Thoughts On EE3

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Bellaabzug21

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We've heard about DynEMC, but once that's finished, what do you think is in the future for EE3? Will it become the same overpowered thing it was in the past just with less exploits, or do you think it'll take the route that contains no free energy whatsoever?
 

Jess887cp

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I don't think he would be rewriting it if he wasn't trying to make it more balanced. The exploits that have been discovered have already been fixed, to my knowledge, so I think that it will turn out to be an excellent mod.
 
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Bellaabzug21

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I don't think he would be rewriting it if he wasn't trying to make it more balanced. The exploits that have been discovered have already been fixed, to my knowledge, so I think that it will turn out to be an excellent mod.

Well yes, but he has stated that he will eventually add some form of passive EMC generation. In my opinion, this is a problem no matter how little energy each machine generates, with enough there will be a ton generating.
 

Jess887cp

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Well yes, but he has stated that he will eventually add some form of passive EMC generation. In my opinion, this is a problem no matter how little energy each machine generates, with enough there will be a ton generating.
I suppose it would depend on how the generation works, and what it requires. If it's on the scale of UU-matter, either GT or non-GT, then I'm sure everybody will be fine with it. I think he's also changing the recipe to the minium stone, or finally adding the philosophers stone, so there's that.
 

Bellaabzug21

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I suppose it would depend on how the generation works, and what it requires. If it's on the scale of UU-matter, either GT or non-GT, then I'm sure everybody will be fine with it. I think he's also changing the recipe to the minium stone, or finally adding the philosophers stone, so there's that.

Well I suspect that he will add the philosopher's stone because he wouldn't have added it to the game if he wasn't going to do something with it.
 

zorn

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If someone playing vanilla decided to install IC2 and EE3, would DynEMC fix the blaze rod exploit automatically? If not then it will still cause huge problems.

Look at Thermal Expansion with tesseracts. Without EE2(?) in Ultimate, getting tesseracts would require some decent work. Without setting up some sort of grinder, ender pearls are a pain to obtain. Minium stones make them easy to get, and makes tesseracts super cheap.

Without quarries or turtles, then the time to find and mine 4 iron ore would probably be close to the time required to find and kill an enderman. Add quarries, pulverizers etc though, and its easy to fill up chests of iron.

So basically quarries and ore dusts reduced the value or iron. Will DynEMC know this, and accordingly increase the amount of iron ingots required to make an ender pearl? How can it? It will look at the ore generation/rarity, it cannot know that a machine in the mod allows you to amke that resource more common, using some process, etc.

I can see it being good for things like... gregtech and redpower rubies and sapphires though. I assume DynEMC would set the EMC value of a ruby very high if the player just installed gregtech, but once redpower was added it would drop the value a lot, as i understand it. This will be pretty cool. I just still see issues with it, IMO.
 

Golrith

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Based on what I heard in one of DW20's vids, DynEMC should indeed adjust values based on the mods installed, by analyzing everything. Bit of a number cruncher.
 

Hyperme

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Any attempt to balance any form of equivalent exchange is doomed to fail, since it pretty much slaughters any kind of rarity. Get a diamond, hook the transmute-o-matic up to a wheat farm and you have a photocopier that makes actual copies.
 

Bellaabzug21

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If someone playing vanilla decided to install IC2 and EE3, would DynEMC fix the blaze rod exploit automatically? If not then it will still cause huge problems.

Look at Thermal Expansion with tesseracts. Without EE2(?) in Ultimate, getting tesseracts would require some decent work. Without setting up some sort of grinder, ender pearls are a pain to obtain. Minium stones make them easy to get, and makes tesseracts super cheap.

Without quarries or turtles, then the time to find and mine 4 iron ore would probably be close to the time required to find and kill an enderman. Add quarries, pulverizers etc though, and its easy to fill up chests of iron.

So basically quarries and ore dusts reduced the value or iron. Will DynEMC know this, and accordingly increase the amount of iron ingots required to make an ender pearl? How can it? It will look at the ore generation/rarity, it cannot know that a machine in the mod allows you to amke that resource more common, using some process, etc.

I can see it being good for things like... gregtech and redpower rubies and sapphires though. I assume DynEMC would set the EMC value of a ruby very high if the player just installed gregtech, but once redpower was added it would drop the value a lot, as i understand it. This will be pretty cool. I just still see issues with it, IMO.


Based on what we know, yes DynEMC would fix the blaze rod exploit as well as any other exploits that are present.

What video was it? I want to know what this new EMC is

It's been around since EE2. You've never heard of EE2? The new EMC system is going to be the same just with less insta generated diamonds.
 

MegaRaja54321

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Based on what we know, yes DynEMC would fix the blaze rod exploit as well as any other exploits that are present.



It's been around since EE2. You've never heard of EE2? The new EMC system is going to be the same just with less insta generated diamonds.
i know but what is the video name where pahimar talks about it
 

Golrith

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Episode 27


oooo, pasting a youtube link automatically emeds the clip in the post. didn't know that. Always wondered how people did that. Well, it's true, you learn something new everyday.
 

Enigmius1

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For me, modded Minecraft isn't about the resource game as much as it seems to be for other people. When we're talking about mod packs that allow for the automation of pretty much everything, blaming Equivalent Exchange for "imbalanced" access to resources makes no sense to me. How do you not already have a stack and a half of diamonds sitting in a chest somewhere? And just what is it that any of these materials is used for that there's a constantly high demand? Diamonds and ender pearls mean nothing to me, and I don't use EE3. Eventually you reach a point where the demand caps out because you've made everything that needs the resource or supply outstrips demand because you've automated acquisition of the resource. That's the meta-game.

What does it matter if EE3 adds its own passive EMC generator? You get the same outcome with a quarry dumping its cobble and dirt into an EMC battery.

If there was anything wrong with EE2, it was using the same "energy" system to build the gem armor/tools as you would use to transmute resources. Had there just been a system where the collectors and relays produced a different type of energy and could also convert EMC to that type of energy in a one-way exchange, 90% of the complaints about EE2 would have become baseless overnight. As long as people keep looking at modded MC like vanilla MC and applying the same criteria for rarity or scarcity that they expect from a vanilla game, mods like Equivalent Exchange are going to continue to piss them off. Balance doesn't exist, but it's even harder to emulate when people are comparing apples to oranges when trying to evaluate how close to balanced something might be.
 

zorn

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Eventually you reach a point where the demand caps out because you've made everything that needs the resource or supply outstrips demand because you've automated acquisition of the resource. That's the meta-game.


Yes but EE3 should just make your resources more flexible, NOT speed up the process too much. If every mod speeds up resource gathering, eventually we are all in Creative Mode after a few hours of playing, which is no fun.

4 iron ingots for an ender pearl, IMO, is NOT an 'equivalent' exchange.
 

Loufmier

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Yes but EE3 should just make your resources more flexible, NOT speed up the process too much. If every mod speeds up resource gathering, eventually we are all in Creative Mode after a few hours of playing, which is no fun.

4 iron ingots for an ender pearl, IMO, is NOT an 'equivalent' exchange.
what`s your problem with being (in) creative?

all this crap that flows from people that cry: "i dunno what to do with all that shit in mah storage" only makes me sick and think that they lack creativity to build something remotely decent.

i do have somewhat similar problem, however it still annoys me.
 

cynric

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What does it matter if EE3 adds its own passive EMC generator? You get the same outcome with a quarry dumping its cobble and dirt into an EMC battery.

If that passive method is about as expensive as a quarry + energy support structure (and requires manual intervention from time to time) you are correct.

However that isn't the whole problem that might arise with EE. Generating valuable resources from stuff that you have plenty of and would maybe even just void otherwise is a game changer. Diamonds may not be rare for you (they still usually are somewhat limited for me) and there is a lot of different stuff that might be somewhat limited. If you can transfer stuff from whatever you have to whatever you need, having a unlimited supply of a single resource means, you now have a unlimited supply of every resource. As it is now, you build a tree farm to get trees and saplings, you build a quarry to get stone and ores, you create a animal pen to get meat etc. With unlimited transmutation capability, you just built whatever is easiest to create a huge amount of and be done with everything you might ever need.

Combine both, an unlimited supply and an unlimited transformation machine, and you basically have removed all scarcity and the need for any kind of storage/sorting system.
 

zorn

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what`s your problem with being (in) creative?

all this crap that flows from people that cry: "i dunno what to do with all that shit in mah storage" only makes me sick and think that they lack creativity to build something remotely decent.

i do have somewhat similar problem, however it still annoys me.


People get more satisfaction from working towards a goal, then just being given whatever it was taht they wanted. It's human nature.

Why do you see posts in the Community forum with people posting a screenshot of a chest full of gregtech Chrome blocks and stuff like that? And why do people 'ooh' and 'ahh' over it? People get satisfaction doing work and then having something to show for it, especially if it is something other people don't have.

If we real life had a Creative mode in it, everyone would be driving a ferrari and very soon... no one would care about ferraris.

Someone could post a screenshot of a house made of diamond blocks and no one would care, assuming it was creative mode. If they posted they made it in survival, people would be impressed. If they said they did it in vanilla survival, the person would get a huge positive response from people. its the SAME house. Sure people would enjoy (or not enjoy) the design and idea, but part of teh appeal is that the person worked for that goal.
 

Omicron

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In playing FTB I have found that EE3 becomes a lot more playable if you go into the config and switch the minium stone from 1,500 uses to 150 uses... suddenly, you have to think whether it's worth transmuting something. With the default value, you basically only build one or two minium stones for entire months of playing. It's practically infinite, and if it ever does run out, by the time it does you have enough minium shards for three dozen others, even without a dedicated mob grinder. If you instead go and make transmuates themselves a semi-rare resource, then the fact that you can turn cobble into diamonds becomes a lot less unbalanced (because doing so will EAT YOUR STONE).
 

Golrith

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Indeed, before I replaced EE3 with Energy Manipulator, I actually set the durability of the stone to 16 uses, one stack of iron for 16 ender pearls. Transmute costs (durability damage) should not be the same for all transmutations.
 
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