Almost every problem that comes with Mystcraft can be solved easily with a creative solution. The creation of ages can be restricted to moderators and SK only by removing the recipe for descriptive books, making them impossible to craft. The same can be done with linking books. Learning symbols and their relationships can be done in single player, and all symbols can be spawned in by a moderator, instead of creating dozens of unstable ages. As long as the creation of ages is restricted, Mystcraft works fine. The core of EE is the ability to Exchange one object for another Equivalent object. As minecraft allows infinite generators to be easily created, such as a cobble generator, a mob grinder, or even an infinite water pool, hooking up an alchemy table and a generator allows a person to generate any item they want for free. Easily. Any idiot can do it. That is the core principle to EE, and it is inherently overpowered.
So my question is How the **** can all you guys look into the future and see that EE3 will be exactly the same as EE2?
If EE3 keeps its core mechanic than it doesn't matter how different it will be. Its core idea is overpowered. If EE3 changes itself enough to change its core mechanic, and from the development announcements it does not seem to be doing so, then we can reconsider its place on the server. Until that time, EE3 can be considered to have the same core problem as EE2.
i just watched the mod spotlight on gregtecH AND I WILL KEEP WRITING IN CAPSLOCK FOR THE REST OF THE DAY: I WANT THIS MOD NAO: IF WE DONT GET IT I WILL TAKE THE NEXT PLANE TO MURICA AND KICK SK IN THE NUTS:
No, taking a vote would cause the decision to take too long. The mods are being chosen based on what we know about the mods (either the enjoyable bits or the conflicting ones) and so comments help with that. EDIT: I was also referring specifically only to Path's post, which he deleted.
I would just like to comment, as regards Gregtech, please tweak the default config. Some things are balanced well, and others seem quite arbitrary. The Macerator "Hard" recipe takes 3 diamonds, but an equivalent machine is available through Thermal Expansion for much, much less.
To clear up a few things in this post: First off, there is no point to Mystcraft if you can't make your own worlds/ages. That game mechanic is literally the entire mod. Secondly, if you learn a symbol in SSP it has to be carried through the notebook item which will probably only be in that save file unless there is some easy way to transfer object with NBT data between saves. Hint: There isn't. Third, Restricting the recipes so only a moderator and admin can make worlds/ages is bad in the event we get a corrupt mod (don't tell me that never happens) and they make 100s of new worlds. Also not being able to make linking books kills the only other reason I've seen to have Mystcraft which is being able to teleport between worlds and eventually from within the same world. Linking books can effectively be the new /tp command or in our case the new enderpearl.
Here's a matrix of mechanics that we've made: https://docs.google.com/spreadsheet...dUdGdG1xRmZyNnc&single=true&gid=6&output=html Green: What we'd prefer people do (and expect them to) because it's better for the server, performance-wise Light orange: Slightly obsolete Dark orange: Obsolete Red: Disabled RedPower2 also does almost everything.
Btw SK, you may want to turn quarries off too. They now force-load all the chunks they occupy (not configurable), which could be a problem if many people are going to use huge quarries... *shudders*
If we can suggest another mod that is not on the list, I would also like to see Elemental Creepers. It works with forge and also ModLoader and ModLoaderMP. I haven't played this myself, yet, but the videos I've watched makes it seem like it would add in another layer of hardness but also awesomeness. In one of my other posts, I asked for "Smart Moving" which is on the list on the last tab.
RP2 Melon farms are only laggy because because you use timers that cause unnecessary block (and lighting) updates on every piece of redstone/redwire/block they are connected to (and surrounds for lighting updates). Yes, a timer is easy, but there are much less laggy ways to do it. For instance a powered repeater facing toward where the melon will grow and using the redstone signal from the melon once it grows to break it. But I do agree that it *very* easily causes lag (Lag-o-mills for one), but there are ways for avoiding that. Unfortunately though, the masses don't see that.
The idea behind restricting mystcraft descriptive books is not to disallow players from having ages, but to restrict them to one or two ages apiece without having to code anything new. A player could experiment in single player to learn what age they want, and then request their age and symbols from a moderator. As to linking books, if sk is okay with teleportation, then linking books do not need to be restricted. If not, then removing or changing the recipe is the easiest way to dodge the problem without removing the mod entirely.
If I'm correct, the most you'll have to do is do the edits once, and merge them with the new CC version every time you update - I can do the edit if you don't have the time since it's afaik, pure lua (non bytecode) that you can just set to error when someone tries the refuel command. First thing is that it's a bad idea for ComputerCraft because of how easy it is for someone to just upload a virus to your computer or download a program which wasn't made by them that contains sensitive information (passwords, etc.). Thou you can set the program to point elsewhere for said sensitive information (like a MySQL database), you'd still need the HTTP API. Although it would be nice to hook in NP++ to FTP straight into my computer, this idea sounds like it would require allot of work (especially the authentication part) to be done. I'd say just point players to a program like CC-Copy, which is basically an auto-typer for ComputerCraft. Redpower is fine for something like this because you need to know a proprietary hash given by the disk or the CPU that you want to modify, making it near-impossible for someone will ill intentions. Also, as I stated previously, I will not be using the HTTP API for the common reason (downloading programs), I'll be using it for something a bit different...
Yes, that's why I use ComputerCraft because compared to timers (and any other item in RP2 digital), they cause very little client-side lag You probably just need to restart the server so the ages can unload. Usually thou, counting the age has no players/chunkloaders in them, they should unload automatically. As for the meteor game crashes (sky colors also crashed for me), I think that was fixed in the most recent version but even if other symbols lag/crash, you can simply disable them in the config, and it won't generate in any age after that nor will they show up in the writing desk. This is a very present problem in TC3, especially on servers with a border... I'd say wait off Thaumcraft for a bit and if it comes out with an update that 'fixes' the fact that any Thaumcraft-troll can mess up the people living around them with just using the mod...
Just wanted to say that I really enjoy Wireless Redstone. People can use it for whatever they want, ease of use, or just to make something look cool. We are all here to play modded Minecraft, in our own style of play. Isn't that partially the point of mods though? To add more features to Minecraft, along with automation and awesome items. Mystcraft adds books that can be used to travel here and there with better ease and provide more inteaction between players. Also a public writing desk would provide no need for everyone to go rush to find all the symbols, or you could just start the game with a notebook with the symbols in it. Gravitation suit, MFFS, Ender Storage, and Mystcraft are all great mods. I would really like to play them with other people in a friendly environment. Hopefully these can be implemented in the Alice style and enjoyed by the majority of the users in the game. Again, everyone has their own play style and opinions, and this is just mine. P.S. Mods I mentioned and others I would like: -Wireless Redstone (yes) -Gravitation Suit (Yes) -MFFS (Yes) -Ender Storage (Yes) -Mystcraft (Yes) -Forestry Plugins (Yes) -Thaumcraft 3 (Yes) P.P.S. Suggestion for a mod called Advanced Solar Panels. Much like Compact Solars, it provides solar power of multiple solar panels in one block. But unlike Compact Solars, it provides a much more complex and difficult way of acquiring them, and also the ability to make it EVEN HARDER with a HARD crafting mode. I prefer the HARD mode, because it makes it very difficult to use them to mass produce IC2 power in the beginning of the game, as well as later on. These recipes involve iridium, previous solar panels, and lots of hard work and determination. And also any solar panels that are felt to be overpowered can be simply disabled. Or if that is too extreme, generation rates can be modified!! Also there is an addon for the quantum helm that provides a upgraded solar helmet that charges your equipment. Of course it takes energy while doing this but it is sure worth it. Before anyone gets offended of me writing this or suggesting "OP Solars", just take a look at the link for yourself and decide whether or not you support it. Here is the link P.S.P.S. -Advanced Solar Panels (Definite Yes) Thanks for reading, -Michael(or _Ic3Man_)