Yea the idea of equivalent exchange has been around on Earth for centuries or possibly longer. I'm sure some of the things that went into EE2 had been influenced by FMA and possibly other comics/shows though I do remember it being stated here and elsewhere that the mod is not actually based off the FMA manga or series. Really humans have been attempting to turn one substance into another for as long as we can see back. Even our attempts to find a self sustaining energy source can be tied into that. Sadly we have not made much progress as we can only alter some substances and make them into other substances though not through equivalent exchange as it requires energy in some for to accomplish. Well even in FMA (spoiler alert) there ended up being a reveal at the end that showed that the equivalent exchange that took place throughout the whole show wasn't really equivalent exchange without burning an energy source as it required the souls of the dead in our world to perform the alchemical reaction.
thank you for the good awnser and luckly i watched it a week ago so no harm was made with the spolier alert
btw in brotherhood(which i think is better) the story with the equilvent exchange is totally different
but anyway thanks for the detaild awnser
I dont think Pahimar is being slow, I know hes putting a lot of work into this, I just think into the wrong things. DynEMC has taken up most of his time but it cant determine the value of something because a mod can triple your iron but require three times as much. Iron is three times as plentiful yet value doesnt drop. I dont even really want EE3 either the minium stone's limited transmutation is nice but when you can turn things into other things you get lazy.
...do you even know how dynEMC works? Let's say that the mod does triple the amount of iron but also requires 3 times as much. Ok, so the value of iron is still the same (arguably). Most mods won't do that though (see blaze rod exploit).
actually dynemc its getting rework aka more balance thats why ee3 its taking long because pahimar is trying to balance his transmutation but at the end its worked it because u have fun but he should change the gold to diamonds to be more expensive
I swear they don't use punctuation on purpose though, I have to force myself to write it any other way. I mean, with all those English classes we have to take, surely punctuation would be ingrained in their heads, but they still don't use it at all.
It's not even that a few people don't use punctuation, that's just internet. This thread in particular has an incredibly high proportion of people that literally do not use punctuation at all, like they'll write a whole paragraph without a single period.
I swear they don't use punctuation on purpose though, I have to force myself to write it any other way. I mean, with all those English classes we have to take, surely punctuation would be ingrained in their heads, but they still don't use it at all.
I'd considered the possibility that most of them are foreign, but I'm fairly certain the use of commas and periods are at least somewhat language unspecific.
DynEMC has taken up most of his time but it cant determine the value of something because a mod can triple your iron but require three times as much. Iron is three times as plentiful yet value doesnt drop.
No, this is exactly the point of the DynEMC system, at least as far as I can tell. The purpose is for it to detect every interaction inside of mods and between mods to Dynamically calculate the EMC value of every transmutable item that has a recipe changed or added by whatever assemblege of mods you have installed. That's the dream, anyway.
An example: Say I start out with the current experimental branch of IC2, Equivalent Exchange w/DynEMC, and the current Equivalency mod installed. EE would recognize that I can double-and-then-some iron ore by first macerating it, washing it, and then thermal centrifuging it. It would then adjust the EMC value of iron down, thus increasing the relative cost of transmutations that require iron by increasing the amount of iron required. The same with gold. However, If I later on added Thaumcraft 4, EE would recognize that I can now turn iron into gold by throwing in a little smooth sandstone, and decrease the EMC value of gold, iron, and sandstone accordingly.
That's the idea, anyways. As you can see, it ain't gonna be easy to code, and not all mods have generic crafting table "recipes" for everything (Thaumcraft up there being a prime example). But it's definitely possible.
I'd considered the possibility that most of them are foreign, but I'm fairly certain the use of commas and periods are at least somewhat language unspecific.
No, they're obviously foreign. Foreign to the idea of punctuation, that is.
Using the download in OP pre1h-16 I get this error:
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 10/5/13 12:59 PM
Description: Initializing game
java.lang.NoSuchMethodError: com.pahimar.ee3.block.BlockEE.func_94330_A()Ljava/lang/String;
at com.pahimar.ee3.block.BlockEE.func_94332_a(BlockEE.java:38)
at net.minecraft.client.renderer.texture.TextureMap.func_110573_f(TextureMap.java:169)
at net.minecraft.client.renderer.texture.TextureMap.<init>(TextureMap.java:44)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:503)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
anyone know what the deal is with modding and the transition from minecraft 1.6.2 to 1.6.4 to 1.7? Is 1.6.4 like a pre-1.7; meaning that it will be relatively simple for most mods to update from 1.6.2 or 1.6.4 to 1.7? Or will 1.6.x to 1.7 be a major headache for major mods like ee3? (and mean another long wait for the humble and patient end-users)
don't know a lot about coding and degree of difficulty for mc changes but I thought updating mods was supposed to be getting easier/simpler. you know, "version independent mods" and all that.
Although i feel like removing condensers and collectors is a bad idea in my opinion, it has gotten me intrigued about how the new counterparts will react, like if it will just be a slight modification, but new blocks, or something entirely different.
I'll definately be looking forward to this!
anyone know what the deal is with modding and the transition from minecraft 1.6.2 to 1.6.4 to 1.7? Is 1.6.4 like a pre-1.7; meaning that it will be relatively simple for most mods to update from 1.6.2 or 1.6.4 to 1.7? Or will 1.6.x to 1.7 be a major headache for major mods like ee3? (and mean another long wait for the humble and patient end-users)
don't know a lot about coding and degree of difficulty for mc changes but I thought updating mods was supposed to be getting easier/simpler. you know, "version independent mods" and all that.
love your work Pahimar. later folks
From what I've heard, updating mods from 1.6.x to 1.7 will be a massive pita for mod devs - something about there not being Block/Item IDs anymore, and using an array instead, which would theoretically give an infinite number of IDs (or something like that). I'm not a coder by any stretch of the term though, so I'm sorta spouting out stuff I've heard/read. I even saw someone on Twitter say 1.7 could kill modding, but thats probably an overreaction
As for the updating mods getting easier, I think thats only for minor Vanilla updates (like 1.6.1 -> 1.6.2) I think its called srgnames or something like that. It'd probably be better to ask in the Forge thread...
Rollback Post to RevisionRollBack
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
thank you for the good awnser and luckly i watched it a week ago so no harm was made with the spolier alert
btw in brotherhood(which i think is better) the story with the equilvent exchange is totally different
but anyway thanks for the detaild awnser
...do you even know how dynEMC works? Let's say that the mod does triple the amount of iron but also requires 3 times as much. Ok, so the value of iron is still the same (arguably). Most mods won't do that though (see blaze rod exploit).
(not naming any names, but...)
No one is perfect?
I swear they don't use punctuation on purpose though, I have to force myself to write it any other way. I mean, with all those English classes we have to take, surely punctuation would be ingrained in their heads, but they still don't use it at all.
It's not even that a few people don't use punctuation, that's just internet. This thread in particular has an incredibly high proportion of people that literally do not use punctuation at all, like they'll write a whole paragraph without a single period.
I'd considered the possibility that most of them are foreign, but I'm fairly certain the use of commas and periods are at least somewhat language unspecific.
No, this is exactly the point of the DynEMC system, at least as far as I can tell. The purpose is for it to detect every interaction inside of mods and between mods to Dynamically calculate the EMC value of every transmutable item that has a recipe changed or added by whatever assemblege of mods you have installed. That's the dream, anyway.
An example: Say I start out with the current experimental branch of IC2, Equivalent Exchange w/DynEMC, and the current Equivalency mod installed. EE would recognize that I can double-and-then-some iron ore by first macerating it, washing it, and then thermal centrifuging it. It would then adjust the EMC value of iron down, thus increasing the relative cost of transmutations that require iron by increasing the amount of iron required. The same with gold. However, If I later on added Thaumcraft 4, EE would recognize that I can now turn iron into gold by throwing in a little smooth sandstone, and decrease the EMC value of gold, iron, and sandstone accordingly.
That's the idea, anyways. As you can see, it ain't gonna be easy to code, and not all mods have generic crafting table "recipes" for everything (Thaumcraft up there being a prime example). But it's definitely possible.
No, they're obviously foreign. Foreign to the idea of punctuation, that is.
Hohoooooooooooooooooooo
INB4 "It's not finished"
Maybe you should look at the OP. Just saying.
Then go play EE2 until EE3 is finished.
anyone know what the deal is with modding and the transition from minecraft 1.6.2 to 1.6.4 to 1.7? Is 1.6.4 like a pre-1.7; meaning that it will be relatively simple for most mods to update from 1.6.2 or 1.6.4 to 1.7? Or will 1.6.x to 1.7 be a major headache for major mods like ee3? (and mean another long wait for the humble and patient end-users)
don't know a lot about coding and degree of difficulty for mc changes but I thought updating mods was supposed to be getting easier/simpler. you know, "version independent mods" and all that.
love your work Pahimar. later folks
I'll definately be looking forward to this!
From what I've heard, updating mods from 1.6.x to 1.7 will be a massive pita for mod devs - something about there not being Block/Item IDs anymore, and using an array instead, which would theoretically give an infinite number of IDs (or something like that). I'm not a coder by any stretch of the term though, so I'm sorta spouting out stuff I've heard/read. I even saw someone on Twitter say 1.7 could kill modding, but thats probably an overreaction
As for the updating mods getting easier, I think thats only for minor Vanilla updates (like 1.6.1 -> 1.6.2) I think its called srgnames or something like that. It'd probably be better to ask in the Forge thread...
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?