Posts by MagusUnion

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    Tell me when you have found a serious exploit at Railcraft, Buildcraft, Forestry, Redpower and similar other good Mods (not EE) with my Addon.


    I like how you assume I would even touch EE... >.>


    Cobblestone to Gravel (Railcraft) -> IC1 Clay recipe (C.R.) -> Li Cells for RE Batteries
    *16 Cobblestone Extract to 1 Bauxite Dust (C.M.R) -> Bauxite to Al -> Tin replacement recipes with Al (C.R.)


    (*Cobblestone in Minecraft is highly similar to Feldspar. The Al portion of the material is electrolyized and processed to 'pull' the Al off the rocks. By doing so, it converts the material from a Si based rock, and into a very small, yet high density, ore...)


    It makes some geological sense. Plus, I don't understand how having less resources is more fun... Most of my projects requires tons of materials, and I usually need tons of just about everything just to complete them all.

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    What do you mean? The only Resourcecollectionmethod is a Silktouchdrill. And it does the same as a Silktouchpickaxe. You cant just put a Diamond into the Macerator to get 2 of these. You need to put nonreversable Diamond-ORE into it.


    Let me explain: Within your add-on, several functions and recipes add items to create cheaper components to several items. These components are also multi-purposed for other means and objectives. Example: Li-Cells used for redstone replacement in batteries. This usage can be expanded to other functions formerly held by redstone. Li can be acquired from a simple type of vMC material, which is easy to amass if you have, say, a custom recipe to create that material out of fairly balanced recipe materials that just so happen to be renewable...


    The point is that many of the items in this add-on can easily be re-purposed into many other functions/recipes. In doing so, it creates the element of constant renewable resources by using these materials in a very economical fashion...


    Does it allow costum items to be put into IC² fuel and costum machine recipes?



    Yes, so long as you correctly the item ID's that the mod uses when creating your custom recipe.


    Example:
    //Industry Redstone
    *CuDust = 30253
    shaped (Sand+CuDust+Sand / CuDust+Sand+CuDust / Sand+CuDust+Sand) > (331,2)


    Item ID 331 is Redstone dust in vMC. This recipe allows for the simple crafting of redstone from (excess) copper... Use it all the time when copper/redstone was an issue for me, lol...

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    Made Macerators more expensive (3 Diamonds and an advanced Circuit), because it can double any Oreoutput (even Diamonds).


    There better be a config. option for this... I'd hate to have to circumvent this manually... :P


    (jokes, btw... and of course I'm going to make your items even more useful, lol...)


    Edit: HOLY HELL! I just now realized how OP some of the resource collection methods in this mod can be... Wish I had block breakers, but meh, I know now how to create an almost infinite amount of resources with this add-on, lol...

    When CFoam gains the ability to be re-textured as blocks of similar appearances, then I believe your request can be met...


    But I honestly doubt that the dev team is working on that feature atm (if at all, that is)...

    Another thing I noticed. Forestry electric gens are extremely ineffective. They give 8000eu per biomass bucket. But if you burn said biomass in bioengine, it will give 50 000 MJ. Which can be converter to 125 000 EU with Transformers mod. 15.625 times more. So, if you have Forestry and Transformers (or any other bc->ic energy converter, actually), you can get thousands of EU/t from single farm, from saplings alone, and just recycle wood (in slabs) or something...



    Well, part of the reason behind that is due to the fact that the outputs are based off seperate energy systems. What you found was a rather jarring exploit with power converters, and I wouldn't be surprised if Biomass in Bio Gen's receives a well deserved buff(or biogas engine nerf) or something to that effect.


    You may want to try a hybird renewable system: Where either solar/water/wind create EU to power electric engines for loggers/fermenters/furnaces, and then feed those products into biogas engines/generators for additional power...

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    So essentially BTW's cement, but with dirt?


    Pretty much.. and I don't see why not, seeing as that's the only useful thing that BTW still has that other mods don't...

    I don't know how much time I would be able to dedicate to the task, but I'd like to be the Suggestion Forum moderator. Relatively open to most ideas that swim in there, but I'm able to keep track of what's not allowed and such...


    Been playing since around 1.3-1.4 Minecraft beta version, so yeah... lol

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    She doesn't hate them at all. What I think she hates/dislikes/is wary/scared of (and what I would be too in both her position and Alblaka's) is the idea of other people messing with her baby. She's going to make them herself, the only question is when lol


    I'm fully aware of this, and am actually looking forward to seeing a realistic conversion system to come out of her. The reference was more about her heavy handed authority over her mod, which is just different to IC's philosophy of allowing add-on's and config options to turn stuff off and such...


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    I kinda agree with these, it is sad to be forced to play on old MC because newest ver is bugged.


    So? What does Minecraft really add other than one piece of new world generation, a couple of different blocks, and a some minor variance to the game? Sometimes the systems are interesting, and sometimes the content is worth looking into. But I have yet t see Mojang content that makes me willing to play without IC2 or other mods for an extended period of time...


    Plus, you can set up multiple instances of Minecraft via Magic Launcher and MultiMC, so it's not like you are forced to only play a .minecraft set one at a time...

    It can easily be set up so that only Alblaka, Player, and whoever else they choose have write access, and anyone else has to submit their changes for review and approval.


    But this is already in place atm with the currently selected team. And no, I don't think that name list should be expanded, mostly due to how hard it would be to keep base with every single new developer. While some may think that being a 'cool IC2 dev' would be a fun opportunity, I don't think that those people grasp the responsibility that comes with that title. And while there are those with the good intentions of trying to bugfix IC2, I don't think that they would limit themselves to just that once they can keep submitting code and such to be implemented...

    The point isn't that we want anyone on the team to work harder, longer, etc. The point is the community wants to be able to help out however they can. Currently there are not a lot of good ways to do that. In fact, using the current systems, anything that might alter the situation, such as posting releases more often, bug testing more, whatever else, these things all require more work by the dev team. What I think is needed is a way to take some of that work off of the dev team's backs, and what better way than to ask the community we have right here? I will admit that i haven't gone mucking around with developing an addon before, so I have no idea how hard it is to write bugfixes with one. Is that really the best solution though? Why have the dev team fixing a bug, while an addon writer fixes the same bug, probably in a hackish way that breaks other things? Wouldn't it be better if the addon writer could fix it properly, and then it became part of IC? That way the fix happens, and the dev team is free to work on something else, maybe even something that they want to work on, instead of constantly rewriting code.



    Perhaps, but there a quite a few add-on's that offer bug fixes right now. Plus, even if you allow for public bug fixing, it raises the issue of 'rampant bug breaking'...


    Think of it this way, if a person developed a fix for a bug, then there is bound to be several who develop the same fix. But while doing so, those other fixes cause additional bugs that 'break code' and create new bugs for the community to fix. Thus, the wild rapid fire of 'fix this' 'debug that' would spiral out-of-control, as many would try to fixed already tamed bugs, and possibly reintroduced new ones thru different, multiple changes to the code that IC is unable to handle...


    If you want to help, then try and be patience. Unless you have great coding experience (like Greg or RawCode), you may want to step away from trying to fix IC2 yourself. The team is there, and the team is motivated to fix the problem. Just allow them the space to work and the bug fix versions will come soon...

    Personally, I think the community is asking too much. IC2, in a sense, is a GIFT to all, yet IC2 is humble enough to allowed alterations, add-ons, even opinions to help this mod out.


    Let's keep in mind that it's a far cry from what Flowerchild had for Better Than Wolves, with his tyrannical sense of control of his mod. IC2 is not like that. Hell, even Eloraam is guilty of the same behavior when it comes to cross compatibility and the ability to create power converters (Spoiler Alert: She hates the shit out of them..)


    Industrial Craft is nothing like that. It has the greatness of being receptive to the community, but at the same time is reasonable to the people who help develop this mod with their time, talents, and life issues. I think alot of you kids forget the factor that bills, jobs, and obligations have on normal adults, and the fact that all those things take a MUCH GREATER priority over this hobby (Yes, Minecraft modding is a hobby... nothing more...). While mods like Buildcraft and Forestry offer live beta updates via github and jenkins sharing systems, this does NOT make such things a requirement for developing a mod. I do not believe that Industrialcraft should be required to follow with doing this service for this mod, and such obligation limits the freedom and creative power of developers, as now their hobby 'requires something extra out of them...


    I think the community is being terribly unfair to IC atm because of the bugs and unsolved issues currently withing the 1.3.2 version of Minecraft, and possibly other forces at working trying to push development faster so that they can get back to 'business as usual'. I think you people need to be reminded that this work is completely volunteer, and that simply Open sourcing the code of IC2 won't make your time schedules run any faster...


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    But as well I've to admit it was probably a hit necessary to pull me from my generic lethargy I'm often occupied with. Let's hope this will be one of the rare times where over-dramatized ranting actually leads to a positive effect.


    The only thing I hope you improve upon is faster bugfix delivery. It's a pain to hear that bugs 'are fixed in an unreleased version'. Beyond that, I think IC2 is doing the best it can do considering the limitations of both time, Minecraft, Java, and plenty of other factors...


    Beyond that, I think the community has enough tools to work with as far as implementing their own content and changes. Any remarks claiming that these tools are not in place is purely negligence of said users. If you are that diehard about your idea, fucking write a damn add-on for it...

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    Having a conversion factor has implications beyond mod cross overs. It allows people to accurately bring real generators into the mix.


    You must not watch any of my series...


    Trying to use Minecraft to scale against real, physical generators is both difficult and jarringly unreasonable. Instead, use Minecraft as a 'though space' to brain storm designs and such for possible applications. Then, once the idea is set down, you can use outside programs to make the idea more feesable and solid in the working world... (like Google Sketch Up, ArcGIS, AutoCAD, and such..)


    Remember that even though Minecraft is a great sandbox, it's still just a game. However, that doesn't mean you can't gain great inspiration from it...

    EU/t is the wattage rate. IC2 doesn't have an Ohm's law equivlent towards how units of power and energy can be converted and more mathimatically measured...


    If you want that, check out Blutriticy with Redpower. Once the converison between that and IC is put into place, you'll see more accurate "mod math" that you can apply these things to scale...


    For now, assume 1 EU = 1 Watt. Rates are determined by how much electromagnetic force a generator can produce over a single (1 Amp) current...

    I'm so tempted to set up an IC1 server and load up the IR map X(
    ..i'll have to look into that later (this evening or so)



    Hell, I still have my old 1.7.3 .jar for IC1... I think I have the save file archived for my first dam, but idk which file it is (because the saves were saved separate from the folder, lol)


    Do have the 1.7.3 version of IC2 when it was first released.. need to see if I can safely emulate a Magic launcher instance in order to play it again...


    Edit: Got them fiddled around to do so... lol