Cheaper than the ultimate Lappack? I doubt that as it costs 3 Ir-Plates while the ultimate lappack costs just a few Lapotrons and a Superconductor.
But my Lapotronpack is indeed much more expensive.
Cheaper than the ultimate Lappack? I doubt that as it costs 3 Ir-Plates while the ultimate lappack costs just a few Lapotrons and a Superconductor.
But my Lapotronpack is indeed much more expensive.
WAW you just made a copy of Gravitation Suite Mod only cheaper
Not to forget my Lapotronpack. But seriously, this is just 2 Million EU and not 10 Million, so its just a bit more balanced than the other Versions. ![]()
Compressing scrapboxes into scrapblock, like a really big box of scrap which is worth alot in massfab.
the other is compact scrap cell, which is like compact forcicium cell, but for scrapblocks. I love the idea because even scrapboxes in massfab are not enough and EV eats all that scrapboxes in several mins
The Massfabnerf (which comes with 1.29a) will make your Scrapblock obsolete, as i introduce my own over 9000% more energyconsuming Version of the Massfab (and just disable the Recipe of the old one)
diamond drill upgrades - overclocker will increase speed and after some point drill will start mining 3x3
We are not here at EE-Inc. Mining these large masses requires more than just a Steve with a Drill in his right Hand.
forcicium macerating recepie would be nice too.
Since its an IC²-Addon Thunderdark can add this himself.
The other thing is something.. maybe space like tech. How about a personal satellite?
Thats happening MUUUUUCH later.
Silver? My Addon also adds Silver to the World (less than RP), so disable RP-Silver and you are good to go. And i'm currently out of Silver (thats why i currently dont dare to produce Circuits with Redstone)
Gold? That stuff is almost useless, what can you do with Gold? Using overclocked Heatvents like CASUC? There is no real use for that Centrifugerecipe, unless you really need Gold. And Glowstone is also much more valuable/usefull than Gold.
Fix it *no dont ever fix it!1*
The later one.
btw 3 diamonds is a bit too much for a macerator. not all diamond veins have 3 diamonds =|
Yeah you are right, some veins have 10 Diamonds.
another thing is that current industrial centrifuge lava recepie is..50 mins? cmon, make it go 2times faster for 4times energy
Time in Ticks = 5 * Energy in EU. Inside the Centrifuge. Whats so bad about having to place multiple ones for Netherexpeditions?
glowstone dust > gold dust is a bit op, really.
No it isnt. You know that IC² has a secret Glowstoerecipe? In theory you would get 4 Golddust per single piece of Glowstonedust!!! But i nerfed the reversevariant massively, so its not OP at all.
I thought that He cells can be used with hazmat to make you quickly get to surface, single use, probably. Or in an underwater jetpack-like thing
Good Idea, late implementation.
V1.28a
Added Tincell-API and used it in my Oredictionaryhandler
Added Prototype of Block-Debug-API (prototype because there is currently no Debugitem, which uses it)
Added a few uses for a few things.
Changed BC-Quarryrecipe to use Adv. Circuit and Diamonddrill, instead of Redstonedust and Diamondpickaxe.
Maybe fixed the Server-Rockcutter-Issue of Immibis.
Still didnt fix Quantumboots ![]()
And please dont forget:
Never f***ing ask for a Config which IS ALREADY THERE!!! I get permanetly bugged with people, who didnt even bother, to look at the new Config, and who then complain about me having to make it configurable! So if you dont read the newly generated Configvalues, then SHUT the f*** UP about it.
If the Config you are asking for is not already there, then i may accept your Suggestion.
The rock cutter is fully charged - 10000/10000 EU. I tried it with and without a batpack.
Wasted all the EU on cobblestone, then charged to 600 EU in a batbox, still not silk touch.
Put on a batpack (with 100EU in cutter) and the cutter doesn't use the energy from the batpack - a different bug?
Recharged to 900EU, broke a block, the cutter recharged from the batpack but still doesn't use silk touch.
I'm using smoothstone to test it, if it matters.
Oh no a Serverside Bug. I hate those. I try to fix it right now.
I'm actually trying to track down a mod that lets us craft the new solid half step blocks if anyone knows
Dupe bug with that.
I do nothing with Half-Slabs... until now D:
Balancing == FUN ![]()
Also I crafted a rockcutter on Kane's server and it has no enchantment and doesn't act like it has silk touch. In the NEI items list it shows the enchantment, but in the recipe it doesn't.
Did you charge the Rockcutter? If yes, then its just an updatebug. The Silktouch-III gets removed when the Rockcutter has less than 500EU and you get it back when it has more than 500EU. You dont need to know about the "Enchantment", it shouldn't be shown in the Tooltip at all.
if you work with the red setting the energy is stored in the mfs unit (work fine ) but is you made a second setting (blue) the energy is deviate to second IDSU of blue setting and none energy arrive to the mfs unit of red setting or happend the opposite, the energy dont go to blue setting and you need use the lever of red setting for interrup the flow energy for this go to blue setting
i do this setting in normal word (red setting) and place the (blue setting) in the netther
i doing something wrong ? i dont see nothing about that behavior in the main post ....
thanks for your great work
The IDSU has a Output of 2048EU/p, so if you just happen to have only 512EU/t, then one "random" (depends on Position in Chunk) IDSU will output the 2048EU every 4 Ticks, leaving nothing for the other one to drain. Thats a normal behaviour. If you want to transfer your Energy from Nether to Overworld, then just connect nothing to the Output on the Netherside and let it fill up until you go back to the Overworld, to extract the EU (thats why it has 1 Billion EU Storage).
The IDSU has only one single Bug: If you connect it directly to another IDSU, then it just deletes the Energy, but why should you connet it to itself?
Let me explain: Within your add-on, several functions and recipes add items to create cheaper components to several items. These components are also multi-purposed for other means and objectives. Example: Li-Cells used for redstone replacement in batteries. This usage can be expanded to other functions formerly held by redstone. Li can be acquired from a simple type of vMC material, which is easy to amass if you have, say, a custom recipe to create that material out of fairly balanced recipe materials that just so happen to be renewable...
The point is that many of the items in this add-on can easily be re-purposed into many other functions/recipes. In doing so, it creates the element of constant renewable resources by using these materials in a very economical fashion...
You are talking about producing Clay in the Centrifuge out of Dirt/Grass/Mycelium, and then producing Li-Cells out of said Clay? I know that. What's so bad about renewable Clay/Li-Cells? Especially if its even harder renewable when you need Dirt for that. Plantballmaceration and Scrapboxing can produce Dirt, but Tincellfree Biofuel is better than Li-Cells.
Tell me when you have found a serious exploit at Railcraft, Buildcraft, Forestry, Redpower and similar other good Mods (not EE) with my Addon.
V1.27b:
Fixed Immibis issue by finding out, that that Part of Code was completly useless and deleting it ![]()
Fixed Rockcutter-Enchantment still working without Energy.
Reverted Centrifuge-Texture-Effect back to old Version, due to some serious complications with TextureFX and the ultimate omnipotent God of graphical Monsterlag.
Added Oredictionary-Recipe-Sensitive-Uraniumdust for usage with the Centrifuge instead of Ingots.
Changed Nukerecipe to require Quad-Plutonium-Cells instead of Uraniumblocks (if Plutonium itself is enabled)
Filling Fuel into cans without wasting Tin is already part of my Addon.
Also, greg tech burning tin, is intended. Mention the word "tin" and "saving" on the same sentence, and pray that you're not on the same galaxy as Greg
.
Please compare these two sentences. ![]()
Not to mention that i can be in every Galaxy (why else is it named GregTech Intergalactical)
Since when does a hoe harvest Wheat? That doesnt make "Sense"
1. Windmills : remove these from the game. Replace them with a wind generator that produces a lot more power, but costs a lot more resources (higher density, like an "HV-windgen"). The block when placed needs a huge amount of clear space, and it has an animated entity drawn on the client that looks like actual windmill blades. (and the animation can be disabled in the config file and replaced with a static sprite)
You mean like the new Redpowerwindmill? I think such Multiblockstructures (large Entities are almost the same) have been denied already.
2. Solar Panels : A recursive algorithm combines all panels that are adjacent into a single entity. It does this upon chunk loading.
Only once upon loading the chunk are things like a clear path to sky checked. Solar panels have a failure rate - several things can go wrong. Their internal circuits can melt down (you'll get a pool of melted rubber on top), they can get dirty, the glass can crack, etc. Solar panels either fail the very moment you install them, or they last for a MINIMUM of 3 real life days. (72 hours). After that they have a chance to fail, calculated just once per tick for the entire group of panels.The purpose? Eliminate the need for lame things like "HV solar arrays". You can create solar fields - but they will take up many, many chunks of area, and in practice there is a limited number of chunks that a player can load. Note : only if a solar array is actually providing power to something (to charge a battery, etc) does it count against the array's lifespan. The idea here is to not annoy people who are using panels as intended, to power a basic base (since they will never use their panels 72 hours in a row to run a few machines, not without playing for weeks) but to penalize people duping items using solar power.
That with clearpath to Sky has been fixed long time ago. Large solarplants like you suggest have already been TO-DO-Listed (at least the nonexistend List). And weardown has also been kindof denied multiple times.
3. Water Generators - also remove these, replace them with big turbines that must have flowing water going through them.
Why? Arent they nerfed enough?
4. Generators - revamp the path for creating refined fuel to burn in a generator. There should be a path for bulk fuel production that consumes 0 tin.
Filling Fuel into cans without wasting Tin is already part of my Addon.
5. Nuclear Reactors - I propose this earlier, got shot down, but here's a refinement. By macerating huge amounts of uranium ore, you can create purified uranium dust. This can be stamped into ingots and used to make purified uranium cells. These last 10 times longer in a nuclear reactor, but require 20 times the initial uranium to make.
Uraniumdust now on my own TO-DO-List (a real piece of dead Wood, aka Paper). Its then one of the Productionsteps to centrifuge the Uranium.
6. And of course, Gregorius Tech's Fusion reactor addon is pretty close to a balanced addon for one final tier of power generation. Though it currently burns way too much tin.
Without the Massfabnerf, which i will introduce later, you can currently produce more than enough UUM, to infinitly fuel your Fusionreactor. And Fusion will not be the final Tier.
I'm confused he said per tick. Did you miss understand him or did I?
8192EU/p *
Ooops, but as long as i dont add the planned Supercondensators, it wont be possible.
No, the Fusionreactor doesnt explode, unless you power it with more than 8192 EU/t (what is currently impossible).
I thought registering the TextureFX is enough to fix it, but i somehow get either weird Textures or no animation at all.
I have a request. Since i have an API (inside Maindownload) for adding Recipes you could also include my Addon into your Recipemod. ![]()
IF you use the onUpdate-Function in the Itemclass, then it will NOT be processed on the Server and the Server just resets it, or even kicks you for moving too fast.
There better be a config. option for this... I'd hate to have to circumvent this manually...
![]()
Read the Rules... That Config is already there.
Edit: HOLY HELL! I just now realized how OP some of the resource collection methods in this mod can be... Wish I had block breakers, but meh, I know now how to create an almost infinite amount of resources with this add-on, lol...
What do you mean? The only Resourcecollectionmethod is a Silktouchdrill. And it does the same as a Silktouchpickaxe. You cant just put a Diamond into the Macerator to get 2 of these. You need to put nonreversable Diamond-ORE into it.
I will add a Lowtech-Macerator, which does the same as a normal one, but you get only 50% of the Macerator-Oredoubling-Output
immibis: I took a look at my Code and found out, that my Playerticker also does Clientside updateCraftingInventory. Will be fixed with "if (!tPlayer.worldObj.isRemote)" before doing that kind of Code in 1.27b, as soon as i'm home so that i can compile it (together with a TextureFX-Fix for the Centrifuge).
@thumbs.db: Due to it being permanently regenerated i will not remove it. It does no damage, and so it's irrelevant.
Cespenar: You know, that i fixed the Quadcells and the Doublecells? That could be much more efficient with Quadcells.
Shedar made an Addon for that. It's called "Nuclear Control".