Firstly, I'd like to say that i have enjoyed the mod however, our server has hit the "boring" wall. With the entire challenge from the game removed now that we have a few arrays set up and the super powers introduced by the mods items, i would like to make my own tweaks. Essentially, i would like to make some "balancing" changes to bring the mods features back inline with VMC. As such, the changes i propose are:
- Energy collectors ONLY work when exposed to sunlight. Glowstone and Torches will not work.
- Generating energy creates heat. Small amounts will set nearby things on fire, high amounts will turn stone to Lava
- It MUST be supported by other blocks (have a solid block adjacent and not floating). If all connecting blocks are removed, it breaks into an item.
- If heat is left uncontrolled, even if supported by Obsidian, it (the energy collector, antimatter relay, what have you) will melt (become a flowing lava block).
- Needs an active redstone signal to operate.
- If it melts, can explode if it contains too much energy.
- Heat can be reduced by pouring water over it. This could create a new entity “Steam” that floats upwards and dissipates.
- Transmutation and Eenrgy Condenser will only work on RAW materials. you cannot just create complex devices out of thin air on a single table.
I would also like to change some of the mechanics:
- Energy Collectors produce "Energy", not EMC.
- Klien Stars store Energy not EMC
- Energy can be moved around using special wires.
- Some Energy is lost when being transferred through wires. Higher quality wires reduce this penalty.
- Energy can be stored in "Battery" blocks. These blocks inventory takes Klein Stars.
- Anti-matter relays can convert Energy AND Matter into EMC. It is NOT a 1:1 ratio. Higher quality Relays convert it at a better ratio.
- Relays cannot store EMC. If there is nothing to consume it, it is lost.
- Antimatter Conductors are Wires for EMC. There is no loss of EMC when transmitted through this.
- Atimatter Containers can store EMC. These are blocks. they cannot be improved, but their storage capacity is cumulative with other Containers they are adjacent to. This means to store large amounts of EMC, more space and more elaborate designs are required.
- EMC can be transferred over greater distances using an Antimatter Bridge. This effectively creates a wireless EMC link. These require energy to operate and some EMC is lost in transmission. Higher quality Bridges can negate this loss.
- The Transmutation table requires both EMC (or actual matter) and Energy to operate. It will work like normal, but there is an EMC penalty involved.
- Energy condenser works as it does, but now requires Energy to operate as well. Unlike the table, there is no EMC penalty.
Also, to add some more danger:
- Creepers are attracted to Energy. When they are in proximity of something that produces or contains energy, depending on the amount of energy there is a chance they will become a "Charged" creeper.
- Endermen are attracted to EMC. whenever they are near an EMC container or source, they drain EMC from it. Maybe they do something with the EMC, who knows.
Nerf all of the weapons and armor. They are WAY too overpowered.
I think these changes would introduce a greater balance yet preserve the EE feel that i actually do like. I would like to make this modification myself as more of a "variant" of the normal EE mod. This would essentially also allow existing EE modded worlds to switch this variant and vice versa.
I understand that these kind of changes are radically different from the current EE, but i like the idea behind it and would love to make this variant of it.
Firstly, I'd like to say that i have enjoyed the mod however, our server has hit the "boring" wall. With the entire challenge from the game removed now that we have a few arrays set up and the super powers introduced by the mods items, i would like to make my own tweaks. Essentially, i would like to make some "balancing" changes to bring the mods features back inline with VMC. As such, the changes i propose are:
- Energy collectors ONLY work when exposed to sunlight. Glowstone and Torches will not work.
- Generating energy creates heat. Small amounts will set nearby things on fire, high amounts will turn stone to Lava
- It MUST be supported by other blocks (have a solid block adjacent and not floating). If all connecting blocks are removed, it breaks into an item.
- If heat is left uncontrolled, even if supported by Obsidian, it (the energy collector, antimatter relay, what have you) will melt (become a flowing lava block).
- Needs an active redstone signal to operate.
- If it melts, can explode if it contains too much energy.
- Heat can be reduced by pouring water over it. This could create a new entity “Steam” that floats upwards and dissipates.
- Transmutation and Eenrgy Condenser will only work on RAW materials. you cannot just create complex devices out of thin air on a single table.
I would also like to change some of the mechanics:
- Energy Collectors produce "Energy", not EMC.
- Klien Stars store Energy not EMC
- Energy can be moved around using special wires.
- Some Energy is lost when being transferred through wires. Higher quality wires reduce this penalty.
- Energy can be stored in "Battery" blocks. These blocks inventory takes Klein Stars.
- Anti-matter relays can convert Energy AND Matter into EMC. It is NOT a 1:1 ratio. Higher quality Relays convert it at a better ratio.
- Relays cannot store EMC. If there is nothing to consume it, it is lost.
- Antimatter Conductors are Wires for EMC. There is no loss of EMC when transmitted through this.
- Atimatter Containers can store EMC. These are blocks. they cannot be improved, but their storage capacity is cumulative with other Containers they are adjacent to. This means to store large amounts of EMC, more space and more elaborate designs are required.
- EMC can be transferred over greater distances using an Antimatter Bridge. This effectively creates a wireless EMC link. These require energy to operate and some EMC is lost in transmission. Higher quality Bridges can negate this loss.
- The Transmutation table requires both EMC (or actual matter) and Energy to operate. It will work like normal, but there is an EMC penalty involved.
- Energy condenser works as it does, but now requires Energy to operate as well. Unlike the table, there is no EMC penalty.
Also, to add some more danger:
- Creepers are attracted to Energy. When they are in proximity of something that produces or contains energy, depending on the amount of energy there is a chance they will become a "Charged" creeper.
- Endermen are attracted to EMC. whenever they are near an EMC container or source, they drain EMC from it. Maybe they do something with the EMC, who knows.
Nerf all of the weapons and armor. They are WAY too overpowered.
I think these changes would introduce a greater balance yet preserve the EE feel that i actually do like. I would like to make this modification myself as more of a "variant" of the normal EE mod. This would essentially also allow existing EE modded worlds to switch this variant and vice versa.
I understand that these kind of changes are radically different from the current EE, but i like the idea behind it and would love to make this variant of it.
You should really read some of the previous pages to get caught up, as for weeks I've been rewriting the entire mod and it's being completely redone from the ground up. Understand that balance and fun are the central focus of this rewrite.
And no, the EE2 source code is not available (it's closed source). I can't change that because it's not my source to release. Just be patient and know that the next iteration of EE is going to be radically different.
Some of those ideas there have quite the potential to be a part of EE3. Interesting. Perhaps add a certain attribute to the End or the Nether (something like Aura from Thaumcraft) to add more reason to go there.
I'm not quite sure any of us except x3n0 and Pahimar realize how hard it is to balance around the content of Equivalent Exchange, it being such an endgame sort of mod.
Some things you might want to consider for this or future play-throughs that can help in your situation.
Alchemy bags are setup by color, not object. If you're carrying a red bag full of diamonds and jump into the void, you only need to make another red bag to get back those diamonds. If you have a red bag sitting in a chest that you have setup with emergency supplies (several overworld linking books, paper, ink, antimater relay, stack of glowstone dust, ect) you can access this bag from anywhere by using red dye on a bag in your inventory, and just use another dye (yellow since both can be gotten from flowers (bonemeal on grass)) to change it back to the right bag. Red, Yellow, Orange, and Pink can be shifted around in this way anywhere that there is grass and skeletons, and can be assisted by keeping a stack of dye for the next color in the rotation in each bag.
Alchemy bags can also be placed inside eachother.
It may or may not help you much as things are now since I'm not sure what you left back at base or prepared, but when you're dealing with a mod like Mystcraft, or any mod that leaves you traveling far, it helps to have "Oh Sh*t!" supplies available using a system like this.
Is there any way to reset a Transtable's saved items? I had to transfer my base to a new map due to the Thaumcraft update and used an Alchemical Tome to get stuff back quickly.
I am SO regretting it.
Rollback Post to RevisionRollBack
Resident Thaumaturge cake-dragon at your service o:
Is there any way to reset a Transtable's saved items? I had to transfer my base to a new map due to the Thaumcraft update and used an Alchemical Tome to get stuff back quickly.
I am SO regretting it.
Delete the data in your save?
Rollback Post to RevisionRollBack
"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
I seem to be having some trouble with the Interdiction Torches... ^-^" They are not repelling mobs as they should... At the moment I do not have a picture, and there is no Crash Report to give, but I do have a list of the mods I am using:
[Some of these mods were updated after I toke this picture and some removed. The ones I updated was ThaumCraft2, ExtraBiomesXL, Mystcraft and Forge (Not shown in the picture, but it is at the top of the MCPatcher list along with all the other "REQUIRED" mods). The ones I have removed was RPG Damage and Sign Edit. And one that I added was Additional Pipes for Buildcraft (v3.1.0). The rest of the list is accurate as of the moment, and I hope that someone can tell me why the Interdiction Torches are currently not working like they should...]
Also, is there any way to turn off the bizzare ground-spray effect of the Hurricane Boots? I like the huge jumps and sprints, but the ground mashing up below me is a bit disorientating.
Rollback Post to RevisionRollBack
Resident Thaumaturge cake-dragon at your service o:
tablet_<username>.dat is for the tablet info.
eye_<username>.dat is for the KS and block in the mercurial eye.
bag_<username>#.dat stores the contents of a given bag based on color... Incase you want to bring items from one world into another (bag of buildcraft components, mystcraft overworld linking books, ect). and don't care about the cheatyness of it.
Incidentally, since you're also in the thaumcraft thread...
This is technically cheating.
Bringing over the thaumcraft.re file will bring over any research you've done in that world. The au2 will bring over aura values by chunk. Dunno about the .st file.
the TLDR; Is the source code available?
The long story:
Firstly, I'd like to say that i have enjoyed the mod however, our server has hit the "boring" wall. With the entire challenge from the game removed now that we have a few arrays set up and the super powers introduced by the mods items, i would like to make my own tweaks. Essentially, i would like to make some "balancing" changes to bring the mods features back inline with VMC. As such, the changes i propose are:
- Energy collectors ONLY work when exposed to sunlight. Glowstone and Torches will not work.
- Generating energy creates heat. Small amounts will set nearby things on fire, high amounts will turn stone to Lava
- It MUST be supported by other blocks (have a solid block adjacent and not floating). If all connecting blocks are removed, it breaks into an item.
- If heat is left uncontrolled, even if supported by Obsidian, it (the energy collector, antimatter relay, what have you) will melt (become a flowing lava block).
- Needs an active redstone signal to operate.
- If it melts, can explode if it contains too much energy.
- Heat can be reduced by pouring water over it. This could create a new entity “Steam” that floats upwards and dissipates.
- Transmutation and Eenrgy Condenser will only work on RAW materials. you cannot just create complex devices out of thin air on a single table.
I would also like to change some of the mechanics:
- Energy Collectors produce "Energy", not EMC.
- Klien Stars store Energy not EMC
- Energy can be moved around using special wires.
- Some Energy is lost when being transferred through wires. Higher quality wires reduce this penalty.
- Energy can be stored in "Battery" blocks. These blocks inventory takes Klein Stars.
- Anti-matter relays can convert Energy AND Matter into EMC. It is NOT a 1:1 ratio. Higher quality Relays convert it at a better ratio.
- Relays cannot store EMC. If there is nothing to consume it, it is lost.
- Antimatter Conductors are Wires for EMC. There is no loss of EMC when transmitted through this.
- Atimatter Containers can store EMC. These are blocks. they cannot be improved, but their storage capacity is cumulative with other Containers they are adjacent to. This means to store large amounts of EMC, more space and more elaborate designs are required.
- EMC can be transferred over greater distances using an Antimatter Bridge. This effectively creates a wireless EMC link. These require energy to operate and some EMC is lost in transmission. Higher quality Bridges can negate this loss.
- The Transmutation table requires both EMC (or actual matter) and Energy to operate. It will work like normal, but there is an EMC penalty involved.
- Energy condenser works as it does, but now requires Energy to operate as well. Unlike the table, there is no EMC penalty.
Also, to add some more danger:
- Creepers are attracted to Energy. When they are in proximity of something that produces or contains energy, depending on the amount of energy there is a chance they will become a "Charged" creeper.
- Endermen are attracted to EMC. whenever they are near an EMC container or source, they drain EMC from it. Maybe they do something with the EMC, who knows.
Nerf all of the weapons and armor. They are WAY too overpowered.
I think these changes would introduce a greater balance yet preserve the EE feel that i actually do like. I would like to make this modification myself as more of a "variant" of the normal EE mod. This would essentially also allow existing EE modded worlds to switch this variant and vice versa.
I understand that these kind of changes are radically different from the current EE, but i like the idea behind it and would love to make this variant of it.
You should really read some of the previous pages to get caught up, as for weeks I've been rewriting the entire mod and it's being completely redone from the ground up. Understand that balance and fun are the central focus of this rewrite.
And no, the EE2 source code is not available (it's closed source). I can't change that because it's not my source to release. Just be patient and know that the next iteration of EE is going to be radically different.
Remember, create a proper balance between the monkeys and the cowbell. We don't want too much of either.... monkeys playing cowbells?
Oh, and maybe do some of that Alchemy stuff, if you have time. They seem to like that, too.
Some of those ideas there have quite the potential to be a part of EE3. Interesting. Perhaps add a certain attribute to the End or the Nether (something like Aura from Thaumcraft) to add more reason to go there.
I'm not quite sure any of us except x3n0 and Pahimar realize how hard it is to balance around the content of Equivalent Exchange, it being such an endgame sort of mod.
Happy modding, all.
Diamond Blocks are cheap for that they get you. Once you've got a few EE machines running Diamond Blocks will be like dirt for you.
Some things you might want to consider for this or future play-throughs that can help in your situation.
Alchemy bags are setup by color, not object. If you're carrying a red bag full of diamonds and jump into the void, you only need to make another red bag to get back those diamonds. If you have a red bag sitting in a chest that you have setup with emergency supplies (several overworld linking books, paper, ink, antimater relay, stack of glowstone dust, ect) you can access this bag from anywhere by using red dye on a bag in your inventory, and just use another dye (yellow since both can be gotten from flowers (bonemeal on grass)) to change it back to the right bag. Red, Yellow, Orange, and Pink can be shifted around in this way anywhere that there is grass and skeletons, and can be assisted by keeping a stack of dye for the next color in the rotation in each bag.
Alchemy bags can also be placed inside eachother.
It may or may not help you much as things are now since I'm not sure what you left back at base or prepared, but when you're dealing with a mod like Mystcraft, or any mod that leaves you traveling far, it helps to have "Oh Sh*t!" supplies available using a system like this.
sometimes i get things right sometimes i dont
FMA?!? That's the most you can come up with? FMA?
How about FMA taking half the ideas from every alchemist in existence?!?
You did it again. Looks like you're getting better.
Still the same with punctuation, though.
I am SO regretting it.
Delete the data in your save?
Yeah, but which file?
[Some of these mods were updated after I toke this picture and some removed. The ones I updated was ThaumCraft2, ExtraBiomesXL, Mystcraft and Forge (Not shown in the picture, but it is at the top of the MCPatcher list along with all the other "REQUIRED" mods). The ones I have removed was RPG Damage and Sign Edit. And one that I added was Additional Pipes for Buildcraft (v3.1.0). The rest of the list is accurate as of the moment, and I hope that someone can tell me why the Interdiction Torches are currently not working like they should...]
Fantastic, thanks.
Also, is there any way to turn off the bizzare ground-spray effect of the Hurricane Boots? I like the huge jumps and sprints, but the ground mashing up below me is a bit disorientating.
Yup, destroy and move as you want. It'll even remember the things you taught it.
Thanks
tablet_<username>.dat is for the tablet info.
eye_<username>.dat is for the KS and block in the mercurial eye.
bag_<username>#.dat stores the contents of a given bag based on color... Incase you want to bring items from one world into another (bag of buildcraft components, mystcraft overworld linking books, ect). and don't care about the cheatyness of it.
Incidentally, since you're also in the thaumcraft thread...
This is technically cheating.
Bringing over the thaumcraft.re file will bring over any research you've done in that world. The au2 will bring over aura values by chunk. Dunno about the .st file.
EDIT: Any idea how I would go about doing that?
!!!!!!!!!!!!!!!!!!!!!??????