Posts by MagusUnion


    At this point I dont even see this as notch's game anymore. Its albakas and space toads and eloraams game and notch is just some rogue trying to mess things up with his half baked, overgrown man child ideas.

    Quoted for Truth :D


    That's why I'm honestly hoping for a 'stand-alone' engine release of Minecraft world generator. Hopefully so that these mods won't suffer for Notch's negligence.. (which he finally admitted about on his blog...)


    Edit: Or, have all current versions of 'beta' Minecraft become Open Source releases of the game...

    I don't think it would give most people pause. Steve is a one man strip-mine, leaving deforestation, terrain deformation and uncontrolled runoff in his wake. He's a walking ecocaust of animal cruelty and irreversible ecological change.


    Then again, as the presumed Last Man In The World, he isn't exactly accountable to anyone, is he? :P

    Wow... with that kind of statement... I almost want to root for the creepers/zombies/skeletons for doing the MC world(s) a favor.. lol


    And I do forget the fact you can just restart on a 'new world' if the pollution gets out of hand. Wonder where the restart button is on Earth...

    It will, among the group of people who feel that everyone should play the way they want you to... in other words, the ones that called for blanket nerfs and got this instead. But it won't concern me - I've never bothered to govern my entertainment by someone else's standard of applicability or propriety.


    The irony is, those so-called "purists" would be viewed the same way by those who think that Vanilla Minecraft is the only "right" way to play.

    Well... it's not as bad as BTW community in terms of purist... that's for sure...


    But it's a damn shame that some people don't understand why the technology exists in the first place.. kinda wish ALba had coded in some pollution effect to go along with some of the machine usage... (smog, industrial acids, etc.)

    Due to the ridicolous upcoming of complaints and flamewars caused by the whole solar-op-discussion (started by an entirely unknown Let's-Play-Maker) i will implement exactly this idea.


    Gives everyone the ability to fix the issue for himself/his server in whatever way he likes.

    lol


    Any fears that this option, while being the best option, will cause major divides in the IC community as far as which energy generation is the 'most proper' energy generation method to use?


    (while granted, it is a silly point to argue due to the amount of choices that we have.. lol)


    since i never use Diamond drill before but right now i using with bat-pack, work fine :thumbup:
    also isn't Elec wrench also usable with bat-pack too? since i wear it all time and the E-Wrench power never worn out.


    *seriously we need Tier2-3 bat-pack for Mining Laser, you know.....i mostly use them as Laser Rifle lolz
    worn nano suit but using bow for range attack isn't feel right.

    While it doesn't give energy directly into the mining laser yet, the Rocket Science Add-on does have Crystal Backpacks...

    Macerator, Electric Furnace, Generator (MEG) is a pretty standard 'build order' for most IC play... You usually don't tech into Solar until AFTER you have an initial reserve of energy to grind coal with and a way to keep your 'excess' energy in storage as it comes along...


    There are exceptions. On my 'Let's Play', I did do a GExM build (Generator, Extractor, Macerator) due to the fact that the low amounts of rubber that I was coming across required it. Another build (but semi-inefficient) that you can try is EExG (Electric Furnace, Extractor, Generator) if your initial ore count is higher than expected, and EU demand is relatively low (I find that this really only works on RedPower worlds with 'common' gems that have diamond level usage and expendable durability)...


    But afterwhich, you do want to tech into at least one of each starting machine (Maceator, Extractor, Electric Furnace, Compressor, Bat Box), just for the sake of efficiency. But the order at which you approach this Tech 1 tier of play can vary by resource demand/need...

    +1 on clay recipe. I certainly would love to use it again, but unlike you I cant use custom recipes, since it doesn't work multiplayer.


    As for those paint blocks, I have a mod (I think it was evil minecraft, not sure) that removed mossy cobblestone, and replaced it with moss, which was placed on top of cobblestone as a seperate block, and it rendered on those blocks.

    Interesting... too bad evil minecraft doesn't believe in compatiblity...


    While I know it's another dependancy, you could use CubeX2's Custom stuff to make a custom recipe for SMP: http://www.minecraftforum.net/…uff-multi-page-chest-smp/

    From SpeedDaemon in the 'Lava Cell Factory' thread...

    Quote

    Another thing you can do is add lava to the list of valuable ores in the IC2 config (it's ID 11), and then head to the Nether with a miner and some pumps :P

    1. Afaik clay spawns in abdundant amounts on maps. I can consider adding a UUM recipe for it, though.


    2. The problem is, color must be stored via ID since we can only store a single data value, f.e. damage, in the metaslot.
    Thus we would need to implement 17 backpacks/buckets for that, which IS kinda a drag.
    I could offer a hook to automatically "refill" a colored painter if you got the according dye in your inventory (and it runs dry), though.

    I missed the old clay recipe from IC1... using a diminished version of it now with Custom Recipes that includes Water Cells interchangeably with Water buckets...


    And a paint bucket would be neat to have. It could go well with massive painting projects on huge, metropolitan like buildings on SMP maps.


    (Speaking of which, would a vertical 'snow' like block be possible to implement for virtually any paint-able surface? I know that would diminish the use of CF, but the drawback of these blocks could be to be erodible by water and rain...)

    How did you code a Fuel + bucket recipe whilst there are about 32000 possible Fuel variants possible? Assuming you didn't just code and test it with TMI'd Fuelcans.


    (I think i don't need to mention how ridicolously overpowered most of the recipes are)

    Default item ID configurations (usually) don't change when you add them with other mods. Because IC uses the 30000+ segment of the item ID list, it's easy to create Aliases with and generate a custom recipe off the default can value within Custom Recieps...


    However, this recipe does NOT account for the fuel burning changes from each injection of Bio/Coal cells into the actual can. Rather, it merely 'steals' the Filled Fuel Can ID as a partcial placeholder in said recipe in order to craft the 'Fuel Bucket'... This makes for a very OP combination of recipes, since you can have renewable fuel via plants and get a higher-than-coal burning output with said fuel in a combustion engine..


    (And when combined with, say, Energy Coupler, get an extreme EU yield from plants than previously...)

    Its less effective atm (and I think will be fixed) because the burn values of the materials were not actually taken into account.

    It's this... I don't think Alba anticipated the 'short fall' of Bio Fuel by using the collective burn values straight off of plants...


    But ironically, it's a bit more of an honest view of the state of fuels today.. lol

    that your BC engines not accepting the cells has nothing to do with ic² since it's space toads machine and he have to add it so it can take lava from the cells so if you want it like that go to his forum and not here :|

    Oh, well you are a load of help... >.>



    If you have 2.2.5 Buildcraft, You can install the latest version of Bucket filler, where it can take the cells and store the liquid into it, and be reversed pumped into a BC tank.