Is it possible to know how much matter is being produced per tick by the reactor's decomposers? or how long it takes certain items to be processed? cobble for example.
Trying to figure out how big i can make the anomaly before the usage rate passes the production.
Is it possible to know how much matter is being produced per tick by the reactor's decomposers? or how long it takes certain items to be processed? cobble for example.
Trying to figure out how big i can make the anomaly before the usage rate passes the production.
The decomposer speed should be (log(1+matter)^2) * 80 * (speed upgrade)
The 80 is the default but can be changed in the config as the decomposer speed per matter.
The decomposer speed should be (log(1+matter)^2) * 80 * (speed upgrade)
The 80 is the default but can be changed in the config as the decomposer speed per matter.
I feel dumb for not understanding that. But thanks for the quick reply, i'll just keep testing in a creative world, Thank you =)
I have been trying to figure out if it has a function and i have been searching all over but i can't find anything. I have tried to use the scout ship and things but they just disappear when i use them.
yep in 1.7.10 they are still WIP but that might not be the case for the 1.8.9 version
The Meaning of Life, the Universe, and Everything.
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This mod is both one of the most awesome, and most infuriating, mods that I have ever used.
Some of the features, like the android system and the weapons, are amazing and beauttiful, but others are a little less perfect.
Just for instance, I don't understand how to use a single thing in the buildings and ships tabs in my creative inventory, and as far as I can tell not a single one of those things shows up on the wiki, in the data pad, or on google at all.
Furthermore, the star map seems to be a pretty major feature, but is it entirely decorational or what? In all my experimentation I've been able to zoom in and zoom out a bit. This seems like an aweful lot of effort if there's no way to visit other planets, and both ship items seem to talk about doing exactly that, but if there is a way I'm not finding it. It certainly looks like there is one also because NEI's deta dumps clearly show two dimensions registered to this mod, but again, no sign ingame of any method of visiting either, and then the main page of the website/wiki thing doesn't list that as a feature, which it probably would if it was a thing, but then the bottom of the getting started section says something about ruling the galexy as father and son so-
Augh, anyway, the point is, what I've figured out so far is some of the coolest things I've ever seen in a mod, and I want more, and the documentation could not be less clear about the rest, or if there even is a rest, if you tried. Although to be fair the weapons, androidism, and matter networking are really well documented in several places.
I'm just wondering what I'm missing and if there's any easy way to explain it. Thanks, and keep up the great work~
This mod is both one of the most awesome, and most infuriating, mods that I have ever used.
Some of the features, like the android system and the weapons, are amazing and beauttiful, but others are a little less perfect.
Just for instance, I don't understand how to use a single thing in the buildings and ships tabs in my creative inventory, and as far as I can tell not a single one of those things shows up on the wiki, in the data pad, or on google at all.
Furthermore, the star map seems to be a pretty major feature, but is it entirely decorational or what? In all my experimentation I've been able to zoom in and zoom out a bit. This seems like an aweful lot of effort if there's no way to visit other planets, and both ship items seem to talk about doing exactly that, but if there is a way I'm not finding it. It certainly looks like there is one also because NEI's deta dumps clearly show two dimensions registered to this mod, but again, no sign ingame of any method of visiting either, and then the main page of the website/wiki thing doesn't list that as a feature, which it probably would if it was a thing, but then the bottom of the getting started section says something about ruling the galexy as father and son so-
Augh, anyway, the point is, what I've figured out so far is some of the coolest things I've ever seen in a mod, and I want more, and the documentation could not be less clear about the rest, or if there even is a rest, if you tried. Although to be fair the weapons, androidism, and matter networking are really well documented in several places.
I'm just wondering what I'm missing and if there's any easy way to explain it. Thanks, and keep up the great work~
The explanation is that he hasn't implemented those features fully yet. People keep complaining about it not working when it isn't even supposed to work yet! In all honesty he should just remove the features for the releases and just keep it to a testing build. Either that or put a notice on the wiki for it saying the features aren't implemented.
The explanation is that he hasn't implemented those features fully yet. People keep complaining about it not working when it isn't even supposed to work yet! In all honesty he should just remove the features for the releases and just keep it to a testing build. Either that or put a notice on the wiki for it saying the features aren't implemented.
That doesn't feel too likely to me, since the things have been in here since a long time ago, and because on page 8 or so, somebody said that they'd figured out how to use them, but I'm willing to believe it.
I certainly agree though that the wiki should have a section simply labeled 'partially implemented' with a list of all the things that don't really work yet.
Also, on a slightly externel subject, the spawning of the space ships is pretty choppy. I often need to leave and reenter a world for more than simply the sign-panels and androids. Not wholly sure what can be done, but surely someone else has opensource code about how they spawn in structures to look at...
That doesn't feel too likely to me, since the things have been in here since a long time ago, and because on page 8 or so, somebody said that they'd figured out how to use them, but I'm willing to believe it.
I certainly agree though that the wiki should have a section simply labeled 'partially implemented' with a list of all the things that don't really work yet.
Also, on a slightly externel subject, the spawning of the space ships is pretty choppy. I often need to leave and reenter a world for more than simply the sign-panels and androids. Not wholly sure what can be done, but surely someone else has opensource code about how they spawn in structures to look at...
The star map is indeed not implemented yet. It was started a long time ago, but that doesn't mean it's finished. The starmap is quite a big project and I'm just one guy. It needs to overcome a lot of problems. Like the loading of planets for clients and servers, planet updating ext. The galaxy is quite huge with more than 2k starts each having from 1 to 4 planets. They can't be updated or loaded just by brute force. As for removing the map that would take a lot of effort I'm not willing to put in just so people are not confused by things that can only be obtained in creative.
The star map is indeed not implemented yet. It was started a long time ago, but that doesn't mean it's finished. The starmap is quite a big project and I'm just one guy. It needs to overcome a lot of problems. Like the loading of planets for clients and servers, planet updating ext. The galaxy is quite huge with more than 2k starts each having from 1 to 4 planets. They can't be updated or loaded just by brute force. As for removing the map that would take a lot of effort I'm not willing to put in just so people are not confused by things that can only be obtained in creative.
I might suggest looking at the RFTools mod, as it handles a lot of dimensions well, but even then this still certainly does seem like a lot of work. I certainly don't want the stuff removed, I'd just like, say an entry that shows a list of incomplete items in the data pad and on the wiki.
Anyway, great work so far, and you should add "Jarvis" to the list of possible rouge android names
The Meaning of Life, the Universe, and Everything.
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I myself, and I think others too, would not mind if you depreciated the star map into an aesthetics block for the time being. It could have three different viewing parts, one of the galaxy, second being the current star map, and three would be the Sol system and you could alternate through by right clicking. Also, for one of the final 1.7.10 versions of the mod, a bit of a slight overhaul for the android which could add more diversity and compatibility with other major mods.
Android Benefits:
Immune to poison, wither, and radiation/toxic things added by superheroes unlimited, IC2, Galacticraft and its addons.
Immune to curses from witchery and some of the negative effects added by Ars Magica 2.
Can not drown or suffocate. Suffocate includes not taking damage when stuck in blocks like how superheroes unlimited did it and does not need air in the superheroes unlimited space dimensions or the galacticraft space.
Has a passive minor fire resistance just like superheroes unlimited and witchery's vampire clothing. This could also be implemented as a modification in the android station.
Same as before with having the battery instead of hunger.
Immune to weakness, blindness, nausea, slowness, mining fatigue, and are not attacked by rogue androids unless provoked and are ignored by undead mobs (Zombies, skeletons, etc.) unless provoked.
Has protection from vampires and werewolves from witchery or this could be a modification that you could add in the android station.
Does not have thirst, temperature, or sanity changes added by enviromine.
2 hearts and a bit of natural armor is added per piece of android part being installed.
Android Negatives:
Can not use poppets from witchery.
Can not become a werewolf or vampire from witchery.
When using the blood magic blood alter, blood is drawn from you battery at rf a tick to blood.
Needs power to stay alive like before.
Sinks in water like before.
Glitches out when damaged like before.
When at low power, HUD and view may glitch out and speed and mining speed is lowered depending on battery remaining.
Can not receive positive buffs like before.
Android mods in the android station changes:
The mods are divided into three categories: Offense, Defense, and Utility. More mods are added to each category such as blast suppression to reduce explosive damage, strength enhancements to increase melee damage, internal storage using quantum compression and matter plasma, and being able to increase the levels of enhancements/modifications more such as making speed and nanobots go up to level 5 rather than four, and something that can increase base swim speed and jump height.
I myself, and I think others too, would not mind if you depreciated the star map into an aesthetics block for the time being. It could have three different viewing parts, one of the galaxy, second being the current star map, and three would be the Sol system and you could alternate through by right clicking. Also, for one of the final 1.7.10 versions of the mod, a bit of a slight overhaul for the android which could add more diversity and compatibility with other major mods.
Android Benefits:
Immune to poison, wither, and radiation/toxic things added by superheroes unlimited, IC2, Galacticraft and its addons.
Immune to curses from witchery and some of the negative effects added by Ars Magica 2.
Can not drown or suffocate. Suffocate includes not taking damage when stuck in blocks like how superheroes unlimited did it and does not need air in the superheroes unlimited space dimensions or the galacticraft space.
Has a passive minor fire resistance just like superheroes unlimited and witchery's vampire clothing. This could also be implemented as a modification in the android station.
Same as before with having the battery instead of hunger.
Immune to weakness, blindness, nausea, slowness, mining fatigue, and are not attacked by rogue androids unless provoked and are ignored by undead mobs (Zombies, skeletons, etc.) unless provoked.
Has protection from vampires and werewolves from witchery or this could be a modification that you could add in the android station.
Does not have thirst, temperature, or sanity changes added by enviromine.
2 hearts and a bit of natural armor is added per piece of android part being installed.
Android Negatives:
Can not use poppets from witchery.
Can not become a werewolf or vampire from witchery.
When using the blood magic blood alter, blood is drawn from you battery at rf a tick to blood.
Needs power to stay alive like before.
Sinks in water like before.
Glitches out when damaged like before.
When at low power, HUD and view may glitch out and speed and mining speed is lowered depending on battery remaining.
Can not receive positive buffs like before.
Android mods in the android station changes:
The mods are divided into three categories: Offense, Defense, and Utility. More mods are added to each category such as blast suppression to reduce explosive damage, strength enhancements to increase melee damage, internal storage using quantum compression and matter plasma, and being able to increase the levels of enhancements/modifications more such as making speed and nanobots go up to level 5 rather than four, and something that can increase base swim speed and jump height.
Much of the changes have been made in the 1.8.9 and soon in the 1.9 versions of MO but communications with other mods will be kept at a minimum. Especially complex mechanics like the witchery stuff. I will leave it to their respective mod developers to decide if they want to add MO support.
So you are done with 1.7.10 ? You left the mod not done on 1.7.10 and with missing textures .. Just wondering if you still plan on working on 1.7.10 ?
May I ask what does the "Overclock" enchantment do?
it increases the damage dealt by MO weapons
Is it possible to know how much matter is being produced per tick by the reactor's decomposers? or how long it takes certain items to be processed? cobble for example.
Trying to figure out how big i can make the anomaly before the usage rate passes the production.
The decomposer speed should be (log(1+matter)^2) * 80 * (speed upgrade)
The 80 is the default but can be changed in the config as the decomposer speed per matter.
I feel dumb for not understanding that. But thanks for the quick reply, i'll just keep testing in a creative world, Thank you =)
yep in 1.7.10 they are still WIP but that might not be the case for the 1.8.9 version
Is there a config option to let good potion effects work?
There is an option to enable all potion effects
Thank you. Great job on the quick reply.
hold Right Click.
i saw the 1.8.9 builds dire said hes gonna get a rf using mod in forgecraft very soon
any connections?
Frustrated with a mod and need help?, Then click here
sans avatar i get it before you just go out and yell undertale fanboy at me tell me 1 good reason why that's terrible
if it's too lighthearted the game gets more dark and serious in the later parts and genocide
Nope
This mod is both one of the most awesome, and most infuriating, mods that I have ever used.
Some of the features, like the android system and the weapons, are amazing and beauttiful, but others are a little less perfect.
Just for instance, I don't understand how to use a single thing in the buildings and ships tabs in my creative inventory, and as far as I can tell not a single one of those things shows up on the wiki, in the data pad, or on google at all.
Furthermore, the star map seems to be a pretty major feature, but is it entirely decorational or what? In all my experimentation I've been able to zoom in and zoom out a bit. This seems like an aweful lot of effort if there's no way to visit other planets, and both ship items seem to talk about doing exactly that, but if there is a way I'm not finding it. It certainly looks like there is one also because NEI's deta dumps clearly show two dimensions registered to this mod, but again, no sign ingame of any method of visiting either, and then the main page of the website/wiki thing doesn't list that as a feature, which it probably would if it was a thing, but then the bottom of the getting started section says something about ruling the galexy as father and son so-
Augh, anyway, the point is, what I've figured out so far is some of the coolest things I've ever seen in a mod, and I want more, and the documentation could not be less clear about the rest, or if there even is a rest, if you tried. Although to be fair the weapons, androidism, and matter networking are really well documented in several places.
I'm just wondering what I'm missing and if there's any easy way to explain it. Thanks, and keep up the great work~
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
The explanation is that he hasn't implemented those features fully yet. People keep complaining about it not working when it isn't even supposed to work yet! In all honesty he should just remove the features for the releases and just keep it to a testing build. Either that or put a notice on the wiki for it saying the features aren't implemented.
That doesn't feel too likely to me, since the things have been in here since a long time ago, and because on page 8 or so, somebody said that they'd figured out how to use them, but I'm willing to believe it.
I certainly agree though that the wiki should have a section simply labeled 'partially implemented' with a list of all the things that don't really work yet.
Also, on a slightly externel subject, the spawning of the space ships is pretty choppy. I often need to leave and reenter a world for more than simply the sign-panels and androids. Not wholly sure what can be done, but surely someone else has opensource code about how they spawn in structures to look at...
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
The star map is indeed not implemented yet. It was started a long time ago, but that doesn't mean it's finished. The starmap is quite a big project and I'm just one guy. It needs to overcome a lot of problems. Like the loading of planets for clients and servers, planet updating ext. The galaxy is quite huge with more than 2k starts each having from 1 to 4 planets. They can't be updated or loaded just by brute force. As for removing the map that would take a lot of effort I'm not willing to put in just so people are not confused by things that can only be obtained in creative.
I might suggest looking at the RFTools mod, as it handles a lot of dimensions well, but even then this still certainly does seem like a lot of work. I certainly don't want the stuff removed, I'd just like, say an entry that shows a list of incomplete items in the data pad and on the wiki.
Anyway, great work so far, and you should add "Jarvis" to the list of possible rouge android names
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
I myself, and I think others too, would not mind if you depreciated the star map into an aesthetics block for the time being. It could have three different viewing parts, one of the galaxy, second being the current star map, and three would be the Sol system and you could alternate through by right clicking. Also, for one of the final 1.7.10 versions of the mod, a bit of a slight overhaul for the android which could add more diversity and compatibility with other major mods.
Android Benefits:
Immune to poison, wither, and radiation/toxic things added by superheroes unlimited, IC2, Galacticraft and its addons.
Immune to curses from witchery and some of the negative effects added by Ars Magica 2.
Can not drown or suffocate. Suffocate includes not taking damage when stuck in blocks like how superheroes unlimited did it and does not need air in the superheroes unlimited space dimensions or the galacticraft space.
Has a passive minor fire resistance just like superheroes unlimited and witchery's vampire clothing. This could also be implemented as a modification in the android station.
Same as before with having the battery instead of hunger.
Immune to weakness, blindness, nausea, slowness, mining fatigue, and are not attacked by rogue androids unless provoked and are ignored by undead mobs (Zombies, skeletons, etc.) unless provoked.
Has protection from vampires and werewolves from witchery or this could be a modification that you could add in the android station.
Does not have thirst, temperature, or sanity changes added by enviromine.
2 hearts and a bit of natural armor is added per piece of android part being installed.
Android Negatives:
Can not use poppets from witchery.
Can not become a werewolf or vampire from witchery.
When using the blood magic blood alter, blood is drawn from you battery at rf a tick to blood.
Needs power to stay alive like before.
Sinks in water like before.
Glitches out when damaged like before.
When at low power, HUD and view may glitch out and speed and mining speed is lowered depending on battery remaining.
Can not receive positive buffs like before.
Android mods in the android station changes:
The mods are divided into three categories: Offense, Defense, and Utility. More mods are added to each category such as blast suppression to reduce explosive damage, strength enhancements to increase melee damage, internal storage using quantum compression and matter plasma, and being able to increase the levels of enhancements/modifications more such as making speed and nanobots go up to level 5 rather than four, and something that can increase base swim speed and jump height.
Much of the changes have been made in the 1.8.9 and soon in the 1.9 versions of MO but communications with other mods will be kept at a minimum. Especially complex mechanics like the witchery stuff. I will leave it to their respective mod developers to decide if they want to add MO support.