerCraft and the not even existing ThaumCraft-Transformer.


    Yeah you could change a simple thing, make them not multiply but add to each other and change the values a little bit. So two overclockers is +100% Energy-usage and 60% faster.


    With 17 Overclockers one process uses 1971 EU. Without it costs 625 EU. This is only about 3 times more expensive. I don't really know how to get 1971 EU/t inside the macerator, but the energy-usage isn't that high if you base it on the work done.

    Let me guess this is the question for today? :P


    I actually managed to get 5-0-4 and reused it. I just plant 8 wheat around a double-crop. If you scan it and it says Wheat it's the vanilla-one with 1-1-1. So now I got a 3-1-2 and replaced one of the 1-1-1 with it. Cropnalyzer also tells me it's 3-1-2 by rightclicking the crops. I startet to replace all 1-1-1 wheat with better ones. I'm now at 8 wheat which are all above 1-1-1 and managed to get a 4-3-5 in the middle, which I used to replace a 2-2-1. I hope to eventually reach values above 10 soon and actually this 8 wheat-crops provide enough wheat to feed me :P (since I don't do that much I don't get that exhausted).


    Oh... and I got some Pumpkins in the process... yeah 8 Wheat -> Pumpkins happened two times out of about 20. I quite often get 0-0-0 Wheat^^. I kept some of them to compare a later elite-crop with the 0-0-0-loser-crop :P

    Not fixed yet. Takes some more code then just oneliners to fix networking issues ^^'


    Yeah fine^^. I already was guessing that if you say something like 24 hours it's a rough estimate :P


    So I will harvest some more phantom-crops :P


    It's a shame that breeding without seeing the result doesn't work, since you only get unnamed unscanable seeds (the seedbag actually is named "unnamed"). And... well I destroyed 8 wheat because I haven't noticed that I created weed^^. But I successfully crossed wheat to pumpkins (although I didn't noticed it).


    So breeding is way off with this limitation, but planting them just for harvesting works fine.

    You could easily do two things:


    First switch to addition from multiplikation. Second modify the value the process needs.


    So actually it seems to modify the per Tick value the machines consume. But since a macerator basically needs 625 EU spread out to be 2 EU/t it should increase the 625 EU by 50% and not the 2EU/t. Because as you speed up the process you need less time, which cuts down some of the energy-cost-increases.

    The Names... really..


    Fortunity Circuit O.o


    Call it something technical, like "Ore-Processing-Unit" or something that sounds cool, but has no reference to reality like "Subatomic-Nano-Refiner"


    So we could add something funny instead of copying vanilla enchantments.


    Nano-Dissolver:


    Created to increase the processing of stone without destroying it. Has a high chance of giving you the original block you mine (like silk-touch), on the disadvantage of the nano-dissolvers to also destroy nearby blocks.


    10% to get the original block, 50% to destroy one additional block nearby... may chain up to 10 blocks. If improved higher chance of silk-touch, lesser chance of chain-breaking.


    Overcharge


    Addon to make your nano-sabre or chainsaw (and even the mining-drill? overcharge). Increase the energy-usage, but deals half a heart additional damage. Chance of paralyzing hidden enemies for a short period. Attention... my cause different kind of harms to the user.


    5% Chance of paralyzing on hit. 5% Chance of dealing half a heart damage to steve. 1% chance to set a random block nearby on fire. First chance increases if the addon is improved later two decrease. May cause additional damage if properly upgraded.


    Green Thumb Device


    Addition for the Electric Hoe. May provide you with wheat if you use it on grassblocks. Is able to grow grass on dirt-blocks if the requirements are met. Works as Fortune while harvesting crops etc.


    Higher Chance of Everything if improved.

    Basically it's half-true.


    You coud use TMI to get a battery and then put this battery into something to load it. At least this does work with NEI. The battery itself will visually appear as full, but will become an empty one once you use it or put it into something to reload it.


    If you just want to try things out TMI( or NEI) yourself some Generators and stuff them with coal. Link to a storage-unit (since you cheat anyway just take an MFSU) and just refill the cheated batteries. After they have the load-bar visually you could use them.


    To use the cropnalyzer just put the battery in the obvious spot (the one with the lightning). Any Seedbags are put in the leftern most spot and are analyzed in 3 or 4 steps (don't remember it actually), which means they are moved to the right spot and your battery lose some energy. Put them again and again in the left spot to get more and more information. A full scan takes up one battery. The main part is used to get the GGR-Values.


    PS: To better remember the crop-stick-recipe... just pretend you are creating stick-boots. It's the same recipe.


    In conclusion, fight using the chainsaw meanwhile this is fixed... :)


    Wait you don't always use a chainsaw :P



    This armor-thing seems to be... annoying, at best. If I remember correctly this is the third fix :P. With a little caution you won't have much problems, but it would be cool to have an overview of your Energy-Storage (a small line under the armor evt.).


    Anyone knows if the jetpacks, nano-suits etc. work properly? I guess nano-suit leggins to work, since I died and picked up empty nano-suit leggins (they should have been destroyed if they get the bug too).