Posts by Twilight

    Yeah, I know it's strong, but I was getting 0 damage from lava, even after sitting in it for 30 seconds or more. And sure, the energy might be efficient, but if I can take multiple creeper blasts and 30-50 attacks from monsters and only be down 5% or less.... Well, what's the point in being able to generate so much energy if your equipment uses it so slowly? It seems slow enough that it might be a bug, but I wasn't sure, so I was asking.


    I know in the old 1.64 version, it would run out of energy reasonably quickly. It took awhile, but after an extended mining trip of a day or three, it would be out or low, depending on how much fighting/falling you'd been doing. It just seems *vastly* slower to discharge now, which is why I brought it up, since I didn't see any references to that in the change logs.

    I don't think this is a rounding issue, because I'm finding that anything less than a value of 100 results in zero production.

    Yeah, that's what I was encountering. That implies that the configurability of those generators is either broken or unimplemented, since otherwise you could just have a True/False setting for enabling them or disabling them. Have the developers said anything about this?

    I read about another bug with the nanosaber being only with a cheated in one, so I tested again by using NEI to get Carbon Plates and energy crystals, and then manually crafting them from there. Monsters and Creepers seemed to do damage. Small amounts, but what you'd expect with strong armor, and certainly not invincible. However, the energy still doesn't seem to go down very fast at all. After probably 50 hits from zombies and spiders, and a few Creeper blasts, I was down the smallest sliver on energy. Also, I can still sit in lava and take no damage.


    Thoughts?

    Manned vs unmanned are the two ways you can get energy from the water mills. Unmanned is just them sitting in the water, slowly and passively generating EUs. Manned is actively putting a bucket of water (or a cell, I think) into it, to generate 1000EUs per bucket. Faster, but you have to "man" the generator, staying there to keep putting water in (Or automate it, of course).


    Anyway, I also wondered if, like you said, it might be a fractional EU/cable resistance thing, though I did try to prevent that with the generators right next to a batbox, if I recall correctly. I didn't think to try the EU meter, though, so that's a good next step. Thanks!

    In using Nano Armor, it seems to make me almost impervious to damage, and only *slowly* drain the energy while doing so. I can sit in lava for a minute straight and have lost less than 5% of the energy. I thought monsters hitting me did some damage once or twice, but for the most part their attacks do nothing.


    This is on a bukkit server, using Forge 3.3.8.152 on the client side, and craftbukkit-1.2.5-R4.1-MCPC-SNAPSHOT-174+r4.1update0721 on the server side, and IC2 v1.97. I have some other mods, but tested with IC2 only, and got the same behavior. Previously, in Minecraft 1.0, with IC2 v1.43, it seemed to work fine. It was strong, but damage still got through, even if it was just a half heart per zombie hit, and after a lot of heavy fighting, you needed to recharge it. Here, it feels extremely overpowered, and I can't use it in good conscience. (Incidentally, yes, I mean nano armor, and not quantum armor)


    So, is this by design, or is this a bug?


    Thanks!

    I am trying to make energy much harder to come by, and so am reducing the energy output of things like solars, wind generators, and water generators.


    I've already edited the config file like this:


    Code
    energyGeneratorSolar=10


    to make Solars only give 10% of their regular output, which seems to work just fine. Instead of giving 1EU/t, they give 0.1EU/t, or 2EU per second.


    However, when I try changing the wind or water generators like this:


    Code
    energyGeneratorWater=10
    energyGeneratorWind=10


    (Instead of 100), they seem to output 0 energy. I did some testing, and it seemed like I could get water generators to put some energy out when set to 70 or so, but lower than that, nothing, even when I put in a bucket of water (As compared to the passive water energy generation). I waited for the bucket of water to be fully processed with a battery in the water mill, and at the end it was still empty.


    Is this some kind of rounding error, and is there a way I can still use these generators, but with a lowered output, like the solars? Right now I'm just not using them at all, but I'd like to have the option to use them, just not with so much energy produced, like I've done with the solars.


    I'm using v1.95b, but noticed the same issue on the last version I used, v1.43b. This is on a bukkit server, if that makes any difference.


    Thanks for any help you can give!