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[1.4] Minecraft FTB modpack - Page 7

Forum Index > General Games
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Aixler
Profile Joined August 2010
Netherlands946 Posts
December 13 2012 20:57 GMT
#121
Think i will play without any quarries/ic2 miners/deployer frames/mining turtles next time.
They give too many resources, make all the other cool things obsolete.
Who cares about being efficient when you have diamonds chests filled with ores.
Archas
Profile Blog Joined July 2010
United States6531 Posts
December 13 2012 21:11 GMT
#122
I never though I'd hear you say that you didn't want to be efficient.

I am shocked, sir.
The room is ripe with the stench of bitches!
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
December 13 2012 21:45 GMT
#123
The problem isn't the mining automaters - its the fact that they can run 24/7 without interruptions.

They are balanced for the fact that they mine at about half the speed a human can do it, but do it constantly while there is someone around. But this balance only works in single player mode. In SMP they are running CONSTANTLY, giving you way more than their cost warrents.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
r.Evo
Profile Joined August 2006
Germany14080 Posts
December 13 2012 22:07 GMT
#124
On December 14 2012 06:45 Zaphod Beeblebrox wrote:
The problem isn't the mining automaters - its the fact that they can run 24/7 without interruptions.

They are balanced for the fact that they mine at about half the speed a human can do it, but do it constantly while there is someone around. But this balance only works in single player mode. In SMP they are running CONSTANTLY, giving you way more than their cost warrents.

I tried coming up with something that doesn't revolve around them acting as world anchors but I'm not sure if it will just create some kind of OKAY GUESS I'LL JUST AFK ALL DAY TO KEEP IT LOADED reaction from most guys. I genuinely don't like the idea of logging in a day later and being done with an entire quarry but I'm not sure how to work around it properly.

In general I'll most likely disable all craftable world anchors and let mods give out restricted amounts per person just so we have an idea about which chunks are loaded permanently.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Archas
Profile Blog Joined July 2010
United States6531 Posts
Last Edited: 2012-12-13 22:18:59
December 13 2012 22:15 GMT
#125
Is there any way to further reduce the speed of a quarry? Maybe you could counteract the tendency to run constantly on SMP by making the ores mine even slower.

Just a thought.

EDIT: Or maybe set up a Mystcraft world with fewer ores per chunk, and only allow quarries to be run there?
The room is ripe with the stench of bitches!
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
December 13 2012 22:30 GMT
#126
Or reduce the speed these things are running at?
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Aixler
Profile Joined August 2010
Netherlands946 Posts
December 13 2012 22:57 GMT
#127
Or increase the power required for current speed a hundred fold, like greg tech did to the mass fabricator.
600mj/t for max speed will be a nice way to balance it.

Possibly with 1.4.5 this is possible in the config file, as the quarry will accept speeds higher than current max with 6mj/t in 1.4.5
Westy
Profile Blog Joined April 2010
England808 Posts
December 14 2012 04:51 GMT
#128
I am guessing there is no way to limit the size of a quarry? It wouldn't be so bad if you could only quarry the default size. Its at its worst when you log out with a 64x64 sized quarry and log in the next day to have it completely mined
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50107 Posts
December 14 2012 04:56 GMT
#129
but why even turtles, they are only as good as you can code them.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
December 14 2012 05:19 GMT
#130
On December 14 2012 13:56 BLinD-RawR wrote:
but why even turtles, they are only as good as you can code them.

Even the default digging programs are pretty afk-free-ores. Sure you can do even cooler stuff with them if you know how to program them. They have an option to require fuel though....
3.
Aixler
Profile Joined August 2010
Netherlands946 Posts
December 14 2012 09:15 GMT
#131
Turtles already require fuel, but a stack of charcoal is more then most will ever need.

r.Evo
Profile Joined August 2006
Germany14080 Posts
December 14 2012 09:37 GMT
#132
Hmmmm.... both speed and power usage sound like good things to work with. I kind of dislike touching the size because it feels more "forced" than the other methods. Speed is something NO ONE will notice. I guess a nerf to energy usage will indirectly affect speed (either use the same generators for less speed or more generators for the same speed as right now). Only drawback being that an energy nerf is probably more of a logistics issue than a real nerf. =D
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
December 14 2012 10:36 GMT
#133
Well if you make quarries require like 30-40 MJ/t to run at full capacity, it will defiantely give an incentive to explore the very advanced and dangerous engines of BC. A few electric engines would barely make them move.
The same goes for other automated miners. Make turtles burn fuel like a blast furnace, and miners require a medium sized power plant to be effective. Together with a nerf to the speed, it will be much slower to get the massive amount of resources that we can get on the test server (just look at my barrels full of metal blocks).
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Aixler
Profile Joined August 2010
Netherlands946 Posts
December 14 2012 22:50 GMT
#134
Cool image made for the forgecraft server:
[image loading]
Youtube speedart
Westy
Profile Blog Joined April 2010
England808 Posts
December 15 2012 01:47 GMT
#135
The reason I suggested size nerf instead of speed/energy is because both those can still easily be overcome, and you can still just log out at night and wake up with stacks and stacks of resources. A size nerf would require you to regularly log on to move it, meaning you can't just sleep your way to riches.
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2012-12-15 17:46:15
December 15 2012 17:46 GMT
#136
To be fair, EE is even more overpowered. Once it comes back in, Quarries will be worthless compared to Energy Collectors and Condenser loops w/Cows.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50107 Posts
December 15 2012 18:30 GMT
#137
EE3 doesn't have condensers or collectors.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Archas
Profile Blog Joined July 2010
United States6531 Posts
December 15 2012 18:41 GMT
#138
On December 16 2012 02:46 Antylamon wrote:
To be fair, EE is even more overpowered. Once it comes back in, Quarries will be worthless compared to Energy Collectors and Condenser loops w/Cows.

That's why r.Evo disabled EE on the last server, and why he'll do so again for the next one.
The room is ripe with the stench of bitches!
Critter
Profile Joined January 2011
United States196 Posts
December 15 2012 18:48 GMT
#139
There's no need to disable EE once it gets added in, they removed collectors, condensers, etc in the new version. From what I've seen of it on the DW20 play through it basically lets you do things like manually change 4 iron into a gold bar and turn dirt into cobble/sand/grass/etc.

Another note about the limited world anchors idea, IC2 quarries act as world anchors now. Just something to keep in mind.
Archas
Profile Blog Joined July 2010
United States6531 Posts
December 15 2012 18:55 GMT
#140
That's good to know. I've never really liked EE just because it's been incredibly imba in the past, so I'm still a little skeptical, but I'll trust your word. Converting mundane materials into other mundane materials seems just fine to me.

As for the quarries, is it possible to adjust the anchorage via IC2's configs?
The room is ripe with the stench of bitches!
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