it shoud be private, soo only person placed generator can remove it, same for cables, this will allow to have cheatgen in SMP without gamebreaking effects.
Posts by RawCode
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We need block with monitor on it (few mods feature this, one with cannons and second one with magic) that display amount of EU passed it last window (512 ticks) in realtime, this will eliminate need of massclicking eu meter all time, just sit and watch.
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it is not smart to use large data structures everywhere, integer is fine for nearly everything.
just do not bloat your objects with useless zeros, you will never need such precice calculations of item state, ever 5000 durability will go fine with rounding and some logic.
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it hardcoded into TEteleporter class and cannot be changed without refactoring.
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short: The short data type is a 16-bit signed two's complement integer. It has a minimum value of -32,768 and a maximum value of 32,767 (inclusive). As with byte, the same guidelines apply: you can use a short to save memory in large arrays, in situations where the memory savings actually matters.
extreme amount of enternal variables inside IC2 code are shorts and you meet overlow, default durability for every electric item is 30002
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also we need non explosive reactor and adminvolt cables for testing and wiring
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jad it!
also you dont need forge for GUI - just blackmage it reflections.since it's possible to display any type of data, additional suggestion - display nano-quantum parts durability as GUI element, to remove lavaswimming surprice element.
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Mobdrop plant is nice, also something like homunculus mob that act just like crops - eg you can crossbreed it for different effects, this will add a lot fun since its possible to add aggressive combinations or ever hostile to other mobs (it will be funny to crossbreed something that will wipe entire farm few moments later)
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10 posts + month registration time, no posting right after registration.
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100500 new ores is definite bloat, renaming tin to alluminium is good, adding new ore just to evercomplicate recipes - not.
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check bukkit javadocs or decompile minecraft, effect is present and work as intended (mostly).
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invisibility effect already implemented in vanilla and available as potion effect...
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just remove cropnalizer item and add cropnalizer machine with large inventory and ability to scan multiple crops at time without clicking 100500 times
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Long range teleportations shoud require long warmup and hurge amount of energy, just like in hl2 brine's teleporter - energy of entire citadel for 20 minutes just for single teleportation (ever without stacks of items).
soo i suggest to alter formula and increase energy storage search range and allow diagonals, 5 cube will allow up to 1.25kkk energy used by teleporter. Such hurge amount may be used for cross world travel (we may try to remove vanilla portals and go hell in hightech way) or callback traveling (ever something like protoss emergensy gohome device, that teleport user on event of emminent death.
Callback teleporters may be used for bringing home resources from quarry, miner or wheat farm back home without setting network and msfus around - cental teleporter linked with 125 MSFUs and unlimited amount of child teleporters linked to it, soaking items and players from platforms to it.
Such teleportation shoud be extremely energy costly.
What about callback device - keep teleporter block and freqtrans in inventory, when want to go home, place teleporter and link it with freqtrans, after few moments
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After you crafted nano - coal is mostly useless.
After you crafted quantum - its gg, nothing to do here anymore, there is no PVP in industrial, no epic devices, nothing.Since you may generate energy from nothing with no maintance, you actually dont need any more resources.
Due quantum godmode you dont risk loosing anything, soo you actually nowhere to spent resources.Suggestion about pvp is already denied, soo i suggest multystage nano-quantum.
When you craft nano or quantum is have only very limited max durability 1-10 HPs, you may recharge it (with full energy cost for this 10 HPs, 1kk just for few hits for quantum) and it wont break completely.
To increase max durability you must invest resources, you shoud be allowed to invest any type of matter (with different effects), this shoud be handled by nanoforge machine.Armor system shoud adsorb damage, not hits, soo TNT blast will deal much more damage then arrow.
Using carbon-iridium plates shoud have hurge bonus, to encourage it's mass production.
This will make game a lot longer and PVP intensive, since ever when you crafted nano, it wont grant you godmode right from begining, and users of suits not equal due max durability difference.
Nanosaber shoud have similar upgrade ability, with damage scale.
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100% wear resistance is fine with UNSTACKING lubricants that adsorb this wear damage and eventually run out.
This will allow longer maintance cycles, but shoud have side effects, like empty lubricant in slot increase wear speed by 25-50%, this will make such options much more harder to maintain and be "balanced"
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wear shoud decrease speed\effectiveness of machines and shoud be obvious for user (something like GUI display with HP and easy ability to fix).
also we will need ability to decrease wear speed (by lubricants or cooling or any other means, upgrade slots already implemented). -
entity scaner will also be great addition, you may detect unit and start teleporting something on it from remote location.
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it always was exponental, and "free" teleportation does not mean - no energy cost, "" placed for reason.
1-20 range - fixed cost like 1000 per player 10 per item, no more no less, no formula.
21++ == (range^0.5)*2 * 100 (or smth similar with any progression)