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GreenWolf13

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Everything posted by GreenWolf13

  1. Well that is some good news. Why do I not feel hopeful? is it because I watched Direwolf20's video in which tahg (a member of bukkit) said that until then, he hadn't know how fence gates worked. as in, up until that exact moment, he had no clue how fence gates work. For some reason, someone like that working on the Modding API makes me think it will be crap.
  2. Ever hear of Forge? It ddoes almost exactly what you just described. Forge mods can be dropped into a mods folder, very similar to the way texture packs currently work. as for auto installing mods, if mojang used the forge api, they could do something along those lines. But as I've said before, Mojang will probably balls it up and make some convoluted, shitty API that doesn't work.
  3. NO! Linux is by far the best operating system of all (the only downfal being that most games are made for windows, and you need an emulator, so instead I have windows [for gaming] and Linux installed on my PC). And, fun fact, OSX (mac OS) is a Unix based operating system, just like Linux.
  4. ...although xp is better than 7 (vista was terrible, and 7 is only slightly better than vista)...
  5. Good, I should be on in less than 7 hours. See you then! (Hopefully).
  6. Well, if they are smart, they'll just use the existing forge API. the only problem I could see with that is them not getting permission (anyone else think it's really stupid that the makers of Minecraft need permission to implement code from a mod for their game?). But knowing mojang, they'll do something incredibly convoluted that doesn't work, or does a terrible job.
  7. In the immortal words of The Merchant of Menace:
  8. And what terminology would that be? (I assume ninjaed is one of them.)
  9. Wow. That looks amazing. Keep up the good work!
  10. Yeah. The castle I want to build would look really nice with miniblocks, but that would be the last thing I would do, as it takes a lot of time. So I would build the main structure first, maybe put machines in it, then decorate it with miniblocks.
  11. 1)Don't sign your posts. In the RULES it says not to sign your posts. i suggest reading them (the RULES). 2)Use the search bar and google. if you had taken the time to search "technic launcher source" you'd find that the launcher is open source. 3)If you can't be bothered to read the RULES and search for an answer to your question before posting here, you probably shouldn't be trying to make a modpack. Chances are, you didn't bother to get permissions, and you won't handle the rabid fans (of the modders) that scream for your death for "stealing" a "copyrighted" mod (even though you can't copyright mods for a game that you don't own the copyright too). Edit: The viking hacker beat me too it.
  12. That's understandable, as at the very top of the forums it does say: Global Rules READ THE RULES or Get Bent. Whichever. Discussions: 2 Messages: 4 Latest: Rules and Guidelines for... Maiden, Sep 11, 2012 RSS Edit: It's actually pretty amazing how many people don't read the rules. It's like they want to get bent...
  13. why not just pace world anchors along the turtle's route, but have them hidden?
  14. Urist McGriefer? Of the fearsome McGriefer clan? I thought the McBans had wiped them out to the last man? Edit: On a serious note, turtles are pretty cheap, so we could make it a one way trip (have the turtle deliver items, then go a safe distance away, then activate self destruct mode [place and activate tnt]. Any McGriefers that follow will be either killed or injured in the blast, or, if they survive unscathed, they will not know the location of our base.
  15. The idea of selling nano suits for 4 diamonds is that the production will be fully automated. with the nano suits coming straight from uu-matter geberates by solar arrays. so after initial setup, it would cost us nothing to make a nano suit. or any other armour (besides leather) for that matter. so in the end, we make a profit. also, i was thinking something similar to your transposer method, but using filters and retrievers, so that it would only pull currency from the chest, and use an item detector and a counter to iniate the order (activate the redstone to turn on production). possibly have it wait to be sent until the client activates a confirmation lever, which activates an and gate that has the other input activted by the item detector counter. this releases the order into the ender chest, straight into the customer's waiting arms (it's a pun. armour, arms? ah, forget it). but i'd like to get a turtle delivery system set up. maybe have them do runs back and forth between a central delivery station and quantum enterprises factory? the only problem would be if they were followed...
  16. When I say nanosuit, I mean the full set of armour, not just the chest piece. I calculated, and it takes about 180 coal, 4 diamonds, 32 redstone, and a piece of glass. So 4 diamonds for it is a steal. And, I could probably code a turtle to come deliver the armour to your door. All you would have to do is either a) go to one of the Quantum Enterprises stores, place an order, submit your payment, and tell the computer where to send the turtle (Quantum Enterprises will never use your coordinates for anything other than delivery of merchandise, and coordinates are not saved, meaning that your base us safe) or 2)go to our main store, and wait there for delivery from our armour making plant. it may take a few minutes for the armour to arrive, so we have provided you with entertainment (turtles dancing, a computer console, and a wide selection on magazines. All of these will be features implemented by Quantun Enterprises, at one point or another. gps turtles would require us to set up gps towers, so we may use something else, but basically, you pay 4 diamonds for something worth more than 4 diamonds. plus free shipping (if we can figure out how to do it, gos towers are very easy to grief).
  17. When I said transport line, I meant tubes, pipes, etc... Plus, if I charged 4 diamonds for a nano suit, wouldn't you buy it?
  18. No. Just no. Why do people like you exsist? Just go away. Please.
  19. Just in time for ny return to the server. see ya guys in the new world!
  20. I know, I choose a mainstream subject for my first report so as not to send people running in fear. although, I probably cold have picked something a bit less "shitstorm likely" as you say. But don't worry, I already have a plan for the fifth report (if it lives that long) that will be anything but mainstream. Sorry if the facts sound biased, I tried to find some good facts for each side, and I'll probably add more facts to make the report less biased. But like any form or journalism, it's gonna have some bias.
  21. The GreenWolf Report: Main Thread can be found here. Hello everyone, and welcome to the first report of The GreenWolf Report. Before I get started for the first time, I want to let you all know what the Report is all about. The Report is designed to give people easy access to all information available on a subject. Each week I will post another Report, with a different subject each week. I will do my best to compile all information available on the subject that each week's Report is about, and I will try to present that information in a clear, concise manner. At the end of each report, I will summarize the facts, and give my opinion on the subject at hand. Please note that the opinions expressed in the Report are my own, and in no way, shape or form do they represent the opinions of the Technic Pack Developers, the Technic Forums Moderators, or anyone else, unless he/she/it says otherwise. Now that we have that out of the way, we can start the first report. This week's topic is Equivalent Exchange 2. I'm going to present the facts about Equivalent Exchange 2, and then I will give my opinion of it. The main question(s) at hand are: •Is Equivalent Exchange 2 overpowered? •Should Equivalent Exchange 2 be included in tekkit/technic, or any other modpack? Here are the facts: •Pahimar, the current developer of Equivalent Exchange 2, has stated that he believes his mod is overpowered and unbalanced. He has also stated that Equivalent Exchange 3 will be mostly focused on balance. •Many tekkit servers disable parts of Equivalent Exchange 2, or remove the mod entirely. 9 of the 10 "Deluxe" servers have removed or modified Equivalent Exchange on their servers. •Equivalent Exchange 2 Power Items (rings, destruction catalyst, etc...) grant almost creative mode like abilities and more. They add the power to call down lightning, change the weather, destroy, place, and transmute dozens of blocks at once, and many other abilities. •Equivalent Exchange 2 Energy Collectors and "Power Flowers" create EMC out of nothing, and create EMC faster depending on light level •The EMC from so-called "Power Flowers" can be used to exponentially replicate the "Power Flower" •Equivalent Exchange 2 Power Items can be used for griefing, as they bypass protection plugins (and require a patch or another plugin to fix) •Equivalent Exchange 2 tools never break and require no recharging or fuel (some special features of tools do require fuel, but the default behavior [a pickaxe breaking one block of stone for example] does not) •Equivalent Exchange 2 renders economy plugins useless, as it is possible to create items out of nothing (using Energy Collectors, "Power Flowers", or any number of other EMC generation techniques [darkrooms, cow milking machines, etc...]) •Equivalent Exchange 2 can be exploited when used in conjunction with other mods (for example, Industrial Craft 2 macerators produce 5 blaze powder from 1 blaze rod, which can be condensed into 2.5 blaze rods in an Energy Condenser) •When it is the only mod installed, many EMC generation exploits disappear. Also, there is no issue with balance, as there are no other mods to balance it with. •There is a large amount of documentation for Equivalent Exchange 2, and an up-to-date wiki (something that many mods cannot say) Now here is my opinion: The core idea of Equivalent Exchange 2 (transmuting items into other items of equal value) is great, but it is poorly implemented, and the power items make finding and obtaining high value items too easy, while collectors make it possible to generate items out of nothing. On its own, Equivalent Exchange 2 is a great mod, but when implemented into a modpack "as is" (without changing EMC values, no items disabled) Equivalent Exchange 2 becomes game breaking, rendering aspects of many mods obsolete or pointless. Why build a computer controlled flying quarry using Red Power 2 if you can make items out of nothing? In short, Equivalent Exchange 2 does not belong in a modpack unless it undergoes massive changes (which may be coming in Equivalent Exchange 3) by either the developer or by modpack makers. This concludes the first GreenWolf Report. (Note: I am currently looking for people to help me research and gather information. If you wish to help, leave a response, or send me a PM.) Edit: Added a few more facts in an attempt to remove any bias. The fact is, it is very hard to find facts that support the inclusion of Equivalent Exchange 2.
  22. I just say ban nukes altogether. They serve no purpose other than to grief. You can't mine with them (they destroy all blocks in the blast radius, without dropping items), and... well really that's it. There is no point to nukes other than to make a big boom.
  23. And this is why I could never be a modder. I don't have the patience or attention span for it. Although, I might try working on the mod I wanted to make again, as I understand java a bit better now. Hopefully the modding api will make modding easier (read: fix the ass-backwards code). But I suspect that as usual with mojang, it will also be ass-backwards.
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