Posts by Bluehorazon

    While I feel that an item-transporting chest adds yet another layer of overlap to Redpower's item transport system, Buildcraft's item transportation system, Minecraft Factory's item transportation system, etc., I feel that an extra high-capacity chest, ala EE's alchemical chests, built with Iridium is an awesome idea.


    Hmm, but on this point I would say that whe should co a step further. At least we have industrial-craft so we should be able to come up with something better than a large chest :P


    But I agree a larger chest would be cool. Not necessarily made from Iridium large chests aren't that strong. But to be honest Iron-Chests with the capacity of doublechest using a single block would be enough. But I'm always a bit hesitant, if they fit into already used blockIDs fine, but waste a BlockID with a chest does not seem reasonable, exspecially since there is an Iron-Chest-Mod that provides you with a lot of chests to use, with also reasonable balance.

    Actually using this technics to create EU needs to draw the power from somewhere. So if you use static shoes/leggins that provide you with energy from walking this would slow you down normally (if you use the same power for walking) or it will make it more exhausting to walk.


    If you use a dynamo on a bike you have the same behavior. The dynamo does not create power out of nowhere, it draws power from you by making it "harder" to drive.

    The new version looks pretty good, more BC compatibility is great, official implementation of the solar helmet is great, as well as the new static boots and such. But wheres the thermometer? Or RP2 compatibility? We nuclear engineers would love to be able to measure reactor heat, or to have 6 chamber CAUSC reactors.


    The official next release will most likely be 1.70 so there might be some more in it as seen in the video.


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    Look, I know your all doing this in your free time, and for free, I know it IS your mod and you can do whatever you want with it, but c'mon. You said you would add a thermometer, and I'll be honest, I don't know the syntax of any programing language, but i've been around programmers long enough to understand whats easy and what isn't, and the thermometer is easy. There's even a 5-minute addon for it thats practically bug free! Maybe you decided against it, but you've said you'd add it before, at least say you won't add it and stop keeping false promises.


    Ehm... actually I only remember alblaka speaking about a thermometer in regards to AlbOS. So just use the addon. And I don't remember any promises made like "we will include this in the next update".


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    And the RP2 compatibility, maybe its a problem on their side, maybe you don't want to fix it, but like I said i've been around programmers for a good while, and from what i've seen of the BC compatibility it ought to be perfectly possible to fix it on your side. From what I can tell, the nuclear chambers basically 'redirect' you to the real reactor inventory. Theres probably a workaround that could trick RP2 pipes into a workaround, I don't know, I'm not going to suggest anything to a expert.


    RP-Combatibility is most likely done from Eloraams side. This saves time for Al and will provide better integration into some of the advanced technics RP uses (since Eloraam knows them a lot better). So maybe she can also look at this, but most likely she will find the solution not good enough, since it is most likely a workaround for a specific case (although I should try Railcrafts Coke-Ovens since they are also multiblock-systems, no idea what tubes do with them).


    Also it might be that Al just does not want a 6 chamber CASUC, which I actually find pretty reasonable given that even the 5 chamber-casuc is way over the top.

    Actually there should also be a small pre-industrial tier, like Treetaps.


    Oh and I would like to make 2 bronze-dust from 3 Copper-Ore and 1 Tin-Ore (which is worse than using the Dusts, but a good access to bronze as also pre-industrial).


    But I agree T1 = LV, Batteries, T2 = MV, Energy-Crystals, T3 = HV, Lap-Crystals


    Minor point of order:
    "Only" 5 million people have purchased the game. The 22 Million you quote is the number of registered users of minecraft.net. Let's not confuse forum membership with ownership of the product.
    Still, 5 million is pretty impressive, and it puts it up there with some pretty major PC and console games.


    However, the other point is very relevant. WHY is this topic still in the IC2 section of the forum? It's so off-topic that IC2 is only occasionally mentioned as a tangential reference. The thread is nominally about "conversion mods" but to me, it looks more like a lot of griping about how Eloraam does things. When did this become the RedPower forum?


    Basically eloraam dislikes people telling her what she has to do with her mod. So that's the main reason, the second one might be that the OP would most likely find even less people in the RP-thread agreeing to his position than he finds here.

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    Eloraam gets absolutely no say over the usage of microblocks. Microblocks are a method and anybody is free to look at her code to see how she does it then implement it in their own mod. Eloraam didn't 'invent' microblocks and they aren't specifically dependent on any code of hers.


    The only thing Eloraam has control over is her CODE. Her specific code. If someone wanted they could write their own direct clone of RP2, and so long as they do not literally 'copy-paste' her code they would be free to release it as a direct competitor to RP2. Think of the TMI vs. NEI problems. Look, purpose and function are near identical, but since ChickenBones wrote it, it's his to release.


    Depends on how they use microblocks. If they code their own system to behave much like eloraams. Fine. If they just use her functions and essentially her mod to make their microblocks it's a bit different. Oh and totally recoding RP2 with everything in it is something in the grey. It's like reproducing a Song with different instruments and if you try this one you would surely run into trouble.


    But go find someone who does it, than we can talk.


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    Submod of BC, seriously? Can I get you to cite a reference on that? The fact that people defend her gets more and more amazing each time I learn something like that... Like when I learned of Minia... I've gotten a good 20 minutes of laughter about that little gem over the last couple of weeks.


    It's not that obvious now, since she reworked her OP. But it should be commonly known that she started with a Redstone-Pipe for BC and a Timer to create pulses for Wooden Pipes. But this has not much to do with her mod, since BC uses a totally different copyright that allows such things (the timer actually was meant as a submod but free of any BC-Code, so it is more like immibis second mod, which she had approved).


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    Right. And how would you feel if Mojang started shutting down certain mods for BS reasons and basically just said 'We don't want you to play the game THAT way. It uses our code so that's that."


    Would every Minecraft player just say 'OK.' and go back to Vanilla?


    No Minecraft-Players could just not buy the game. Minecraft is open for modding for a reason, they make money with it. Why should eloraam do it? She has no need for more users, so she is free to do what she wants. Actually you should know that Notch hates modding, he only allows it because Jeb convinced him, I guess mainly by the argument of money. If you run a company you are not free to do what you want, because you are restricted by economical aspects. I see no reason why eloraam should be compared to Mohjang in any means since it is a totally different situation if you make money with something or not.


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    Still don't see why our game has to be HER way... I mean, why do I HAVE to add a third energy net just to be able to use a couple of Sorting Machines? Why not allow an addon converter so I can just leech a bit of power from my already in place IC2 grid? At least until her suitably complex system is sorted and implemented?


    If you don't want your game her way may I suggest not using her mod? What do you expect? That she creates a mod that is only for your personal needs?


    And actually it is easier to use the BT-System than converting the EU to BT. Really there is not much that needs energy in her mod (Retrievers and Sorters don't use much energy. Since you can create a thermopile everywhere you would normally build a converter there is just no need for it. With IC2 installed even the nether is no problem since you can easily create Ice.

    Actually there are some annoyances about aggriculture.


    1. Seed-Storage


    They take a lot of space and you have to scan them to know what seed you get. So I suggest a machine, that doesn't work like an inventory but stores scanned seeds as data, not as item.


    Basically the machine as two slots. The input slot is where you place seeds you want to store. If you place a seed inside this slot it get's stored inside the machine, if it is not fully scanned it is instantly moved to the output slot.
    The machine has also buttons to search. One for the type of plant and three for the GGR-Data. You could set this to specific plants and GGR-Values or set placeholders to search more general. If you're done with specifying your search you could start the search and it will show you what seeds are stored that fulfill your search-request and how many of them are there. For only one output-slot you could then select on of them to be placed into the output slot (with more output-slots you could retrieve more seeds at once.


    2. Seed-Scanning


    First the cropnalyzer should detect weed as weed, would make things easier even if weed is easy to differ from the other plants. Second a stationary analyzer, or improvements to the cropnalyzer are really welcomed. I guess there is a reason that the cropnalyzer does not have an internal EU-Storage like most tools and that the GUI is not able to interact with your inventory. This makes analyzing crops very annoying. A stationary block would at least ease it by not needing energy. Since mobile energy-storages and seeds both don't stack inside your inventory getting rid of at least one of them would be really nice. I guess you have already some ideas about this.


    3. Some obvious plants


    I suggested barley to make beer as a plant, since I felt some obligation to suggest it due to being german. But still there were plants in my mind that I actually did not suggest since they were somehow obvious. One of them is bamboo for some sticks and the other is cotton. Both are real existing plants, which would be a plausible source for wool and sticks. They also don't feel as strong as something like an Uranium-Plant, which I some dislike (and since there is no UUM-recipe for uranium I guess there will also be no plant), but it seems reasonable to have some source for sticks (although you could chop down some trees easily), exspecially if you find a way to make the sprite sheet not that limited.


    4. Balancing farming vs. breeding


    I really like it that you have to spend some time on breeding. Breeding should be hard. Getting better plants and creating superior kinds of their species should be a lot of work. But I'm actually not sure about the actual farming. Personally I somehow dislike some of the stronger plants, but I guess you made up for this by making it hard to reach the ressource-dropping final stage of growth. But totally destroying plants if you forget to hydrate them is something a bit annoying since it is so hard to tell if something is well hydrated/fertilized. I would prefer if plants grow "backwards" if the conditions are bad. Maybe it is also possible to give conditions two priorities. So if plants like to have a certain lightlevel, hydration etc. you could define some as "does not grow if not fulfilled" and "does slowly die if not fulfilled". So you could simulate real plant behavior a bit more efficient (...well maybe this already happens).




    If I assume that you have some plans for aggriculture too, I'm most likely right. Maybe you thought about some of the things already, but maybe you could drop a bit of information why you have chosen certain designs, since some of them feel a bit strange, but might be due to coding restrictions or maybe to surprise us with a better MkII-Version.

    Im always around when im trying to crossbreed something, if i see weed i punch the shit out of that cropstick.


    When all Cropsticks have proper plants on them i can usually stop bothering myself with the watching and do w/e the mining i was doing before. Quite honestly i dont find weed to be much of a annoyance rather than recharging that cropanalyzer every time you want to look at a seed.


    Jepp... cropnalyzer is hell of a lot more annoying than weed could ever be.


    Actually I have some kind of idea about a machine that could make aggriculture a bit more easier.


    The first thing you would really need is a Seed-Storage. This Storage does not have slots, but is still able to store seeds by a bit different means.


    Oh, and it would be nice if fertillzer could be placed inside the Ore-Dictionary. Forestry uses fertilizers too, and it would be cool for them to be interchangeable.

    The ranges seems to be two blocks. Which seems to be a fair. Increasing the range could create nasty side-effects. And I guess they are not meant to create walls and since they kill the player too, it is normally much easier to build real walls, with piston-doors (which achieves much the same).

    This isn't about HER project, it's about how she exerts her will on other peoples projects. I have no problem with Eloraam having her own plans, or implementing her own plans. It's about the only valid reason being HER WAY is the ONLY WAY.


    I have no problems with her retaining control of her mod, it the part where she exerts control over someone else's mod when she shouldn't have that power. So I guess that means that nothing is wrong with me? She can control her mod all she likes, Immibis' converter was NOT her mod.


    Her mod is a short version of summing up everything that belongs to this mod. Which includes some specific implementations. So everyone who uses her systems, like blutricity or microblocks, uses her mod. Which she might allow in certain situations and forbids in other situations, which situations that are is up to her to decide.


    So immibis is free to create whatever mod he wants, as long as he doesn't use eloraams mod to do this.


    So immibis first mod was not really a new project but a modification of eloraams project, most submods are like this. Sometimes they develop into an own project (actually Redpower was a Submod for BC earlier, and Forestry is much the same), but as long as you build your mod on top of another you are dependend on that modders attidude towards your mode.

    Hmm... I find a bucket-casuc not that hard, because it is easier to produce more buckets as it is with Ice. And you could also easily measure the cooling rate with an overflow-chest. If you place the empty-bucket-retrievers on the same tick as the filters sending buckets. Just use 20 deployers for buckets to most likely produce an overkill of buckets. An additional retriever should be used (next to the overflow-chest) to empty it from time to time (just use a really fast timer).


    If you don't mind wasting space a bucket-casuc is far easier than an Ice-Casuc. Since it is easier to just setup an extra deployer for more waterbuckets than this is with Ice. Oh and you could use the overflow buckets to power watermills instead of using a chest, since the watermills will also empty the buckets and make them avaible for the retriever again.


    At least for an 800EU/t Casuc buckets are really easy. The 1770EU/T casuc is a bit harder, since you only have 1 second to get the old buckets out of the reactor and the new ones in, which makes timing more important.


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    also, ice is cheap. real cheap to make using Equivelant exchange. just use one energy collector - relay - and condenser. the collector and relay at mk3 wil get you PLENTY of ice to ceep things running smoothly. or, use this setup to make water buckets from nothing and convert empty buckets into EMC, in turn the EMC back into filled buckets etc...


    Actually there is no reason to create a nuclear power plant if you have EqEx.


    1. Nope, a Microblock uses a new BlockID. It could be possible to use Eloraams BlockID (like BC-Addons adding new engines to the Engine-ID), but if this isn't possible SpaceToad needs to two IDs or two totally different modules which will load depending on the existing mods (which would be twice the work, although only one of the modules will load at any time).


    2. Jepp I know that. But let's go the other direction. Your suggestion (exspecially with only 1 ID) would mean that I can't load pure BC-Maps with RP installed. And actually it is easy to get rid of a mod. If I would stop using BC in my actual world I would have to empty some chests and would lose my quarry, nothing dramatic. Getting rid of IC2 would be much harder since I only have IC2-Ores created.


    3. Again it feels strange to download a specific part of a mod not to use it, but to use something inside another mod.


    4. Hmm... even some simple detections of existing ores sometimes fail. It would cause a lot of unnecessary trouble.


    5. It would be even more problematic due to the large amount of Pipe-Addons in existence.


    If you want to cover a pipe because it is ugly there is no block next to the pipe. At least no full block. The only thing that could be there is some kind of torch, a lever etc. but it is rather unlikely that you want to cover pipes in a halfway that is only one block wide and even if this is the case it would be easier to request a microblock-torch from eloraam.

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    I highly doubt it's that. With FC, yes... but her, not really. I believe she can already she the futility of such efforts on the open-domain as is. Besides, part of warning control is the inability to allowed shared design with others, and she's already lent more than enough concepts from her code to trump that argument...


    Which does actually prove my argument. Her copyright forces everyone to ask her first. Which means that she has control if she allows something or not. She recently allowed Azanor to create a Blutricity-Generator for Thaumcraft.


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    Try talking to me on irc sometime, I'm not that hard to reach and I do, on occasion, allow RedPower integration with certain mods. I just like to pre-screen them first


    Actually this is what eloraam herself is saying about this. And "I just like to pre-screen them first" sounds very much like keeping control. If you get her Ok you will most likely end up with a little help too. So I again fail to see why this is so incredible evil.

    Quite the contrary, if Elo made an api spacetoad just need to add a few variables to make the pipes works with covers and thats it, if it detects RP2 then you can use the covers with the pipes if it doesnt detect rp2 it will be just plain old buildcraft.


    Yeah, but you know what this means? This specific pipes will:


    1. Need a special BlockID.
    2. A world created with RP is for ever dependend on RP
    3. People just using RP-Core for BC-Pipes
    4. I can only guess that it would be a bit harder to switch blocks completly if another mod is detected.
    5. SpaceToad would most likely need to rewrite his pipe-system, cause of the heavy use of tile-entities for microblocks


    And really... it does not make that much difference if you place the covers on top of next of the pipes. You can't attach torches but this is the only drawback since the space is occupied.

    Whereas, if I'm trying to build a solar plant, redstone is a scarce material, while copper is practically unused!


    Hmm... you need 6,5 pieces of copper, 10 iron and 6 redstone. In most cases I'm more troubled by the amount of iron, not the amount of redstone. Exspecially if you get yourself a Fortune Enchantment.