Posts by GregoriusT

    Hey Can i get Permission to use this mod in for my server mod pack:)

    ~~Ãnders!

    Yes, you can add it to your Servermodpack.

    Edit V1.27a:
    Included mistaqur's NEI-Plugin-Code, and gave him Credit in the mcmod.info.
    Scrapped the just copied NEI-GUI.pngs (and made proper ones out of it).
    Made Macerators more expensive (3 Diamonds and an advanced Circuit), because it can double any Oreoutput (even Diamonds).
    Tested if the game crashes without NEI installed, and it doesnt. :)

    As for the fusion taking 24 of those, if anything I would say make the ring larger and take more of them as this is a powerful tool and it needs to be costly; it should be quite an achievement to finally get one. Legit building of such high technology, as it stands right now, can still be done very quickly, especially on a server where people work together, such as on mine

    Massfabrication will get massively overhauled, what implicitely means that Iridium will be much harder to get. (my 64x64-BC-Quarry only got 2 Iridiumore). Scrap will still be an Amplifier, actually you MUST have tons of Scrap to produce UUM. (but Scrap will get indirectly buffed, so that you still need ~33.3 per UUM, because otherwise the Scrapboxing will get out of hand)

    Perhaps a better recipe would be some sort of motor (generator I guess) in the center surrounded by iron blades for a standard rotary type water mill, only returning one as well? Plus as water mills are right now the windgen outdoes them for 'vanilla IC2' usage anyway.

    Aluminium used in Watermill instead of Wood, will fix that a bit. And RP-Watermills with their 500EU at 1EU/t are low efficient enough to still give 2 per crafting.

    As for the end-game energy sinks those were just examples. We just need *something(s)* that eat far too much energy for us to generate without multiple fusions, for example.

    And you will get those "something(s)". The great Massfabnerf will be part of it.

    For proper balance IC2 really should have gone the way of, say, energy being very limited, machines can run on less just be less efficient, and the more energy then the more efficient they become. Energy should be a limited/time-constrained resource, as it is it is fully unlimited within a surprisingly short period of time, thus making it so you can just tech up quickly, within a few days with little effort, and within one real life day if you really try.

    For that kind of infinite Energy you need tons of Overworldspace (Wind/Solar), which is a massive securityleak. Imagine the Massfab will need 100 Times more Energy per piece of UUM (That's 16,666,666 EU with the needed Scrap). Do you really want to place tenthousands of Solarpanels/Windmills just to power it? Regenerative Energysources are only suitable for powering the basic Machines for "Free", not the heavyduty ones.

    The highest tiers such as 4, 5, and even higher, should require *massive* investment to not only create but even to just maintain it. On a server only a few people should be able to even achieve the highest tiers within a month with vast cooporation, such technology would encourage land wars, trade, and a great growth of ecosystem. It could become quite an expansive and impressive mod if it was just 're-tiered' and rebalanced, and this mod could definitely help that. :)

    That's already Part of my Goals for this Addon. Large Ecosystems and usefull War are a good thing, because FUN.
    But when my AI is completed (not even started to code it yet, but i have large experience with 2D-AI from the Game which i played before Minecraft), then you will have other worries than PvP-War, guess what happens when for example 5 AI-Pro-Gamer-Players are attacking your Servercrew with HighTech, Nukes and SuperLasers (which they aquired in the World like any other legit Player).

    Almost edit because i recognized the ninja before that:
    The Lightningrod just calls worldObj.isThundering() and worldObj.isRaining(), nothing more. I'm pretty sure xComp overloads the Worldclass, so he can just let those return true.

    Question, how do you actually use the UUM Assembler? I put a stack of UU in the IN slot, drew out the recipe for diamond, clicked it and it moved to the left in the blank area, but how do I actually get it to craft the diamond?

    Now you only need to apply 4608 EU to it, and then pull it out with an advanced Wooden Transportpipe (or better a Filter/Retriever, but RP isnt released yet). It's ment to be used with Retrievers, to make automated UUM-Factories much easier.

    Hiho ^^

    Give it a way to change the Recipes back to normal IC2? (like the Solar Panels?)

    MfG

    New Rule from now on. Don't ask for Configs which are already there! Your Post is the last of that kind, which is tolerated by me.


    V1.26b
    Fixed a few but not all Logs, added a use for Aluminiumingots (for Mixed Metal Ingots) and fixed a tiny Bug with my Machineblocks (no torches placeable on them)

    I will now add the new Configexplanationset to the Wiki. Why didnt you follow the Information which says: "If i forget to add the new Configs, then bug me about that, unless someone else did it recently."? seriously that Config is massively outdated!

    You state that the outside of the ComputerCube changes when a graphical update occurs, I am guessing by that you mean when the chunk is re-rendered to its cache. Considering that I notice that the Centrifuge causes it to update in synch, which seems like the centrifuge animation is actually block updates (which are rather exceedingly costly), compared to a TextureFX (also costly, but one time per frame, not per block), or a TESR (much less costly than the others each, but can scale badly when you get above a few hundred per visual 16x16x16 chunk, make sure to use a display list). Is this the case, or does the ComputerCube update its texture during other situations beyond chunk cache updates? If that is the case then using a TextureFX or TESR would be far less costly and would not cause that renderable to invalidate.

    The Computercube has just a Randomizer (for the Index) inside the getTexture-Function. The Centrifuge causes a general Textureupdate of the 16x16x16-Area its in, by marking it as needsUpdate, so multiple of my animated Machines in the same Sub-Chunk are not causing so much Lag. I will take a look into TextureFX to see what i can do.

    I know you are looking for a use for the Helium cell, but burning it is certainly not a right one as it does not make for a good fuel like that as Helium does not burn well by itself.

    Ahh, you are right. I forgot that. I will remove it from the Fuellist (not that you cant use it as Fusionfuel, when you centrifuge it)

    it is also used for superconductive purposes as it can be quite useful at keeping things very cold (a recipe part for your superconductive cables perhaps?);

    Look at the Recipe for the Superconductor and you see its already used as Coolant for that.

    Helium is used as a very effective heat transfer medium since it is not effected by intense magnetic fields as other things are; Helium-Neon lasers have very common uses (standard laser pointer, not powerful, but easy)

    The cheaper Mininglaser-Recipe is already using Helium.

    it makes a *VERY* good cooling medium for nuclear reactors due to its ability to absorb and disperse heat and since it is incapable of becoming irradiated (another use!)

    Reactorcoolantcells can already be crafted out of Helium.

    Please no iridium drill, the current drill is *WAY* too OP for its cost as it is; like really, 5 iron and a circuit and a battery gets you an infinite tool, that is crazy OP, but then again so are many things in IC2 (hence why I hold out hope for this mod rebalancing it).

    Dont worry Iridiumdrills are not on my List. Especially those SUPA-OP-ones which were suggested here.

    Quantum suit should also be far far higher tier, perhaps Tier 4 or 5 (Graviton or whatever it was suit being even higher). It takes a lot of iridium yes but that is really its sole prevention point, and by the time you get the tech to make one, you can just start pumping them out shortly thereafter. Those things should be an achievement, like requiring a fusion reaction to make necessary part, like for its internal power cell or so, that would be another good use of the fusion reactor.

    The Quantumsuit will get Tier IV, and it will lose a few special abilities. The Nanitesuit will be Tier-VI and is then basically like a Gravisuit (but spread over all 4 Parts and not one SUPA-DUPA-Chestplate). That will then require a Fusionreactor to get the Neutronium.

    As Kane_Hart hinted at, UUM is rather *WAY* unbalancing for server play (which I do), it needs to be reigned in, very badly, perhaps replace the mass fab with somethiing that require a specific set of raw ingrediants to create the UUM, perhaps that could be another use of Helium, as well as hydrogen, silicon, and a dozen other things. If you make it more expensive to make UUM then what the recipes can create, then it becomes balanced and will not be used for 'har har I can make anything for free now' kind of thing.

    UUM_Recipes can ALL be disabled individually with my Addon. And i will include a Config to make Massfabrication more (or less) expensive, and Amplifiers less (or more) efficient. Oh, and the Massfabricator-Recipe more expensive ofcourse.

    The Fusion reactor itself, I see so many possibilities with it! Quite a few reactions you can do to create new types of raw matter. I do not want to see it creating things like iron as it would just become a bigger mass fab then, but so many possibilities with it.

    Yes, thats why i have added an API for those Recipes. And yes, i plan to add a few more Reactions.

    Everyone on my server also finds the macerators ore doubling (and especially the blaze rod->5powder) recipes disturbing. They have voted it off the second there is a way to make the required recipe parts from it (like coal dust and such). We actually like the Factorization mods method of ore yield increase, grind an ore to dirty gravel of that type, clean in mixer to make a clean gravel of that ore type, slag in a slag furnace to make a reduced gravel of that ore type (with possible leftovers), then crystalize in a crystalizer, then cook in furnace. Each of those steps take a very long time, few minutes for grinder, a minute for mixer, about 20 seconds for the slag furnace, and about 20 minutes for a crystalizer, each step has a percentage chance to double its output based on the step, but you can cook the results at any time to get the output, at reduced yield, but after all that work (and a lot of work it is, each machine has a bit of unique 'upkeep') the average final ore yield is about 300%, which although higher than the macerator, is also *vastly* higher on the tech tree while taking a good deal of time, so it is costly to expand it as well. Not taking that exact system, but rather the style of having a long ore processing process across multiple machines and so forth is something that my server goers do like, it makes them feel accomplished by reaching it, rather than getting a macerator inside of ten minutes (which they do, the people on my server work together).

    For the Macerator i have a solution: I can make it cost Diamonds instead of Flints, just to give that thing the "quality" it needs for doubling Oreoutput. Maybe i could add a Grindingtool to make one Dust out of an Ore, just to make Bronzedust and such available. (For Tier-0)

    Overall we are liking this mod on my server, it seems to be starting to bring balance to an otherwise unbalanced mod.

    Thats the goal of this Mod. Guess how bored i got from 1.2.5-Endgame.

    Within just a few days we have UUM pouring out of everything, so much energy and nothing to use it on but just 'more' mass fabs, and as such. Some more energy sinks would be nice too, something to use our energy on, whether railguns and multi-block big beam projectors or defensive systems or force fields (MFFS is becoming less based on energy and more based on forcicium irritatingly) or whatever, we need more end-game energy sinks, and a removal of UUM as it is, that needs a big overall from just becoming the magic resource generator that it always ends up currently being.

    Supermultiblockdestructionbeam is already planned. Forcefields are definetly a thing of Thunderdark and Immibis, also there is (i think at least) a Config to turn Forcidium (what frikkin Element is that? I cant find it in my Table of Elements) OFF and Energyconsumption ON.


    Stargates, Wormholedrive (that will become very laggy for large moved structures) and other Dimensions Planets are all planned.

    CrafterOfMines57: Please don't overload IC².net with the 1 million Downloads, if i implement that. There is no adf.ly or similar on that Link.

    I meant the Name Colors (tooltips) :P and yes, I could make a TP, although not very good quality

    Oh i forgot that. Thanks for reminding me.

    (You still haven't fixed the Energystorag[insert "e" here]unit in the tooltip of the IDSU)

    Forgot that i have two Namelists. (and the second one had the Fail too)

    BTW, I'm a grammarfag(no pun intended) :P

    Well, all the other Items/Blocks are supposed to be spelled like that. It's a whole new Language. :P

    MatLaPatate:
    Iridium noted. But now i have to add a new Ore, which was named after a Frenchman, who discovered it.

    V1.26a (needed to add this Ore, before Redpower updates)
    Bauxite Ore
    This Ore is commonly found in Plains and Forests. It contains Aluminium! Al(OH)3 (and later also tiny amounts of Titanium), to be precicly. To produce Aluminium out of it, you first need to macerate it, then centrifuge it for a long time, and finally smelt your Aluminiumdust to Ingots. Currently its only used for Windmills as replacement for Carbonplates, but note that all my Storageblocks are preventing Mobs from spawning ontop of them, and Aluminiumblocks look pretty cool.

    why suggest when you can hotfix yourself without any problems, and include override into your mod.

    Just enum entire block's list, find mass fab block, set it to null then set it to your reimplementation with fixed tile entity, it will go fine and without any problems.

    Yes i could do that, but then i would have to override the Block and the TileEntity, instead of just the Block (like i did with leftclicking ITNT/Nukes).

    No other way to fix redstone stuff, isBlockNormalCube always return true for *some* reason.

    I needed two hours to realize that this was the Problem. I used CallHierarchy to find that Function and overlooked that damn "if (isBlockNormalCube(x, y, z))". Shouldnt it be something like "if (!canProvidePower() && isBlockNormalCube(x, y, z))" instead?

    Quantumsuit will get nerfed a bit, as soon as i add the "advanced Quantumsuit" (need better Name), and that as soon as i can make SMP-Working Jetpacks (as soon as IC² fixes that), and that as soon as i can override Quantumspeed and Quantumjump.

    Memo to myself: Fix Uraniumcells not giving depleted Cells with my Nuclearfix. Please bug me when i forget to mention it in the next changelog.