Lol. With that, cheap SupraConductor, all-in-one-item+BetterThanQS, energy teleporters and (OP) enhanced drill you might call your Addon ... DBG: Denied By GregTech, but we implemented it!
Posts by MatLaPatate
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I never made a beacon yet, but I feel like your way would be cooler ... and harder to exploit (since its cost don't comes from only from the can-be-shared MB structure).
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On the topic of Large MB Watermills, what about naturally generated structure like "springs" (or Waterfalls) that would give infinite Water (for those using the patch) at a slow rate, some tiny dusts of minerals when you process it and EU in a MB Watermills ?
In the same way, as BC does, what about adding Lava sources that slowly regenerate over time (maybe in a large zone to complicate easy automation with Tesseracts and the like) ? Gasses sources would be cool as well, given they would have more uses ... I think the Nether is the good area for that -
@MultiBlocks WaterMill: See the description I made on the thread of the Compact Windmill addon, which I think would fit better with GT than with CW.
@MSRs: Molten Salts Reactors were Nuclear Reactors heating Salts to be used in Thermal Boilers and so, cooled down to be reused again as Nuclear Coolants. Greg was about to implement it since I was annoying him with that for ages, but also because he was at doing similar stuff. But now it's been delayed due to the Overhaul of the IC2 Reactor system, which I can't even test for now
@Nuke+Bacterias: lol, would fit well with the Bacteria Breeding system ^^.
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Ok lol. And the point of covers interracting with Lasers ?
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Not to mention that, as always, he speak english like I speak latin or german, aka with a few words being correct in each sentence. Seriously, how can one say to people "learn modding and you're done" when he apparently didn't learn english ? I don't wanna become offending, but RawCode is a bit rude, even though he is often true ... There is a joke to be done ... RawCode is rough ;p
Edit: Wait, Lasers ? As a way to transmit energy, redstone signals or to hit/burn/break mobs/blocks ?
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Even though I see your point, I would say this is not needed, especially since most forum admins didn't come here for a few months ...
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I did not say it was OP to anyone, but to me, playing with GT as main mod, it is OP. And I think most of people playing with GT will have the same opinion. So what I just told you is: You don't really care about things being really balanced, because your addon isn't made for GT-fans.
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Should be made with Iridium Plate and have losses IMO, because nof everyone uses OP addons such as GraviSuit and ASP (not that OP since it last nerf though ^^). But anyway, your mod is OP already, and don't really fit with GT, so do it OP if you want, since it won't be used by people wanting balance.
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Do you think he realized playing with GT was also meaning "playing a game that will last much longer and won't become annoying after 50 hours of game", aka "nerfing green gens" ?
So many people keep saying that but one of the main GT point is to nerf GreenGens as well as UUM, because it makes the game almost creative after 50 hours for a bad player ...
What I tell about your Watermill is that they are Zero Point Energy Generator ... And that cost is extremly low for 4 EU/t you know ? Try making the same with a Biofuel Factory + Semi Fluid generator, and realize how much time you spend harvesting plants, not even couting the price of this generator ...
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The way I described it was kind of made to reflect that, even though of course it can't be as efficient in MC as it is IRL.
But maybe, to represent it with a bit more realism, a tank located in a River Biome could have a natural (with sunny weather) speed of refilling of let's say, 3mB/hour instead of one. Mountain Biome could increase that as well.
And the system I described would at least fit with some aspects:
It would be able to store energy, because the amount of water you'd get for a rain would be enough to run the Turbine for like 10 times the duration of the rain.And you would also have to manage when you use the energy, because of the system beingmore efficient when the water level is high.
And this would be far different from Solar Pannels: aprt from the storing capacity, which would makes it more a auto-refilling Fuel Gen than a Green Gen, it would also be a lot cheaper than Solar Pannels for massive setups, but it would take huge amounts of room. And it wouldn't be worth for small energy generation, because of the price of the Turbine + obvious geometrical laws (^3 increases faster than ^2 ^^).
Also, despite the fact it would be a bit OP, it would be so long to build, and so huge, that it wouldn't work at all in PvP, and would be hard to duplicate with UUM, because of needing (and making useful) a lot of work for building.It would also basically be "room for EU", because of generating way less energy per square meter than Solar Pannels, but at a cheaper price.
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Yeah, I agree, especially since it's the main reason that makes me hate EB&T. I think this should work only with organic stuff, and wouldn't generate stuff by itself, but just process organic stuff in a ULTRA efficient way. And so, stuff like Iron could be obtained from some Materials by special bacterias, but it should stay a BYproduct, which means automating its generation would be harder than using UUM to do so ^^.
To me, only the following stuff should work:
every kinds of plants and their derivatives. Woodlog, planks, wood pulp, flowers, grass, vines, mushrooms, sticky resin, Compressed Plantballs ...
Oil, stuff from Brewing system (and also maybe from Crossbreeding, but I don't see the point of wasting crops like that
Almost all Mob stuff, which is a bit organic. Rotten Flesh, Bones (renewable Calcium and traces of radioactive stuff ^^), Zombie Brain from TC3, Leather etc ...
ALL kinds of food, but canned food would leave the can ^^.
Stuff like Sulphur, Phosphorus/Apatite/Fertilizer/Radioactive stuff/Sugar/Light maker/Heater would of course boost some stats.
Even Coal and Charcoal could be used since they were organic ressources.Why are we talking about that, since Greg won't probablt include this a day ? ^^. Just to talk.
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Yeah, that's basically what I was thinking about, when I mentionned lag ^^. However, a Greg-alike method would work fine I think.
Then the system could be: make an open tank: its filling speed is determined by its horizontal size, its max capacity by height of the lowest wall on the sides*horizontal size, and the energy it would generate would depend of the difference of height between the water surface (changing when the tank is being filled/being) and the Water Turbine. The Water Turbine could be used to generate energy but also to store some as water in the first tank for 125% of the energy it could generate.
Now to avoid exploits without making it constantly checking for daylight: Lowest level of the first tank = sea level (64 ?). If you wanna get rid off the rainwater, you could:
1- store it in a tank below to reuse it again as a way to store energy
2- make it disappear, ASSUMING you do it you do it above sea level. Would maybe require an Ocean Biome (so no floods) or it could be turned into normal water by a machine with the said conditions.And to avoid "Tower" exploits (aka reffiling faster by making severals tanks one above the previous), the tank "ground" block couldn't be placed if there is no daylight (or nightlight ^^) or if there is another tank "ground" block under.
I think such a system would work, without that much lag (because of no daylight checking constantly), and would encourage stylish, realistic construction. As for energy generation, I think it should he like: EU=30 + cubic meter of water going through the water turbine*[height of the water consumed (would of course be higher with a full tank)-height of thr Water Turbine]. And to avoid "setups in the sky" like SpwnX WM designs, there could be a rule like "to be placed, a ground block need at least 1/30 of its height in RS blocks right below the tank ground (for leaks, ofc xD). Maybe it should apply to the height of the wall instead actually.So building exploits would be more expensive.I think the filling speed should be: from -1 to 1 mB (aka 1/1000 cubic meter) per hour without rain, i.e about 200EU/hour/horizontal ground block (^^) at the max efficiency (difference between water level and height of the Turbine), from 0.1 to 1.5 mB/min with rain and 0.2 to 3 mB/min with Thunderstorms.
For each couple of values, the lower would be desert, and the higest would be jungles. Having your tank half in a desert would't be a good Idea ^^.The only issue I still see to such a system would be OP-ness with Mystcraft, but this mod is Op-ness itself already ^^.
Walls and Grounds block should be special blocks slightly more expensive than R-stone. (like 6 RS and 3 Refined Iron Ingots/Plates).
The Water Turbine should be kind of expensive, and GT alike (Maintenance, outputting up to 2048EU/t but only worth for setups with really big tanks). Btw, I think this would fit better with GT ^^.
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You did not understand the concept of "realistic" watermills. Such a watermill would work with a huge tank/lake being filled by RAIN. And this would be even more laggier than solar pannels (assuming you'd need more to generate the same power), if you wanna make special bloc to calculate the tank/lake size, speed of refilling etc.
Just because MC water is INFINITE, and water stills also seems to fall continuously, which makes any kind of generator based on them an exploit.
All others kinds of "Advanced" Watermills are pretty much exploits-generator that you can use anywhere. In this case, why not just adding an expensive generator that generate EU without ANY requirements ? That sounds stupid, but it's basically the wame thing.
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@bculatter2: Ore processing ? Get a fully crushed Ore, then Ants would be better IMO ^^. But I agree that bacterias should be mainly to get way more EU from organic thingies than using the IC2 biofuel way. And so, harvesting ressources of any kind should be more difficult, and leads most of yout bacterias to the death
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Yep lol. Now the only reason which makes people wanting to keep some power converters is OP-ness ^^. PG wasn't that OP however, because it only allowed one-way conversion, but was already kind of useless for people using GT.
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@bove: Agreed. I suggested such a thing to Vanilla IC2 a long time ago, and I feel like GT should have a breeding thingy, actually hard, random and not as easy as Forestry (which become easier once you know how to get each species) and of course less OP since it would kust help for energy generation.
I think a big tank-fermenter which would takes an unbelievable time to refine stuff into various fuels would be cool, and then adding bacterias/micro sea weeds would decrease this time while greatly increasing the energy benefit (generating alcohols, hydrogen, methane at differents ratio input/output, speed, all of that depending on the species you use). As of the breeding system, I think a GUI-mini game like the nuclear reactor one would be fun ;). But it should definitely be difficult enough so stupid people wouldn't succeed ^^.
What about a Darwin-like approach (life evoluting because of not well adapted organism dies, but you could put your own additional conditions so they devellop like you want ^^) ?
As an example, you could use kinds of food cells to help the bacteria you want to devellop, but it might as well prevent them from becoming more resistant. In the same way, light-making conponent would help but wouldn't help selecting species not needing light to devellop. Radioactive cells could be used to increase the rate of mutation but would sometime kill some cells. In the end, you'd like to impose the harshest conditions possible to your cells so you only get the bests, but you might get cells able to process fuel without light, energy (heat) or enhanced foods, but they might be less efficient in terms of energy generation than others, and you might also kill all your organism or most of them and so need to start breeding again from scratch (or almost) ^^. I even think the breeding thingy could also be the fermentation device itself. Anyway, I'm talking too much and would explain that, if Greg was likely to implement such a thing ^^.On a (not that) unrelated note: Is someone posting on BC-forums/able to suggest stuff to SirSengir ?
Because I thought about what made bees OP compared to IC2 crossbreeding and easily found it: apart from the randomness of IC2 crossbreeding, I think the biggest differents are weeds. That's why I thought it would be nice if Forestry had a Config so Bees (and trees) can die from diseases, in a hard-to-prevent&weakening-species way, like IC2 WeedEx. But the thing is I'd also like nerfs of farms, engines and Biofuel, so I guess I'm not likely to use Forestry before a while xD -
Watermills: NOOOPE. Such a system has alreadt been suggested for Vanilla IC2 when we were argueing about watermills rework, and is already kind of in a power-converter addon.
And this is EASY TO EXPLOIT, laggy and completly OP. Just ask SpwnX about what he did on CubCraft 1 before exploiting UE/EU conversions.
Compressing Water makes no sense, windmills were OP already but not as much as Windmills would be, and even a way so Windmills can store energy (ny pumping/using water into/from tanks) would be useless because IC2 energy units are lossless.