Closed calclavia closed 12 years ago
P.S, someone wanted a fusion reactor? http://calclavia.com/universalelectricity/?m=9
I was expecting something like this.
You'll be pleased to know that a good bit of the things you pointed out will be changed before the new update. I was clear in telling you this was not an official build, just something you could test out. I'll go ahead and say that yes, the mod will have separate modules before v5 is released. Solar energy has been slashed down to one eighth of it's original power, and I have also cut down on how much power the heat generator is capable of powering.
Solar Panel GUIs are staying, sorry to tell you. I worked a long time on that and I rather like it.
My energy system will stay until I know how to efficiently use UE's electricity system.
I await your response.
-aidancbrady
Thinking twice on separating Mekanism into modules. BuildCraft had separate modules for quite some time and it just made things complicated.
EDIT: yeah, I really don't like the idea of modules. Maybe I'll do something like that later on the road.
As for my own energy system, I'm going to go ahead and remove my energy network. It really doesn't make sense to have my own, and yours is way better thought out. This will delay the release of Mekanism, but will hopefully make it more consistent.
Thanks you. The WHOLE PURPOSE of having UE is to have ONE energy network and to not have anything else! Do you know that once you included the UE API in your mod, you ALREADY have a network within? Your mod can run without any other UE mod once you have the entire API in your code. Don't reinvent the wheel.
Also, it's not about separating into modules. Your not going to make modules, you should make totally separated mods! From seeing your content, you can have three mods: Green Tech, Mekanism and Tools. Do what Darkguardsman did. You have a huge mod being too general. Look at ICBM, everything is about explosives. Look at Electrical Expansion, everything is about transporting and storing energy. Look at Steam Power, everything is about generating energy via steam. Look at Atomic Science, everything is about nuclear and stuff.
Even non-native mods like Railcraft have a focused topic for their mod. Railcraft is all about Rails!
Now look at your mod. You have random tools, random magical items and a machines. All your content is great, but it is way too cluttered. It doesn't look like a UE mod and it doesn't match as part of the UE series. You see my point right? Your mod looks like an alien in the creative menu.
Sorry to say this, but Atrain has also given me permission to continue Green Tech. If your mod cannot be like all the other UE mods, then I might as well write my own Green Tech mod. I know I'm being harsh, but I have to say what I wanted to say for a long time. I cannot support mods that are huge in an unfocused way.
Modules are back in place, figured out an easy way to manage them. As for you taking over GreenTech, I'm fine with that, but you would be taking control of a huge margin of UE content. If you do, I'm still going to develop the generators module which will contain the exact same content.
By the way, energy generation is now 1/4 what it was when you tested it :)
ALSO... fixed the problems I was having with your electricity system. This just leads the way for me to make my mod run completely on your damn network. :)
EDIT: fusion reactor looks great :D
EDIT EDIT: wanted to point out how Railcraft introduces steam power which has nothing to do with rails ;)
EDIT*3: modules will be Mekanism:Core, Mekanism: Tools, and Mekanism: Generators
I really don't want to take over Green Tech. I prefer other people to do it as I have no time to do so. But if your mod are so cluttered, I won't be able to consider it as a UE mod and I will be forced to make Green Tech.
To rebut your point, Railcraft only has few things that are unrelated (which is fine) while your mod had most of its things not related to your topic which was machines.
One thing I wish you did was instead of making modules, make them completely separated mods with a different name and such. I know the content is now separate, but the thing is I want to impose the idea that UE mods are all unique mods focused on their topic. For example, I could've said ICBM was part of Atomic Science and called it Atomic Science: Explosives. That'll be very awkward in my opinion to do so. ICBM and Atomic Science works with each other perfectly, but they are "named" as separate mod to give the impression they're different. That's what I'm hoping for your mods. Like what Darkguardsman did, he has over 10 mods, each of them focused on its own topic.
Just tested you pre-release 5.0. It is WAY overpowered. Your solar panels charges a batbox full in like 10 minutes. It's not supposed to charge a batbox even after 60 hours! You're supposed to need like 40 panels to generate the energy it has now. Solar panel also shouldn't store energy. All your generators are overpowered (especially the geothermal and solar panel), and they're not separated from this mod. I thought you're making it part of Green Tech?
Also, please do not have a GUI for the solar panel. It's really awkward and the solar panel should be like a slab, not a block. No one puts batteries into solar panels.
I still don't like the fact you have your own energy units. Please use UE's unit with joules and stuff.
Anyway, sorry for making critical comments, but I really hope they can be changed in your mod. :) As much as your mod is great with content, I feel it is not very native to UE, and more like another mod and not part of the UE series. You have your own battery, your own power system and everything. You are pretty much independent of UE. You have armor and tools here and there and in general a bit of everything. From the creative menu, it looks like something IC2 would have which is what I am trying to not become. Separate your mod into modules. Have Green Tech as Green Tech, have tools as a tool mod and machines as machines.
If I didn't misunderstood you, you wanted UE as your main power source. Then why don't you use the UE power source and UE units of power? In the mod pack, your mod looks like an alien because it is just different from all the other UE mods. It looks like someone installed IC2 into UE. I really hope your mod can be closer to UE than to be just another independent tech mod. I am sorry to say this, but if you can't fix these issues, I won't be able to add your mod in the FTB pack for the next version. You have all these magic stuff in your mod that just doesn't make sense in the UE environment.