2:5 ratio MJ to EU
50000 ticks of operation in engines (this number may be wrong, but...)
5 MJ from fuel
2.5 * 5 * 50000 = 650,000 EU
Either way, from oil -> fuel, there is a dramatic increase in Power output...
2:5 ratio MJ to EU
50000 ticks of operation in engines (this number may be wrong, but...)
5 MJ from fuel
2.5 * 5 * 50000 = 650,000 EU
Either way, from oil -> fuel, there is a dramatic increase in Power output...
Quote(And yes, I understand that It is likely that in real life neither of those are 'weak', but in response I argue )
It's not that far off... 'Strong' doesn't kick in until pH<5 or pH<10... Natural water sources actually are closer to the 6 range on the scale depending the environment that they are located..
And I do hope somebody can take the time to put this together. This would really add more depth to those blocks rather than 'mine this, process that, herp derp repeat'. Would create newfound tiers of technology to explore by finding resource alternatives with chemical application (like synthetic redstone, leather, and such)
Awww yeah! Just when I was getting bored with what I had, lol...
Edit: For some reason, It's not conflicting with your more composite Armors add-on
Nvm... upgraded to latest version and works fine again...
QuoteIs it supposed to absorb 100% of the damage? At what cost? Are we supposed to be fully invincible?
- Fully invincible
- durability > diamond armor
- Large cost to recharge points to fix
It's supposed to work akin to the old Adv. Nano Suit from IC1 (but better). You'd burn thru energy fast using its functions, but at the same time, there wasn't a whole lot that could hurt you in return...
So the armor was more of an 'energy sink' since at endgame there wasn't much uses for energy after you've acquired millions of EU... (Well, before UU-Matter, that is...)
Let me address your points a bit more directly...
I think the normal IC2 is pretty cool, but: There are a few things that the IC team can do to counteract mod interactions (like the recent nerf to manned watermill mode for RP abusers), but never expect them to catch them all...
We're on a server.: Stop using solar arrays as your only source of power, and then you might not have that problem...
Induction Furnaces are OP: God forbid you use Nether ores or Advance machines then...
Better energy generation: No. IC energy generation requires pratical research and/or trial and error. Did you know that you can get constant renewable energy with trees, at almost the same output as coal? Did you also know that you can cut your fuel cost and expodentually increase your EU yield by using partitions of renewable energy to handle that fuel cost?
Structural machines: Impratical with that design. Concept is valid at least
Nuclear Reactors should be changed: Config. setting; use it damn it! Also, irradiated effects are denied afaik
Quantum is OP: You can't expect IC^2 to change around its add-ons. And with the right discipline it's possible to get about 1 billion EU in fuel over contious playtime (both SSP and SMP, mind you).
While your post is really well written and greatly detailed (and don't get me wrong, I like the fact that you created a solid concise thought to bring to the forums other than the mis-aligned trollfest that is this section), many of your ideas speak with inexperience of the game. You need to explore more of your options, use everything at your disposal, and above all else, NEVER take a feature in the game for granted...
Because the real challenge is not to get to X amount of EU, but what ways can you go about getting there...
QuoteEnderchests, IC²-Teleporters or Magtubes are the Way to go!
Oh gee, let me spend all that valuable energy/resources on moving my fuel around >.>
The only time I need to use Ender storage is when I have to move stuff en-mass from the Nether and back, and since I've found other methods around that tedious transportation of fuel, I can usually keep most of my Nether business in the Nether...
(And let's be honest, that Water mill nerf was a bit overdue... Need to buff unmanned now imo...)
My question is that: Which Buildcraft should we be using (hush Greg, I need ma tele pipes!)?
I found the Jenkins build for 3.1.6.102 version of BC, is this what we need to be using now in order to ensure the compatible features added in this latest release of IC2?
I know it sounds like a BC question, but it's more of a cross-compatibility question, as I would like to take advantage of the new Coolant cell feature and such...
P.S.: Anyone tested their add-on's yet against this IC build?
QuotePerhaps Alblaka could collaborate with Eloraam to incorporate microblocks into IC2?
When the API for RP is released, then this may become a reality... However, as of right now she's highly picky as far as the direction/interaction with her mod is concerned..
Packets of EU do not stack...
That basically means that the cable is receiving 19 packets of 1 EU/t, instead of the cable experiencing 19 Eu/t at it's final junction. It's an odd feature with the implementation of the E-net system, but it remains unchanged due to how many renewable energy systems would break should that change be made...
And yes, it confuses the hell out of those of us with electrical engineering training, lol...
You want other parts unusable without chestplate?
Makes sense... I mean, how many times do we see direwolf20 get away with not having a full armor set on (Lapbacks do NOT count as armor)?
Jokes aside, I think it would help players take having a whole (or mostly whole) set of armor seriously instead of skipping over 'expensive' pieces due to the sheer fact of there cost/limitations...
QuotePower converters doesn't use the canning machine but it does allow you to put a fuel bucket into a fuel can
That's at an extreme loss to the energy value of the bucket, though... You'd be better off just using [Addon 1.97]Transformers v1.3 - Convert IC2 & BC energy back & forth! instead...
Quote(unfortunately they don't work in IC2 recipes).
This can easily be adjusted via an application of Custom Recipes if one so chooses to do so..
Now for SMP, that's a different story, because afaik Custom Recipes only works for SSP...
Composite Armor: [Addon v1.97]MoreCompositeArmorv1.10
I don't know about the charging armor, but Steve's physical motion producing his own energy is always an interesting endeavor, lol...
QuoteTin is from VERY LOW Value, because its ONLY used for Containers (like Cells, Batteries, Fuelcans, Foodcans or the Canningmachines), Bronze and Tincables.
Unless you include the cost in Tin from other mods, and then the metal becomes quite valuable ( like with the bucket exploit, for instance)...
But I do agree that there are more resourceful options about transporting lava around with BC/RP... Cells shouldn't be a constant go-to material 24/7 in a Minecraft world...
That's kinda like telling players how to play the game. In many respects: why?
There is still a fan base of players who believe in the sandbox way of playing Minecraft. In that sense, there is no instruction other than "build, explore, destroy", and this freedom gives a form of liberation from other games that impose various other rules like build order, standard layout, and class limitations...
If you need something to drive you to end-game IC mechanics, then look up many other creations on Youtube and attempt to replicate them. For example: try building a fully functional, fully inhabitable, industrial city on SMP where all players have to do is pick a house and live in it. Or, (after killing the Ender Dragon) terraform the End or the Nether to match the same likeness as the Overworld in SSP. Think of the possiblity of having a home-away-from-home that almost identical to the place for which you spawn from...
Minecraft is only limited by your ambition. Once you can come up with clever means to exercise it, then you'll need no further instruction...
I think you'll find that the point is still valid due to the simple nature as to how and why UU-Matter is designed. When it was introduced, it was a game changing mechanic that made seeking high yield energy production worthwhile. If you keep in mind that this was during IC1, you can clearly see how keeping such a 'new thing' was meant to be challenging and secretive as to inspire a bit of adventure for scientific endeavor within the game...
Since you want to claim the 'creditable source' of the Tekkit wiki for all the UU-Matter recipes, then you forget that Tekkit does everything in its power to exploit mods. Revealing secrets and work-around's against mod balance is part of the pack's specialty. Asking for us to develop mechanics that go against the very nature of the mod itself is just as idiotic as posting a lighting rod suggestion...
So Good day, sir...
*reads suggestion*
*sees the words 'Tekkit', 'EE', and 'secret iz a joke'*
You're a moron... UU-Matter functions are fine. I kinda don't even bother with them because I find other ways to get what I need, and know the value of resourcefulness to achieve my means...
Besides, UU-Matter is a joke compared to EE anyway because of how broken EE is... If you want to take UU-Matter seriously, then uninstall EE and play without it.
XP is worthless for the tech side, and 1.3 made it way past weird with villagers selling you frickin' bottles o enchanting.
Pretty much... especially with the max level decrease for enchantments...
At least they made enchanting a bit more dynamic, despite being even more pointless...
Interesting question to say the least:
Starting out, you really do have to centralize your power, due to limited resources. But, once machinery and technology becomes more fluidly available, you can 'afford' to spread out...
As for me, I prefer a centralized location for the sake of security and cost-effectiveness of resources. Yet, on some items, I can spread my power around via teleport pipes and converters when necessary...
(that's also the reason why I'm still keeping Buildcraft, btw... )