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    posted a message on Railcraft 9.2.2.0
    Covert : what is wrong with a config option to disable the crafting of vanilla rail (the kind the alloy furnace recognizes) with steel/refined iron/bronze.

    This would not at all make steel pointless, there's every other kind of rail that you add.

    Back in the bukkit days (obviously this problem has existed for 6+ months now) server admins would solve it by disabling the meltdown recipe for rail in the server configuration for the bukkit port of redpower.

    Regardless, you can't have a fair game where people can dupe items. And if both modders refuse to fix the problem, someone has to code a hack to fix it.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Problem : In conjunction with the "melt down" recipes from the redpower alloy furnace, you can dupe iron by making vanilla track with steel then melting it down.

    I'm aware that the source of the problem is the redpower alloy furnace, however, Eloraam has in the past categorically said that adding a config to what it can melt is not her problem, and she will not do it.

    Would you please add an option to the railcraft configuration to change the recipe for vanilla track so that iron can't be duped? I could not find any options other than "vanilla track recipes" which I assume just makes the rolling machine useless.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Ok listen up : here's why perfect transmutations are bad. Look, if you lose nothing, then that means that (assuming you are using a crafting table mod so it doesn't take more than 1 click) there's no reason to even look through all of your chests if you need something. Just grab a stack of something transmutable that gives enough "points" for what you want from the FIRST chest you find, and bam you have what you want.

    It totally destroys most of the gameplay. Oh noes, I am low on gold/diamonds/iron. But rather than possibly think about going out and getting some more of what I am missing, I'll just use what I DO have to get what I want. There's 0 consequences...if you burn up all your iron to make gold, you can always make the iron back if you find some gold later.

    Losses in the conversions make this a debate. Maybe I should transmute some gold from this iron I have here (or diamonds or whatever). Then again, maybe I can trade for some gold or go mine for some or find it in another chest. Since I'll have less total "points" to work with if I transmute, there's an incentive to not waste resources.

    I think that for starters any transmutation should have a 25% loss. The final product should have 3/4 the EMC value of what you put into it (for ONE transmutation step)

    Maybe this is balanced, maybe it isn't. The overworld sand/dirt/cobble conversions are fine, however.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    I personally simply hate the idea of "lossless" transmutations in general. That is, if it takes 8 iron to get 1 gold, then it should take 1 gold should give about 6 iron. This way, you lose some in each direction. This prevents a player from freely swapping anything for anything without having to thinkg about it.

    Another thing that ought to be fixed : 2-3 iron for an ender pearl (or vice vesa) is absolutely terrible. First of all, if you have iron, getting an ender pearl is HARD. You have to grind on endermen for hours and hours to get just 12 for opening an ender gate. And second, once you do get an ender gate open, ender pearls become a dime a dozen and it's trivial to get stacks of them. Receiving a mountain of iron in return is imbalanced.

    It ought to be a ratio something like 4 iron blocks = 1 ender pearl and 8 ender pearls = 1-2 iron.

    Maybe this mod isn't as OP as it used to be, but it is still not yet the paragon of balance compared to other mods.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Yeah, where's the source? Both of the streams I know about are down right now.

    The server in question only has about 6-10 people on it at once. Also, because of horrificly inefficient code in one of the mods, it runs at a very slow tick rate. So it would be unsurprising that no one has gotten around to testing frames.

    Also, there's the player skill factor. Most of these modders are fairly n00bish at using their own mods (from watching the video and seeing how they do things). Direwolf20, who does nothing but play new mods full time is especially poor at it. (he would be a n00b on the server I play on)
    Posted in: Minecraft Mods
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    posted a message on Factorization 0.8.108
    Using lead for wire is not the greatest idea. Silver is a much better conductor, and copper is almost as good.

    I assume the reason why the early recipes in the mod use lead is because it's easier to work with? It feels like this mod tries to be more realistic than Industrialcraft.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    EE 101 : A Capacitor Resists changes in Voltage.

    Eloraam gave high voltage wire a very high internal capacitance. This means it strongly resists the efforts of the power source to increase it's internal voltage to operating levels. However, it will also resist strongly if a strong load tries to reduce voltage below operating levels. So yeah, if you disconnected the power source, the attached machines would run until the voltage after the transformer got below 60V. The rest of that energy in the wire is a sunk cost, you can't use that energy ever. If you break the cable, the energy will vanish.

    In the D20 video, you can see several thousand watts of power flowing into the cable to charge it up, with only a tiny trickle coming out the bottom.

    This is of course not realistic : real life wire does have a capacitance, but the amount of energy stored is negligible compared to the magnitude of the load the wire handles.

    Eloraam could probably "cheat" and make newly placed wire start at 55 volts. Since nothing can use a voltage below 60 V, this "free energy" would not be usable by anything. And the wire would start working almost right away. Or she may think of another solution.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Heh. I know that Blutricity is modeled as D/C, so in that video it was pretty amusing to see CPW being like "uh...transformers don't work on DC..."

    I'll just assume those transformers are more complicated than they look, or that it's actually AC power modeled as DC.

    Still, that huge amount of capacitance was pretty ridiculous. Real power nets using real electricity take what, milliseconds to stabilize? I hope she can find a work around to this problem. Direwolf 20 was gathering the right data, he just didn't understand what he was reading. The problem is that the HV line at the top was receiving over 1000 watts, and only outputting about 5 watts at the bottom for a long time, until it finally filled up it's internal capacitance.

    LOL. My proposed solution over a year ago would work. All those wire segments need to share the same memory address so that there isn't capacitance or cellular automation - electricity would be instantaneous like the real thing.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Can someone link a specific DW20 SMP video where some of the new stuff is covered? The ones I found are old.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from malfunctionMC

    the manager is a logistics system, it combines features of the regulator, sorting machine and retriever and will pull items it needs from other chests with managers installed, send overflow out to other chests in the network, and controls the level of items in the associated inventory.


    So basically it removes the need for the retrievulator (a block from a third party mod that fixes the limitation that retrievers have in that they are very cantakerous and cannot maintain a specific ratio of items in the output chest without a lot of complexity)
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Hey, Sillybits. Help me out here. What will the new "Manager" do?
    Posted in: Minecraft Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Alright, so I watched a livestream of the latest beta. Here's what I saw/heard :

    Apparently, instead of Taint, there's flux. It isn't as destructive as taint, so this mod is more friendly for SMP servers with a decent number of players on them. (since you won't be able to grief the landscape so easily).

    I saw a golem. it's about 1/3 the height of the player, and has a great animation and is quite "cute". It very much fits the spirit of the mod.

    In terms of usefulness, apparently they can be assigned to specific in game inventories, and told to carry specific items back and forth between them. So I think you could, say, assign it to take ore out of a chest and take it to the furnace, and take finished products out of the furnace and back to the chest. Basically, instead of using filters and timers and redpower tubes (or BC pipes) you have magically animated creatures running around doing the same task. Epic if it works, and IF it is relatively CPU efficient. If 100 golems bring a multiplayer server to a crawl, they will have to be banned.

    One way to make the golems CPU efficient would be to make the algorithm that they use to search inventories uses hashes and caching, and to have the pathfinding algorithm the golems use for moving between inventories run only once. It would save a cached path between locations, and if and only if a block on that path has changed will it rerun the pathing algorithm.

    Golems should not be able to collide with each other, because minecraft collision checks are extremely inefficient.

    Anyways, if they are efficient and versatile it'll be pretty epic to do all your auto crafting and auto processing with an army of golems running around.
    Posted in: WIP Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Hey, I've heard info about a bunch of new stuff, but I can't find more information.

    Manager block : what post / Direworlf 20 video describes this?
    Sortron : ditto (though I saw it on Lex's livestream)
    Windmill : I hear there are 1 or even 2 kinds of windmill. Any more info? Are they better than solars? (but super bulky obviously).
    Transformers : I heard it was in a direwolf20 video? I popped over to his youtube channel, but he was still playing 1.2.5.

    Other new stuff?As for communicating between computers : I just use dedicated bundled cable lines. I have the sending computer wait for a particular color to turn off which means the receiving computer has received and acknolwedged the signal. I would use a separate dedicated bundled cable to send the other direction. Each permutation of 16 colors represents a different "word". (225 words available)

    I've never needed that many discrete signals, however, because I'm generally playing legit and I have a specific goal in mind. For example, for my multi-engined frame ship, the "master" computer on the main ship tells the slave computer on the secondary ship the direction to travel in and how many blocks to go. I only needed 12 words in this case. (6 cardinal directions, and 4 special words specific to the functions of this vehicle)
    Posted in: Minecraft Mods
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    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Immibis, you seem to be ignoring me. Is this on purpose or did you not read my posts?
    Posted in: Minecraft Mods
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    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Greg : if you use mag tubes, 5-10 second time delays would be fine. If you aren't using mag tubes, there's your problem.

    Summing up multiple stacks is an obvious thing to add in a rewrite of the retrievulator code.

    Another thing I'd like to do that isn't in the retrievulator directly is to figure out a way to make the retriever jammer item self destruct. Or, at the minimum, make sure that when a retrievulator is broken is will not drop retriever jammers.
    Posted in: Minecraft Mods
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