This looks like really impressive! The only worthwhile mod I've seen for last time.
And I played with this long enough to see some bugs and have some ideas. Not about adding new features, but about improvement of ones that already exist.
Firstly, the bugs I've found.
The main one is the game mechanics conflict due to unusual liquid storage amount of matter containers, causing an awful duplication issue. Matter Containers, like containers from the other mods, can spread matter plasma like block in the world. But other mods interacts with those blocks like them are equivalent to 1000 mB of liquid, and all kinds of universal containers and pumps gain 1000 mb Matter Plasma absorbing one block of liquid. At the time as filling new matter containers requires only 32 mB! So, having those matter containers, containers (or other variants of storing liquids) from other mod and way to fill matter overdrive containers with collected liquid (like Fluid Transposer from Thermal Expansion) gain possibilities of infinite duplicating liquid matter plasma, and even doing this automatically. But I'm sure, it's not too hard to fix that.
And another one, but that isn't so important. In dimensions from other mods (don't know in all or not, the only one I've tested yet was Twilight Forest) rogue androinds spawn in very large amounts (not enough large to cause lags or similar, but this value is about 30% chance of spawning group in chunk upon every chunkloading), and the most intresting is that they're not agressive to player, utill been attacked. Of course, spawn can be easily reduced or totally disabled for whole dimension throught the config. But I if anything, I've reported.
And secondly, a few ideas about imrovement some of mod mechanics.
Mostly about the android mechanics. Because possibility of being an android was not only, but the mainest reason why I decided to include this mod in my personal modpack. But as It gains some advantages, some disadvantages takes their place, too. Of cource it should be, but some things may be done better.
And firstly, the one important parameter, which is speed. It's good that it can be easily increased by the upgrades and wearin legendary android parts.But sometimes I haven't find enjoyable moving over my house like a Flash. Of cource, the upgrades in the android station don't do so much affect, and nobody makes me wear the legendary parts. But those parts gives other bonuses, and I wouldn't want to loose them. I think, the best decision would be to add one configurable parameter in android station, like "Maximum Speed: [Value]%". So, if this set like "150%", it would mean that movement speed can be increased by the upgrades and other up to 150 percents, but everything more will be ignored. And this value could be set even to number lower than 100% (don't know who needs that, but sure It won't harm).
And the second parameter, the glitch time. At the time it can be completely disabled in the config, there's no ways to increase it. I've found this visual effect looking great, but wearing tritanium spine and some legendary parts makes it practically invisible. It's not so great sacrifice, but would be nice if you add another parameter, what allows to set the minimum glitch time, juct like in previous case, in percent. And give a possibility to make that even longer than default...
And one offer about process of transformation into the android. Where has gone that wonderful music? Don't know is it a bug or you have reasons to remove that, but I've tried to complete the quest of Mad Sciencist several times, and music never played. What's about taking a red pill, it's was so even in previous versions. But maybe, you can return that? Even if there was a reasons to remove it, I don't think something (or somebody) is againist adding a config option which allows to take it back.
And all the further is about the configurabliness. Of cource, it's not the main, but...
And mostly about the android upgrades. Firstly, I offering to add possibility of configuring number of experience level for each single upgrade and for each tier of level-up-able upgrades. It's well-balanced now, but option may be useful for some modpacks which offers player very easy ways to gain experience. Then, the upgrades branches. Now there's two branches which needs to make choice between them - attack and defence. But for some people that wanna make their life easier, would be good to add another config option, that just prevents those branches from blocking each other.
Next. The affect that upgrades makes on player. Yes, it's well balanced, too. But not in all the cases. So, I should offer you to add one more bundle of config options, which allows the player to set an numerical effect for uprades which have them. For example, the Nano Shield (not sure it's really called so, but I think, you can understand what I'm talking about). On the highest level, it's passively absorbing 40% of damage. By this option, the value could be set for each tier individually (for example, making the first tier giving 10%, second - 15%, third - 5%, etc.) Of cource, absorbing larger amounts of damage in order shoul use more energy from internal battery (it uses energy to absorb damage, isn't so?). Even allowing absorb the whole 100%, until the battery would go out of energy. Similarly, for other upgrades, like attack boost, overclocked limbs or flash cooling.
And one more. Are you going to add some kind of tubes for transfering energy? Yes, using portative batteries isn't the worst variant, but one or two kinds of pipes, that transfering energy and looking more properly than Thermal Expansion's fluxducts in complect with the Matter Overdrive machines won't harm. And further, a bit more ways of generating energy (something between weak solar panel and very powerful fusion reactor). Of course, adding the generator using coal isn't the most original idea, but I'm sure, some exotic and unusual types of energy generators can take their place there,
For this moment, it's all. I don't demand realising all of my ideas, but sure that some of them won't be redundant. If you're interested in, I can offer even more...
P.S. Sorry for, maybe, too detailed explanations. I'm not sure my english is perfect, and did it only to prevent misunderstood. And if I did some mistakes, I'm sorry for them, too.
Any thoughts on having a machine that will allow you to move the black hole? While the potential for power, and the mod, is really cool having to uproot your whole base, once you find one, and start over but keep a distance so as not to lose yer stuff, makes it challenging.
Hey anyone know if this plays well with galacticraft yet? I really REALLY like galacticraft and i never got to launch before i tried this mod and said bye to galacticraft til this was compatible. Have gotten 1 update since i got the mod but i havent checked to see if it works togethor yet
The Mad Scientist Datapad is only used for a Quest called G.M.O to scan carrots and potatoes.
can you remove the mad scientist junkie or at least remove the swears from him
minecraft is an E rated game i don't think the rating should be changed by a mod
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
Yes that would be a good idea.
How do we use the dev builds?? Id like to keep more up to date but anytime i try to use any of the dev builds my mc just crashes
This looks like really impressive! The only worthwhile mod I've seen for last time.
And I played with this long enough to see some bugs and have some ideas. Not about adding new features, but about improvement of ones that already exist.
Firstly, the bugs I've found.
The main one is the game mechanics conflict due to unusual liquid storage amount of matter containers, causing an awful duplication issue. Matter Containers, like containers from the other mods, can spread matter plasma like block in the world. But other mods interacts with those blocks like them are equivalent to 1000 mB of liquid, and all kinds of universal containers and pumps gain 1000 mb Matter Plasma absorbing one block of liquid. At the time as filling new matter containers requires only 32 mB! So, having those matter containers, containers (or other variants of storing liquids) from other mod and way to fill matter overdrive containers with collected liquid (like Fluid Transposer from Thermal Expansion) gain possibilities of infinite duplicating liquid matter plasma, and even doing this automatically. But I'm sure, it's not too hard to fix that.
And another one, but that isn't so important. In dimensions from other mods (don't know in all or not, the only one I've tested yet was Twilight Forest) rogue androinds spawn in very large amounts (not enough large to cause lags or similar, but this value is about 30% chance of spawning group in chunk upon every chunkloading), and the most intresting is that they're not agressive to player, utill been attacked. Of course, spawn can be easily reduced or totally disabled for whole dimension throught the config. But I if anything, I've reported.
And secondly, a few ideas about imrovement some of mod mechanics.
Mostly about the android mechanics. Because possibility of being an android was not only, but the mainest reason why I decided to include this mod in my personal modpack. But as It gains some advantages, some disadvantages takes their place, too. Of cource it should be, but some things may be done better.
And firstly, the one important parameter, which is speed. It's good that it can be easily increased by the upgrades and wearin legendary android parts.But sometimes I haven't find enjoyable moving over my house like a Flash. Of cource, the upgrades in the android station don't do so much affect, and nobody makes me wear the legendary parts. But those parts gives other bonuses, and I wouldn't want to loose them. I think, the best decision would be to add one configurable parameter in android station, like "Maximum Speed: [Value]%". So, if this set like "150%", it would mean that movement speed can be increased by the upgrades and other up to 150 percents, but everything more will be ignored. And this value could be set even to number lower than 100% (don't know who needs that, but sure It won't harm).
And the second parameter, the glitch time. At the time it can be completely disabled in the config, there's no ways to increase it. I've found this visual effect looking great, but wearing tritanium spine and some legendary parts makes it practically invisible. It's not so great sacrifice, but would be nice if you add another parameter, what allows to set the minimum glitch time, juct like in previous case, in percent. And give a possibility to make that even longer than default...
And one offer about process of transformation into the android. Where has gone that wonderful music? Don't know is it a bug or you have reasons to remove that, but I've tried to complete the quest of Mad Sciencist several times, and music never played. What's about taking a red pill, it's was so even in previous versions. But maybe, you can return that? Even if there was a reasons to remove it, I don't think something (or somebody) is againist adding a config option which allows to take it back.
And all the further is about the configurabliness. Of cource, it's not the main, but...
And mostly about the android upgrades. Firstly, I offering to add possibility of configuring number of experience level for each single upgrade and for each tier of level-up-able upgrades. It's well-balanced now, but option may be useful for some modpacks which offers player very easy ways to gain experience. Then, the upgrades branches. Now there's two branches which needs to make choice between them - attack and defence. But for some people that wanna make their life easier, would be good to add another config option, that just prevents those branches from blocking each other.
Next. The affect that upgrades makes on player. Yes, it's well balanced, too. But not in all the cases. So, I should offer you to add one more bundle of config options, which allows the player to set an numerical effect for uprades which have them. For example, the Nano Shield (not sure it's really called so, but I think, you can understand what I'm talking about). On the highest level, it's passively absorbing 40% of damage. By this option, the value could be set for each tier individually (for example, making the first tier giving 10%, second - 15%, third - 5%, etc.) Of cource, absorbing larger amounts of damage in order shoul use more energy from internal battery (it uses energy to absorb damage, isn't so?). Even allowing absorb the whole 100%, until the battery would go out of energy. Similarly, for other upgrades, like attack boost, overclocked limbs or flash cooling.
And one more. Are you going to add some kind of tubes for transfering energy? Yes, using portative batteries isn't the worst variant, but one or two kinds of pipes, that transfering energy and looking more properly than Thermal Expansion's fluxducts in complect with the Matter Overdrive machines won't harm. And further, a bit more ways of generating energy (something between weak solar panel and very powerful fusion reactor). Of course, adding the generator using coal isn't the most original idea, but I'm sure, some exotic and unusual types of energy generators can take their place there,
For this moment, it's all. I don't demand realising all of my ideas, but sure that some of them won't be redundant. If you're interested in, I can offer even more...
P.S. Sorry for, maybe, too detailed explanations. I'm not sure my english is perfect, and did it only to prevent misunderstood. And if I did some mistakes, I'm sorry for them, too.
i was thinking a hotfix
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
last dev-build is 230
http://simeon.co.vu/Mods/MatterOverdrive/builds/
Awesome!cant wait! In the mean time ill try to get the latest dev build to work again
also, will the 1.7.10 version still get all the new stuff too?i rarely use 1.8+
Agreed. I may stick with 1.7.10 until the good mods update too.
Probably not. Mainly hotfixes.
Oh alright.
Any thoughts on having a machine that will allow you to move the black hole? While the potential for power, and the mod, is really cool having to uproot your whole base, once you find one, and start over but keep a distance so as not to lose yer stuff, makes it challenging.
Hello uhm is there a documentation how the galaxy minigame works ?
The starmap is not yet implemented
a hehe np then but it still looks sexy ;D
Hey anyone know if this plays well with galacticraft yet? I really REALLY like galacticraft and i never got to launch before i tried this mod and said bye to galacticraft til this was compatible. Have gotten 1 update since i got the mod but i havent checked to see if it works togethor yet
This works fine with GC. I even found a black hole on the moon recently
Just put in 5 Tritanium Plates in the replicator to stop the debuffs
how do you launch a ship? or is that not done1