i disabled scanning completely on my server and reworked cropnalizer to show all data as chat message, after that crops turned into usefull and funny thing, current implementation is bull hayo.
Posts by RawCode
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Looting III + Knockback II + Fire aspect II + Sharpness V costs 6.4M EU
are you kidding or what?
such options will ruin vanilla enchanting system, 6.4kk is less then MSFU, you can enchant fullset of tools\armor every day by sitting AFK at night. -
no matter how you implement it, but it will ruin vanilla enchanting.
nobody will hunt mobs for hours or build blazefarm, 99 solars + AFK for day == top enchanments.
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this up to forge completely, since it shoud implement item-block registration overrides and completely prevent more then one mod from registering singletron objects, not registering 100500 recipes for every variant.
only option for you - to disable oregen in IC2 config.
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this suggestion belong to taumcraft or EE3, there is completely no way to enchant matter with electricity, only option to melt it.
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MCP + Eclipce
With your skills working with "source" not possible.
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mob farm allow you to stay AFK 24*7 near mobfarm and get items for free.
in case of cows you need to perform much more actions then building mobfarm or finding spawner.
some use for useless item is not valid reason to kill vanilla agriculture.
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something wrong with your server (or possibly you pooled too much money into it's hardware).
ever if such thing implemented (currently this can be done as 5 lines addon) it shoud be disabled by default.
also some time ago IC2 was strongly against magic, but now you decided to include mob farming as component...
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such addition will strongly encourage mobfarms.
mobfarms is not funny in SMP and purely destructive for server performance.
you shoud implement such things as parts of agriculture, brewing, reactor or something, leather crop will be perfect for this.
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not a BC forum...
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and how exacly painting cobble related to IC2?
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will out faraway galaxy have "default" nukes made of enriched cells, or will continue to be purely griefing tool?
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i was feature in vanilla 145 for creative only.
dont play creative...
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beta is only word in topic name, 108 was really good.
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Well, current implementation of reactor API have major flaw inside TileEntityNuclearReactorElectric
Codepublic int sendEnergy(int var1) { return EnergyNet.getForWorld(this.worldObj).emitEnergyFrom(this, var1 * IC2.energyGeneratorNuclear); }
Default power is 5, this completely eliminate ability to add reactor component that produce less then 5 power, since getOutput and addOutput and getPulsePower all return\take INT, devs not allowed to set power to 0.2 in order to bypass this limitation.I suggest to fix API and replace all listed method params with floats and move energy calculation to API, this will allow addon devs to implement nonstandart energy output, like exponental, and (or) control output from some reactor component.
It will be nice to have something like control core, that affect reactor output factor based of it's heat.
Problematic line is 82th in latest API iReactor.
Also debug tool a bit outdated and will provide invalid output.
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use power of big red letters, cross fingers and expect hurge wave of "bug reports" about broken addons.
also do you fixed reactor API or it still use hardcoded 5 multiplier on energy output ignoring config?
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Every special ability shoud be disabled if part's energy drop below 66% == profit.
Also there is suggestion thread about food system rework already.
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as soon as it ready(C) be my guess.
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place bed, die, respawn, profit.
suggestion about useless overcomplication just to make first 10 minutes of game painfull and add some boredom in longrun.
also how this related to IC2? there is nothing in IC2 that may use temperature bar as gameplay component.