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OmegaJasam

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Everything posted by OmegaJasam

  1. I'm not sure if it's changed in the last version, but previously a 2X2 water pool is actulay too small for the pump. 3X3 was the minimum to be sure that the pool could not be sucked dry by the pump. With a 2X2 it is possable on rare occasion for the pump to drain 2 blocks next to each other before they can regen. It might be part of your problem.
  2. The biggest problem with EE is that every other mod balances around /scarcity of certain resources/, while EE's basic mechanic is 'turn any resource into nay other resourse if you have enough' It makes reaching all other mods endgames trivial (not limited by tin or diamonds) and it removes a lot of the engineering with condensers. Combine that with it's end game being 'super-creative-mode' and you have something that doesn't fit into a lot of playstyles. EE when enabled tends to dominate all else. The individual mechanics have lots of problems too: It removes a lot of risk of item loss (pouches) It devaluates tool costs (dust) It makes early diamond hunting /really/ quick (rod) It has a lot of greifing portential It changes the worlds asthetics (Quarrys everywhere vs being able to mass fill space easly) It's early game can be accelerated by EE (macerators, industrial diamonds) It's just a huge bundle of little things that mean a lot of the time people disable it. This isn't to say it's a bad mod, or has no place in tekkit, or even needs any changes. It's a great mod, but it really dominates the play style. And it's not like the other mods don't have a few quirks. Personally I'm not a huge fan of the UU matter, or even at times how quarrys and EE quickly accelerate each other (solor panels + energy link way outclasses what you could do with buildcraft alone). And there are a few obvious combinations that don't work well, such as the redpower + water mils trick that outclasses reactors. Personaly, collectors are about the only part of EE I find hard to call overpowered. Since you've already simplified a huge amount of the engineering, why /not/ have collectors and save everyone from building massive automated farms to make the EMC. By the point you cna start building a decent flower, the only thing you don't have enough emc to make whatever you want for is the end game EE armour. Overall, intresting mod, but dominates the playstyle too easly, which almost every item having some kind of large implimentation on how people play. Heck, try disabling teleport pipes and ender chests some time. It completely changes what people do and build. Some people even use /railcraft/
  3. From what I understand of energy link, is it attempts to draw as much EU is as nessassary to max out the amout of buildcraft energy of the oject attached to it. Pipes themselves are capable of trasporting way more power then a quarry can use, thus why you get the higher drain when using a pipe between the link and buildcraft objects. That said, I'm not /entirely sure/ but could you use a batbox to ensure it never takes more then 32?
  4. I've actually had a /lot/ of fun with Darkspore. Diablo style loot, good mob verity with buff modifyers that as you get further make some really hard fights, and good difficulty ramp. Throw in a few dozern diffrent spore creatures and that your level was loot based letting you swap and try new things with the auto-blancing for group and I had a /LOT/ of fun. Gets more fun as you go too, as you get more customisation options (gem thingy slots, unique weapon stats) the mobs get more modifyers (regen, +1 life on creatures that are hard to damage? Occassionaly actualy LOST once or twice. Some of the most fun I've had.) My only complaint with the game was that you had to beat the levels in order to unlock higher ones, making multiplay less desireable at times. Never been more disappointed then with Spore. Had some fun with it sure, but it wasn't the game I wanted, it was buggy, thin on content (stages scrapped, small number of parts, no plant ditor access, all clearly designed to sell 'extra expansions')
  5. I would turn it off and use a diffrent mod. There is no way to 'balance' EE with the other technic mods without it being an entirely diffrent mod. It's fundimental function (the exchange bit) will always leave it so a pupkin farm = infinate renewable diamonds, no scarcity. The best thing to do at this point is to determine if you want a creative mode on steriods end game, and if not, turn off EE and focus on other mods. If you do want it, then you may as well leave it as is, no matter what you change people are going to end up with infinate whatever they need, quickly. Even simple things like being able to get easy ice for it make reactors stronger. I wouldn't worry about it from any aspect other then the amount of protections bypassing damage it can do. ICE mass fabs are also iffy to be honest. The time scale and work is at least linar, but it sitll kills scarcity in an idle manner... And to be honest you /don't/ need more then say 128EU dripping idly into it to have whatever you need whenever you need it. IC2 has a limiar scaling and without EE to make it faster, a diamond an hour would still provide you with more then you need.
  6. You could take out the 'exchange part' thus making EMC useful only for the super-tools. Might have to rebalance red matter stuff if you want to use it though
  7. So long as I can turn my ton of pumkins into diamonds, EE wil be gamechanging. Or my suger, string, flesh, cobble e.t.c. EE is /unbalanceable/ in it's own right. No matter what you change, there will be the geometric progression from the collectors. You can remove that, but then it just becomes a matter of feeding collectors with farms instead. You can remove /that/ but then your down to the very base mechanics of 1 item to anouther. And THAT game mechanic is what makes EE impossable to balance with technic. So long as the transmuation table provides you with /renewable diamonds/ it's broken. Not to mention all the other resources in the meantime for setting up your diamond machine. (The UU matter machine from IC2 is at leats equiped to a much more limited system, but even that is iffy) There are config files to adjust collectors, but you /cannot/ make EE into something that drasticaly alters the gameplay without disabling most of it. If you want a lower progression, change those setting yourself. Love EE for what it is, which is something fun to mess around with untill you get super-creative mode. Wouldn't expect to see it in a lot of servers as a result. Don't think the current machanics can chnage that.
  8. Re: Could this remove the need for a Technic pack? Oh, I enjoyed it to a degree... But I suspect the game we wanted (namely the one they showed at the E3 demo, without the rediculious DRM and with a better working content sharer on launch), would of been /so/ much better. Even those of us who enjoyed it are angry for those kind of things.
  9. Well, we activated EE. We now have a poop diamond blocks machine. Looking forwards to Ender Storage. That will allow the alchemical bag type functionality shared between players without turing on EE at all <3
  10. Well, presuming the config works (the pipes losing 0.05% per block between ruined my last setup) Make sure you have chunk loaders on both sides, making sure it coveres the entire system (power will get stuck if the source/destination/any pipes between are not loaded)
  11. Detecting rain during the day should be possable. Use some timers/switches synced to the minecraft daytime in an and gate detecting power from a solar panel. That way if it rains during the day, the solor panel will switch off and you will know it is raining.
  12. s far as I am aware with some redpower, enderchests and chunk loading that should work on tekkit.
  13. They work even with everyone offline. Double check the chunk boundrys, use f9 (from a few chunks away) to cehck all the chuncks are loaded. And make sure it is loaded on both sides, across the whole pipe system (It won't work if it jams at an unloaded chunk or destination) If that fails, try re-booting the server.
  14. I think 4-6 is full speed (each is 2MJ max speed is 9-11 I think?). Each one requires 6 EU. Your problem is likely that your losing too much of the power over distance. What sort of disatnce are you running this setup over, and what is the power output of your reactor? You might also find better results with just 4-6 engines.
  15. Some areas have naturally low aura. I also think high taint reduces aura over time? Can't remember if that was confirmed or not.
  16. Re: Could this remove the need for a Technic pack? If they released the Spore game we saw in that e3 demo, I would /still/ buy it. The API might make some simple mods easier to integrate, but I suspect anything involving getting mods to play nice with each other is going to be a no.
  17. Or an mfsu with teleporting lapatrons and a few electric engines Or enderchests with lava buckets and geothermals. But yeah, I had forgotten about teleporting in bio-fuel. Perhaps it's time to make that rediculious forestry setup which does nothing usefull working. Or remember I just activated EE on the server, soon making the need for any of this redundent XD
  18. Our quarrys are /well/ away from our base, it's kinda a shame you have the distance loss mechanic. It's bad enough that without pipes you have to run pipes half way across the world without then discouraging it X_X I suspect in order to make a quarry run at full I would be looking at uping our power generation by a thousand fold. Time to look into an alternative, I'll replace my teleport pipes (designed to make thing simpler) with the original set up I would of had if they didn't exist... Guess it will have to be a few mfe's and solor arrays / geo thermal / lapatron teleporters e.t.c. to generate the power on site. Thanks for the info, I've not been able to find arefrence to such a thing anywhere so far.
  19. The main problem I have with EE is how it messes with /other mods/ curves. Progress in IC2/Buildcraft is usaly hampered by redstone, tin, iron, diamonds e.t.c. You run out of one? your whole project halts untill you go mining or quarry up. For example, just getting your first quarry, your going to need to find 8 diamonds, or 8 stacks of coal and the time/energy/obsidion needed to make diamonds. Have EE? Just exchange all that spare gold you found into diamonds. Or set up a IC2 Pumpkin farm. Just need to find /1/ diamond to get started on that. (And heck, that can be gotten with a IC2 setup if needs be, if your strugling to find a diamond) It gets worse when you consider more active combinations of the mods. The volcante amulet allows for infinate geothermal which outstrips a lot. A Ice condensor makes redicluious SUC reactors easy to make. Forget comparing how long it takes to get to X diamonds a second out of thin air with each mod independently, with the combinations you can create /crazy/ fast diamonds just from easly generated matter. (I dread to think whats going to happon with IC2's Crops harvisters) And the end game EE creates when you get there is nuts. It's creative on crack. Love EE2 for what it does. But I would never use it when I wanted more sensable curves and a more 'quarry everything' endgame. Heck, we wouldn't even bother with our crazy store room we just made if we had EE2 enabled. Why make a complex sorting system when you can turn everything into EMC?
  20. I recently tryed this in tekkit, and got perhaps 0.1% of the power making it through to the other side (with correct chunckloader block placement). Anyone know whats up there?
  21. I think Quarrys speed maxes out around 9MJish? 5 electrical engines on the other side of a power teleport pipe are a popular way of remote quarrying. Theres also the bio-gas and other engines from forestry which can put out higher MJ with no explosion risk.
  22. I've yet to successfuly make stairs with redpower, what materials make a stair like shape?
  23. Re: BTW'S COMING TO TECHNIC I get the feeling I should of seen this coming. XD
  24. If they're far apart, you probably need chunk loader blocks to make sure the chunks stay loaded on each end.
  25. sp0nge, disabling almost all of EE's core functionality just to have it 'on' isn't really using the mod. Buildcraft and IC2 have their problems, but they scale up to a much smaller level. They require, at the very least, heavy investments into space and traveling. It makes for a diffrent endgame. Untill that point, EE makes quarrys, forestry, most low end power generation redundent. Masisvly drops the scale and complexity of reactor setups, removes all scarcity and so forth. The biggest problem is with how fast EE lets you get to /the other mods/ endgame. With no scarcity of lapis / glowstone / diamonds / tin due to the 'equivilent excahnge' nature of EE, it's very very very easy to skip stright to the best stuff.
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