Posts by forsaken1111

    Well i tried the the watermill thing with a thermopile and the batbox can:t feed the retriever with enough bluticity and it somehow messed up.. But the Nuclear idea not bad but can you give me the uranium cells' setup? And the reactor's fomation/setup?

    Good gravy, for someone with a name like "TheGodlikeGamer" you sure need a lot of help playing a game. Just load up a reactor planner and play around with the setup. Do it yourself! What's the point of taking someone else's idea and building it? It won't be your accomplishment.

    Why would you want to smelt before you macerate?

    Maybe you want to mine smoothstone instead of cobblestone, or you just want a few pieces of iron NOW instead of going back to base. Or you want sand to drop as glass. There are a lot of uses beyond ore, and by the time you're making quantum items you have plenty of metal anyway.

    IMHO, too overpowered, would basically make the Induction Furnace obsolete. It sounds like a Red Morningstar.

    No more overpowered than the quantum armor really. And comparing it to the Red Morningstar is laughable. It could 'mine' out a 10x10x10+ area with a click.

    Nano-Drill - Stores 500,000EU ( :Coal Chunk: = Carbon Fiber Plate)


    - :Coal Chunk: -


    :Coal Chunk: :Tesla Coil: :Coal Chunk:


    :Advanced Circuit: :MFE-Transmitter: :Advanced Circuit:


    This amazing piece of technology mines the earth even faster than the D-765 Diamond Drill by using a low level energy field to slice through stone like butter! It can mine over 2000 blocks before recharging, and can draw additional energy from your lappack! HAYO!


    And that's not all! The energy field can be adjusted to carefully extract ores and other materials, mimicking the abilities of the Silk Touch enchantment! AMAZING! You can swap between normal and silk touch modes just like the mining laser. The silk touch mode is a bit slower, about the speed of a standard iron pick.


    Quantum Drill - Stores 3,000,000 EU ( :Mining Drill: = Nano-Drill, :Industrial Diamond: = Lapotron Crystal, :Teleporter: = Teleporter, :Intergrated Heat Dispenser: = Reactor Heat Vent )


    :Iridium: :Mining Drill: :Iridium:


    :Iridium: :Teleporter: :Iridium:


    :Intergrated Heat Dispenser: :Industrial Diamond: :Intergrated Heat Dispenser:


    Similar to the Nano-Drill, but faster, stores enough energy to break 5000 blocks before recharging. Has 'fortune III', 'autosmelting', transmission and excavation modes in addition to the silk touch mode of the nano-drill. 'Excavation' mode digs out a 3x3 area of blocks in front of you. Transmission mode can link (right click) to a personal safe and place all items mined directly into the personal safe, no matter how far away it is! Obviously the additional modes would have a higher energy cost per use.

    I see a lot people go on about what is "op" and how recipes should be "harder" and what not... But seriously, doing any change like that doesn't change the fact that they're still op. You generate FREE power. Resources aren't a factor in minecraft. Once people realize that solar panels, water mills, wind mills and even geothermal generators need to go the better we'll all be. They need to be disabled. This is nothing against this mod at all, just caught on the "discussion" about recipes and it just made me laugh to myself. It's the same with gregtech. Just changing a few recipes to make them "cost" more resources is just the wrong way to go at it. It changes *NOTHING*. To balance something like those devices I mentioned they need to be removed from the game and alternatives added that actually make sense out of a balance perspective.


    If you think they're overpowered, you're welcome to not use them. You can even disable them for your own game. Does it bother you that others will continue to use them?


    Offer a suggestion which will keep them in, but balance them, and I'm sure you will get more people agreeing with you. Just saying "Remove them they are OP" is nonconstructive.

    This is a good idea.


    Could be expanded to an advanced cable junction (Tier 2) which has configurable input/output faces like Thermal Expansion blocks, and adjustable outputs, to act as a junction for cables of different loads.


    Tin cable coming in from the solar farm, HV cable going to the main base, copper cable going to power local machine, and gold cable feeding a MV charging station. You configure how much EU goes to each output cable in UI.

    Does anyone know any Void type mods besides Mystcraft that is really great to have a lag free build world? I wish someone would make a really cool IC Machine that would teleport the user to just literally to maybe a new world without any structure for pure build.


    Stupid Idea I'm sure for most but the more gregtech machines and automation we do the more laggy it gets in FPS. Be nice to double if not triple it in a void world.


    This gives me an idea. Industrial integration with mystcraft! Having an industrial type machine that could manage your worlds and transportation between them would be great for those of us who like the idea of multiple worlds but not the 'magical books' which transport you.


    "World Manager" block which stores known worlds, discover new worlds by inputting symbols into the device just like mystcraft, or just going with random symbols. World manager links to a dimensional teleporter multi-block structure with between 1 and 4 pads. Step on pad and turn on device, it draws energy and transports you to the world. But you'd better bring items to build a teleporter for the return! Dimensional Teleporter Linking Pad could be used to return to the overworld. It will link with your world manager across dimensions and draw power from your teleporter to return you.



    A wireless power distrubution machine would be nice. I think the 50% loss is a bit harsh. Maybe you get better efficiency by crafting a wireless reciever upgrade for the machine which goes in the upgrade slots like the overclockers do?



    Dont worry, I'm currently coding on my Diesel Generator (Searching for good Fuel Values of BC-Fuel right now), Biofuel Cells, Coalfuel Cells and Fuelcans get a 25%-Bonus in that Generator and you always get the empty Cells back.

    Any possibility of making the generators into multi-block structures? Place two generators down next to each other and they become one machine with a larger internal tank. You'd get a small efficiency boost (1% per block maybe?) for each additional generator block, and it will only work in complete shapes such as 1x2, 2x3, 3x3x2, ect. Just a thought.

    That's not fun.. it's a pain MinecraftGhast ; and most likely will let more people complain about the unnecessary addition of the add-on to the game..


    Eh, I use the compressed air cells to get the Na2S208.. If people are complaining about having too many compressed air cells in their chest, maybe you want to change the recipe to include one/two more compressed air cells instead of empty cell?


    It sure would be interesting to have some constraints to the exploration of these other dimensions though wouldn't it? Gregtech touches so many other mods, why not add in a few Mystcraft dimensions. Space biomes with asteroids and no air, for example. You could add a machine that consumes compressed air cells and allows you to breathe normally within a certain radius or within an enclosed space, so you could colonize the asteroids. :P


    KammerSc: Why not?

    Make The End and the Nether require scuba helmet + compressed air cells to breathe normally and you'll be loving those cells. :D


    In the Nether, take constant low level damage from the heat and fumes unless in full hazmat with compressed air cells, or in quantum armor. In The End, start drowning as if under water.


    Fun!

    Lol, I got hit by the personal safe issue on the server I host last night, same crash no matter what wrench or setting is used. And yeah, only work around is creative, kill it, get a replacement currently. Hopefully this is something we can fix easily :)


    You using the newest version of Forge? I have 3.3.8.160 currently...

    I'm using the latest recommended version of forge, 3.3.8.152

    I'm running a server with IC2 1.97 and I placed down a (crafted, not cheated) trade-o-mat and personal chest. While they do seem to work once placed, I am unable to remove them with a wrench or any other device. Should I ever want to move them I have to go to creative mode, destroy them, cheat in a replacement and place it elsewhere.





    The error I get is:



    java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
    at java.util.ArrayList.rangeCheck(Unknown Source)
    at java.util.ArrayList.set(Unknown Source)
    at ic2.common.ItemToolWrench.onItemUseFirst(ItemToolWrench.java:120)
    at wd.a(ItemInWorldManager.java:261)
    at mm.a(NetServerHandler.java:506)
    at ii.a(SourceFile:39)
    at qq.b(NetworkManager.java:353)
    at mm.a(NetServerHandler.java:73)
    at fk.a(SourceFile:107)
    at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:573)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:450)
    at dn.run(SourceFile:492)


    Whereupon my client crashes and I have to log back in.


    Any ideas? Did I do something wrong?