Posts by GregoriusT

    Nah. Too lazy. Lol. And its 2.06b uhhm i mean a


    BrickedKeyboard: Fusionenergy itself needs a large Buff (otherwise nobody would consider it except for the challenge), but the Tincells normally arent ment to be produced via UUM.



    @Guns: Even if i would like it a bit, i wont do it now. Maybe later. (probably after IConflict)

    I need to start unplugging the plugs on Greg's evil addon sometime soon.


    I did meet situations where I was low on tin while playing.

    Dont forget that you can configure it to need less Tin for Cells, and also the Centrifuge enables you to not use up the Cells at certain Recipes.

    The recipe for Plutonium Cells (1 Uranium Cell + 1 UU Matter) doesn't seem to be craft-able in SMP both config files of client and server match exactly. In singleplayer the recipe works perfectly.


    In SMP upon placing both materials in the crafting grid the plutonium cell shows up. But trying to grab the plutonium cell to complete the craft results in the crafting grid items disappearing and reappearing within a second and you ending up without the plutonium cell.

    Are really ALL the Configs identical? (Massfabricationrate and Massfabdisabling especially)


    These are manipulating the costs of UUM for Plutonium.

    @Enderchests: Only Players can connec to it. Also the Enderchestcontents are stored inside the Playerdata and not the Chests.
    @Destructopackcrash: On my List.
    iridium: May I add tiny Piles of Platinum Dust into the Output of the Industrial Macerator for one or two Recipes.
    @TinyPileOfDust: You will need 4 of them to get a full one.

    Quick question seeing as im still too lazy to bother checking the code: How exactly the sunlight checking method works? Its only capable of checking the sunlight that hits its spot directly or can it also check adjacent blocks too?

    You can check if a Block at XYZ has Sunlight or not. Not only the TileEntity, with the Sun shining on it.

    Again, I know there's iridium in the ground, but the only way to find it is with dumb luck/giant quarries to the point that it's not worth the effort.


    It's a little disappointing that this addon requires so many other mods to work properly. Especially because I already have a mod with platinum but platinum dust apparently doesn't exist. Regardless, I'd rather not also install metallurgy because I already have five instances of copper and tin each and they're polluting caves, even with Mystcraft, which I absolutely use.


    This is still terrible design, though. "Yeah, you can get iridium reasonably. As long as you download a completely unrelated addon just for the sake of getting platinum."

    IC² (which is the only required Mod maybe aside from NEI for the Recipes) has an Autominer, which is working even better than a Quarry. Platinumdust is just a compatiblitypatch until I introduce it myself.



    That large Multiblock-Macerator with Byproducts instead of larger Resource income sounds reasonable, as i plan to add some Multiblockstructures, like the electric Blastfurnace for getting carbonized Iron (Steel) and other carbonized Metals. These Multiblockstructures will consist out of one generic Machinecasing, which you have to shape around a specific Controllerblock to get the desired Function.


    You all know these small Piles of Irondust you get from crafting Iron out of Copper and Tin? I will have to add code to autoimplement them for the Byproducts of that new Industrial Macerator.


    SteveofDoom: DAFUQ!?! Good, that that isnt the Name I chose for my future Website.

    Greg, I got a suggestion for a machine.


    Industrial Pulverizer/Grinder would be a machine just like a macerator but it would only accept ores and will give 4x of the appropriate dust/gem per each piece of ore (20 redstone and 24 lapis lazuli per ore which would be basically double the output for the regular macerator). It would drain 32 EU/t and an operation would last 200 ticks. It would be a multi block machine with 8 blocks as a pulverizer/grinder head which is made with a macerator and a blade surrounded by steel (like the induction furnace). Recipe for the blade core: diamond block + 4 machine block + 4 steel block = 1 blade core, recipe for the blade = 1 blade core + 8 flint. There also would be a storage base made of 4 storage blocks which would have 4 slots for the dust/gem output made with some data orbs or something and/or quantum chests. This would be really sweet because I don't really have a use for diamonds and I have about 40 of them :P


    Please Greg, don't just deny it, it took a while to think and write this ;)

    Just denied. Lol. :P


    Macerate your Diamonds and put them as Super-Amplifier into your Massfab.

    A little bit off-topic but is there a way you could use 1 block/item ID like -1 to select all the items/blocks? Adventurer's backpack in forestry is useless so I wanna add it so that all items can be put in there.

    I'm not that familiar to Forestryconfigfiles. Honestly, i hate also the way IC² has to add Ores to the Miner (Thats why i add them via Oredictionary).


    Ores can be put into the Miners-Backpack, if Sengir didnt broke it. And Redpower adds a Canvasbag for storing anything, but that will take ages to release.


    Great, but how am I supposed to know about it?

    NEI? Changelog? Try the Mortar, its crafted out of a Bowl and a Flint and can macerate one Ingot/Coal if its not too hard for Flint.

    Hm... Does anyone have some textures glithes with I. Electrolyzer?

    You mean GUI in SMP? Yes, I know about that.

    This mod breaks more than it gives. One of good points in IC2 is that you can make diamonds from coal, co you can start teching earlier, instead of boring vanilla-style mining. With Gregtech macerator recipe requires diamonds, so you can't make coal dust for making diamonds, forcing you spend hours pickaxing.
    So far only really interesting thing I can see in this mod is Quantum Chests, but I doubt it worth losing half of IC2.

    You can make Coaldust without Macerator. I made a Lowtech-tool for macerating some Ingots and Coal.


    @Iridiumdiscoussion: Seriously? I made a Config to avoid that Discoussion. I made it for almost everything whats worth it. I know that almost everything needs Iridium, but as soon as you have the High-Tech up and running you can make TONS of Iridium from Matterfabrication. The "requiring rare Stuff to make more of it" is 100% intended, and when i remove the Iridiumneed of a Component, then i replace it with another rare Material.


    @GoOutOfMySandboxAndGTFO: Yeah, go out of it, but take this identical Sandbox, which you can configure however you want with you. XD


    Thutmose: Considering it maybe.


    @AboveWhoNinjaedMe: See Thutmose

    And that leads to my major issue with the addon: You require iridium to get iridium.

    Then increase the amount of Iridium in the Landscape. (Config)

    This is terrible design for a few reasons.
    1. You act under the assumption that the player has Buildcraft. While it's a reasonable assumption, your only prerequisites for using the addon are IndustrialCraft, and by extension, Forge. Anything that can't be found in IndustrialCraft needs to independently exist in your mod.

    This Addon adds also Automation, so you dont need Buildcrash. (except for Railcraft ofcourse)

    while the more powerful devices should require the rare materials. (This is why regular batteries aren't made of diamonds.)

    These Devices are ALL powerfull => Need Iridium.

    3. That leads to my next point. All of your machines exist on the same level. I see no reason to pick the Fusion Reactor over the Lightning Rod, or vice-versa. I guess my decision would really be based on whether I have more Deuterium/Tritium/Helium cells, or if I have a consistent way of creating lightning. The idea of a Lightning Rod is great, but the effort invested into getting one up and running simply isn't worth it to me, who hasn't seen it in action. An LV, MV, and HV version would go far to encourage me to investiage the technology, as would simpler Fusion Reactors that simply fuse hydrogen into molecular hydrogen, or maybe helium.

    Dont worry, Fusionreators are easier to maintain as of a new Feature of V2.06a.

    4. Conversely, your Industrial Centrifuge is incredibly easy to obtain. From a design perspective, it's clearly the entry-block into the mod, just as the iron furnace is the entry block to IndustrialCraft. However, all it does it consume my cells and junk materials, and after a really long time, it pops out some other junk materials, and new, strange materials that I have no idea how to use. The only thing I'm really getting out of it are new sources of fuel, but honestly the time they take to make makes them feel more like a novelty, and the fact that there are future uses for them makes me hesitant to use what I have.

    If the Centrifuge is "cheap", then you can place more than one. 40% of the Centrufugerecipes were moved to another Device as of V2.06a

    5. I've seen somewhat similar complaints to these before, and you wave away the big one, the fact that iridium is so rare, by saying that the rarity is configurable. However, this is a poor argument. Whenever Game Informer, for example, receives a game to review, they play the game on the normal/medium difficulty. The reason for this is that this is the default difficulty, just like the values you set in your config are the default settings. This is the way that you choose to present your mod to the community. Changing it for myself is, to me, cheating. It's no different than me adding items to my inventory via NEI.

    Well, Default is supposed to be hard. Otherwise no one would use Hard Mode.

    So, my suggestions:


    1. Make iridium, not necessarily more common in spawning, but more obtainable. Add different ways to get it. Maybe have a dust that centrifuges into a small amount of iridium dust, a stack of which is compressed to become a single iridium ore. Spending days managing quarries is simply not acceptable, and it becomes all-or-nothing luck.

    Try Plantinum Dust. 8 of it make 1 Iridium in the Centrifuge. From which Mod you get it is another Question as I've currently not added it. :P

    2. Make iridium more visually distinct than the myriad of other light gray ores, and make sure that if it spawns in a chunk, it's visible if possible.

    Color can be changed via Texturepack. Iridium spawns everywherein the Overworld, so you should look everywhere to find it. An OV-Scanner can help you much, as its Value for it is 10.

    3. Allow your Industrial Centrifuge to be a gateway to additional parts of a mod. In the Matter Fabricator's recipe, the only thing the Industrial Centrifuge does for me is get chrome and aluminum ingots. Meanwhile I have a chest filled with two dozen different by-products that have no use until I get highly advanced machines.

    Thats intended or incomplete. Be happy that you have those Resources, when i add more Stuff later.

    5. Generally make your mod less soul-crushing. The 'ooh, I want to make that' moment was ripped out of me when I checked what I needed to make a machine.

    Lol, thats completly intended. XD



    V2.06a:
    Added Industrial Electrolyzer, crafted of Extractor, Magnetizer, IC²-Electrolyzer, Tier-IV-Circuitry and Aluminium or Refined Iron
    Moved tons of Recipes from the Centriuge to the ~10 times faster Electrolyzer.
    Electrolyzer accepts MV btw.

    They way your Olivine is produced disturbs me a bit. I did a research on Ores on Wikipedia, just to add more realistic Ores and found Olivine. Well, it doesnt consist out of Titanium at all. You should add a new Olivine-Ore to the World.


    OredictNames, which are already supported by GregTech as i added the resource Olivine myself:
    "gemOlivine"
    "dustOlivine"
    "oreOlivine"