Open b0bst3r opened 8 years ago
Shame to hear that, but completely fair enough. I've tried to balance the power as much as possible but you can't balance free power. I think this could be a small part of the solution.
I'm considering a few possibilities.
Not sure yet, any further thoughts?
I'd cross out the water one since there's a few mods with infinite water source blocks which negates any real difficulty in that.
I also looked at altering the locator recipe but once it's made you have access to 2kRF all the way to spamming plugs galore.
Hmm giving the locator a fuel requirement could work or like your last option maybe an expensive part that lowers on durability and would need replacing, like even maybe giving the locator module durability.
I know you mentioned the mast but I'm not sure what that's for yet.
They key to me is the plugs, make them expensive and you have your balance and having gone through the process of making the 5x5 generator it's very inexpensive, just time consuming getting the circuits. For me if you make the circuit part expensive (by config) then you have your trade off.
I managed to get the 24 stable circuits from 3 stacks of dirt, imagine then if they were 3 stacks of diamond blocks (still not expensive enough for me) or 3 stacks of nether stars. Whilst that might seem ridiculous to you trading in 3 stacks of nether stars for unlimited, everlasting 7000RF/t is still in my book extremely well worth doing.
I'd like to know what others think also.
Ohhh yes, the Locator Module could be harder to craft and then run out after a certain amount of time. Perhaps even making the locator require experience points to run??
That gives me a thought. I have been planning on reintroducing the Calculator Research System. Could have that involve gathering some kind of Calc XP, which can obtained through a variety of places in the mod, then perhaps the Locator could require a certain amount to run. If the Calc XP were stored in the players name, then it could just be removed and added automatically. Maybe.... just an idea.
Not sure about a good solution for the Conductor Mast, which offers unlimited, free RF also.
I'd steer away from Exp points as mobs farms are very easy to make and you'd be swimming in exp in no time (as I currently am now).
Edit - I went to look up the masts and you could kill 2 birds with 1 stone here, make the weather stations require stable circuits (if not the lightening strike could miss and destroy another block maybe or just implement what happens with the plug gen when it's unstable).
I still think that's the answer but hey ideas, brainstorming etc etc :D
what if you make the 'locator' a real locator? it locates something (prefarably also unfindable without it, a space thing or so) that you can then retreive and serves as fuel?
Hi,
I like your mod alot but with the concept of free unlimited power puts a lot of mod pack makers off adding in your mod.
Anyway I thought of a decent way to toughen up your mod that wouldn't require a massive amount of work for you and it gives pack makers a config option to make the mod more difficult, therefore I would like to suggest a config option of:
-# The block in which circuits are made from in the Precision Chamber (default minecraft:dirt) blocktocircuits=minecraft:dirt
It would allow us to name any block which could be put in the Chamber to analyse or item for that matter.
So if we wanted to gate the circuit use to arriving at a planet (discovering lost technology) then we could add that block to the config and dirt would not be used.
Any thoughts?