Man rebuilding my base would suck, especially since I just finished a huge tower and hobbit hole that would have to be redone. I would have to ask for a WE copy /paste. I'd deal with the terrain around my base and where.
I highly doubt mods would want to do that, because if 1 person is allowed, more people will want to. And it'll all just become a big clusterfuck.
I have an Idea for if we do option 3 (Full reset for 1.5 AND 1.6). Hows about for the 1.5 update, since its so short between the next update, re-enable the mass fab for faster advancing. That was just an idea though. I'm also just getting past the "mid-game" section and I would like a bit more time to get a bit farther in the game. I do believe a full reset is necessary soon. It will ease much pressure on the server and the lag will be very minimal after the reset. I don't know where I was going with this, but I just felt like saying that.
I'm thinking that might work... ofc shadow will now shout at me for wanting to make the game 'too easy'
Nah, I only shout at you if I don't like what you say But other then that, it might be a good idea. But I still do think it would be "too easy", maybe do what I accidentally did the last update flutter did, have the matter fab go the same rate as the mass fab, but still have the recipe the same price. But idk, doubt sk would agree.
I'd say a 'keep' command is the best choice, I personally am considering starting fresh, but I'm not completely sure. I may just put all my important things in a bunch of 64k ME Storage Cells if our inventory will transfer. A 'keep' command would simply keep both sides happy.
This post is based on the assumption that matter fabs use more energy/whatever than mass fabs, so: the price could be the same as mass fabs but the speed/energy could be the same as matter fabricators - that way if you don't have much in the way of res because you spent it on an epic power gen then you can still use it, so it costs GT amounts in the long run, but affordable, for players who like it easy, to set up. My idea based on Blaise's and inversion of Shadow's.
Your assumption is correct. A matter fabricator needs approximately 15,666,666 million eu/t more then the mass fabricator to create 1 UU-Matter, but you also need to feed the matter fab an amplifier; And the more EU you supply the matter fab, the more amplifier it'll need. Unfortunately, there would be no easy way to change the EU cost of the Mass Fabricator unless one of us directly modified IC2 to include that change. So it's a more viable option to change the rate of the matter fab, then otherwise.
I would like to be able to keep all my current machines and ores and other stuff. I never get to end-game due to Gregtech and never will. I can't even do it in single player.
I say keep a few AE disks with you're items on, and a then do a map reset. The 'keep' function will just delay the update even more... (not moaning, just saying)
While a lot of us like that idea, it does have many bad problems laying around. For instance, if we did do that, the IDs that were previously used by mods that have been removed, could be taken in by other mods and replace peoples items with unmentionables. Every option is not without it's quirks sadly.
I don't care so much about my build, but I would like to be able to save a chunk or two, just enough to hold an AE system storing all of my stuff.
I suppose, but couldn't you just 'purge' all items that are getting removed, before the update? Or is that not possible
To my knowledge, that's not possible. I did try to bring up the idea of loading the world up after we moved all the mods we planned on removing, but the idea didn't see the light of day; But there could still be some ID pickups along the way, so it's still not 100% safe plan.
To be honest I wouldn't enjoy having a mod that has hard-coded item/block ID's in it, even a mod that adds a block range of id's kinda makes my head hurt (Yes, I'm eyeballing you CustomNPC's mod)... Some possible solutions: 1. Rely on the player base to faithfully remove any objects of removed mods from their inventories before the update (Which they should be preparing to do anyway). 2. Assign groups of players to moderators who will be tasked with removing objects of removed mods from those players inventories. 3. Mods that are staying, of course, retain their ID's. New mods have their ID's assigned to values from an unused ID dump, to avoid conflict with current and removed mods. To remedy the conflict from removed mods, a list of all the id's and types (block/item) would need to be collected and then a "filler" mod made. Just a very basic mod that assigns a non-functional/worthless custom item or block to those ID's that were (or will be) removed. After the update takes place, then you can remove the filler objects through a conventional method (or even have the mod remove them itself). If you can't ensure removal, ensure replacement.
I was going to suggest something like that, even just client mod for a moderator that when you put an ME disk into an ME chest, it scanned all the item ID's and highlighted the ones put into a config, making it a lot easier for a moderator. I could probably do it with the macros/keybinds mod, if it recognised the container..?
While that would be a very good idea. You guys think of it like it's as easy as...say logging into a server. That sort of thing would be much more complicated. especially since it would have to tie into other APIs, which is just added work, which no one on the modpack team really wants to do.