Posts by stringburka

    Hi all! Okay, so I'm using a modpack (the DNS modpack specifically) and I realize this might not be the ideal place to ask, but answers are slow to nonexistent on that forum, and after a whole day of bug hunting, I'm feeling a bit desperate. There is an Item ID conflict between PowerCrafts Power Crystals (232) and IC2's Iron Fence (232). Now, this sounds easy to fix - but I've changed both values in their respective config files (CORE.cfg and IC2.cfg respectively), and I still get the same error. Anyone has any idea?


    Thanks for any help.

    I've _personally_ never felt any relevant liquid lag, but you might be right it would affect those with older computers (or is it network lag that is caused by liquids?).


    Is it a major increase in lag? Otherwise it could simply be a chosen setting if you want it or not - from what I've understood the coding of it would be simple, it's just that I don't know java (though I could learn) and that I can't seem to install JDK without my computer frakkin up.

    So it just counts every Waterblock with a Metadatavalue of 1 or more (Making downwardsflowing/still Water ineffective), to ensure that you just use flowing water, and then triple the amount of EU from it.


    This means that the most efficient one can use 18 Waterblocks max (9 flowing over it and 9 flowing under it), making a row of Tinwireconnected Watermills possible without losing efficiency.


    Generally a good Idea.

    My idea included a maximum efficiency of 0.3 EU/t for each mill, so your top efficiency comes at 10 running waterblocks - providing some flexibility in building style. I think either that or diminishing returns should be applied - I generally like when it's not terrible to build with style in mind too, not only efficiency, and would like a little flexibility with only minor (or no) efficiency penalty. A single "correct way" is boring in my mind. Windmills allow for this since the difference between 100 and 110 height, or between no obstruction and 5 blocks of obstruction is fairly minor, but water mills pick from such a small area that any suboptimal build will be VERY underperforming compared to the optimal.

    What about remaking the water mill, so it both feels more like a real water mill and so it's a little more effective? Right now it's really weak, even for it's price - and it doesn't encourage building it into a water mill-like building nor a water power plant.


    Right now, they're decently effective when getting water buckets inserted into them, encouraging builds like this (with tekkit): http://www.youtube.com/watch?v=Y2gijrRxKkw&feature=fvwrel
    This isn't really the issue, I think that use is fine, it's the unmanned mechanics I don't really like.


    They're very ineffective, but can work, when sunk completely into water, encouraging simply putting them in a lake - which doesn't feel like a water mill at all. If someone doesn't know, they work by counting all blocks of running water and water sources in a 3x3x3 square centered on the mill - meaning you want to have just the mill and a cable and the rest being water. It gives .01 EU per water block, maxing out at .25 EU with cable (or .26 if using a battery). Even with the two-for-one price of them that's really, really weak when they have to be spaced so far from each other.


    Picture for reference below. Right now, the right side is a water mill in full effect (producing a total of 1 EU/t) while the left side is a very inefficient water mill (total of 0.44 EU/t).


    So, current mechanic is:
    1. Count all blocks in a 3x3x3 square.
    2. For each of those that are running water or a water source, X is +1.
    3. X * 0.01 = EU created.



    I propose the following change:
    1. Count all blocks in a 3x3x3 square.
    2. For each of those that are running water (NO water source), X is +1.
    3. The least of X * 0.03 or .3 = EU created.


    Basically, this means only running water counts, and it only matters up to 10 blocks.


    With that calculation, the left power plant works at full strength and give 1.2 EU/t, while the right one is pretty ineffective (actually non-functioning as the water is still, but could be made to work decently if you really want that look by removing the bottom layers of water sources).


    What do people think? Is it something for the official mod, something for an addon, or something that's just up the walls crazy?


    What do you people think?

    Thanks for answering! Yeah, the change to only flowing water is easy, it's the other bit I find a bit tricky ;) Well now, I wasn't JUST going to limit the max - water mills are far too weak as they are. My plan is to increase the power gain from each block to 0.03 instead of 0.4 and maxing it out to 10 blocks - so max power goes from .25 to .4, and you can pack them a bit closer. So they're a little more efficient than solar panels, but require much more setup and space. That's the idea anyways. It's for a medium-tech steampunkish server where geothermals will be nerfed and nuclear and solars both banned, so I figured I'd give water mills a little boost.


    I'm having issues though, as I don't really know how to program... Or rather, the decompilation/recompilation part. I'm not bad at learning languages, just bad at getting my computer to do what I want. Trying to get a working decompiler/recompiler yesterday resulted in having to format the disc because Java just crapped itself and couldn't be reinstalled... Oh well. I'll just post the idea in the suggestions area and hope someone wants to do it as an addon or something, that I could download.

    Hiyo! Soon starting up a server, and wanted to change a little in the
    mechanics of some IC items, just for that server. Specifically, I'd like to
    alter the water mill to count running water blocks rather than all
    water blocks, and to limit how many waterblocks/how much power you could
    get from it. I think I can figure out how to do the modding in
    question, but I wonder two things:




    1. Will such a change require clients to have a modded version as well,
    or will calculations like that reside with the server? (Since no block
    id's and such are changed I figured it might be possible)


    2: Am I allowed to do that on a server other people can access, or have the creators of IC forbidden modifications?




    If this thread is against the forum rules (didn't seem so but might be an unwritten one), please lock it.


    Thanks for any help