Does there exist an invisible entity that absorbs and destroys MRU nodes in your mod? I ask because I was trying to place a hopper over a magician table (near my soon-to-be-constructed MRUECU chamber) to see if I could feed things into it but the hopper wouldn't place.
WAILA showed an EC3 mru entity node but it was completely invisible, even to the monocle and Mover Tier 2. Anyways, I disregarded that.
When it came time to complete my MRUECU chamber, I trekked about 400m away to the nearest node, found a pure one, and moved it to my base. As I pulled it close to the MRUECU chamber. *poof*. It just disappeared.
UPDATE: I noticed some chaos blocks appear sometime later and the (previously) disappeared node manifested itself as a mixed blue-red node. I moved the node into my MRUECU chamber and was able to get it running.
Does there exist an invisible entity that absorbs and destroys MRU nodes in your mod? I ask because I was trying to place a hopper over a magician table (near my soon-to-be-constructed MRUECU chamber) to see if I could feed things into it but the hopper wouldn't place.
WAILA showed an EC3 mru entity node but it was completely invisible, even to the monocle and Mover Tier 2. Anyways, I disregarded that.
When it came time to complete my MRUECU chamber, I trekked about 400m away to the nearest node, found a pure one, and moved it to my base. As I pulled it close to the MRUECU chamber. *poof*. It just disappeared.
No, there is no such thing. I believe that you've encountered a weird glitch, where your client thinks, that the size of an MRUCU is infinitely small(maybe even 0) and you can't see it as a result. It still remains fully functional though.
And your second node had probably merged with the one of 0 size you've disregarded and also now has it's size as 0 for your client. It still should exist though - WAILA can help you with that. I will fix the bug at one moment, once I figure out why the datawatcher misfunctions...
Hi there, I am having a bit of an issue with the wind tablet, i have used at least 15 stacks of wind related things to get the full name but all i can get is the first 2 words for the life in me it will not go any further, also the wind rune doesn't seem to have made any difference. is this a bug or my client/server?
Nope. You just should try further. You might also want to take all baubles affecting wind of you - there are some that will negate you getting wind relations. Lastly, the wind archmage's armor gives more wind relations.
No, you can't discharge MRU storage items.
In EC3 on it's own there is no way to transfer MRU between dimensions.
EssentialThaumaturgy has an MRU Dimensional Transceiver.
The radiation potion effect is harmless, unless you stand next to the device emitting it for ~2 minutes.
Many people confuse the negative effects with this potion effect. You only get the potion effect if you are standing next to some working devices, and all it does is damages you for 25% of your health randomly if it's level is 2 or more(the level of the potion effect increases the longer you stay next to a working device). It does nothing more.
MRUCUs are what can screw you up. They emmit radiation, unless properly contained (MRUCU Enrichment Chamber will work). Though in order to get the weakest of possible effects you would need to stay near a pretty big and unbalanced MRUCU for around 30 minutes...
You can just play with the mod somewhere, where the person you are playing with will not get affected - 12 blocks is the radius of MRUCU radiation, so you can simply build a special EC3 room somewhere close to your base
Thanks for the info, I'll probably build a power source a bit farther away and use some ray towers to get it where I need it.
On that note, I had a hard time figuring out the ray towers. I was expecting to place one near the power source, and another where you needed it (> 16 blocks away) and link them up with a bound gem. Maybe something should be added to the book stating they need to be chained?
Thanks for the info, I'll probably build a power source a bit farther away and use some ray towers to get it where I need it.
On that note, I had a hard time figuring out the ray towers. I was expecting to place one near the power source, and another where you needed it (> 16 blocks away) and link them up with a bound gem. Maybe something should be added to the book stating they need to be chained?
They pretty much work the same way as any other MRU storing device does - the book says, that all MRU devices can only accept power from 16 blocks. Ray towers also do fit in 'all MRU devices' category
I have a quick suggestion for Buffed Tools. If this is in the wrong place please let me know! I seem to have an issue with auto-crafting with Logistics Pipes on anything that Buffed Tools applies to. Normally NBD, but when other recipes rely on a tool it seems to drive the system nuts. The Crafting Pipe won't grab the item out of the crafting table. I figured a quick and easy fix would be instead to add the option in the config for the tool effect to only take place on a shift click craft instead of it's current setup. I don't know if this would work or not, but I figure there is some data being tagged to the item to cause LP to be unable to recognize it. I really love the mods here and would hate to have to remove one! Gimi a heads up if it's a quick easy fix, or if I've lost my mind and should look to approach it a different way.
They pretty much work the same way as any other MRU storing device does - the book says, that all MRU devices can only accept power from 16 blocks. Ray towers also do fit in 'all MRU devices' category
Fair enough, the point is taken
I have been playing with the storage core for a few days, and while it is a bit performance heavy (takes up 2ms of the total 20ms tick time for the storage module, and one more for the core according to Opis), it works quite well. The MRU gauges on all the devices are a bit odd (sometimes empty, sometimes full) but that's minor.
There is one issue with it that I'm getting, however. When travelling far enough away so the chunk it is in unloads, and going back after, the screen module will be blank. I have set up a pipe to pull the main bound gem out of the core (the one that supplies the MRU) and loop it back in. I have to hit the button to pull the gem out a couple times before everything connects back up and the screen starts displaying the items again. While the screen is not showing items, new items can still be put in through shift-click or the slot in the corner.
The storage core, modules, power source, and ray tower chain are all chunk loaded. Using the latest version of EC3 and DummyCore (4.6.1710.63 and 1.13) with Forge V. 10.13.4.1448
I have a quick suggestion for Buffed Tools. If this is in the wrong place please let me know! I seem to have an issue with auto-crafting with Logistics Pipes on anything that Buffed Tools applies to. Normally NBD, but when other recipes rely on a tool it seems to drive the system nuts. The Crafting Pipe won't grab the item out of the crafting table. I figured a quick and easy fix would be instead to add the option in the config for the tool effect to only take place on a shift click craft instead of it's current setup. I don't know if this would work or not, but I figure there is some data being tagged to the item to cause LP to be unable to recognize it. I really love the mods here and would hate to have to remove one! Gimi a heads up if it's a quick easy fix, or if I've lost my mind and should look to approach it a different way.
I'm just catching a generic Forge's onCrafted event to attach NBT data to the tool. The shift-click mechanics is actually a bug in forge - the event is not being called upon shift-clicking. It's weird that LP calls this event, but I can see the logic behind that. There needs to be a check for the player that is crafting the item.I will fix that when I will start working on BT and TA again.
I have been playing with the storage core for a few days, and while it is a bit performance heavy (takes up 2ms of the total 20ms tick time for the storage module, and one more for the core according to Opis), it works quite well. The MRU gauges on all the devices are a bit odd (sometimes empty, sometimes full) but that's minor.
Yep, the storage is pretty performance heavy, since it needs to re-calculate the list of items laying in all attached inventories every tick to prevent dupes.
There is one issue with it that I'm getting, however. When travelling far enough away so the chunk it is in unloads, and going back after, the screen module will be blank. I have set up a pipe to pull the main bound gem out of the core (the one that supplies the MRU) and loop it back in. I have to hit the button to pull the gem out a couple times before everything connects back up and the screen starts displaying the items again. While the screen is not showing items, new items can still be put in through shift-click or the slot in the corner.
The storage core, modules, power source, and ray tower chain are all chunk loaded. Using the latest version of EC3 and DummyCore (4.6.1710.63 and 1.13) with Forge V. 10.13.4.1448
Just open the GUI of the Storage Module to force server->client sync which is not being performed since you've unloaded the chunks the device is in. I can and will fix that.
Currently I am testing the new DC, and once I am sure it is stable enough I will probably update all DT mods, including EC3, TA, BT and mods like ET and TB.(lots of acronyms, huh? ;))
I'm just catching a generic Forge's onCrafted event to attach NBT data to the tool. The shift-click mechanics is actually a bug in forge - the event is not being called upon shift-clicking. It's weird that LP calls this event, but I can see the logic behind that. There needs to be a check for the player that is crafting the item.I will fix that when I will start working on BT and TA again.
I see, Still glad I could bring a potential enhancement/fix to light. For now I'll just have to craft some things by hand. Thanks for the speedy response!
What affect does the size of an MRUCU have? I've used both tiny and large ones for my MRUCUEC 'battery' and it doesn't seem to make a difference. Does it only affect how often corruption appears? In that case, smaller would be better which is sort of counter-intuitive.
Also I tried creating an MRUCU by throwing a diamond at an emerald block, and found it only works if you are a good distance away from an already-existing MRUCU. If you toss diamonds on a block that is too close to an MRUCU, it just gives you radiation and nothing appears. The new node immediately becomes absorbed by the old one, growing it in size (mine became gigantic before I realized what was going on!). Just wanted to point that out in case it wasn't intended. It would also be nice if this information was found in the research book somewhere.
What affect does the size of an MRUCU have? I've used both tiny and large ones for my MRUCUEC 'battery' and it doesn't seem to make a difference. Does it only affect how often corruption appears? In that case, smaller would be better which is sort of counter-intuitive.
Also I tried creating an MRUCU by throwing a diamond at an emerald block, and found it only works if you are a good distance away from an already-existing MRUCU. If you toss diamonds on a block that is too close to an MRUCU, it just gives you radiation and nothing appears. The new node immediately becomes absorbed by the old one, growing it in size (mine became gigantic before I realized what was going on!). Just wanted to point that out in case it wasn't intended. It would also be nice if this information was found in the research book somewhere.
Thanks!
MRUCU size only affects the chance of corruption. It is only counter-intuitive if you call it a Node - a Node is usually something good. The book, however, explicitly says that MRUCU is a Concentration of Bad, Unstable MRU. This way it is not counter-intuitive.
The feature with a diamond on an emerald block is intended - you can grow your MRUCUs that way(though I do not know why would you want to do so).
I made a soul stone by throwing an emerald on an emerald block, but when I right-click it, it keeps saying my matrix is neutral/untouched. Also, when I use Blood Magic to infuse it, it stubbornly keeps saying I have 0 life points, even though I have exactly 1M in my network (one full Master Blood orb.)
Is there a mod interaction that could be causing this issue, or am I doing something else wrong?
I believe that the BM's integration simply will not read your data on client - maybe WayOfTime has changed something, or that might have been that way always. I will fix that.
Your matrix is supposed to be neutral unless you have changed it by using a attuned MRUMP.
Interesting, thanks for the info. I'll include that in a future video.
While I'm here, I've posted two more tutorial videos to my channel.
Learning EC3 Part 2: MRUCUEC (The Battery)
Learning EC3 Part 3: Tier 1 MRU Generators
I also found out in Part 3 that the heat generator seems to be bugged. The version using netherrack is supposed to generate MRU at 4 MRU/t, the fire version 8 MRU/t, and lava 16 MRU/t. In the video, burning a piece of coal in the netherrack configuration gives 9600 MRU total at 6 MRU/t. With the fire configuration it yields only 6400 MRU and reads 4 MRU/t. The lava version makes around 20,000 MRU at the correct 16 MRU/t. So the fire version actually makes less MRU than the netherrack version! According to the book it should be better.
I'll keep trying to make a video per week on this mod.
I have a complaint about the Magical Enchanting Table. I made my library far away from the MRUECU and tried using a Ray Tower to send MRU to the table, but when I tried enchanting a set of Wind Boots, the table would use up it's own internal MRU buffer and keep draining MRU out of my ECU chamber, but not enchant the boots. When I moved the table closer to the ECU and drew energy directly out of that, then the table's buffer would remain full and the enchantment would work.
It seems that Ray Tower is not providing MRU fast enough and because the table needs all the MRU in one go, the enchantment will fail while still sucking MRU out of the ECU.
Can that behavior be changed so that the table can work even when being fed by a Ray Tower?
Interesting, thanks for the info. I'll include that in a future video.
While I'm here, I've posted two more tutorial videos to my channel.
Learning EC3 Part 2: MRUCUEC (The Battery)
Learning EC3 Part 3: Tier 1 MRU Generators
I also found out in Part 3 that the heat generator seems to be bugged. The version using netherrack is supposed to generate MRU at 4 MRU/t, the fire version 8 MRU/t, and lava 16 MRU/t. In the video, burning a piece of coal in the netherrack configuration gives 9600 MRU total at 6 MRU/t. With the fire configuration it yields only 6400 MRU and reads 4 MRU/t. The lava version makes around 20,000 MRU at the correct 16 MRU/t. So the fire version actually makes less MRU than the netherrack version! According to the book it should be better.
I'll keep trying to make a video per week on this mod.
Thanks for your reviews!
The fire is supposed to be worse than netherrack, I just forgot to change ghe numbets in the book :derp:
Also, in your latest video the slowness effect happened because of EC3's player corruption, and while you were showing either the heat genetator or the natural furnace you've obtained another one - the chat had a corresponding message. You might currently have 3 effects of all 3 levels of EC3's corruption, and you might wang to either clear them in creative using the Soul Pentacle's GUI+Shift click, or you might actually talk about them in your video(the pentacle is located in the enderstar section)
I have a complaint about the Magical Enchanting Table. I made my library far away from the MRUECU and tried using a Ray Tower to send MRU to the table, but when I tried enchanting a set of Wind Boots, the table would use up it's own internal MRU buffer and keep draining MRU out of my ECU chamber, but not enchant the boots. When I moved the table closer to the ECU and drew energy directly out of that, then the table's buffer would remain full and the enchantment would work.
It seems that Ray Tower is not providing MRU fast enough and because the table needs all the MRU in one go, the enchantment will fail while still sucking MRU out of the ECU.
Can that behavior be changed so that the table can work even when being fed by a Ray Tower?
The enchanter draws MRU based on the level you are enchanting the item for. However, your problem should not happen - the enchanter should not not reset the progress if it runs out of MRU.
Ah ha! That makes sense, because before recording that video I was messing with MRUCU's elsewhere and I made a gigantic red one that must have corrupted me while standing nearby. So the corruption effect not only breaks blocks and creates corrupted blocks but also latches onto players too? So even when far away from the corruption source I still get status effects? I'll have to make a video on corruption now that I have a source of it.
Ah ha! That makes sense, because before recording that video I was messing with MRUCU's elsewhere and I made a gigantic red one that must have corrupted me while standing nearby. So the corruption effect not only breaks blocks and creates corrupted blocks but also latches onto players too? So even when far away from the corruption source I still get status effects? I'll have to make a video on corruption now that I have a source of it.
You can think of player corruption as of TC's warp - it is something, that sticks to you and stays with you forever(unless you remove it ofc). Standing next to MRUCU can harm you. The chance is based on both the size of MRUCU(the lower - the lesser the chance is) and it's balance(the closer to 1.0 the lesser the chance). EC3 has both armor and baubles to protect you from MRUCU corruption. Proper containment also helps - the better the material between MRUCU and Player there is - the lesser the chance. The materials are listed in the MRUCUEC research. Though usually if you are simply playing with EC3 you would need to stay afk around your MRUCU for around an hour to get the most basic negative effect... It however escalates quickly since the most basic corruption effects usually are 'lowering player's corruption resistance' or 'player's corruption grows on it's own' <- this one you most likely have.
Open the spoiler below in case you want to know how exactly the system works.
Basically the player has a hidden internal number, that indicates the amount of radiation you currently have(do not mix with radiation from Hoanna, totally 2 different things). If there is a player within 12 blocks of any MRUCU it will try to increase that number, as long as it is not a pure one. It will first form a generic number, let's say for example of 100, then it will divide it based on it's size - using our 100 example, a half-sized MRUCU will give us 50 as a result. Then it will divide that number even more based on it's balance. If our MRUCU is at it's maximum size, but has it's balance around 1.5 or 0.5 using 100 as an example we would have around 50. Then it basically checks for all blocks between itself and the player and gets their resistance. Air has 0, vanilla blocks are assumed to be 1, and some EC3's blocks have specific values - you can know them from the book, the MRUCUEC section. The biggest resistance value is stored(note, the resistance values are not combined, so making multiple layers of protection will do nothing), and then it is a 1/n chance, where n is our number to increase the player's internal radiation storage by our number. Lastly, the player's armor and baubles MRU resistance values are also used to calculate the final value, which is stored for our player. Full MHS suit will effectively fully protect you.
Now, periodically(I believe it is once per 5 minutes) a simple script is performed - with a n% chance(where n is your radiation value/max radiation value) it gets a random corruption effect from a possible effect pool, where the lower the effect's cost is the higher the chance of selecting it, but it will never select an effect you currently have. It then takes that effect and attaches it to you, and also lowers your radiation amount by the 'cost' of the effect. The effects that cost the least are those 'lowering player's corruption resistance' or 'player's corruption grows on it's own', and the highest are much more nasty - this way the corruption builds from harmless -> annoying -> bad ->horrible the longer you ignore simple protection steps.
Those effects are sticky - they stay with you forever unless you remove them with a Soul Pentacle, and randomly do something. You have seen the slowness effect, for example.
The effects are divided into 3 tiers - each requires the Soul Pentacle of a respective tier or greater to be removed. The lower tier effect has lower cost and not as bad effects as the higher does.
Tier 1 is your body damage - the slowness is a great example. Mostly harmless yet annoying effects lay there.
Tier 2 is your mind damage - the great example would be an effect that randomizes the position of items in your inventory - they are extremely annoying.
Tier 3 is your Matrix damage - those effects are actually harmfull and can kill you. The only exception - the 'player's corruption grows on it's own' effect is in tier 3 despite being mostly harmless. Some good examples of tier 3 effects would be 'you take damage when exposed to sun', 'you take damage in water' or even 'you are given a constant wither effect in the nether'. Though the last example is almost impossible to obtain legit - it just requires your internal radiation number to be almost at it's maximum, which most likely will never happen.
With guns it is a little different - they simply increase your internal radiation number as long as you take damage from one. The amount is based on the damage of the gun - getting killed with a sniper rifle that deals ~100 damage would most likely give you around 40% of the maximum value straight!
In the Soul Pentacle's GUI the bar below the player is that exact internal number displayed, so you can keep track of the radiation inside yourself.
The enchanter draws MRU based on the level you are enchanting the item for. However, your problem should not happen - the enchanter should not not reset the progress if it runs out of MRU.
I'll try it again, this time letting the boots sit in the table for a much longer amount of time after the internal buffer empties.
Quick and possibly dumb question. How do you charge the guns? It's not explained in the book as far as I can tell.
You charge them exactly the same way as any other item that contains MRU - via either the Charging Chamber or if you have any MRU storage item in your inventory the gun will pull MRU from it
Does there exist an invisible entity that absorbs and destroys MRU nodes in your mod? I ask because I was trying to place a hopper over a magician table (near my soon-to-be-constructed MRUECU chamber) to see if I could feed things into it but the hopper wouldn't place.
WAILA showed an EC3 mru entity node but it was completely invisible, even to the monocle and Mover Tier 2. Anyways, I disregarded that.
When it came time to complete my MRUECU chamber, I trekked about 400m away to the nearest node, found a pure one, and moved it to my base. As I pulled it close to the MRUECU chamber. *poof*. It just disappeared.
UPDATE: I noticed some chaos blocks appear sometime later and the (previously) disappeared node manifested itself as a mixed blue-red node. I moved the node into my MRUECU chamber and was able to get it running.
No, there is no such thing. I believe that you've encountered a weird glitch, where your client thinks, that the size of an MRUCU is infinitely small(maybe even 0) and you can't see it as a result. It still remains fully functional though.
And your second node had probably merged with the one of 0 size you've disregarded and also now has it's size as 0 for your client. It still should exist though - WAILA can help you with that. I will fix the bug at one moment, once I figure out why the datawatcher misfunctions...
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Nope. You just should try further. You might also want to take all baubles affecting wind of you - there are some that will negate you getting wind relations. Lastly, the wind archmage's armor gives more wind relations.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Thanks for the info, I'll probably build a power source a bit farther away and use some ray towers to get it where I need it.
On that note, I had a hard time figuring out the ray towers. I was expecting to place one near the power source, and another where you needed it (> 16 blocks away) and link them up with a bound gem. Maybe something should be added to the book stating they need to be chained?
They pretty much work the same way as any other MRU storing device does - the book says, that all MRU devices can only accept power from 16 blocks. Ray towers also do fit in 'all MRU devices' category
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
I have a quick suggestion for Buffed Tools. If this is in the wrong place please let me know! I seem to have an issue with auto-crafting with Logistics Pipes on anything that Buffed Tools applies to. Normally NBD, but when other recipes rely on a tool it seems to drive the system nuts. The Crafting Pipe won't grab the item out of the crafting table. I figured a quick and easy fix would be instead to add the option in the config for the tool effect to only take place on a shift click craft instead of it's current setup. I don't know if this would work or not, but I figure there is some data being tagged to the item to cause LP to be unable to recognize it. I really love the mods here and would hate to have to remove one! Gimi a heads up if it's a quick easy fix, or if I've lost my mind and should look to approach it a different way.
Fair enough, the point is taken
I have been playing with the storage core for a few days, and while it is a bit performance heavy (takes up 2ms of the total 20ms tick time for the storage module, and one more for the core according to Opis), it works quite well. The MRU gauges on all the devices are a bit odd (sometimes empty, sometimes full) but that's minor.
There is one issue with it that I'm getting, however. When travelling far enough away so the chunk it is in unloads, and going back after, the screen module will be blank. I have set up a pipe to pull the main bound gem out of the core (the one that supplies the MRU) and loop it back in. I have to hit the button to pull the gem out a couple times before everything connects back up and the screen starts displaying the items again. While the screen is not showing items, new items can still be put in through shift-click or the slot in the corner.
The storage core, modules, power source, and ray tower chain are all chunk loaded. Using the latest version of EC3 and DummyCore (4.6.1710.63 and 1.13) with Forge V. 10.13.4.1448
I'm just catching a generic Forge's onCrafted event to attach NBT data to the tool. The shift-click mechanics is actually a bug in forge - the event is not being called upon shift-clicking. It's weird that LP calls this event, but I can see the logic behind that. There needs to be a check for the player that is crafting the item.I will fix that when I will start working on BT and TA again.
Yep, the storage is pretty performance heavy, since it needs to re-calculate the list of items laying in all attached inventories every tick to prevent dupes.
Just open the GUI of the Storage Module to force server->client sync which is not being performed since you've unloaded the chunks the device is in. I can and will fix that.
Currently I am testing the new DC, and once I am sure it is stable enough I will probably update all DT mods, including EC3, TA, BT and mods like ET and TB.(lots of acronyms, huh? ;))
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
I see, Still glad I could bring a potential enhancement/fix to light. For now I'll just have to craft some things by hand. Thanks for the speedy response!
What affect does the size of an MRUCU have? I've used both tiny and large ones for my MRUCUEC 'battery' and it doesn't seem to make a difference. Does it only affect how often corruption appears? In that case, smaller would be better which is sort of counter-intuitive.
Also I tried creating an MRUCU by throwing a diamond at an emerald block, and found it only works if you are a good distance away from an already-existing MRUCU. If you toss diamonds on a block that is too close to an MRUCU, it just gives you radiation and nothing appears. The new node immediately becomes absorbed by the old one, growing it in size (mine became gigantic before I realized what was going on!). Just wanted to point that out in case it wasn't intended. It would also be nice if this information was found in the research book somewhere.
Thanks!
MRUCU size only affects the chance of corruption. It is only counter-intuitive if you call it a Node - a Node is usually something good. The book, however, explicitly says that MRUCU is a Concentration of Bad, Unstable MRU. This way it is not counter-intuitive.
The feature with a diamond on an emerald block is intended - you can grow your MRUCUs that way(though I do not know why would you want to do so).
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
I believe that the BM's integration simply will not read your data on client - maybe WayOfTime has changed something, or that might have been that way always. I will fix that.
Your matrix is supposed to be neutral unless you have changed it by using a attuned MRUMP.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Interesting, thanks for the info. I'll include that in a future video.
While I'm here, I've posted two more tutorial videos to my channel.
Learning EC3 Part 2: MRUCUEC (The Battery)
Learning EC3 Part 3: Tier 1 MRU Generators
I also found out in Part 3 that the heat generator seems to be bugged. The version using netherrack is supposed to generate MRU at 4 MRU/t, the fire version 8 MRU/t, and lava 16 MRU/t. In the video, burning a piece of coal in the netherrack configuration gives 9600 MRU total at 6 MRU/t. With the fire configuration it yields only 6400 MRU and reads 4 MRU/t. The lava version makes around 20,000 MRU at the correct 16 MRU/t. So the fire version actually makes less MRU than the netherrack version! According to the book it should be better.
I'll keep trying to make a video per week on this mod.
I have a complaint about the Magical Enchanting Table. I made my library far away from the MRUECU and tried using a Ray Tower to send MRU to the table, but when I tried enchanting a set of Wind Boots, the table would use up it's own internal MRU buffer and keep draining MRU out of my ECU chamber, but not enchant the boots. When I moved the table closer to the ECU and drew energy directly out of that, then the table's buffer would remain full and the enchantment would work.
It seems that Ray Tower is not providing MRU fast enough and because the table needs all the MRU in one go, the enchantment will fail while still sucking MRU out of the ECU.
Can that behavior be changed so that the table can work even when being fed by a Ray Tower?
Thanks for your reviews!
The fire is supposed to be worse than netherrack, I just forgot to change ghe numbets in the book :derp:
Also, in your latest video the slowness effect happened because of EC3's player corruption, and while you were showing either the heat genetator or the natural furnace you've obtained another one - the chat had a corresponding message. You might currently have 3 effects of all 3 levels of EC3's corruption, and you might wang to either clear them in creative using the Soul Pentacle's GUI+Shift click, or you might actually talk about them in your video(the pentacle is located in the enderstar section)
The enchanter draws MRU based on the level you are enchanting the item for. However, your problem should not happen - the enchanter should not not reset the progress if it runs out of MRU.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Ah ha! That makes sense, because before recording that video I was messing with MRUCU's elsewhere and I made a gigantic red one that must have corrupted me while standing nearby. So the corruption effect not only breaks blocks and creates corrupted blocks but also latches onto players too? So even when far away from the corruption source I still get status effects? I'll have to make a video on corruption now that I have a source of it.
You can think of player corruption as of TC's warp - it is something, that sticks to you and stays with you forever(unless you remove it ofc). Standing next to MRUCU can harm you. The chance is based on both the size of MRUCU(the lower - the lesser the chance is) and it's balance(the closer to 1.0 the lesser the chance). EC3 has both armor and baubles to protect you from MRUCU corruption. Proper containment also helps - the better the material between MRUCU and Player there is - the lesser the chance. The materials are listed in the MRUCUEC research. Though usually if you are simply playing with EC3 you would need to stay afk around your MRUCU for around an hour to get the most basic negative effect... It however escalates quickly since the most basic corruption effects usually are 'lowering player's corruption resistance' or 'player's corruption grows on it's own' <- this one you most likely have.
Open the spoiler below in case you want to know how exactly the system works.
Basically the player has a hidden internal number, that indicates the amount of radiation you currently have(do not mix with radiation from Hoanna, totally 2 different things). If there is a player within 12 blocks of any MRUCU it will try to increase that number, as long as it is not a pure one. It will first form a generic number, let's say for example of 100, then it will divide it based on it's size - using our 100 example, a half-sized MRUCU will give us 50 as a result. Then it will divide that number even more based on it's balance. If our MRUCU is at it's maximum size, but has it's balance around 1.5 or 0.5 using 100 as an example we would have around 50. Then it basically checks for all blocks between itself and the player and gets their resistance. Air has 0, vanilla blocks are assumed to be 1, and some EC3's blocks have specific values - you can know them from the book, the MRUCUEC section. The biggest resistance value is stored(note, the resistance values are not combined, so making multiple layers of protection will do nothing), and then it is a 1/n chance, where n is our number to increase the player's internal radiation storage by our number. Lastly, the player's armor and baubles MRU resistance values are also used to calculate the final value, which is stored for our player. Full MHS suit will effectively fully protect you.
Now, periodically(I believe it is once per 5 minutes) a simple script is performed - with a n% chance(where n is your radiation value/max radiation value) it gets a random corruption effect from a possible effect pool, where the lower the effect's cost is the higher the chance of selecting it, but it will never select an effect you currently have. It then takes that effect and attaches it to you, and also lowers your radiation amount by the 'cost' of the effect. The effects that cost the least are those 'lowering player's corruption resistance' or 'player's corruption grows on it's own', and the highest are much more nasty - this way the corruption builds from harmless -> annoying -> bad ->horrible the longer you ignore simple protection steps.
Those effects are sticky - they stay with you forever unless you remove them with a Soul Pentacle, and randomly do something. You have seen the slowness effect, for example.
The effects are divided into 3 tiers - each requires the Soul Pentacle of a respective tier or greater to be removed. The lower tier effect has lower cost and not as bad effects as the higher does.
Tier 1 is your body damage - the slowness is a great example. Mostly harmless yet annoying effects lay there.
Tier 2 is your mind damage - the great example would be an effect that randomizes the position of items in your inventory - they are extremely annoying.
Tier 3 is your Matrix damage - those effects are actually harmfull and can kill you. The only exception - the 'player's corruption grows on it's own' effect is in tier 3 despite being mostly harmless. Some good examples of tier 3 effects would be 'you take damage when exposed to sun', 'you take damage in water' or even 'you are given a constant wither effect in the nether'. Though the last example is almost impossible to obtain legit - it just requires your internal radiation number to be almost at it's maximum, which most likely will never happen.
With guns it is a little different - they simply increase your internal radiation number as long as you take damage from one. The amount is based on the damage of the gun - getting killed with a sniper rifle that deals ~100 damage would most likely give you around 40% of the maximum value straight!
In the Soul Pentacle's GUI the bar below the player is that exact internal number displayed, so you can keep track of the radiation inside yourself.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
I'll try it again, this time letting the boots sit in the table for a much longer amount of time after the internal buffer empties.
Quick and possibly dumb question. How do you charge the guns? It's not explained in the book as far as I can tell.
You charge them exactly the same way as any other item that contains MRU - via either the Charging Chamber or if you have any MRU storage item in your inventory the gun will pull MRU from it
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};