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    posted a message on New mod Deep Resonance: early to end game powergen with a difference! (1.0.0)

    Glad to see you're making good progress with this mod. Definitely going to try that version as soon as I get the chance.

    Posted in: WIP Mods
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    posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)
    Quote from Xakorik»

    Need...more...holograms!


    Really like this mod so far, been having fun with the star map, how are you supposed to get buildings and ships for your planets?



    Also since you are doing integration with ComputerCraft can you also do OpenComputers?


    Buildings and ships aren't fully implemented yet.


    Anything compatible with ComputerCraft is also compatible with OpenComputers.

    Posted in: Minecraft Mods
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    posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)
    Quote from zeroangelmk1»

    How can I change back into a human? The 'glitch' effect when taking damage is just too much for me to deal with, especially when i'm being damaged frequently in a short amount of time (like from being lit on fire). Not being able to control my swimming and not being able to enjoy beneficial potion effects is just ice on the cake.


    You need the blue pill item, which you can only get by creatively spawning it in.

    Posted in: Minecraft Mods
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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    I'm trying to avoid the whole "RF is just a matter of time" behavior. If I need 70 Kw of power (higher than the 65.5Kw cutoff) to mine a tunnel, then I'm in bad shape -- I need to set up a smaller tunnel or upgrade my base. It's not like "It takes 5000 RF to drill this to bedrock, now take as much time as you need to pump that much RF into the drill".

    Then any use of a mod that has RF capability isn't for you unless you're willing to make major changes yourself. The inherent flaw with RF is that it has "perfect" storage and transfer of power; meaning that you can funnel in power to a battery at any distance and the battery will never lose charge over time. Rotarycraft is different in that respect, sure you have industrial coils, but those don't hold nearly the relative amount of power the basic thermal expansion batteries do.


    Anyway what I'm saying is that with ANY RF system, you can always just funnel power into a battery, wait for it to charge, then dump that power into any machine that needs it. "RF is just a matter of time" is true regardless of what mod combinations you use. If you have an issue with that, take it up with the people who established the system, not the guy that uses it for his particular set of machines.

    I don't know the whole range of what your dimlets can do, but I do believe that you have your own version of Mystcraft tendrils or similar things that can generate arbitrary ores, I believe you can make any mod liquid into the ocean of a world (or at least surface lakes), your sample page shows spheres of liquids in bubbles. Heck, as anyone that has drained a nether for power knows that a lava ocean is very valuable.

    You're completely correct in that RFtools can have dimensions with arbitrary ores/liquids. Heres the thing though, if you use such arbitrary methods they multiply the rf/tick cost of the ore dimlets by a lot. If you try to make a liquid iron ocean dimension you're going to need 10000 rf/tick to maintain that thing at the very least. You also have to take into consideration the methods for farming dimlets. You have two options, make an enderman farm (which requires you to have already made it to the end.) or spend hours upon hours exploring random dimensions. Finding the dimlets required to actually make the precise world you want is difficult.

    It's just normal, plain RF that is just "Spam another engine". I'm sure that there are steam engines on the RF side that only require fire and water piped in to generate power, so the whole "engine spam" idea is there as well; heck, I saw someone set up a big reactor rather ... "cheaply" (it seemed cheap to me) with just some blocks for the structure and 4 liquid blocks to fall down and provide coolant (this was a 5x5x5 setup with 3 layers of 5 cores in a cross ... I hope that made sense).

    The majority of this statement is actually false. The thing with RF generators is that they all require you to expend resources of some kind. You don't just need fire and water; you need coal, lava, redstone, blaze powder, ender pearls, some sort of material to "burn". The only exception is the solar panels in some mods, but most of those are A: expensive and/or B: have power gen so low as to require several chunks worth of coverage to get power comparable to a few dynamos.


    Big reactors is no exception. From what you've described that reactor would output about 3500 rf/tick and use up a yellorium ingot every six and a half minutes. Also to build that reactor you would need 206 iron and 51 yellorium, I'd hardly call that cheap. You also have to consider that with big reactors if you don't maintain the maximum fuel level, your RF production drops considerably.


    While I'm at it, lets consider the cost of this engine spam idea. A single steam dynamo (RF's "engine") requires 1 silver ingot, 2 iron ingots, 3 redstone, and 11 copper ingots. A single dynamo outputs 80 rf/tick as with all dynamos. To maintain the example dimension I mentioned before (iron ocean being its only perk, ~10000 rf/tick) you would need 125 steam dynamos. Lets also consider the cost of the fluxducts you would need to transfer this power. You would have to use at least the third tier of fluxduct as even if you split up the power lines you're limited to 6 sides of the dimension builder. To make 12 redstone fluxducts you need: 1 lead ingot, 1 obsidian, 2 gold ingots, 2 silver ingots, and 24 redstone. You can make them in batches of 6 but I'm going with 12 since otherwise you're dealing with fractions of materials. Lets say you need 132 fluxducts (125 and then some extra just because it divides easier and you probably won't have your dynamos feeding directly into the builder). In total to power JUST the dimension builder for one dimension using "cheap" engine spam you would need the following:

    • 11 lead ingots (fluxducts)
    • 11 obsidian (fluxducts)
    • 22 gold ingots (fluxducts)
    • 147 silver ingots (22 for the fluxducts, 125 for the dynamos
    • 639 redstone (264 for the fluxducts, 375 for the dynamos)
    • 1375 copper ingots (dynamos)

    Oh and good luck getting enough coal to power it constantly, 125 coal is only going to get you 30 seconds.

    Also if you want to use lava instead, you're going to need about 2/3rds of that copper replaced with iron and the other 1/3rd replaced with ferrous metal. Ferrous ore is about as rare as diamond and you have a 10% chance of getting one single ferrous metal each time you pulverize a single iron ore. Copper on the other hand is about as common as iron.


    So yes, you can chain together dynamos (equivalent of engines for RF), but you're going to have to spend hundreds of ingots and redstone to set it up, and if you want to maintain that power production, you're going to need to find a way to maintain a supply of literally a metric ton of coal.


    EDIT to prevent double posting:

    I don't understand the objection and balance issue with RFTools. The things you can do in an RFTools dimension you can also do in the overworld.

    Huh, I don't remember finding entire biomes made up of just copper ore in the overworld.

    Posted in: Minecraft Mods
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    posted a message on New mod Deep Resonance: early to end game powergen with a difference! (1.0.0)
    Quote from Keybounce»

    How does this powergen fit into the normal RF power? Is it high power/late game, or is it early game, or ...?


    How easy is it to generate "bazillions"/excessive amounts of RF with this? (No more big reactor duplication please).


    ... wait, 140 RF/t? That's ... isn't that considered tiny?


    If you take a look at the github page it explains where this mod is going.


    Basic summary: This actually aims to provide power generation through all levels. Essentially you can start out with getting low amounts of power from impure crystals, and slightly more power if your willing to pollute the area with harmful effects. However as you progress you can create purer crystals that can give you larger amounts of power with lower amounts of pollution.

    Posted in: WIP Mods
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    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!

    Glad to see theres progress in updating the mod to 1.7.10. Although I don't think I'll partake in the alpha testing, it sounds rather unstable at the moment. I do look forward to creating a programmed army of spaceships to do my bidding in the future.

    Posted in: WIP Mods
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    posted a message on New mod Deep Resonance: early to end game powergen with a difference! (1.0.0)

    For some reason that video makes me think of Half-life, maybe its the way the beams look/sound. Still I can't wait for this mod to be complete as it seems like a very inventive power generation method.

    Posted in: WIP Mods
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    posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)

    Alright, so I've done some testing and I've discovered a few things.

    1. the item override list definitely works. I was a bit worried I was doing something wrong with the config and it just wasn't registering.

    2. the .name at the end of any item/tile isn't necessary. I think thats just to identify that its the name being specified in the language file

    3. Nothing from ars magica seems to register at all, even non-ore dictionary items.

    4. everything i've tried from any other mod has completely worked, even items that would have ore dictionary names.


    There is only one difference between everything I've tried that works, and everything in ars magica; is the ':' in the names. I've tried replacing the ':' with a '.' but I didn't expect that to work anyway; its not the actual name. All of this leads me to believe that there is some issue with how the matter overdrive config handles item/block names in the override list. My best guess is that whatever process you're using to read off the names from the config file is getting stuck on the ':' in the name and not the ':' at the start in the 'I:'

    Posted in: Minecraft Mods
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    posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)
    Quote from simeonradivoev»

    it works with the unlocalized name. So that means for blocks it's tile.arsmagica2.vinteumOre=64 or tile.vinteumOre not shure which one tho. You can also just add the ore dictionary name if there is some. For items, just add item.


    So I've tried that and several variations and it didn't work. I've even gone so far as to open up the mod itself, find the .lang file, and tried the name from that ( tile.arsmagica2:ores.0 ).


    All I can say at this point is I have a new hatred of the naming system. Sure its probably a hell of a lot better than IDs for modding, but damned if I can easily properly identify any block or item anymore for config purposes.


    Edit: Does anyone know of a way to find the ore dictionary names for items/blocks? perhaps that would work.

    Posted in: Minecraft Mods
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    posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)
    Quote from Ragnadrok»

    Hey there, loving the look of this mod, been playing FTB Horizons and been wanting to get into to it for a bit, but I just haven't had any luck finding Dilithium Crystals. Unfortunatly, I hadn't done any reading on this mod until now, and being curious and having parts, I turned myself into an android. I was wondering if there was any way to reverse this process, through a console command or something else, as I had no idea just how ill prepared I was for this. Looking forward to playing with this mod more (once I'm a bit more prepared!), and thank you for your time! =)


    Theres a blue pill item that reverses the process when you eat it. It can only be spawned in by console command or by getting it from the creative menu under matter overdrive foods.

    Posted in: Minecraft Mods
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    posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)
    Quote from simeonradivoev»

    1. Yes you can through the config. More Info..
    2. Yes, through the config. More Info..
    3. No they don't for the moment.

    I can't seem to get it to work. I tried adding in vinteum ore as I:arsmagica2:vinteumOre=64 but then when I launched minecraft it got changed in the config to S:vinteumOre=64 and the ore block still doesn't have a matter value. I've also tried I:arsmagica2.vinteumOre=64 but still no luck.

    Posted in: Minecraft Mods
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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from McJty»

    You did right select the controller corner block with a wrench? If you do that then what does it say? How do you know the space chamber isn't correct?


    Doh, I had assumed the space chamber would form once you placed the controller. Apparently I completely missed that part in the in game manual.

    Posted in: Minecraft Mods
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    posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)

    Absolutely loving the mod so far, but I have a few questions about it.


    1. Is it possible to change the matter values of items in any way? I've noticed that you've made the same mistake equivalent exchange did and didn't compensate for the pulverizer from thermal expansion giving larger amounts of bonemeal than normal crafting.


    2. Is it possible in any way to add matter values for modded items?


    3. Do the gravitational stabilizers benefit in any way by being powered? I've noticed they have a capacity for RF but seem to still function without it.

    Posted in: Minecraft Mods
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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    I'm having some issues with the builder machine, specifically the space chamber setup. For some reason the space chamber isn't forming (according to the controller) regardless of where I put the space chamber controller. I've even tried removing all the blocks in the area.
    I'm using rftools 3.2 and forge 10.13.4.1492
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from JeffPeng»

    I can confirm this. Just built a Tokamak from scratch, and I can't get the plasma to be affected by the toroids. Rookie mistakes avoided.


    I'm having similar issues with the reactor as well. I can't confirm I didn't make any rookie mistakes, since this is only the first one I've built. I'm fairly certain I have everything in the correct position since I used the in game tokamak guide.


    Mod versions:

    DragonApi: 7d

    Rotarycraft: 7d

    Reactorcraft:7c


    Heres a video of what I have set up and a few things I did to try and fix it.

    Posted in: Minecraft Mods
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