Posts by GregoriusT

    1. Do Unbreaking-enchanted electric tools' energy spending rate decrease?

    Nope, electric discharging doesnt "damage" the Tool itself (you know, "discharging") and therefor the Unbreaking is useless.

    2. Do a (Fire|Blast|Projectile) Protection-enchanted QuantumSuit Bodyarmor or a Feather Falling-enchanted QuantumSuit Boots have chance not to spend energy?

    Enchants are not causing any Damage to the Armor when being used. The Protection Enchants work on the Armor (Feather falling is pointless unless you want to use discharged QBoots), but you will still loose the same amount of Energy. The Enchants even work on completly discharged Armor so they are quite useful.

    3. Do Fortune-enchanted (electric) treetaps' Sticky Resin drop increase?

    Fortune works only on Blockbreak and then only if the broken Block supports Fortune. The Treetap uses Rightclick to get the Resin out, so Fortune doesnt work. However, I didn't test using a Fortune III Axe on a Rubber Tree to get more Resin when chopping down the Logs.

    4. Do Fortune-enchanted wrenches or lossless-mode-disabled electric wrenches' chance to break machines decrease?

    Fortune doesn't work at all like that. And Wrenches are not really regular Tools, I doubt you can even enchant them. Same for the Treetaps.

    5. Why nano sabers can't be enchanted with Sharpness, Knockback, etc?

    You are not supposed to enchant Electric Tools at all (in newer Versions), and the Nano Saber is not a regular Sword so the Enchants are like for a normal Mining Tool.

    6. Why chainsaws can't be enchanted with Sharpness, Smite, or Bane of Anthropods?

    Cuz they are an Axe, NEXT.

    7. Why mining lasers can't be enchanted with Power, Punch, or Flame?

    Because it is not a Bow. And it wouldn't work anyways.

    8. Do Thorn-enchanted NanoSuits or QuantumSuits' energy be consumed when Thorn is activated?

    The whole Suit is getting consumed occassionally. I already lost some electric Armors due to that, when it was possible to enchant them through an exploit.

    Yes Forge is loaded as a Library, but FML is not. I dont know why, but many Mods start to include Libraries for just one Functionality. For example the ejml Library to be used as Matrix Solver for the Enet, or Scala just for the Microblocks. While having a few Libraries can be nice and helpful, they will also increase the needed RAM. This is now, that you can even specify the runtime Parameters in the Launcher, not that Gamebreaking (said Parameter is even a example when you click the checkbox to enable it), but it can cause Issues if you want to play on a very old Computer. I have only 7 Mods, 6 if you dont count NEI, and I was already forced to use the 1G Parameter because the 512 MB were not enough RAM. In 1.5.2 I needed about 30 Mods to achieve the same RAM Problems.

    This also means that handling the output of a fusion reactor will be extremely difficult, and it would be impossible to constantly run a 4 overclocked blast furnace, unless maybe you put one 8192 input on each of 4 sides.

    Who wastes so much Energy on a Blast Furnace anyways? Also, you can always slap a few Energy Storage Upgrades on it, and a few Controller Covers to let it only Produce if it has enough Energy. So don't say it is impossible.



    The Fusion Reactor has not just one Output, but 33. You can still connect four of the Plasma Gens to every Machine Box which can accept up to 8192 EU/t when Transformer Upgraded enough. Just move your Output Plasma Gens to the Locations of your Machinery or use Superconductor Wire and Supercondensators (Who said they are useless? Well, now you are fucked and need it, yeah!).


    I am not responsible for the Enet change. Player had done that soley himself, and I would have done it a different Way so dont make me responsible of it.

    It is not that you are going to add them, but that you can make Player/Thunderdark (or even yourself if they let you to add stuff to IC²) do so.
    Also we want multiblock buildings that actually has a positive impact on the energy generation.

    Thunderdark already has them on his List since a while, so its 10000000000% pointless.

    Not quite. Another Mod included IC2 API Files and that is breaking the API.


    Aside from missing Items and Enet Interface changes, the API is still compatible with the Mods.

    But a Fan would actually propell a Sailboat with some conditions. It seems that the Thermodynamic, so difficult to modelise in a good way, wanted to troll Newton, by making the overpressure on the Sail not to disappear (and so pushing the boat) while the one behind the boat (due to the air being taken) had been "removed" by air not coming from the Boat.
    It's a bit difficult explaining that without a pic lol.

    I have seen said Episode, and also they explained exactly that Effect, but you might know that I made a joke, since I have put "XD" at the end of the Sentence.

    As you may know any mod with outdated API that manage to load before IC2 will break IC2, reason for this is very simple - same classes does not load multiple times in vanilla class loader.

    Oh, I thought it was the other way around, that the last loaded Mod overrides the already loaded classes. But if it's like that, then the solution is really as simple as just adding a soft dependancy on the API containing Mod.