Posts by Ranakastrasz


    There's your answer. You can farm pumpkins. Basically, EE devalues anything of importance. IMO, you might as well just use TMI at that point.


    The pumpkin part I might agree with, but I would note that you have to manually harvest anything other than cactus manually, unless you make a nice large pistion setup (which will actually take quite a long time to pay for itself) unless you are manually picking those pumpkins. All of the biogical objects have relatively low values, and honestly, it is not all that different from burning your metric-ton of sugarcane, powering a mass-fabricator (possibly boosted with scrap made from MORE sugarcane, cactus, or whatnot) and making diamonds that way. Hey, you might as well TMI that as well, since you are getting that for *free*, Because you clearly did not put any effort at all into setting up that automated system, right?


    Oh, and considering you sometimes Mine, which also clearly requires no work, especialyl when you use a quarry or miner, That must also be cheating, or the same as TMIing, after all, You are getting it for *free*, no work on your part, right?


    /sarcasm


    But in all reality, most content mods are nicely balanced in their own reality, but when you add too many together, you can get fun loops of abuse that let you get free materials, (I think it was like, Take gold, turn to glowstone, to cobble, to gold ore, macerate, smelt, get 2 gold bars, etc) which is expected, because maceratior design implies that two bars can be gotten from one piece of ore, while Equivalent exchange says that a gold bar is equal to gold ore plus some energy, so you can easily see where this loop comes from. Its fine with only EE, and fine with only industrialist, and build-craft is quite nice, since it does not add much aside from automation capabilities.

    Purely on the food part, I would say simply reducing food stack sizes (aside from cookies) to 4-8, would make canned food quite useful, since you would be unable to carry tons of it around anymore.

    Assuming I have the diamonds, and the charging bench addon (cant live without it, invaluable micromangement reduction) you just have a few of those in the bench charging, and when you want to *recharge*, you just drop your dead one in, and take your fresh one out. Unless multiplayer and sharing, 2 is plenty.

    Gotta agree with that.
    Given energy exchange between nether and world is either impossible (SSP) or difficult (SMP) any sort of "transport energy with a block activating upon using a nether portal" (which would yet again be a pain to code, if even possible) can actually be replaced by just carrying 36 Lapotron Crystals, don't you agree?


    But what if we want to transfer more than 36 million worth of power over about 10 seconds?

    Name: Wrenching Nuke Deletes nukes.


    Description: Not sure what else to describe, aside from commenting that this might be some leftover code from when vanila allowed collection of tnt via punching, where before nukes could be dismantled and recollected via wrenches. This would make senes, except you don't get the nuke back.

    Tools be able to more quickly damage the forcefield, namely using the strength of a tool vs, I think, Leaf, glass, soulsand (or did he fix that?) and so on (where swords are fastest, and higher tier materials are also faster) with nano-saber able to destroy it VERY fast.


    (Im imagining that you would want fields to be cheap to maintain, or at least manageable, even at massive sizes, but when under siege, to deplete the reserves very rapidly, especially from specific anti-force-field weapons, namely the nano-saber. So a simple cost of 1 field energy per tick per block, which can let you maintain some Massive field generators with ease, even via a few coal-based generators, but when under siege, you dang better have a full MFSU there to back it up, or it will melt fast, and then, well...

    The Basic treetap gets 16 uses. I have no idea how many uses the electric tree tap or iron tree tap in this mod gets, but It sounds like it is FAR more.


    For comparison, the wrench also gets 16 uses (or 160 rotate uses), and the electric wrench gets 20(0) uses.


    So depending on how many uses the iron tree-tap gets compared to the wooden one, Ought to be increased by an additional 25%, for the electric one. I think around 64 uses for the iron one, giving 80 for the electric one, would be reasonable.

    I know you were kidding about all the other stuff but would you add the ability to macerate charcoal? It would be so helpful and you would not have to tear apart your world as much to look for coal.


    Basically, he is saying that all of those other things are as bad as allowing the maceration of charcoal, regardless of how you limit it.


    I know for one I will never use fuel, because it is useless. Aside from it still wasting tin (less than before, but still is), it uses up valuable coal (because you cannot macerate charcoal, remember?) and honestly, that tin would go to way better use in geothermal power (lava has less uses than coal after all)

    8| Ok you have found a nice major Bug Ranakastrasz THX Is now at number one of my Bug to fix list.


    add to features List : Rebuild breaking blocks cost 10* x Energy cost peer second . * can be defined in the config


    Any way to detect failed Tnt?


    How about costing that when turning field on to start with?


    Also, costing an extra 1 eu/tick when someone is pounding on the field seems a bit low, although since you are not really expected to get through it with your fist, I suppose that makes sense.


    Increase block break rate via tools, up to *instant-dig' (or very nearly) with a nano-saber? (since that weapon is designed to get through nano-suits and quantum suits, both of which use force-fields for defence)

    Just wait for Red Power 2 to release frames. Those will do a lot more than just a TBM, and Eloraam has been extremely good at writing reliable, rock solid coded mods.


    Oh yea, Me too. All I have to say is I hope that those machines he added use Bluetricity to work however in the release, so as to make them less, uhm, Free to use. I mean Block breaker can be used to make an automatic cobble-stone farm, at no cost once set up, Actually, any of those block manipualtors use nothing to activate when set up. Now, Depending on how frames work, We might be able to make a Factory that expands permenently.

    I was trying to do an experiment with a stable power source, that is just barely capable of substaining the field (using prerelease), to see if breaking blocks had any effect (was unable to tell due to this bug). I had a ton of difficulty, but kinda managed it, by settting the consumption to 20 (per second I think, to match ticks), but was able to substain, with a solar panel, 5 field blocks. interestingly, I could increase that all the way to 20 blocks, with no more power generation.


    It would drain the capaciter, but as long as the core was being fed, it would stay active. If I toggled the core off and on, It would reactive, and flicker, possibly as the field energy hit -10 energy every cycle. So I think the fail algoritm is a bit off atm, and it does not work quite as intended. However, it keeps changing how it works, and I am unable to get it to do the same thing each time, it seems to keep changing it's behavior.


    It appears that I can sustain, stably (before energy decay occurs) 5 field blocks, which takes 100 power (due to 20/block) which translates to 10 Eu/second, meaing 1/2 EU/t incput. However, I was using a solar panel, meaning I ought to have been getting 1 EU/t, meaning 20 per second, 200 field power, which is twice what I got. So I would request some nice numbers in the UI telling power drain, power income rate, both total on the core, and local on the projectors (not sure how to display when we have inhibitors used however, that makes it a bit more complex)


    Also, I cannot see anything wrong with the Directional-projector extender. It seems to work fine to me.

    Sorry, Wrong mod. Its the bridge block mod,
    http://www.youtube.com/watch?v=gw7PNhk8v3U
    And apperently is not updated for the latest version. Also, Apperently it may be implemented into official minecraft at some point


    Didn't the forcefield zap you? I thought of making a mob grinder floor with a small one hoping the items would survive. Never got to test it yet though.


    Also about the drawbridge, rs running over / into the spawner block makes it extend as much space / blocks are available, missing rs starts retracting. Needs to be supplied with some EU to do either. Spawned blocktype maybe settable by giving it a stack into a slot in it's gui?
    And since I don't know if you meant a joint-point lifting drawbridge (x| x/ x_) or a simplified version with just works like a piston magazine combo in one block (x- x-- x---). If the latter please also vertical placement to allow huge gates :D
    I'd say go for huge gates, it wouldn't be far off of IC's feel ^^


    Kinda, The Ic1 forcefield It would certainly try to suffocate you, due to (I think) being a 'solid' block with a lesser collision size. However, the force-field addon for Ic2, would not, It is far more customizable, and seriously, just try it out, it works fine, and like would, like I said, be a High tech bridge.


    not a bug is a feature :D is to prevent because of the blocks would be placed on the force field a little unrealisticsch. For example, a torch


    Im not so sure. After all, You cant place torches on glass, but you can easily vaporize it at Point blank range with a mining laser, so Its apperently not that hard to do. I just think that being able to right click there ought to be possible, since it does interfere with certain other actions as well.