-
Posts
149 -
Joined
-
Last visited
Everything posted by SemiPr0
-
Now what do we do with this? Its not part of the core mods in the server install. Its got a modules zip in the mods folder....it doesn't do anything, theres no documentation either. If the modules are supposed to be creating configurations, they're not. Leaving the 0.5.1 ForgeEssentials jar in the core mods folder causes the server to fault on start up. I've spent the whole day fucking with this update, I'm starting to get cranky here.
-
Dimensional Anchors don't seem to be right for the purpose for keeping chunks loaded. Whats everyone switching over to?
-
Server Update To 5.2 Not Working :(
SemiPr0 replied to swogmarksman's topic in Tekkit Lite Discussion
Yeah I worked that out after posting it. I just uploaded the server files and forgot to pull the mods out first. I fixed it. -
Server Update To 5.2 Not Working :(
SemiPr0 replied to swogmarksman's topic in Tekkit Lite Discussion
Getting similar errors here, and I did delete my lib file directory and let the server generate new ones. 2013-01-12 11:00:18 [iNFO] Starting minecraft server version 1.4.7 2013-01-12 11:00:20 [sEVERE] Encountered an unexpected exception DuplicateModsFoundException cpw.mods.fml.common.DuplicateModsFoundException at cpw.mods.fml.common.Loader.identifyDuplicates(Loader.java:375) at cpw.mods.fml.common.Loader.identifyMods(Loader.java:336) at cpw.mods.fml.common.Loader.loadMods(Loader.java:458) at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86) at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:345) at ho.c(DedicatedServer.java:64) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458) at fy.run(SourceFile:849) 2013-01-12 11:00:20 [sEVERE] This crash report has been saved to: /home/tcagame_svc788/bsloan/788/./crash-reports/crash-2013-01-12_11.00.20-server.txt 2013-01-12 11:39:10 [iNFO] An unknown error occurred while attempting to perform this command -
Update, Minecraft.net appears to be reachable again, I can connect to it via web browser, but the Tekkit Launcher can't get the minecraft.jar update it needs, it fails without downloading anything at all and continues to be situation normal, all fucked up. Perhaps the 1.4.7 minecraft jar is unavailable? Cause I can update the Technic SSP package no problem. Tekkit Classic also updates without issue. So yeah this is getting confusing.
-
Alchemical Chest Return In Tekkit Lite
SemiPr0 replied to pindapower's topic in Tekkit Lite Discussion
Alchemical chest was a block from Equivalent Exchange 2, EE2 is not in Tekkit Lite, Equivalent Exchange 3 is in Tekkit Lite (and its not quite finished yet) and the Alchemical Chest is not currently part of the mod. If you are having storage issues I suggest you check out using Canvas Bags (you can even color code them) from RP2 PR6 in conjunction with Diamond Chests. If you needed the Alchemical Chest for repairs using the Talisman of Repair, this is no longer necessary because Minecraft's Anvil is now available in Tekkit Lite. -
Uh why is this conversation even still being had. Xeno only gave Pahimar permission to maintain EE2....end of story, no other mod dev has permissions to maintain EE2 other than Pahimar. Pahimar has decided to rewrite EE from the ground up in EE3....end of story. Theres nothing anyone here on this forum can do about it. So all the posturing and postulating and hyperbole is simply wasting internet bandwidth. If you want EE2, I suggest you go write your own original reproduction of it, then present it to the Tekkit team with permissions to include it in the pack, its the only way its going to happen, if it was to happen at all.
-
Hello I've been having trouble, I just updated my server to Tekkit Lite 0.5.2, but by Technic Launcher cannot seem to connect to Minecraft.net to download the required version of minecraft to start the client side update. I keep getting Update Failed without even a single byte downloaded. I thought maybe it might be the MC Servers, but their servers are showing as up. Launching Vanilla Minecraft (without the Technic Launcher) allowed me to update my Vanilla Minecraft to 1.4.7 with no issue whatsoever. But every time I try to update my Tekkit Lite install the process fails even trying to connect to minecraft.net. Obviously I can reach Minecraft.net through the official launcher, but the Technic launcher won't connect at all. Pings and tracert's to Minecraft.net are showing odd results, but as stated my Vanilla MC Launcher logged in and updated without any issue whatsoever. Heres the Launcher.log from the Techniclauncher. [11:02:02] [sEVERE] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) [11:02:02] [sEVERE] at java.lang.Thread.run(Unknown Source) [11:02:02] [sEVERE] Download of minecraft failed! [11:02:02] [sEVERE] java.io.IOException: Failed to download minecraft [11:02:02] [sEVERE] at org.spoutcraft.launcher.MinecraftDownloadUtils.downloadMinecraft(MinecraftDownloadUtils.java:53) [11:02:02] [sEVERE] at org.spoutcraft.launcher.GameUpdater.updateMC(GameUpdater.java:123) [11:02:02] [sEVERE] at org.spoutcraft.launcher.gui.LoginForm$3.doInBackground(LoginForm.java:825) [11:02:02] [sEVERE] at org.spoutcraft.launcher.gui.LoginForm$3.doInBackground(LoginForm.java:1) [11:02:02] [sEVERE] at javax.swing.SwingWorker$1.call(Unknown Source) [11:02:02] [sEVERE] at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source) [11:02:02] [sEVERE] at java.util.concurrent.FutureTask.run(Unknown Source) [11:02:02] [sEVERE] at javax.swing.SwingWorker.run(Unknown Source) [11:02:02] [sEVERE] at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) [11:02:02] [sEVERE] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) [11:02:02] [sEVERE] at java.lang.Thread.run(Unknown Source) [11:02:04] [sEVERE] Starting download of minecraft, with 3 trie(s) remaining [11:02:05] [sEVERE] java.lang.Exception: Unable to download file [11:02:05] [sEVERE] at org.spoutcraft.launcher.async.Download.getConnectionInputStream(Download.java:164) [11:02:05] [sEVERE] at org.spoutcraft.launcher.async.Download.run(Download.java:63) [11:02:05] [sEVERE] at org.spoutcraft.launcher.MinecraftDownloadUtils.downloadMinecraft(MinecraftDownloadUtils.java:24) [11:02:05] [sEVERE] at org.spoutcraft.launcher.GameUpdater.updateMC(GameUpdater.java:123) [11:02:05] [sEVERE] at org.spoutcraft.launcher.gui.LoginForm$3.doInBackground(LoginForm.java:825) [11:02:05] [sEVERE] at org.spoutcraft.launcher.gui.LoginForm$3.doInBackground(LoginForm.java:1) [11:02:05] [sEVERE] at javax.swing.SwingWorker$1.call(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.FutureTask.run(Unknown Source) [11:02:05] [sEVERE] at javax.swing.SwingWorker.run(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) [11:02:05] [sEVERE] at java.lang.Thread.run(Unknown Source) [11:02:05] [sEVERE] Download of minecraft failed! [11:02:05] [sEVERE] Starting download of minecraft, with 2 trie(s) remaining [11:02:05] [sEVERE] java.lang.Exception: Unable to download file [11:02:05] [sEVERE] at org.spoutcraft.launcher.async.Download.getConnectionInputStream(Download.java:164) [11:02:05] [sEVERE] at org.spoutcraft.launcher.async.Download.run(Download.java:63) [11:02:05] [sEVERE] at org.spoutcraft.launcher.MinecraftDownloadUtils.downloadMinecraft(MinecraftDownloadUtils.java:24) [11:02:05] [sEVERE] at org.spoutcraft.launcher.GameUpdater.updateMC(GameUpdater.java:123) [11:02:05] [sEVERE] at org.spoutcraft.launcher.gui.LoginForm$3.doInBackground(LoginForm.java:825) [11:02:05] [sEVERE] at org.spoutcraft.launcher.gui.LoginForm$3.doInBackground(LoginForm.java:1) [11:02:05] [sEVERE] at javax.swing.SwingWorker$1.call(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.FutureTask.run(Unknown Source) [11:02:05] [sEVERE] at javax.swing.SwingWorker.run(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) [11:02:05] [sEVERE] at java.lang.Thread.run(Unknown Source) [11:02:05] [sEVERE] Download of minecraft failed! [11:02:05] [sEVERE] Starting download of minecraft, with 1 trie(s) remaining [11:02:05] [sEVERE] java.lang.Exception: Unable to download file [11:02:05] [sEVERE] at org.spoutcraft.launcher.async.Download.getConnectionInputStream(Download.java:164) [11:02:05] [sEVERE] at org.spoutcraft.launcher.async.Download.run(Download.java:63) [11:02:05] [sEVERE] at org.spoutcraft.launcher.MinecraftDownloadUtils.downloadMinecraft(MinecraftDownloadUtils.java:24) [11:02:05] [sEVERE] at org.spoutcraft.launcher.GameUpdater.updateMC(GameUpdater.java:123) [11:02:05] [sEVERE] at org.spoutcraft.launcher.gui.LoginForm$3.doInBackground(LoginForm.java:825) [11:02:05] [sEVERE] at org.spoutcraft.launcher.gui.LoginForm$3.doInBackground(LoginForm.java:1) [11:02:05] [sEVERE] at javax.swing.SwingWorker$1.call(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.FutureTask.run(Unknown Source) [11:02:05] [sEVERE] at javax.swing.SwingWorker.run(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) [11:02:05] [sEVERE] at java.lang.Thread.run(Unknown Source) [11:02:05] [sEVERE] Download of minecraft failed! [11:02:05] [sEVERE] java.io.IOException: Failed to download minecraft [11:02:05] [sEVERE] at org.spoutcraft.launcher.MinecraftDownloadUtils.downloadMinecraft(MinecraftDownloadUtils.java:53) [11:02:05] [sEVERE] at org.spoutcraft.launcher.GameUpdater.updateMC(GameUpdater.java:123) [11:02:05] [sEVERE] at org.spoutcraft.launcher.gui.LoginForm$3.doInBackground(LoginForm.java:825) [11:02:05] [sEVERE] at org.spoutcraft.launcher.gui.LoginForm$3.doInBackground(LoginForm.java:1) [11:02:05] [sEVERE] at javax.swing.SwingWorker$1.call(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.FutureTask.run(Unknown Source) [11:02:05] [sEVERE] at javax.swing.SwingWorker.run(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) [11:02:05] [sEVERE] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) [11:02:05] [sEVERE] at java.lang.Thread.run(Unknown Source) [11:02:54] [sEVERE] Starting download of minecraft, with 3 trie(s) remaining [11:02:54] [sEVERE] java.lang.Exception: Unable to download file
-
The original author of EE only gave Pahimar permission to maintain EE2. Pahimar has decided to rewrite EE as its going to be in EE3, rather than port EE2 to MC 1.4x/1.5, and believes he does not have the right to extend maintenance of EE2 to any other developer as he was the sole developer given permission by Xeno to maintain EE at all. Unless Xeno returns and passes the EE2 source to someone other than Pahimar, or open sources the project, then its a moot issue.
-
I had EE2 disabled on my server after a unanimous vote from all the players that play on it that it was wrecking the challenge of the game. Anyone with any level of EE2 understanding was pretty much done in a week of playing on the server. And yeah I miss a few things from EE2, I felt Dark Matter tools were fantastic, they should be making a come back in EE3 from all indications, and sure I miss the Rending Gale too, but I can work without it as well. Some nano boots and a jetpack and I'm more or less okay. EE2 didn't need a few tweaks to get it in line with IC2, it needed exactly what its getting, an entirely different approach to how EE is handled. For an IC2 mass fabricator to generate enough UU Matter to be a balance level issue, it would have to be fed with an enormous amount of power for an inordinate amount of time. And if you can show me anyone thats pumping four nuclear reactors into a Mass Fabricator on a live multiplayer survival server, I'll show you someone thats been using NEI in cheat mode because the server admin forgot to set the lockmode in the server config. And yeah I could pump four nuclear reactors into a Mass Fabricator, but it would take a ridiculous amount of resources to build those four reactors, an incredible amount of time management and monitoring to ensure the generation cycles were followed correctly and that as small a gap as possible between rod switches ensured the least about of productivity loss, and yeah in that situation I could make LOTS OF STUFF with UU Matter, but the main issue is I'll have USED about 4 times as much stuff as the first reactor generation cycle (even from four reactors) will produce with UU Matter, so the system doesn't even "pay for itself" without running a few reactor generation cycles. EE2 never went "into the hole" on resources to create what it was capable of creating. You never had to push yourself to actually do any work to make any gains, really, beyond your first days mining expedition...(get enough diamonds for a diamond pick and a few extra for alchemical chest/condenser/source diamond....and some obsidian for your ONE Nether run you'd have to do to get glowstone dust) and...once you'd achieved the bare minimum to get the condenser running, everything else from there was a simple case of time with very little thought or interaction required. Now don't get me wrong here I'm not telling you that you have no right to play the game the way you want to play it. Its just a large amount of the user base that used EE2, especially public server admins, felt it was drastically out of balance with other mods, EE3 is a good effort to try to make EE viable in a multiplayer server environment without it completely wrecking the point of any other mod being used alongside it. Personally I think the decision to balance down, rather than to tell everyone to suck it, was a brave decision on Pahimar's part and I have confidence that he'll eventually prove the EE3 overhaul to be an excellent addition to the modpack server scene.
-
Cause being popular is evil. Tekkit got a ton of Youtuber exposure, some mod developers took a certain amount of umbrage that their mods were being seen as "Tekkit" and not as their mod. Theres also the fact that there were some situations of permissions for inclusion being an issue. But the simple fact is, in almost all cases like these its usually one of two things, greed, or ego. Neither of which are what I'd call desirable virtues. If modders keep removing their mods from popular mod packs or jumping from one bandwagon to the next without realizing that distributing their work via as many dedicated delivery platforms as possible is whats really going to gain them notoriety, well its just the MC modding scene thats going to suffer in the end. Who made Forestry anyways? I don't even know, I started playing the modpack after its removal....and guess what? I'll never know who made it now. And who's fault is that? Not mine (well I suppose I could be blamed for not bothering to look it up), not the Technic team, who I'm sure if they could find a middle ground with the mod author would reinclude it (or maybe not after all the hullabaloo), in the end, its the fault of the modder's themselves that I don't know who they are or what their mod does. And again it goes right back to those two things I pointed at a few lines up. Its their fault, and those are the reasons why its their fault. To be frank I could give a rats ass about mods that aren't in the Tekkit pack, I have no intention of ripping out my server install to run another mod pack. I damn sure won't be bothered to have to manually cobble together a bunch of mods into the minecraft_server.jar to create a server experience like Tekkit...if there was no Tekkit. Simple facts are, not everyone has time to be Direwolf20, some of us have lives and don't make our living a few cents per Youtube ad. And when I want to play Minecraft, I want a simple, easy to install and use system which doesn't require me to have to endlessly fuck with my server so me and my friends can enjoy the exact same experience that makes our Minecraft time better. So if modders want to be dicks....fuck em. I don't much give a damn. Cause in the end, if every mod was pulled out of Tekkit by author demand, I'd just shut down my MC server and do something else with my friends and my time.
-
We explained this earlier but its entirely possible using minium stones, automatic crafting benches and a reasonable amount of creativity to build a condenser, the only difference is a single block doesn't do all the work for you. The condenser was not the corner stone of Tekkit nor EE2, all it really allowed for was for people to never have to do anything for resources after taking one trip into the Nether. After that, all you needed was a quarry piping crap into it and whatever item you wanted would inevitably show up in mass quantities. This isn't even touching on Collectors and how obscenely stupid they were. And you can point at UU Matter all you like but it takes an inordinate amount of UU Matter to make any reasonable amount of resources. Its not the same at all. Its not like turning dirt into diamonds with absolutely no interaction required on your part other than to place a couple blocks (1 condenser, 1 large quarry space).
-
Why is Equivalent Exchange 3 even in this modpack?
SemiPr0 replied to Logan Rusling's topic in Tekkit Lite Discussion
I prefer Steves Cart's for mining automation these days, a cart with a drill, a track layer, a bridge builder and a coal engine is pretty nice for boring out good sized tunnels to manually dig strip mine tunnels off of which can yield a ton of resources with a little work plus the cart picks up a good amount too. Now all the cart needs is an "OMG thats a lot of lava coming out of the wall I just cut through" module....lol lost a few diggers cause the bridge builder does them no good if the lava is above them. I do think the wood to obsidian transmutation needs a look, cause combining that with a Logger from Steves Carts or just a few RP2 giant rubber trees and treecapitator is just a bit too easy. Its nice to be able to transmute obsidian when you need it, but the cost level jump between obsidian and iron and the other way of doing things is too short. The Gravel>Clay Dust>Clay Block>Iron>Gold>Diamond path makes more logical sense and costs enough resources to make it something that can't be readily overabused. Wood>Obs>Iron>Gold>Diamond though is a much shorter and less costly resource path, and far easier to achieve due to treecapitator. -
I'm rebuilding a volcano into a gigantic arcology using a jetpack. Not quite as nice as the Rending Gale was for hovering and what not but it gets you around on a vertical axis without too much trouble. Volcano did naturally terminate at y:108, I've currently got it built up (and reformed at the base too) to around y: 176 and I did that all nerd-pole/jetpack style.
-
Actually its so much less complex that I actually got confused by how simple it was. Heres how you do it in Tekkit Lite. Connect a regular or fast electric engine to your primary power source with a glass fiber cable. Attach a wooden conductive pipe to the top of the engine, then a gold conductive pipe, then a phased power transfer pipe. Then you simply set up an MV pneumatic generator, run your phased/wood/gold pipe into that, and then use another glass fiber cable to connect to the MFE. Effectively it can be even simpler than that if you're going straight to a BC machine like engines in another location or a quarry. Cause then you just connect the receiving pipes directly to the machine. Its super simple really as compared to how I was having to do it previously using the MV Engine Generator to an Energy Link to the equipment.
-
Ahh crap yeah that changes everything, I'm going to have to do some creative mode experimentation tonight when I get home.
-
Fairly accurate, though the changes to coolant cells and uranium cells may have some variable effect, the new cells seem to be based around total available resource to a cell, as compared to the previous version where it was a cell was a cell was a cell. There may be anomalies in reactor heat array due to them though, so I suggest experimenting in creative mode in single player mode to get a full handle on how the new cells affect heat dispersal and generation.
-
That Mark II won't overheat, I've run it, the 6 units of excess heat it produces is dispersed by the reactor being submerged in water. Its required no cooling periods, we've never even had to change the coolant cells after multiple uranium cells had been burned through...its balanced, its dispersing the heat production completely evenly, and its a Mark II, not a Mark I.
-
Uh if you're setting up your coolant cells and heat dispersal panels correctly and not overloading the reactor with uranium cells, you shouldn't run into a heat issue at all. This is a Mark II Reactor design I use, its spendy on cooling but its safe and I never overheat or burn out my coolant system. Mark II - 14 Stable Its understandable that if you're used to the EE2 infinite ICE cooling that you might be having some trouble in this area. This is as powerful as I can get with a Mark II Reactor without heating issues. I'm toying with Mark III Designs but this Mark II - 14 is completely stable. (Though the changes to the uranium cells may have some new effects, hopefully just in total capacity and not in heat risk).
-
The whole argument of mod permissions is stupid. I didn't know who Eloraam was before Tekkit, now I do and I have massive respect for their work. Same could be said for any mod author that Tekkit has made me familiar with. I hadn't taken Minecraft seriously for a couple years and I've owned the game since early beta, its a great game, but being stuck in the iron age got boring. Tekkit exposed me to Buildcraft, IC2, RP2, EE2/EE3, Railcraft, and an inordinate amount of other mods that to be frank...I'd have never bothered taking the time trying to make work together on my own. Simple facts are, the mod authors that have been included in the Tekkit pack have gained more notoriety in the modding community and in the MC community in general than the mod authors who haven't. And that in and of itself is a net benefit TO the mod developers, not the Technic/Tekkit modpack team. Technic/Tekkit and various Youtubers have exposed all these wonderful creations to the rest of the internet at large and its brought tons of new life to the Minecraft title all by itself. Anyone that can be blind to that and simply focus on arguments about permissions and not even realize that no one outside of a very small circle of people would even know their name without modpack's, is simply too self absorbed to make the connection. So in the end, if you didn't make Rei's Minimap....previous to Tekkit I had no idea who you were and nor did I care. Congratulations, Tekkit gained you +1 fans. (Probably a lot more than +1 really). Anyways given the cycle of drama that seems to go on in MC Modding, even FTB with its meticulous "we have permission" policy, is eventually going to start hitting roadblocks due to personality conflicts and too many egos in a single pot. In the end the only "modpack" thats ever going to be stable, dependable, and drama free is a modpack that is designed by a small, professional team, that has zero level of conflict and an excellent ability to create an entire suite of mods that work together and make MC a better experience, that doesn't require all this extraneous modder support from already established mods. Simple facts are, is if they want to be islands...let them. Its not hard to make newer mods, better mods and not be subject to the whims of people that might be a few doses light on their SSRI's lately.
-
Looking To Start A Small Tekkit Server (Plus Recruiting)
SemiPr0 replied to XoXAxel's topic in Tekkit Lite Discussion
Spend a few bucks and check out elpishost.com....very afforable and probably the best server host in the game hosting business right now. I've had services with Elpis for several various games and I continually go back to them when I want to run a top end hardware server without having to buy a new rack at my own colocation facility (its just cheaper to deal with someone who's already got nodes on hand). -
Its an error, pre1e is obviously the version before pre1f, not sure why its sending a new version alert.
-
Drath you're talking to the wrong people here. 1.) Take up your discussion with Pahimar on the Forge forums about EE3, the Tekkit team can't put condensers into EE3 from all indications I don't believe Pahimar intends to either. 2.) MATmos was nice but its not game breaking having it or not. 3.) The author of Optifine has specifically stated Optifine cannot be used by modpack developers. Period. If you want Optifine you need to install it yourself. 4.) IC2 Solar Panels are overpowered? You do realize it takes 1024 basic solar panels to make one HV solar array right? I think thats pretty balanced for the power output. 5.) If you want to let the mod authors know what you want changed....you're on the wrong forums entirely for it. There are multiple places you'd have a better chance of grabbing a mod developers attention. Effectively your argument is all based around you need a condenser so you don't have to go mining, given the thrust of your last response. I can assure you even without a condenser I am not constantly "down in the mines" to keep up with my resource demands. So in final, the Minium Stone IS a Transmutation Tablet, its pretty much the exact same thing with no fancy interface. Condensers were good in theory, they also allowed people to run Mark V Nuclear reactors with infinite ice cooling because of how silly overpowered they were, you could run a huge array of Coke Ovens and as long as you had ONE piece of coal to work with, eventually your ovens would be full to the brim of coal and you'd have never dented a pick axe for days. The Condenser was a nice tool, but it was also too simple, and far to exploitable. EE3 is going the right way...its just got a ways to go before its added all its features.