Posts by Ranakastrasz

    Personally I think it ought to just fix the sound (add a lower volume constant sound when it is cycling), or take the same method it used to have in IC1, where it waited for enough power to do a whole cycle (One item processed) before starting) which I imagine would not do a good job deafening people. (I might actually reenable sounds then, and not smell burning rubber SCREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEECCCHH)

    That automated cactus farm looks like a better and better idea.


    This isn't supposed to be grindcraft; it's supposed to be fun. You want people sweeping solar cells all the time in a compressed time simulation? That's not fun, that's crazy.


    So you think that sweeping your solar array once every ~8 days is grinding? What, How can you possibly use a nuclear reactor, you actually have to replace the uranium cells every 8 days, That is outrageous!

    ]I missed the old clay recipe from IC1... using a diminished version of it now with Custom Recipes that includes Water Cells interchangeably with Water buckets...


    And a paint bucket would be neat to have. It could go well with massive painting projects on huge, metropolitan like buildings on SMP maps.


    (Speaking of which, would a vertical 'snow' like block be possible to implement for virtually any paint-able surface? I know that would diminish the use of CF, but the drawback of these blocks could be to be erodible by water and rain...)


    +1 on clay recipe. I certainly would love to use it again, but unlike you I cant use custom recipes, since it doesn't work multiplayer.


    As for those paint blocks, I have a mod (I think it was evil minecraft, not sure) that removed mossy cobblestone, and replaced it with moss, which was placed on top of cobblestone as a seperate block, and it rendered on those blocks.

    Name: Normalize Iron Furnace and Basic Generator Cost


    Description:


    Back in Ic1, the Iron furnace could be made two ways,
    With 7 iron around a cobblestone furnace, or 8 iron.


    A generator could be made with a machine (8 iron), a battery, and a cobblestone furnace (8 cobble)
    or 3 iron, an iron furnace, and a battery.


    This gives the variable costs (including total crafts required, due to an argument in the old deleted thread about it being fair to get an advantage by crafting more times) of


    pure iron furnace for generator - 11 iron, battery, 3 crafts.
    Impure iron furnace for generator - 10 iron, 8 cobble, battery, 4 crafts.
    Machine generator - 8 iron, battery, 8 cobble, 3 crafts.


    So obviously making it from a machine was by far the most efficient method. I also thought that an easy way to make it (mostly) consistent, would be to make the generator via iron furnace use +1 iron instead of 3, OR make the iron furnace take 5(6) iron instead of 7(8)


    Now, in IC2, The cost of the base generator has been altered.
    You can make an iron furnace from 8 iron, or 5 iron and a cobble furnace.
    You can make a machine from either an Iron furnace, 1 iron, and a battery, OR you can use a cobble furnace, a machine, and a battery.



    pure iron furnace for generator - 9 iron, battery, 3 crafts.
    Impure iron furnace for generator - 6 iron, 8 cobble, battery, 4 crafts.
    Machine generator - 8 iron, battery, 8 cobble, 3 crafts.


    This makes me think, Wait what? The costs of both the impure iron furnace and the iron furnace-> generator have been reduced by two iron each, meaning that suddenly, the impure iron furnace recipie is best now, and is still not consistent (a +- 1 iron would be fine, as long as the other resources cover it)


    So I would propose that this is fixed. Increasing the cost of the impure iron furnace to use 7 iron would make them almost identlcal, and make it so that the recipie path you take would not matter, as you would pay (almost) the same amount each time.


    I realize this is not considered an actual bug, and hence it is been recreated in the suggestion forums, instead of the bug forums

    Eh, Personally I just wish cells were either cheaper, or were not used up when used. Didnt we use to have batteries that would spit out of the MFE everywhere when you charged em up in a stack back in IC1, and make a huge mess without a chest next to it? Why not do that for cells?


    With a totally full inventory, and full armor, it takes 5k energy per block.


    1k + 100*4 (armor) + 100 * 36 (9 * 4 is inventory) = 1k + 400 + 3600 = 5k.


    So your estimate is a bit high.


    Somehow however, I thought it took the square-root of the distance, making it far more efficient at higher ranges, but apparently I was either mistaken, or it was changed.

    I think someone ought to make an *electric everything* addon, where everything from fishing poles, to hoes, to treetaps, (yes I know fishing pole and treetap exist already) flint&tinder, bow&arrow (acts similarly with a lower damage cap, and uses energy, like a combat mining laser that wont wreak your scenery, but also has lower damage) or whatever other degradable tools exist that are not yet electrified.

    It would make a better handheld device, and really a far better version of the two scanners we currently have.


    As for X-Ray, This is different, in that it is actually using resources, rather than you getting it for free, and hence feels a lot less like cheating.

    Name: Secondly Power ticks
    Description:I would suggest that energy be generated and transferred across wires once a second, instead of once per tick. I have several reasons for this.


    Pros:


    -Makes the values easier to understand for newer players, which often do not know what a tick is.
    -Reduces processing load, as less calculations have to be done per tick, (except for every twentieth tick) allowing for more power blocks to be added before the game becomes unplayable.
    -Allows formally fractional generation or transfer rates to be possible, as half 1 one is 0.5, but half an EU isn't possible, and hence is just rounded down, while with it being secondly, it would be 20, and half is 10, so being an integer, no data has to be lost. Also allows the wire resistance to be applied more smoothly, as f.e a copper cable would lose 6 Eu/block, except that as your standard coal-based generator would be sending 100 Eu/second instead of 5, it would still average out.
    -Easier to time, as, just like the Nuclear generator, which would naturally be synced with the power as a result, You can easily determine exactly what is going on, and get the exact right number of pulses with the EU-Reader.


    Cons:
    -Power storage would overflow 20x as high as it does now.
    -Energy display is less smooth (unless the gui display smooths it via some function to get the display using previous second and this second, along with weighing them somehow)
    -Cable resistance will be effectively slightly higher, as the un-taxed length would be shorter. However, this could easily could be a good thing, making solar power a bit more difficult to use.

    Why not just use buildcraft? Well, you could, but note that hooking up 12 or so macerators to MAYBE match one induction furnace is a bit extreme, as is properly splitting the materials right. So we have rotery macerators. That seems to be the idea of this mod, adding faster & better versions of the basic machines, modeled on the induction furnace. So I see no real reason not to add a recycler, possibly with ~8 input slots, for the same reason.