QuoteAlso, each mod add-on or not, should have it's own tab.
Posts by MagusUnion
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Yeah. I'm not an idiot. You do know that generally things in the IC2 tab should actually belong to the IC2 mod? If it doesn't, I don't see how that's my fault.
Unless, it's an add-on, in which it is as much apart of IC2 as Forestry is apart of Buildcraft...
Seriously.. If you are using the FTB pack, ask for help their FIRST, then ask here... At least you are doing the right thing in using that modpack instead of Tekkit...
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Once it's not OP ... because you didn't ad any MJ-->EU converter. And don't do it. But, seriously, who really need power for BC ? I've never run out of it. If you're incredibly unlukcy and have no Oil source close, simply use Redstone engines
Or maybe you did it to be used with another converter addons, in order to make IC²-Super efficient ? That would be OP in that case (but converters addons are already OP by themselves, the only one turning "MJ" into EU that is not is Petroleum Generator.
As long as energy resources scale properly with the materials inputted within them, I find no reason to call this OP..
(Sadly, they don't in this case, but a simple config. option can adjust this...)I like how buildcraft is becoming more of a mod about liquid energy and Pneumatic usage in industrial settings, rather than just the act of simple automation (since many other mods do that better). Also helpful is the addition of a Forge Liquid dictionary, as it is a great resource for creating add-ons such as this, or advance chemistry add-ons down the road...
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I think that it's a good feature to add if you just want a PvE type server. Of course you can have server admin actions and controls to override this feature if you need to get back into a suspicious person's machine, or to prevent PvP exploits with said machines...
Although this would make Creepers a bit more silly to look at when it comes to their dangers, but meh.. most mobs in Minecraft are a joke anyways, even without mods...
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The geothermal generator (reading from 1.106 source here) will produce 20 EU and consume 1 fuel every tick. It gains 1000 fuel from one bucket of lava (or lava cell), which, through basic algebra, tells us it will produce a total of 20,000 EUs out of 1,000 millibuckets of lava.
*does a quick test*
Oh, well that's fascinating...
Thermal Expansion's Magmatic Engines reflect more of the core heat value of Lava, and therefor output more EU via conversion than standard Geothermal Generators. Not much though. It's only a 4k difference, but it's enough to make a Redstone Energy setup worth the investment...
(And since I keep getting trapped in snow biomes with no damn rubber, Thermal Ex is about the only tech I can really rely on... lol)
Edit: After doing an EU test, the Magmatic Engines produce a total of 1.55 MEu after a full stack of lava cell consumption. This includes spin-up time for engine heating. Standard EU production off a normal Geo grid is 1.28 MEu...
(and this is off the 3:4 ratio as well)so there's an increase of about 17% power when using these engines in comparison to standard IC2 play.
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Props for doing this :). I realized the 2/5 conversion rate was broken a while ago, still thinking of solutions that will not break my EU->MJ->EU 95% conversion efficiency
I use a ratio of 3:4 for my config. and the numbers are fairly reasonable with that method...
Keep in mind this: In real life, internal combustion systems are fairly reliable not because of how they are designed, but at how much heat and force that comes from the chemical reactions within the fuels. It's no surprise that BC fuel gets numbers that hinge close to the outputs for nuclear generation. Getting around 100k to 150k per bucket is a fairly reasonable output to consider if you think about all the carbon material within oil that gets consumed. Plus, don't underestimate the effectiveness of chemical bonding, your body runs off that shit
So yes, I don't see why those high outputs should be that unrealistic/game breaking at all...
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Windmills? Seriously? Inb4 FlowerChild gets really pissed off again.
Who the hell cares, it's not like he's got that much of a following anymore...
I believe the conversion of Blutricity to EU will involve something akin to Ohm's Law for electrical Power. She said something about "doing it right" and her background in electrical engineering. Can't wait to see what she comes up with...
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Personally I dont care how popular or unpopular my mod is and I'd be glad to work with you, but dont start rumors where I care about popularity. Come on IRC and chat sometime and you'll see I really care about my mod. I just dont like people touching my stuff where Im trying to have my own fun and do so without people interfering.
I'd like to also reiterate this as well: it's very annoying to have a single add-on change EVERY attribute of the other mods you come into contact with, and altering their game mechanics without prior config. file meddling. Sure, you have some great integration items and recipes to support this interaction, but you've basically destroyed most aspects of early-to-mid game for people who are not familiar enough with adjusting their mod settings. Not everyone is going to know to turn certain things off right off the bat, and I'm sure it sometimes frustrates classic users of IC who use your add-on for the first time to have to go back in and make readjustments...
I get how you want to have a permeable layer of cross feature compatibility with many other mods, but not all mod authors share this view. This is their work after all, and they have first rights to their mods and developmental direction. Plus, it's not like he's being xenophobic about the actions either (unlike Flowerchild with everything, ofc...)
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Yeah, but in Thaumcraft aren't nodes pretty important? As it stands I am assuming that you want a HUD to be implemented, I think that HUDs are pretty hard to do with Forge, Azanor is one of only a few modders I have ever seen that has made a HUD.
I really don't get why people keep saying this..
Perhapes some of the event handlers have changed due to the move into 1.3-1.4 for Minecraft, but I don't see why this would be an issue if someone was dedicated enough for this task of bringing it into the game...
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I'm not going to join the controversy, because there is a simple solution: config option ftw!
Even if all the peeps who dont want this crush the idea, screw you I'll just make an addon for it.
May the good ideas never die!And this is why you are one of my most favorite addon devs... lol
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Ok, so Uranium is essentially shot down entirely. What about the other suggestions (eggs, plants, ect)?
Still need recipes for leather and eggs... May not be done due to promotion of animal breeding...
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How many times have you honestly dropped a lapotron crystal into lava? Nobody is going to be stupid enough to just put down an MFSU in the middle of a dark cave and have an "accident" especially when placing a block.
You're missing the point. The question is really WHY would you carry around items that cost:
16 coal
45 copper
10 diamond
2 glowstone dust
1 gold
32 iron
38 lapis lazuli
110 redstone
86 Rubber
5 tin... a piece? That's a ridiculous price just to have mobile storage, not to mention the ever-looming incidents of shit luck in Minecraft that can (and always do) happen. Plus, there are many other add-ons that can hold about the same charge for cheaper costs.
I really don't think this simple change is going to be that game breaking. Sure, lots of people may end up using storage blocks for more portable means, but that doesn't mean it'll be the next immediate 'go-to' item due to its cost. And even if people do go straight to an MFSU just for its 'mobile storage', then it'll mostly serve the same purpose as stationary storage, only less position restrictive...
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And that can't happen with MFSUs in "item" form? There is honestly NO DISADVANTAGE AT ALL to using an MFSU, whose DOWNSIDE is that it's stationary.
Other than the fact that one is more expensive than the other, and easier to replace when said accident occurs. Unless you have stacks of diamonds that you can constantly craft with, I doubt you can afford these kinds of mistakes.
And if its a matter of balance with storage capacity, then I doubt I can take your argument seriously. Half a stack of Buildcraft tanks full of lava equal more EU than a single MFSU, and they can be made by virtually nothing...
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Like Fenrix said, this would make the game too easy and OP, mainly because storage blocks beat "Portable" items in every way. I can't think of a single downside to using an MFSU as opposed to a Lapotron.
You've obviously never dropped a fully charged Lapotron in a pool of lava before...
Plus, there are some clever bastards out there that handle their energy in fuels rather than in EU Storage blocks because its much more convenient to do so in many cases (Curse you Teleport Pipes for no 1.4 Minecraft!)
This is mostly because when you charge up a storage block, you have to go thru the hassle of fully discharging it as well when you need to upgrade/move said block to a new location when you redesign your base layouts.Also, this change would not mean you could place an MFE/MSFU inside another EU accepting block to discharge it. You still have to place the block in the world, wire it up, and run the risk of something happening to it as it's set on the ground...
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With breeding, you can get over 30kk eu from single ore.
I think there should be no UU recipes that make fuel at all, including coal and wood.
Those are a bit of a waste of UU in general. Wood grows, and Diamonds have a technically cheaper recipe (that's the only logical reason I can see why a UU Coal recipe exists).
However, an add-on sporting nuclear transmutation is always neat.... lol
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If you don't have to play on a server and kill everyone on it multiple times to get a philosophers stone, it's not following FMA closely enough.
We're killing enough mobs to make it count, though... and they technically count as people when you are all alone on SSP...
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Not only IC², EE is only "balanced" with itself. Any other mod turns OP with it.
I'm finding that EE3 is actually putting itself in a better position to work with other mods without breaking itself. While I wouldn't say it's a 'legit experience' to say the least, it does take some of the hassle out of resource management on several occasions, and having transmutes for materials as a 'resource factor' was the smartest design aspect that you could add with a mod that's considered 'ridiculously OP'. I do hope it's kept more in line with this, and more FMA-like alchemical mechanics can be brought in as well, lol...
(what? you don't remember that episode about Red Water and Dr. Marco?)
Funny how everyone promotes his Addon, when a Suggestion appears.
Because when we play with his add-on, we don't get punished for the utility that it adds....
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I suggest that we don't suggest how people should do suggestions...
I also say that if a (or series of) suggestion is REALLY STUPID, that person should just be banned for their stupidity and/or ignorance...
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I think this qualifies for:
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What is the fastest time anyone here has gotten a full set of quantum armor?
Why does it even matter? Since when has IC2 been like WoW where getting 'teh leetest gaer' was an end-game achievement?
Go build an electricity based city or alter a realm from one state to the next, and then we'll talk endgame...