what about ability to disable mod relater inventory iteractions serverside?
i want to prevent cacus win button with bukets and deployer.
what about ability to disable mod relater inventory iteractions serverside?
i want to prevent cacus win button with bukets and deployer.
you may try to implement plutonium and torium fuel "upgrades" with much reduced power of uranium, but, possible something similar already implemented.
cubic meter or uran 19.040KG with effective power to KG of 83 TJ (T == 10^12)
with coal burnpower of 34 MJ (10^6) per KG
Soo we need to burn 2.5 million kilogramms coal to get power of single kg of uran.
let keep 1:1 ration and energy production rates of IC2
4000 (single coal) * 2 500 000 == 10 000 000 000 EU per uran cell.
nobody ever read manual BEFORE screw up.
this is not mods and game's problem, its IRL problem.
Solar + detector cable + iron cable + any storage block == profit!
iron cable will drain EU flow but detector cable will trigger anyway, soo your batbox will never fill.
looks like reactor components will include tiers and energy transportation.
also i personally dont see any reason to disallow stacking of full\empty components, handling method for this will take single static hashmap and extremely simple handling code with only 2 checks: stack size and metadata.
also few mods for 132 implement custom item inventory render, that allow to render item's HP bar without using damage value at all, by removing NBTtag on full\empty item we automatically make it stackable.
Just do like RP2 with batteries, but with some limits to keep FPS alive.
Best way to implement storage controller block that link every storage inside 5cube into single entity with shared storage, this will allow lots of fun with batboxes (125 batboxes acting like single block).
unlike wheat crops WONT prevent soil decay to dirt if not hydrated "too long".
jumping on(near) soil still cause soil decay and will dismount crop.
bug.
crops dont know about skylight...
EVERY vanilla crop check for skylight first, but crops check only block light completely ignoring skylight map.
EXTREMELLY annoyning when all your wheat die as first night cos this.
AFAIK API reqire MCP decompilated MC and IC2 core as library added to workspace.
there is no swamp or jungle terramorpher currently, only useless shroom.
i personnaly suggest you to add custom biome with advantages like no rain, maxed crop bonus and soo on and place machine for this biome into endgame category, best if machine will sustain custom biome in some AOE as long as it have power, and after power gone - revert biome to desert...
currently usage of crops reqire too many babysit ever with crop matron.
you dont need such "first looks" as long as you can test version yourself...
ofc if you not able to download snapshot and run it, its nice reason to discuss "first looks"
swamp crops growth bonus utterly marginal.
bees - only reason for biome changing, but it shoud not be random for this, it much more for buildcraft where you can define area yourself.
setting random block in aoe to other biome will never change biome properly, something like if more then 512 blocks in chunk belong to selected biome - change chunk completely will do job well.
also biomes are mostly useless and nothing expect grass color will change (some IC2 features affected by biomes are useless junk and does not play any role currently)
zombie sqwidwards btw
extremely easy to code, single hashtable ID - VALUE and seriazable loader.
you still have nice ability to land into lava!
on rejoin-relogin-restart-whatever 60 no damage ticks are granted, you may abuse it to survive burning, ever can swim in lava naked if rejoin exactly every 59 ticks.
extremely simple - brewing stand that accept items and place then into mugs, time can be implemented via TE timer or much more better by null effect item that increase age of booze.
this will allow to craft booze step by step without stupid randomness and extremely intuitive, since you able to get result of your actions right after you did somethig.
everything else shoud stay same, including water hops to wheat ration and soo on, just make this system simple and intuitive.
untackable fuel with HAYO variable fuel value is soo HAYO you just cant understant its hayoness
3 tiers was perfectly good, since item ids nealy unlimited tiers may be extended to 6 or 10 but STACKABLE inside same tier.
Rounding down fuel power to closest tier and provide output can with corresponding tier == win, tiers will be 5000 10k 20k ... 80k 100k;
extra fuel power can be stored inside canner and dumped in next fuel can in cycle.
And also number of win combinations are:
3 fuel 3 spice, in most cases fuel type and spice not mixed, soo its only 6 combinations;
game shoud not be overcomplicated and everything shoud be used to max, machine only for something extremely specific is not good.
everything in minecraft world is unlimited, your time - not, making process extremely slowly will kill option.