Posts by Frantic Fanatic

    I am not a coder, but I don't think the explosion code is able to handle blocks being deployed while it's calculating which blocks are getting destroyed.



    In the meantime, if you're having trouble with people not closing doors, a reinforced door operated with a pushbutton on the outside and a pressure plate on the inside works wonders. If you want to get fancy, make a mantrap, which is a corridor with two concrete doors on either side, one open, one closed, and toggled by a T Flip-Flop. The idea is that both doors cannot be open at the same time, and the whole system is toggled by push buttons. If you somehow manage to get a creeper inside the mantrap, that's when you activate the uninsulated HV cable you have stashed under the floor to fry that sucker alive.


    But as for the concept of deployable construction foam to use as a trap, I think you're onto something. Perhaps make it triggerable by redstone as well.

    I believe this thread was created in response to http://forum.industrial-craft.…page=Thread&threadID=1854. FYI. Anyways, It looks to be like you can add features requiring other mods without the need to force dependence on that mod, if the silver dust and silver cable recipe is any indication. Which is quite exciting.


    Edit:

    ]More like Installing Forge. Anyways some teen across the street committed suicide I think you get where I'm going with. I don't support BC personally so I really would dislike seeing special features made for it.


    What, what? Please clarify.

    Interesting results. But since this is more about utilizing an existing mechanic then suggesting a new mechanic, I'd recommend that you start a new topic about your findings in the Electrical Engineering section.


    But your idea about putting an exposed wiring loop around your door entrances is a very good idea, I think I'll copy that. :D

    Really? That's cool that they go through a 1 block layer. And might I say that you have a great solution with insulating and un-inslulating the wires at different places. would an underground grid work? or would the current try to find the fastest way like in RL?


    -Cybertron7


    I would not recommend making a grid, as that lags. Just do straight lines, separated by a block so they don't connect.


    Just try experimenting in Creative mode, or use TMI, but from what I can assume, running 1024 EU current through uninsulated HV cable would be enough to take a huge chunk out of your life, if not kill you outright. I'm currently not home right now, or I would test it out to find the exact lethality level.


    Now, getting back on topic, One way we can do to make your suggestion different from the above described method would be to have it draw a large current only when it's zapping something, and have a low steady current when idle. obviously, HV cables bleed a lot of electricity, especially when uninsulated, and this impromptu method draws the same amount of current the entire time it's powered.

    I like the concept, but it's already possible to do this in game with two storage units connected to each other, and uninsulated wire bridging the two. You can even control where the shock is by insulating the wire you want to be safe, and stop the current by applying redstone power to one of the storage units. Also, if I'm correct, a high enough voltage will go through a one block layer, allowing you to hide the wire.


    Also, please remember that Metal Fences can be electrified as well.

    I was like the same way at first I mean derp why? But in the end I actually enjoy it. Now BC add more to is the sorting the storage all the fun but in a way be neat to also cut large area's maybe to empty out large areas for bases and such but I guess you could always nuke it ;)


    Well, if you like how Buildcraft does their mining.... then use Buildcraft, as well as Industrial Craft^2. This is why I'm a huge supporter of Forge. It allows you to run Forge compatible mods together with minimal issues.


    ... Why reinvent the wheel?

    Quote from SpaceToad, from the official "That Certian Mod" thread on Minecraftforums.net

    WARNING BuildCraft 2.2.0 is released as beta. It contains additional code that will break dependency with other mods, and may be instable. For anything else than testing, you should use the stable release 1.8.1.1.


    If you're taking issue with another mod's update cycle, you may have better luck taking up the issue on the other mod's forum, rather then trying to make other mods emulate said mod.


    The question is if it is possible for it to drop 2 TYPES of things.


    Now, I think merely dropping all of the resources in the main recipie to make the item would work, but this is also interesting, as you would get most of the resources back, right?


    Well, the reason why I suggested this was to add a bit of explanation to the failed disassembly process, and to add a bit of spin to the suggestion that you get your items back with a failed deconstruction. Let's be honest, if one changed the failed deconstruction of a machine to drop all of it's component parts, it kinda defeats the purpose of having failed deconstructions in the first place. Obviously, the coders wanted this mechanic in the game, or else they wouldn't have programmed it into the mod.


    Now, the problem I see is that people will take a pickaxe to their more expensive machines (After successfully using a pickaxe on their generators and Iron Furnaces), getting only a machine block, and then believing it's a bug, because it's not obvious that they were supposed to do something different for these more advanced machines. The addition of a Damaged Circuitry drop tells them, in effect, 'Whoops! Guess I wasn't supposed to do that!'


    The fact that the Damaged Circuitry can be converted into something useful is just to give the new item a use, and a compromise for people who want wrenching fails to be less costly. :D


    Edit: Reorganized my thoughts.

    Incorrect destruction of an IC2 machine (through either explosions, mining, or wrenching fails) produces a Machine Block in addition to a Damaged Circuitry item, which has a ScrapBox mechanic in that it can be right-clicked for the chance to produce several components of an Electrical Circuit.


    Suggested in an effort to reduce bug reports on wrenching fails, as well as help illustrate the concept that the machine was damaged when you deconstructed it.



    Edit:
    Adding Noert's suggestion: Make the Damaged Circuitry able to be repaired with Redstone and Copper wires via a recipe. I also add, since we're going down this route, an Damaged Advance Circuitry that does the same thing, except for advanced machines (And a higher chance for goodies/higher repair cost).

    A much, much better sprite, in my opinion, even though I can see why the old sprite is as it is, since it fits the theme of the chainsaw and drill.


    If anything, it should be colored bronze to match the tool you make it out of. Annnnnnd maybe redesign the Drill and Chainsaw to fit this model. :D

    Hrm. I only suggested it the way I did to promote ease of implementation, rather then balance. One recipe, rather then making new items. But although I understand that we should strive to keep the difficulty of acquisition for vanilla objects the same, we also need to realize that the only reason sticky pistons are so hard to acquire is because they rely on the eccentric (And possibly still bugged) spawn rate of slimes. I've been playing since 1.0.7, and have yet to see a slime in my SSP files.

    Summation: An alternative recipe to make sticky pistons by using IC^2's sticky resin in place of a Slimeball.


    Because some of us have bad luck with finding slimes. :(



    (If someone posted this already please disregard, I looked though the list of suggestions on this folder and searched for 'sticky', no relevant results found.)