Ollieboy wrote:...taking Equivalent Exchange out from the server does that pretty well

Oh god, another long winded piece of input.
Just wanted to give my input on EE, based on the categories from the wiki this is where I stand on the EE items and how I think some of it does fall within what we're considering as fair gameplay. I color coded everything with a summary at the bottom so people can just refer to what I viewed as fair to the game and not and look back at how I came to that summary given relevant information in the body. I figured a thought out response/input from someone who played on the previous tekkit map and the more recent one often, might prove useful.
Red Matter Tools: Already disabled as far as I know
Dark Matter Tools: I know at least some are enabled which I do like but may be considered to "op" so in the event they would be disabled its not that big of a deal in my opinion.
EE Armor: Already disabled as far as I know
EE Materials: The items listed herein by themselves do not pose any real problems in my opinion
--
Alchemical coal: 4 used in conjuction with a philosopher's stone to make Mobius Fuel
--
Mobius Fuel: 4 used in conjuction with a philosopher's stone to make Aeternalis Fuel
--
Aeternalis Fuel: 8 used in conjuction with a diamond block to make Dark Matter
--
Dark Matter: used to make Dark Matter Blocks or Red Matter
--
Red Matter: used to make Red Matter Blocks
--
Dark Matter Blocks and Red Matter Blocks: blocks for decoration
--
Covalence Dust: the three different covalence dusts can be used to repair items and the repair cost is quite fair. They are also used in a few other EE recipes for items discussed below.
EE Factory Blocks
--
Energy Collectors: Already disabled
--
Energy Condenser: Soon to be disabled
--
Antimatter Relays: No use based on other disabled items, so disabling would be fine
--
Alchemical Chest: By itself not a problem can just act as a large storage chest, but if a talisman of repair is placed inside it repairs tools. I like this ability but ultimately your choice on whether or not its to "op" as we could repair items using just covalence dusts as I mentioned previously.
--
Interdiction Torch: used to repel mobs in a 5 block radius, 15 block radius if placed in an Alchemical Chest
--
Dark Matter Furnace: 50% chance of doubling its output for each smelted item excluding dusts which is always a 1:1 ratio in the Dark Matter Furnace. The only thing with it is that it smelts quite fast but i don't see this as a problem because if someone worked up to getting such a furnace I think it is quite fair to let them use it as the furnace requires a fuel source as a trade off.
--
Red Matter Furnace: 100% chance of doubling its output for each smelted item excluding dusts which is always a 1:1 ratio in the Red Matter Furnace. Again the speed at which it smelts is quite fast even more so then the Dark Matter Furnace because if someone worked up to getting such a furnace I think it is quite fair to let them use it as the furnace requires a fuel source as a trade off.
EE Power Items:
--
Swiftwolf's Rending Gale, Ring of Arcana, Void Ring, Zero Ring, Ring of Ignition, Harvest Goddess Band, Archangel's Smite, Black Hole Band, Iron Band, Gem of Eternal Destiny, Soul Stone, Catalytic Lens, Volcanite Amulet, Evertide Amulet, Body Stone, Hyperkinetic Lens, Life Stone, Mind Stone, Mercurial Eye, Destruction Catalyst, Alchemical Tome, Pedestal, Watch of Flowing Time; all of which I imagine are disabled or would/should be
--
Transmutation tablet: Not as quick of a way to transmute upward to better items as a condenser but still effectively the same thing as a condenser, u can pump in tons of cobble(by hand) and add that EMC up until you can get a diamond in return for instance, probably should be disabled.
--
Divining Rod: Very useful in finding ores, by scanning a specific area based on which divining rod you have and gives you back the a result of what the highest, second highest, and third highest EMC value it found in that area.
--
Talisman of Repair: when placed in an Alchemical Chest or Alchemy Bag it will repair the tools and weapons, and anything with a durability that isn't an electric tool or anything else like it. Because there is no cost to this kind of repair it may be "op" but I do like it so its a fence sitter for me.
--
Alchemy Bag: A mobile Alchemical Chest that can not be raided from if killed. All bags of the same color for a player are the same from one white alchemy bag to the next white alchemy bag for instance. With 16 of these at 104 slots each that's 1664 slots. At maximum they can hold 106496 total items. I think just 1 bag, 2 at max would be most useful and fair.
--
Philospoher's stone: The recipes it's used in are some of the most valid Equivalent Exchanges based on EMC, like 1 gold for 8 iron, 8 iron for 1 gold, 1 diamond for 4 gold, and 4 gold for 1 diamond. It also has uses as described in the materials section, therefore it is probably one of the most legitimate trade up/down items in the mod.
For a summary on what I got at in the above for disabled/should be disabled and fair/allowable items in my opinion would be as follows:
Disabled/Should be disabled items:
- Red Matter Tools, EE Armor, Energy Collectors, Energy Condenser, Antimatter Relays, Swiftwolf's Rending Gale, Ring of Arcana, Void Ring, Zero Ring, Ring of Ignition, Harvest Goddess Band, Archangel's Smite, Black Hole Band, Iron Band, Gem of Eternal Destiny, Soul Stone, Catalytic Lens, Volcanite Amulet, Evertide Amulet, Body Stone, Hyperkinetic Lens, Life Stone, Mind Stone, Mercurial Eye, Destruction Catalyst, Alchemical Tome, Pedestal, Watch of Flowing Time, Transmutation tablet.
Fair/Allowable items:
- Alchemical coal, Mobius Fuel, Aeternalis Fuel, Dark Matter, Red Matter, Dark Matter Blocks, Red Matter Blocks, Covalence Dust, Alchemical Chest(By itself is just a large chest but also useful in conjunction with an interdiction torch), Interdiction Torch, Dark Matter Furnace, Red Matter Furnace, Divining Rod, Philospoher's stone.
Fence Sitters and Conditionals:
- Dark Matter Tools and Talisman of Repair
- Alchemy Bag under the condition that only 1 or 2 max were allowed.e condition that only 1 or 2 max were allowed.
- Divining rod has proven to be quite like x-ray and should probably go
Again like last time,
just my opinions based on time playing the tekkit maps here at fCraft and through single player fiddling. Also I don't know how the disabling of certain things go, if it can be a specific item recipe or a package of items/recipes, so some of these could be up in the air.