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Post by ldog on Jan 16, 2012 19:29:03 GMT -7
So I've noticed that the bank lets you exchange iron, gold, diamonds. EE also lets you exchange the same.
Minecolony bank 1 diamond = 4 gold = 10 iron EE 1 diamond = 4 gold = 16 iron
Suddenly our Equivilant Exchange becomes Unequivialant. So if we take all our gold & diamonds and our philosophers stone and convert them all to iron, then we take them to our bank and turn them back into gold and diamonds and we get out more than we put in.
I know interactions between other mods are the least of any modders worrys. A suggestion could be made and either modmaker would be well within rights to say go tell the other guy to fix his mod.
That aside, I think it would be great if the major modders could come up with a standard exchange rate for items just so they all fit together nicely.
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Post by chrisbitz on Jan 17, 2012 1:45:38 GMT -7
What's EE?
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Post by Peter on Jan 17, 2012 1:59:40 GMT -7
Equivalent Exchange..
A mod where every item I believe has a value and you can swap certain numbers of some items for others...
I think it's a bit OP.. Mean effectively you can make diamonds from dirt and sand etc..
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Post by ldog on Jan 17, 2012 8:35:19 GMT -7
It's Alchemy. The term comes from Full Metal Alchemist, which I am sure is the major inspiration for the mod.
I felt it was very OP at first but then I realized a few things. It takes a huge amount of dirt to make a diamond. Granted cobblestone generators make a lot of mods OP, but that is a general fault of Minecraft. Also the amount of diamonds you need to make dark matter means you aren't going to sit there rolling in diamonds.
I finally setup some machines last night and while I think they need a little tinkering (diamond block from 1 diamond is a bit crazy) it takes a tremendous amount of time and it also takes energy. I let the machines run for several hours while I ran around my colony and I still haven't got any dark matter yet.
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Post by Vega Sera on Jan 18, 2012 18:08:14 GMT -7
You think that's unbalanced? Look at the interactivity between Tale of Kingdoms and Millenaire, especially when equivalent exchange is thrown into the mix. Step 1, mine some cobble. Step 2, sell it to the millenaire village. Step 3, sell the Denier Argent to anyone in tale of kingdoms. Step 4, buy many golden apples. Step 5, transmute golden apples for many diamond blocks.
Equivalent exchange when not interacting with other mods is relatively balanced, albeit for the end game. Add in buildcraft and you can have automatic diamond makers. Add in industrial craft and you can double your diamond output.
And I'd hate to nitpick, but alchemy isn't originated in full metal alchemist. The term has existed since the middle ages, and originated in the middle east. The entire psuedo-science was centered around trying to transmute various materials into ones of greater value. Although they never really succeeded, it did cause alot of breakthroughs for the chemistry and medicine fields.
/nerdrant
(would have included a link to the wiki page, but alas, it's the SOPA blackout day, wikipedia is blacked out.)
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Post by ldog on Jan 19, 2012 13:59:43 GMT -7
Correct, Alchemy wasn't made up by an anime, but I am pretty sure the term "equivilant exchange" was. I have been known to be wrong, from time to time Anything involving coblestone is inbalanced, and that is a vanilla issue, since it is the fact that you can generate unlimited cobblestone easily and automate mining and distributing it. ToK is pretty imbalanced in general, it is very easy to make money and then you can buy anything. I've been playing with almost all the big industry mods (all but RP), EE and Thaumcraft. While all of them give you something for nothing in their way (Minecolony & even Millenaire too for that matter) most involve time and have sinks for a lot of the extra resources you get. So in the grander scheme of things my whole point is pretty much a nitpick. It is something for the devs to think about but it certainly doesn't affect my enjoyment of either mod. As many people would say "if it bothers you then dont use that feature"
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Post by CoconutCurry on Jan 20, 2012 6:18:51 GMT -7
The concept of equivalent exchange has been around literally forever. "No pain, no gain" in sports is the same thing in different words. The concept did not originate in FMA. I *do* believe FMA was the first time in popular media that the concept has been used for alchemy.
/offtopic
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Post by Vega Sera on Jan 20, 2012 10:39:27 GMT -7
It would be nice if an independant modder got permission to rebalance all of the mods in for example, the technic pack, for each other. Would it be a gigantic pain in the ass for little effect? Yeah, but it would be awesome. As far as I'm aware, the technic pack guy just made it to where the game is functional with all of these mods around. Even though they all work together, not all of them really work well together.
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Post by ldog on Jan 20, 2012 13:08:54 GMT -7
Technic wouldn't let a little thing like permission stand in their way (they dont have permission for half the mods they use which is why discussions about them tend to end in flamewars...I am not judging, just stating observation, and maybe finding a little amusement in it).
I think the EE costs are probably a good base because they are pretty thorough. Minecolony would only need the iron to gold ratio adjusted.
I have no idea how Milenaire costs relate to the others, I have just started kicking the tires hard on it. One very nice thing about Mil is that almost everything is enduser configurable via text files.
ToK prices are customizeable as well.
You know now that you mention it, I will probably make such effort anyway and so I will share my config files when done.
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