Posts by MagusUnion

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    And yet there are things we can all agree on, including the S^%&!&@# and absolutely broken Sonic 06 is. WHY DIDN"T THEY FINISH THE SPEED UPGRADE FOR SILVER!, WHY ARE THE HUBS SO BLAND AND EMPTY, WHY DOES AMY SUCK, WHY IS AMY HERE. WHY IS BLAZE HERE, AND DON"T EVEN GET ME STARTED OF F^%&#$ PRINCESS ELISE!!


    The Sonic canon has really taken a nose dive in terms of it's story content. That's why Sega's been trying to save (yet fail miserably at) the franchise with remakes and re-hashes of its 2D content...


    I mean, Were-Hog? What da fuck, Sega?!

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    Sounds like something specific happened?


    Apparently on FTB, it's ok to talk bad about Eloraam for not opening up her source to the public domain, but not ok to point out the LiquidAPI dick-move that Mine Factory Reloaded did in 1.5.2.


    Which, in a way, makes FTB the equivalent of Tekkit Lite (or rather, Tekkit "Smart"). They also had a few post calling IC2 an obsolete piece of junk that was too punishing due to the exploding machine mechanic, and wanted to push people towards TE3 or UE simply because it was "better". One user even told me that I should use GregTech since "I like tedious grind-fest so much"...


    It's just gotten to the point that people are chastise and scolded for playing with the "wrong set" of mods now, that literally trying to say you like a non-mainstream mod earns you a bunch of flack. It's something I feared was going to happen, and just seeing it happen is very upsetting. I guess the moral of the story is that once the Goons find a game they like, you best stop playing it because it'll be ruined worse than cancer. Well, the online, community attributes of said game, that is...


    That's actually my opinion of FTB right now. Bunch of fucks with toilet paper feelings who get butt-hurt over the dumbest things. I swear Modpacks have been the bane of all of the mod's existence, due to the creation of an over-demanding community and authors forced to resign due to time constraints or personal attacks. I swear, it's crazy how those lethargic fucks command such a needy following...

    Well, he is right about the part about running Huge Voltage on little to no Amperage. Especially on telephone line, where I've heard about people playfuly shocking themselves on exposed wires of it by calling their own houses, lol...

    As it was a topic of debate on a different forum, the explosion mechanic for machines has become a bit of an infuriating issue. Under the previous system of EU management, it was an uncommon penalty that occurred only when you used a voltage output from an energy storage block that machines normally can't handle (for example, switching from a Baxbox to a MFE, and forgetting to include a transformer or transformer upgrades). With the current system, over-current can occur at any moment, due to the additive nature of generator output. This is highly problematic, as not paying attention to your generator output for only a brief second can cause your machine room to become a highly devastating crater...


    So instead, I'd like to propose a change to this mechanic for something that is a bit more forgiving, but accurately keeping to the nature of a resource penalty for over-current application on a machine..


    Old: Destructive blast that consumes block and damages all blocks in a set radius, possibly causing a chain reaction of explosions via other machines


    New: Inflict player harm effect ( equal to {EU/p}/10 hearts in damage) in a 1x1 block area around the overcharged machine, consumes machine, as well as a chance to create fire depending on the type of blocks surrounding the overcharged machine at the time of applied over-current



    This mechanic change would not only be a bit more forgiving, but slightly realistic. It would allow for the loss of a machine to be slightly minimized at the sign of improper wiring, but would still enforce the notion that one must properly manage their circuits if they want to distribute large quantities of power at a time. Also, as some have pointed out in other places, machines don't become volatile sticks of dynamite once they receive over-current, but instead more likely to simply create electrical fires after the destruction of the device. As such, the new mechanic suggestion is more realistic, and more forgiving for new players and old vets returning to IC2.

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    Then how have I not found a single piece in two RL months worth of gameplay and over 60 chests opened, enough to get a full collection of music discs...


    Vindictively bad RNG...


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    And it will happen to others and frustrate them and drive them away from using the mod.


    Honestly doubt this, and I also doubt that it's something of DIRE concern to the IC2 dev team.


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    Maybe my lack of insight into internal plans will render most of them unusable, but I've hopes that somewhere in my brainstorming there will be a few usable bits and pieces.


    Don't get your hopes up. I can almost bet you that many of these mechanics have already been decided on as to how they are going to be pushed forward and changed, and as of right now, only the coding aspects of implementation and bug testing remain. While some values and numbers may have yet to be agreed on within the team, the overall changes have been decided and need only code-work to be preformed in order to be brought into the game...


    Ah, so now it makes more sense. In other words, you actually have to plan out your wiring system (like a schematic drawing) in order to effective balance your load (Consumers of power) with your line (Producers of power). Surprisingly, this is highly realistic, as it is Ampacity that dictates how current flow can be manipulated before the wire burns up its insulation, or fries the machine that's down the line...


    The easiest way to distribute energy would be to separate your Generators into a cluster that fed into one Transformer line, and throttle the dynamic outputs of all of them into a Transformer. Then, have the outputs from the Transformer lead into your Energy Storage (in the electrical case, your Capacitors) under the streamlined "voltage" (which is represented as the combined EU/t being generated)...


    For simplicity sake, Current is represented as the # of Packets, so in this case it just equals 1.


    As far as cable loss goes, a flat percentage system could work to determine how packets lose power as they enter the line. In this case, you could design your conductors as follows:


    Insulated Copper Cable --- 3% EU loss --- Limit to 32 EU/t (LV) -------- {31}
    Uninsulated Copper Cable - 6% EU loss --- Limit to 32 EU/t (LV) ------- {30}
    Uninsulated Gold Cable ----- 10% EU loss - Limit to 128 EU/t (MV) ----- {115}
    1xInsulated Gold Cable ----- 7% EU loss --- Limit to 128 EU/t (MV) ---- {119}
    2xInsulated Gold Cable ----- 4% EU loss --- Limit to 128 EU/t (MV) ----- {123}
    Glass Fiber Cable ------------ 6% EU loss --- Limit to 512 EU/t (HV) ----- {481}
    Uninsulated R.Iron Cable --- 14% EU loss - Limit to 2048 EU/t (EV) ---- {1761}
    1xInsulated R.Iron Cable --- 10% EU loss - Limit to 2048 EU/t (EV) ---- {1843}
    2xInsulated R.Iron Cable --- 7% EU loss -- Limit to 2048 EU/t (EV) ----- {1905}
    3xInsulated R.Iron Cable --- 4% EU loss --- Limit to 2048 EU/t (EV) ---- {1966}


    {#} represents actual amounts (rounded up) that you would receive at full ampacity for your wire. This percentage system would also need to be independent of wire length, as that system proved to punish gold and iron cable too fiercely. So in result, your "resistance" would decrease with the amount of insulation on said wire, reducing energy loss by heat, and helping keep power in the system. In the Minecraft sense, this would just mean that wires could be of any length, so long as you did not overload them, and were properly insulated (keeping demand on rubber for wiring systems)...


    The new cable system actually would reward players for stepping up-down power intelligently, as there are cases where running full Ampacity on a fully insulated EV line saves more EU/t than simply using one type of cable to solve all your wiring needs. Keep in mind that this chart doesn't include Tin Cable, as I find that wire a bit harder to balance against a non-existent Transformer level...


    So basically, your Transformers would be used to standardized the level of EU/t output, and wires would be used to effectively distribute said power to consumers in efficient packet management...

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    So just to make sure I understand, your issue is that you're particular playstyle is no longer supported and you don't want to change?


    That's what I got as well, but I'm also having a rough time grasping the changes to the E-Net, and a little reluctant to start a new world till the math in my head makes more sense (and I've been playing this mod since Minecraft Beta)...


    I think a diagram is needed (for me, at least) to understand:
    What packet ratings are passed currently by transformers (per tier)
    How cable loss now affects EU packets, and
    The default EU/t acceptance level of all the machines


    BTW, if you want a realistic perception on this new system, look up the term "Ampacity". Basically, it combines the factors of resistance, voltage, and current into a nice variable to set your systems against. And yes, if you exceed ampacity, the equipment will go first before the wire does (unless you have a circuit breaker in the line to hopefully save said electronics)...


    Osmium is litterally the rarest ore on the planet, to which they have made as common as iron, and with Greg's logical realistic output it is incredibly OP (super cheap iridium). They really should change it to cobalt or manganese or similar.


    You know they won't because they like to break game mechanics and tech trees out of spite...


    "OMG GAEM IZ 2 HARD! BUFF MOD PLOX?!?!"


    Then don't use the mod, then?

    Normally companies that are releasing games that needs a game changing patch normally wait a few patches and bring in the new features slowly before a massive game changes. In my opinion, Mojang could do something similar and bring out game changing patches at a slower pace. I could understand this method during Alpha and Beta, but not now.


    I agree, which is why I made the comment about new Minecraft releases being similar to DLC content. I get that the optimization needs to be done, that's all good and dandy. But what I don't get is why they need to dramatically change the coding hierarchy from one Minecraft instance to the next. Consider Redpower, who has the hardest times to update due to how Mojang changes their code. In 1.3, Redpower was hit hard with many lighting changes and how servers control data packets. In 1.5, it was a revamp of redstone logic and the deprecation of sprite sheets that forced yet another rewrite of the mod. Granted, all of the mods suffered from such changes as a whole, but if Mojang cared about the modding community, I would like to think they wouldn't sharply change things in such a manner, and give the mod devs some more warning/transition time. Or at least, be receptive to the fact that there a community creations in existence who would like to update their contributions to the latest instance of Minecraft.


    Beyond coding around Snapshots and praying that a few surprising new lines don't show up on official release, there isn't much preparation that a mod dev can do against the changes that Mojang brings...


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    If they were honestly working against modding, they would run a file integrity check on the program every time you ran it, and that would be the end of that.


    Well, thankfully they don't do that, of course. Plus, it's not like they would have any valid reason to at all. In some ways, it just appears that Mojang just has a 'let things happen as they come' sort of response for updates and mods. I don't expect them just suddenly love or hate the mods for Minecraft, but I would think that more dialog between those in the community that code and Mojang itself would be highly beneficial for updates, new vanilla content, and current/future mod content as well.


    I realize that it's something that they don't have to do, but I'd like to hope that they could consider the option nonetheless...

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    And prayin', hoping and crossing my fingers then this is LAST wrong step of Mojang...


    It's not. Mojang is foolishly pushing forward for its own content, and has decided against trying to add community based work for-the-moment as a whole. I don't foresee a change in this policy...


    Since Jeb took over Mojang, there has been a bit of a development drift from small aspects being added into a large sand-box (Notch style) to more organized rewrites and story driven content to add theme (Jeb style). For a good period of time, this was all fine and good. But since Jeb and the Mojang team have taken it upon themselves to flesh out Minecraft into more of an adventure RPG world, rather than an open sand box of creativity, they have ignored the community contributions and begun doing as they like in result...


    It was Notch's haphazard laziness that prevented us from getting a Mod API before the official Minecraft release. Now, it appears that Jeb and Dinnerbone have changed objectives entirely, and would rather just continuously add content in a DLC like manner than focus on creating official tools for community creations. Which is a shame, since I think a valuable, educational, golden opportunity could have been seized had they allowed more official support for Minecraft modding...

    But GT is much better. Not only you can use Diamond Dusts for that sake, but Electrum saves even more stuff because it gives 8 Glass Fiber ^^


    I don't touch GT much, as I find alot of the EU costs on things to be a bit ridiculous, as well as said cost becoming a bit of a discouragement to work with an E-Net system...