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[1.6.4/1.6.2/1.5.2/1.4.7] Energy Manipulation 1.1.10 - STABLE

forge feed the beast ftb 1.6.2 1.5.2 1.4.7 energy condenser energy manipulator compatible 1.6.4

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#1

Fisherpants

Posted 27 June 2013 - 11:21 AM

YES! It works with FTB, YogCraft, Technic, Vanilla, etc Posted Image
This mod adds the one thing which kept me from transitioning from Tekkit to FTB, the so called Energy Condenser (EE2) Posted Image.

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#2

xGotCookiesx

Posted 27 June 2013 - 10:04 PM

Great work! Works perfectly. How about mod support?

#3

XVPlaer
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Posted 28 June 2013 - 04:13 AM

Does this mod give value to modded items like IC2 and TE items ?

#4

Bellaabzug21

Posted 28 June 2013 - 04:34 AM

Will you be adding more types of energy manipulation, possibly a way of generating power?
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#5

Mr_Toots
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Posted 28 June 2013 - 04:47 AM

You are awesome

#6

Fisherpants

Posted 28 June 2013 - 07:08 AM

View PostXVPlaer, on 28 June 2013 - 04:13 AM, said:

Does this mod give value to modded items like IC2 and TE items ?

Yes, the config file contains editable EV's for every item and block possible (32000 in total :D), but since modpacks can change the item ids of items, a config file should be made specifically for that modpack :) But that's no hazzle for the awesome community :D

View PostxGotCookiesx, on 27 June 2013 - 10:04 PM, said:

Great work! Works perfectly. How about mod support?

Do you mean like values for IC2 items and such? If so, YES! :D

View PostBellaabzug21, on 28 June 2013 - 04:34 AM, said:

Will you be adding more types of energy manipulation, possibly a way of generating power?

You know what? That's a great idea! You thinking of something like: Produce EV -> Transform EV into IC2 energy (for instance)? And maybe the other way around too? Or is that a bit op? Though I will definately add it, Thanks :D

View Postkuniwolfox, on 28 June 2013 - 04:47 AM, said:

You are awesome

No you are awesome :D :D :D

#7

Golrith
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Posted 28 June 2013 - 07:29 AM

You recreated the best block from EE2, and it's fully configurable! Excellent! Amazing!
EE2 could have been easily "balanced" if it was configurable.

Since I'm making a mod pack that excludes IC2, the only option I have for junk items is to void it. This allows me to have an alternate option.

Hope you've taking into accounts of the "exploits" people used in the original EMC system (dark rooms, milking cows, etc)
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#8

Fisherpants

Posted 28 June 2013 - 08:06 AM

View PostGolrith, on 28 June 2013 - 07:29 AM, said:

You recreated the best block from EE2, and it's fully configurable! Excellent! Amazing!
EE2 could have been easily "balanced" if it was configurable.

Since I'm making a mod pack that excludes IC2, the only option I have for junk items is to void it. This allows me to have an alternate option.

Hope you've taking into accounts of the "exploits" people used in the original EMC system (dark rooms, milking cows, etc)

Yeah, trying to avoid all those exploits, that's also part of the reason why I made it configurable, so that people could avoid those exploits like the blaze powder generator :)

#9

Golrith
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Posted 28 June 2013 - 09:58 AM

I take it then you can configure a value to zero if you wanted to? What happens to blocks the Manipulator does not know? Are they destroyed or ignored?
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#10

Zandorum
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Posted 28 June 2013 - 10:26 AM

this needs to ignore all undefined things due to the ability of free Quantum Suits.

#11

Fisherpants

Posted 28 June 2013 - 10:29 AM

View PostZandorum, on 28 June 2013 - 10:26 AM, said:

this needs to ignore all undefined things due to the ability of free Quantum Suits.
It was a problem with the config i released this mod with, every other item and block should have a value of 0, not 1. I thought I fixed it, well thanks for making me aware of it, I'm working on a better system right now, so you can add the IDs you want and just delete the ones you don't want :)

View PostGolrith, on 28 June 2013 - 09:58 AM, said:

I take it then you can configure a value to zero if you wanted to? What happens to blocks the Manipulator does not know? Are they destroyed or ignored?
They are ignored :)

#12

Nexey
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Posted 28 June 2013 - 10:58 AM

Hello Fisherpants ! First, this mod is AWESOME !!! Thank you alot. Then, I'm gonna make you a config file for metallurgy, simple ore, netherocks, and other stuff (TConstruct, etc...), and I'll give you a pastebin link of my config file. I'll never say it enough : good job !
I just realize that I have my custom modpack, so I don't have same ID as you. Sorry xD
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#13

Fisherpants

Posted 28 June 2013 - 11:14 AM

View PostZandorum, on 28 June 2013 - 10:26 AM, said:

this needs to ignore all undefined things due to the ability of free Quantum Suits.
Fixed now :)

#14

Golrith
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Posted 28 June 2013 - 11:17 AM

Sweet. To keep things "sane" you should make it that the mod allocates a value of zero (or ingored) to all items, and then the config file is the list of value overrides.

Only issue that users should be aware is that the config file must be downloaded for the mod pack/server they are using.


Edit: Just noticed that new config file appears to be that way. Plenty of zero's in there, be interesting to see what you've zeroed.

Does that mean Zeroed items are destroyed or ignored?
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#15

Fisherpants

Posted 28 June 2013 - 12:07 PM

View PostGolrith, on 28 June 2013 - 11:17 AM, said:

Sweet. To keep things "sane" you should make it that the mod allocates a value of zero (or ingored) to all items, and then the config file is the list of value overrides.

Only issue that users should be aware is that the config file must be downloaded for the mod pack/server they are using.


Edit: Just noticed that new config file appears to be that way. Plenty of zero's in there, be interesting to see what you've zeroed.

Does that mean Zeroed items are destroyed or ignored?
They're just ignored :)

View PostNexey, on 28 June 2013 - 10:58 AM, said:

Hello Fisherpants ! First, this mod is AWESOME !!! Thank you alot. Then, I'm gonna make you a config file for metallurgy, simple ore, netherocks, and other stuff (TConstruct, etc...), and I'll give you a pastebin link of my config file. I'll never say it enough : good job !
Wow, thanks alot for all those words :) I'm actually 95% done with the vanilla config so you can work the crafting out from that one, like for instance an item has to be made from 1 mod item and 2 sticks, then you'll know how much the sticks are worth. WOW rambling xD

#16

tattyseal
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Posted 28 June 2013 - 12:21 PM

I reviewed it!


#17

Fisherpants

Posted 28 June 2013 - 12:46 PM

View Posttattyseal, on 28 June 2013 - 12:21 PM, said:

I reviewed it!
[media][media]
OMG A HUGE THANK YOU!!!!! :D

#18

Fisherpants

Posted 28 June 2013 - 01:05 PM

View PostNexey, on 28 June 2013 - 10:58 AM, said:

Hello Fisherpants ! First, this mod is AWESOME !!! Thank you alot. Then, I'm gonna make you a config file for metallurgy, simple ore, netherocks, and other stuff (TConstruct, etc...), and I'll give you a pastebin link of my config file. I'll never say it enough : good job !
I just realize that I have my custom modpack, so I don't have same ID as you. Sorry xD
Ohh are the vanilla block and item ids changed in that pack?

#19

Nexey
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Posted 28 June 2013 - 01:14 PM

I'VE REALIZE THAT I'VE SCRATCH THE "First, this mod is awesome". IT'S A MISTAKE xD

View PostFisherpants, on 28 June 2013 - 01:05 PM, said:

Ohh are the vanilla block and item ids changed in that pack?
No, only modded items, like copper from Tconstruct, which I had to change ID (for example).
I was wondering, can you make an extra option, that calculates all the items that are in game, and in the config file it will look like so :
For example, a copper with an ID of 500 will be calculate like so :

"energy values" {
item.ingotCopper; I:500=x* *(Default is 1)
↑ ↑ ID   ↑ The EV (which can be edit)
Here is the copper

Yes, it's a little more work for you, but if you can do that before launching the game, the mod calculates ALL the items in the game, by adding to the config file "item.ingotCopper; I:500=240" for each item, it'll be very cool.
Another example is to calculate tin, it'll add to the config file :


"energy values" {
item.ingotCopper; I:500=x
item.ingotTin; I:501=x
Then we just have to change the EV
NB : The colors are here just to show the differents part.

Because I don't understand anything of your config file xD
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#20

Golrith
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Posted 28 June 2013 - 01:29 PM

The config file is almost like your examples. First number is the ID, 2nd number is the EV value.
500=x
501=y
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