I think the macerating charcoal being a bad idea simply because it lets you grow diamonds, is one of the silliest things ever. Have any of you heard of SCRAP BOXES????? Far more OP than macerating charcoal, hands down. Lets you get anything, for a rather low power cost, along with a bunch of dirt, or possibly even wood, cobble, or any of the other things you have too much of. If you are using buildcraft as well, it is not that hard to create an automated scrap factory, so freecheap diamonds for EVERYONE!
Posts by Ranakastrasz
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A clever person would install that new buildcraft/industrialcraft converter, and use power teleport pipes
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Now if only there was some kinda of intuitive explanation for this that anyone could figure out easily... the current mechanic is not obvious, and the EU reader does not help.
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checking the ground in a 5x5 area would make so much lag, its not even funny.
True... I wonder if that is part of the reason that windmills/waterwheels lag so much...
I think that a 5x3x3 prism, where if the ground is close enough, it would get extra lift. That would be far less blocks to scan, so I think more applicable.
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Hmm, Actually, It appears that you need a few more buckets to maintain a Mark 5 reactor below splosion point. Specifiaclly, it takes ~4.1 buckets per second, so it takes a few more people than I thought. Regardless, It would be a bit silly to be able to safely run a mark 5 reactor 100% of the time. The buckets are actually very powerful, ice a bit less so, as they do many times the work of a coolant cell.
Actually, I think I would like the reactor to be able to consume multiple loads of water/ice, unless that is already enabled (wasnt last I checked)
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Yes it can, it just requires either 2-3 people bucketing water really fast, someone with a kill-switch, or buildcraft automatic cooling system. It is fine as is.
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It is every free create new textures for the addon
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I will make the cube modifiable (x, y, z)....Enery cost not really balance
True, the energy cost is hard to balance. I think that it should still use the defined cost in the config per block created (unless not placed, due to a block in the way) and allow the cost to be highly configurable, possibly deducted every second, rather than every tick, so as to allow semi-fractional values (1 would be it used 0.05 Eu/tick/block F.e)
Or, the equation could use lower energy per block with massive block counts.
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maybe they should add some fixes to the jetpacks for instance: hovering should be toggled by the activate suit key (lctrl) rather than me hurting my hand trying to reach for h
hovering should be able to be toggled on the floor
the electric jetpack should not be limited to a height of 85, cos i fly up, then fall down, then fly up etc.
otherwise, it should have an improved hover mode, where you dont lose height gradually, move up with space, and move down with shiftany thoughts?
I agree that the option to change the hotkey from H to control should be possible, except for one issue. Minecraft does not allow hotkey collosions. I hate this, as I have the sprint mod installed, which disabes the ability to sprint by double-tapping the forward key, but I cant bind it to shift since the nano-suit already takes that, even though they are the same ability.
Hovering is supposed to be able to be toggled at all times you have a jetpack on, not just when you are holding the spacebar. This is a bug.
The electric jetpack is intended to be less effective than the fuel jetpack. Hence it's height limit somewhat makes sense. It is quite practicle in caverns atm, but not so much elsewhere.
I disagree with the improved hover mode.As a note, I wish the jetpack height used an equation that takes into account both the height from bedrock. as well as the distance to the ground in a 5x5 circle (and in the case of the walls being close, probably ignore those blocks, or use player height) so as to make it semi-effective on mountain tops, or tall buildings, but only because it has something close to push against.
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Oh, one more thing about cube mode. It seems to use the wrong amount of energy, as in way too little. Also, I think it should be a rectangular prism, rather than a pure cube, so it can more reasonably fit other shapes of structures.
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I think vanilla minecraft should limited food stacks (excluding cookies) to 16, since it is quite ridiculous how much you can currently carry. If that was the case, I think canned food would work fine, as long as it boosted hunger rather than hp.
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laser = useless end of story
I agree. It really needs redesigned. It is not useful for anything at all. You cannot use it for mining effectively, it uses far too much power for any of the reasonably effective modes, the scatter mode just makes a huge mess and does not help, low focus could be nice to take out ores quickly, except it doesnt work for that. It is not a ranged weapon, since it wreaks the terrain, holy everything...
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Due to the fact that we can create matter from energy, some resources have to disappear to somewhere or the universe will eventually be too cramped.
:p
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electric wrench ignore break chance and always dismount machine without any loss.
True, however the mechanic is still a problem.
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Name: Machine Drop tweak
Description:
You have these machines you can place, and have to be removed by a special tool, the wrench. Using any other tool results in you getting the base machine block back, without any of the additional goodies. The wrench will give you the machine back fine, but does not always work, and sometimes gives you a machine block back anyway. Failed Dissembling , whether from an explosion, a drill, or a fumbled wrench (which is impossible actually use *right* due to the random chance part) results in a permanent resource loss. I am of the belief that the machines have their default minecraft drop set to just drop a machine block, and if a wrench is used, it drops the actual machine. Is there anything that prevents the drop from being the resources used to create said machine? It should drop the resources that make up the recipie, as in 3 glass, 3 coal dust, 2 wires, and a generator in the case of a solar panel, and so on. This would prevent this unavoidable loss of resources, while making it merely an incovinience.
Alternatively, a config option to disable wrench breaking would certainly help, although not ideal (in the case that basic minecraft mechanics prevent this, as I do not think at the moment any block can drop multiple item types)
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What is the reasoning for having Wall and Wall+90 degree mode, if you have deflector mode? It looks an awful lot like you can do everything with just deflector mode, just by leaving the length or width at zero. Am I incorrect?
Actually, Unless the power equation only takes into account blocks that are filled with air, then I suppose that the wall modes would take less power.
I think that with a Left and right Length, width, and height option, Non-centered shields would be possible, and those three options could easily be merged into one option.
Also, would it be possible for you to add a method to cast a shadow in the field, to make, say, a hole in a part of the field, or is it intended to be activated when under siege or similar only, and hence No-one goes in or no-one goes out (cube mode mainly only)
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I thought that you could pump lava into geothermal generators with this buildcraft support. My dreams of epic thermal farms have been crushed D: Please make this atleast an optional thing, id do it myself, but i dont have the slightest idea how
Wrong thread. Regardless, without the API hooks, It is unlikely to be possible to make an addon to do this. I would note that buildcraft has an addon that allows filling of buckets, maybe you could make a clever system using that.
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What does deflector do? Also, Depth seems to be Height, and Height doesn't seem to make any changes. Am I doing something wrong?
Deflector appears to be the cube setup, while the other two only allow planes. It seems kinda superfluous however, so I'm not sure why it is set up that way.
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Watermills need buff and windgens need a nerf (i got 16 windgens making as much as a nuclear reactor...)
Nulcear power generation is relative, the comparison is meaningless, unless you actually say the output of said nuclear reactor. (in which case why not just say the output?)
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Unless the actual power deducted while active is not displayed, the cost to maintain the field is not correct. as long as you do not make blocks that the field overlaps invulnerable/unwalkable (which I do not think is possible, but ought to be so anyway lol)
Also, I do not see any point to the capacitor considering that the energy cost limit for activation happens to be how much energy the generator is receiving, hence how could it ever go down? (unless you place both the generator and mfsu touching, and accidentally disable the mfsu via the switch on the generator)
Perhaps allow no limit, but require a 100% full capacitor to activate the field? (meaning if all the power is drained, it would turn off till recharged fully)Also, from the other thread, I would think the idea of, the field uses rather low energy to maintain, much less than it does now, but would also drain extra each time it creates a block, as well as more when it damages a mob/is blocking an entity/is being hit by a tool (which it ought to be impossible to break with any tool unless drained, and possibly take damage depending on the tool, like nano-saber being most powerful)