Eloraam actually discussed some of the values she had in mind for EE + RP2 addons (she's an EE fan, amazingly) and I will be attempting to include them in this release.
The only value I didn't get a chance to ask her about was Tungsten, but the general consensus is "diamondish". Again, should probably wait till I've discussed it with her [in her future plans to revamp ore generation, doing this could be very imbalanced] -
Nikolite - 2x redstone (so 16)
Tin - Sames as IC2 tin, so same as iron [96]
Copper - Same as IC2 copper, so 1/3rd iron [32]
Brass - Wasn't planning on adding it, but if I did, it would be precisely the calculated value of a quarter of the sum of 3 copper and 1 tin.
Same for boules, tinplates, etc.. ad nauseum. Overall the math coalesces with the originating values quite nicely. The only 'difficulty' with adding RP2 values is Eloraam's magnificent use of metadata for all of her items makes it something of an exercise to figure out which metadata is a particular item/ore, having not written it myself, I will have to look at her arrangement in code.
Normally Eloraam would frowny face at this practice, but I've given her my heartfelt oath not to steal a whit of it [with the exception of some of her exceptional coding practices, which I will be learning from, but stealing is not an accurate verb]
Some side notes:
All texture packs will be broken. I've re-arranged my sprite sheet to accommodate new items, and also because I have OCD.
Your factories are going to flip out if they involve condensers. They got big.
Watch of flowing time no longer instantaneously fills up klein stars in a relay.
Klein stars got smaller, and a LOT bigger simultaneously.
Klein stars no longer hold 'points' in their damage bar. They now store RAW EMC, and they do it in an NBT Tag, meaning the damage bar is nothing more than a visual indicator of their stored energy. This number gets very large.
The klein star recipe is changing to something I think is much more reasonable for what it does.. it's just a battery, after all, so why on earth would it be the most expensive item in the game to make? So here's how it's gonna work:
8 mobius fuel around a piece of red matter is going to give you ONE FULLY CHARGED klein star, which holds, at most, 100k EMC [60k less than the original klein star ein]
Four of each klein star combine into the next level of klein star, which is capable of holding up to 4x the energy of its predecessor. Again, the charges combine.
Therefore, a level 2 holds 400k
L3 - 1.6m
L4 - 6.4m
L5 - 25.6m
Drumroll - L6 holds 104.8m EMC. Yes, I added another tier to klein stars.
This means instead of a klein star being worth:
8 for level 1
17 for level 2
35 for level 3
71 for level 4
143 for level 5
Klein stars are now worth
1 for level 1
4 for level 2
16 for level 3
64 for level 4
256 for level 5
1024 for level 6
Which is just as well, since the level 5 now holds TEN TIMES what it originally did, for less than twice the cost, AND essentially wastes only a fraction of the EMC (in mobius fuel) that went into making it, rather than the majority! If a player desires, they can immediately throw their klein star back into a trans grid and get their red matter back. What the Klein Star represents is the ability to store energy, and it seems absurd that the expense is so high for an item that essentially does nothing by itself. [See below]
Consequently most people may not see a need for this much storage since the bonuses of a klein star are largely removed. Relay bonuses with klein are removed, condenser bonuses removed, but collector bonuses remain and have been given a BOOST, giving the Klein Star some purpose in life. Without some incentive, it really is just a battery. There will be future intended uses for these stupidly charged devices later down the road, but for the time being, they just hold EMC and improve the collector speeds, that's all there is to it.
Items getting added this release:
Zero Ring [ice version of ignition ring]
Arcane Ring [combination of zero/ignition/rending gale and black hole band]
--- Does NOT perform item suction, the void mode of this ring is far more devastating than a simple item vacuum.
--- DOES let you fly for free though, but the interdiction field still costs you.
--- Switches between four modes [but you can always fly], fire, ice, wind and void.
Transmutation Tablet
--- A lot of folks have a problem with the philosopher's stone being the ultimate tool of lazy, and it's generally accepted that there should be some kind of tier-system for having a power like the trans grid. This is going to be a little costly, but not end-game costly. One dark matter block for a tablet of transmutation, and you'll have your grid back. Still portable. And yes, the crafting grid stays on the P-Stone.
Mercurial Eye
--- The P-Stone is also losing its wall power, as this is going to be taken over by the Mercurial Eye. This item has been in the sprite sheet for some time now but I'm sure most people didn't know what on earth it could be fore. This item is, eventually, going to do more than just build walls, but also [hopefully] towers, staircases, columns, parapets and other repeatable building designs that are often used and useful to replicate. This item may provide some GUI to allow for the direct building of things without using materials (as in, using a Klein Star and a target slot!)
Divining Rod
--- Comes in three flavors, each made with varying strengths of covalence dust. Think of this as a sort of EE-version of the OV device in IC2, except for with a bit less emphasis on "from here to bedrock". Instead it will analyze in the direction you are facing. The different levels will give you substantially improved information about the content of the rock before you. The first will just tell you about the 3x3x3 area you're facing, all it will tell you is whether there is ore there. The second will tell you about the 3x3x16 (max range of catalyst) area. It will tell you the average EMC of the divining. The last level has a range of 64 (max range of c-Lens) and will tell you not only the EMC, but also the exact number of diamond blocks in the divining.
Red Matter Gemmed set
--- It's been too long, really. The mail gives fire immunity. The helm gives water *affinity* and water breathing. The pants will make mobs around you take a huge speed debuff, the boots will, contrary to what they currently do, make you run and jump faster and higher: all things considered, creative mode flight is extremely slow. The recipe is going to be [Red Matter Piece in question] + [volcanite/evertide/black hole band/rending gale] + 7 Red Matter, in a formless recipe.
Aeternalis Fuel
--- An uptiered mobius fuel which cannot be used in anything except a condenser (in fact, a condenser won't accept normal fuels anymore). Aeternalis fuel cannot be made via trans grid, it must be made via collector. If you're not using machines at all, you can ignore this addition, as it only applies to the new condenser.
Life Stone/Body Stone/Mind Stone
--- Different spins on the Soul Stone (which heals you), the Body stone restores your hunger, the life stone restores BOTH and is a combination of the Body and Soul stones. The Mind stone is a separate item entirely, it allows you to store your experience orbs into an item for safe keeping.
Red Matter Katar and Morning Star
--- Originally intended to encompass all the tools, I revamped the idea to condense all 7 of the Red Matter tools into 2 'omnitools'. The Red Matter Katar is the equivalent of the sword, axe, hoe and shears rolled into one item. The Red Matter Morning Star is the equivalent of a pickaxe, hammer and shovel, and will be capable of obliterating pretty much everything. These two items should free up quite a bit of space on people's quickbars, and in spite of not being much of a spriter, I think they came out looking pretty wicked as well.
Other changes worthy of note are that the collector/condenser/relay speeds are being tweaked to reflect a more balanced progression, and their recipes are being restored to the originals, somewhat, to balance the massive nerf to collector speed, and the overall repurposing of the condenser itself [yet again XD].
The relay will operate more to the tune of "valuable stuff = fast emc" instead of basing its speed off of latent energy. What it will not do is multiply resources.
The condenser will operate more to the tune of "while fueled, condense" and is more of a specialized alchemical chest than a machine. As long as it has fuel burning, or a collector/relay attached to it, it will consume EMC to perform transmutations automatically. The condenser won't multiply resources either, it will simply automate the process of your transmutation. If you were, for example, to devote a condenser purely for torch-making, you would put a torch in the target slot, give it a stack of aeternalis fuel and whenever you need torches, toss in a few stacks of dirt and it would, very rapidly, produce a stack of torches.
Other intended changes for this release are the behavior of the watch of flowing time, both in your quick bar as well as in a pedestal. The watch of flowing time multipliers (and thus charge level) are going to be capped at 4 and 3 respectively (half the current speed). The effect of pedestals and adjacent chests equipped with a watch are going to be "-10% time", meaning the effect diminishes as you add more. The Watch fuel drain is increased substantially (exponentially in fact, via charge level). Effectively the more you invest in pedestals, chests, and watches, the faster you can get your machines to go. Finding a balance in arranging them for best results is going to be your problem! XD
The control style for charging things has changed:
Pressing V now charges the tool/item being held by 1 point. Holding [sneak] while pressing V decreases the charge by one point. The hard part to get used to about this control style change is that most people are familiar with being able to reset the charge at max level, and I opted not to include that in this change as they're still slightly delayed during charge, and spamming the charge key would cause people to 'wrap' to zero by accident, causing much frustration.
Several of the items charge-maximums have been reworked to reflect more potent effects, or useless degrees of power removed. DM tools have been scaled back *slightly*, the DM pick has had a very small nerf, the RM pick has received a nice buff, and the limit to vein-breaking has been removed [superfluous recursion safety mechanism is no longer required] - The Picks are both given extra charge levels, which increases the speed they mine at.
Any issue with DM blocks not breaking in Picks has been reviewed and is likely a result of a deprecated method in Forge, this will be looked at and fixed.
Rending Gale now automatically activates when you double jump, as long as it's in your quick bar!
Rending Gale now correctly turns itself off when it's supposed to! Annoying noise bug fixed!
Alchemical bags now have a second storage area, opened by pressing C (or your extra key, whichever it is bound to) - for now, all this allows you to do is open a second storage area in single player, in multiplayer, this second storage area will be color-linked to every other player's color bag. ie.. two players pressing C with an orange bag will be looking at the same storage space, but right clicking will open up your personal stash.
Someone complained a week or so ago that Volcanite water evaporation was bound to the R key. This is false. Try the C (extra) key.
Monumental IDE error/crash involving the spawning of items has been fixed. This was a huge game breaker. Caused by method "entityJoinedWorld", thanks to the MCP team changing the name to "spawnEntityInWorld". Thanks MCP team!
Problem with Convenient Inventory and the alt clicking of items into the trans grid which have no value causing infinite recursion has been fixed via a slight delay in the routine (it actually spawns the items again, but instead of hurling them, drops them directly at your feet with a 1 tick delay, breaking the infinite loop)
Problem with DM sword still not working on mobs fixed.
Finally, the [most recently] added items in the Minecraft arsenal that are missing from the mod will be added:
Ench. Table
Blaze Rod
Ghast Tear
Gold Nugget
Nether Wart
Glass Bottle
Spider Eye
Fermented Spider Eye
Blaze Powder
Magma Cream
Brewing Stand
Cauldron
Eye of Ender
and Glistering Melon
are all being added. Do not ask me for dragon eggs, or ores. The answer is no.
Shears STILL don't work on grass.
That is all.