Posts by MagusUnion

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    And since this is just a number tweeking request and not a new mechanic, i don't see whats the problem in seeing if the windmills are actually producing more energy than they should.

    It IS a mechanic change because he's asking the devs to change the numbers on the Generator. The config. file works easily to avoid such hassles, as people can self-nerf said generators w/o mod developer intervention. This way, people can restrict what power sources they don't want with ease...


    Since I know you'll lose on a social life with the inability to badger people with your POV with such post, it's still an action that needs to be done: "there is a config., use it"...


    And if it's an SMP problem.. then find a different server or host your own with your own rules...


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    If everyone pick up their guns and shoot at every suggestion made in this forum, people with less "shitstorm" resistance will never show up in this forum ever again. The result will be less ideas, less advancement of IC2 and in the end less fun for everyone. If you would instead give constructive feedback, like presenting a calculation why I am wrong or probably right, this would help the idea to evolve (or be dumped in case I am wrong) and save time from the devs they would have to spent on evaluating the idea.

    Save it... if people don't have the backbone to be in forums, then they shouldn't post in them. IC has existed LONG before it was popular, and a single person was in charge with the progression of ideas and development. Want to know what's changed with that? Nothing. Alba has/is in charge of the mod's development. NOTHING will change that, and it's his direction for the mod that centers its development. You mistake his generosity for allowing suggestions as your 'ability' to influence mod design...


    So unless you want to code your own version of this industrial mod, then I SUGGEST that you deal with that fact...

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    they cost only 6 iron ore and 2 tin ore (plus some other stuff you usually have plenty off) and produce 3.33 EU/t if placed at the correct height at zero cost beside the initial cable line and HV transformer.


    I'm sorry, I stopped reading at the underlined part... usually because that 'other stuff' is more expensive than you think...


    Don't compare one world of resource prosperity to the 'game balance' of a single generator. I think this is also part of the misguided logic against all other forms of renewable energy...


    Can we please ban all 'X is OP' posts now? It's almost like I'm playing WoW or SC2 again... X(

    Oh yay! And here I was taking a shotgun guess at what the numbers were... lol!


    So to quote from the old Power Converters thread:

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    There are 1000 "units" of liquid per bucket

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    These two form the ratio of EUs you get from each MJ - if you've forgotten your fractions, EU = BC * Numerator/Denominator. Two integers are used instead of a decimal to avoid floating point rounding errors which can be fairly nasty to small numbers.
    The actual ratio comes from the output of a single piece of coal - in a steam engine, you get 1600 MJ. In a generator, you get 4000 EU. 4000/1600 = 5/2

    So for Oil, 20,000 MJ per bucket. That translates into x = 20,000*(5/2)... so, 2.5*20,000, which is 50,000 EU... unless my zeros are off...


    Seems like alot... and it's too early for me to start doing math... halp! :wacko:

    Could someone give me some MJ values for the energy output of a Combustion engine? From my latest runs... they do seem crappy as (and idk if this is mostly due to the 'lagtime' of the engine) I don't get a steady yield of power as I try and convert it into EU. Is it due to how the delay of the engine pumps power into the Pneumatic node, or is there something else I'm missing?


    Just needed a couple of power pipes, silly me...


    But seriously.. what's the output numbers on Oil and Fuel... 2 to 5 MJ's?

    What all of this really boils down to is this:

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    Where do you get the audacity from to try and force everyone to play your way, when it's possible for you to enjoy yourself in your own way without imposing your will on others?

    ALL of the technology that we use in IC works as it is intended for within both real industry setting and Minecraft industry setting. They have their uses, flaws, and perks. The way they function in real life is used as a guildline to their design in this mod, and as such, function similar as intended by the devs. While we may use them in a game-like setting, their uses have serious importance in ALL of our lives.


    So to bicker and fight and flame and claw at each other over petty 'game balance' about 'wich gen is teh greatest' or 'wich gen iz too OP!' is honestly a waste of time and a foolish bargain of personal appeasement and blight. It's idiotic to argue over the ability to generate energy from the Sun, and to consider that the same function that a plant uses to grow to be 'too overpowered' to be brought into a game/simulation setting. It's also childish to assume that those with better scientific understanding of the world would agree with such arguments as the OPness of renewables, as we clearly understand their utility in more ways than one...



    I personally wish that it become a rule to ban anyone who starts a thread claiming 'X generator is OP or UP', much to the same manner that people who request updates are insta-banned. The ONLY response that the mod team should even have to make is that 'there is a config file, use it'.



    This childish game of 'game balance' claims needs to stop...

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    First of all, geothermals are NOT OP, you will eventually pump out nether in your area and need to move every few days/weeks/months? Depending on use.

    Like moving from chunk to chunk in the Nether is hard... yeah, right :thumbdown:


    1 stack of Maceated Tin Ore becomes 2 stacks of Tin.
    2 stacks of Tin becomes 512 empty cells
    512 lava cells translates into 10,240,000 EU... (512*20,000)


    Lava is not that scarce... it lasts alot longer than Sun based energy, and All Geothermals have an inert 240k EU storage to them, which partly obsoletes the need for an MFE. That means you can skip directly into a MFSU with that kind of storage/power output.


    You can't get that kind of results with solar power. Sure, a cluster of solars can match the EU/t output of GeoGens, but they don't have any EU capacity with them, and only generate EU half the time. Those are some glaring drawbacks against fuel that only cost a stack of ore plus Nether access...


    Edit:

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    but where do you get the audacity from to try and force everyone to play your way, when it's possible for you to enjoy yourself in your own way without imposing your will on others?

    Good question, tbh...

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    Nerfing the Green Gens is NOT impossible and doing so would be a choice in design to make the game more enjoyable to everyone else.

    Nerfing them to unreasonable levels detracts from many player's (including mine) enjoyment. I'd like to know who that 'everyone else' party it is you are referring to. For you to sit there and claim that every EU generator needs consumable fuel makes quite the impracticality for even having said generator setups as, in many early game cases, your resources are quite low and fuel can be scare... Burning trees for charcoal only goes so far for so long, and can become stupidly repetitive and tedious. Plus, disallowing technology because it's 'OP' is also unreasonable, as that detracts from the industry that we do have, and the industrial feel that of minecraft that you claim to defend...


    Plus, even if you went on to remove Renewables from the game, Geothermals would be next on your hit list as those are far more OP than Solars once you establish a presence in the Nether (which, btw, is not hard as you can do this with simply buckets and water/lava).


    You want to make the game hard and remove the 'OP'-ness of certain power sources, yet you fail to see how many other sources of energy generation are easily 'exploitable' via various other means due to the limitness of Minecraft...


    Give me a damn break...

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    Free energy gens are OP because you only need to make and place them, when you make a FRIGGING lot of them its when things become OP. If people are sensible enough with that shit placing less than 20 or so its regular. (Price of these gens are bullshit, because nothing in this fudging game is limited, you just need to walk a few chunks away to find more)

    Hence why my standing argument has, and always will be: If you don't understand why the technology does exist, then don't bitch about it being in the game...


    MINECRAFT may be an infinitely generating world... But THIS world isn't... And if you want to blame someone for the existence of Renewable energy in the game, then blame Alba for simulating our current energy generation means from this world into Minecraft...


    THAT's the main reason why arguments about Solar and Renewable OP'ness is, above anything else, dumb and retarded. Industrialcraft simulates some of the technology that we have available to us in real world industry. Solar, Wind, and Water ARE available to us in real life. Hell, go buy a DIY book about how to set up your own solar or wind power. It's not terribly hard, and really pays for itself if your project is small scale...


    So anyone who wants to complain about how OP solar or renewable power is, obviously doesn't understand the reasoning behind its existence. Minecraft may be just a 'game', but the technology is real, and has a greater purpose. Just because you can't think outside of the game to understand that purpose, doesn't mean you have the right to deny the existence of that technology within the game...

    As long as you put reference links back to this site (be it either the forum or the wiki) you should be good to go... Rules on videos and the such are fairly lax, as long as you 'cite your sources' ofc...

    Who do you think you are, Hawkeye?


    No, I'm not trying to shamelessly promote the Avengers in any way, shape, or form... nor am I saying that Joss Whedon did an amazing job with said movie, either...


    But seriously.. I'm pretty sure this will be added into IC soon... Please be patience..

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    *sigh* my main improvement here was remote sticky dynamite. Being able to throw dynamite is much easier (and more fun) than walking through placing and then tagging it.

    So basically.. a sticky bomb launcher?


    I think you need to be a black, one-eyed Scotsman in order to have that... lol


    I could go for a system like that... lol

    Well, there are 3 things you have to consider..


    1. EU Readers does NOT work well with Generators that give out varying EU/t amount as they operate. Sometimes it'll give you terribly huge values, and others stupidly dumb negative results. Don't trust it as far as energy yield is concerned..


    2. The saturation of your watermills can only reach up to .25 EU/t due to the fact that the mill has to be connected to a cable to output power. This yield is decided by 25 blocks*.1 EU/t. Thus, you have to space 25 blocks worth of room out to allow for Water to flow around the Water Mill in order to generate electricity. Otherwise, the mill will be 'under saturated' with the potential of energy that it can generate.


    For a 3*3*3 cube of space, this is how the water/water mill/cable should be arranged:
    :Tesla Coil: :Tesla Coil: :Tesla Coil: : :Tesla Coil: :Tesla Coil: :Tesla Coil: : :Tesla Coil: :Tesla Coil: :Tesla Coil:


    :Tesla Coil: :Tesla Coil: :Tesla Coil: : :Tesla Coil: :Water Mill: :Glass Fibre: : :Tesla Coil: :Tesla Coil: :Tesla Coil:


    :Tesla Coil: :Tesla Coil: :Tesla Coil: : :Tesla Coil: :Tesla Coil: :Tesla Coil: : :Tesla Coil: :Tesla Coil: :Tesla Coil:


    Top : Middle : Bottom


    3. Do keep in mind that cables carry current over quite a good distance, which you can use to your advantage pending cable type. Because of this, and the fact that Water Mills can 'share' flowing water blocks at the same time, you can have a long series of Water mills on a setup leading up to a single Batbox. The great utility of Water Mills is that they are created quite cheaply, and thus can be used in mass. It's a good idea to experiment with the best ways to resolve the proper space for both water and cables to obtain the most effective yield with this particular generator...

    How about enchantable, infinite-use iridium tools?

    Would rather have a nano-based 'Augment System' that's similar to enchanting, but depletes over time and forces you to 're-augment' once your initial nanobot 'batch' has been used up... Somewhat similar to how electric tools 'discharge' and such, but idk if you could code something like that into a custom-based enchant system like that...

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    Stop trying to make it so grand like that im just, plain and simple, saying that machines over time will rust, will stop working properly, will become loose, and a whole other wills because not everything will last forever, especially if you don't bother give it maintenance every once in a while. FINE don't replace anything, but they need to have the player check on them every once in a while so they keep smoothing running and if they don't, then the player have to fix it.


    I care bananas what the elemental forces of the earth have to say in the matter, generators are machines and machines GET broken if they don't get maintained. They are built to last? Yes. They are build to last forever? NO, because its frigging impossible, the smallest thing could make the machine to get broken or to not worth entirely like they are supposed to.

    So you'll keep rust and friction, but blatantly ignore conservation of energy... >.> Riiiggghhhttt....


    And passinglurker is right about IC tools and such. YOUR machines may not be immortal, but most of IC's machines and tools are. Hence why so many players use then, and hence the reason why people argue over the OPness of Solar energy generation, as EU storage is your only limiting factor after material cost.