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ImCoolYeah105

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Everything posted by ImCoolYeah105

  1. Ok. I've accepted the fact that mekanism is not coming back, even though it's my 3rd favorite mod ever (under EE2 and minechem) Also I have discovered that resonant induction is actually pretty cool, just overly complicated (but I can get about 8-10x ore production!) Again, rotary craft really serves no purpose, mine factory can do most of what it can more simply and with higher yields for less power (plus its ore production is only about 5x). However, I did find a way to convert rotary craft power to UE power (electric generator) and vice versa (electric motor). However, these crash your game when you try to connect them to any kind of wiring, and won't connect directly to modular batteries. So, these are my complaints. 1. Fix the crash with electric generators and motors 2. Make power armor chargeable (yes, I know about the charge pads in resonant induction, they don't work) 3. Have a way to easily create bronze for use in atomic science 4. Have better unification of rotary craft and resonant induction without having to rely on power converters
  2. The funny thing is, mekanism has all the funcionability of ic2, build craft, iron chest, and more. They added logistical pipes in their latest version, Although I have found that mekansim can be a little overpowered at times if you use in correctly, it's still in my opinion better than the entire voltz pack. (in other words I would rather just have mekanism )
  3. Even if they added mechanism all the servers would still have to reset. Whenever you have major updates like this it's just necessary. There's nothing you can do about it. I still think they should read mechanism though. Great mod.
  4. Electric expansion was discontinued back in 1.4, never made it to 1.5. That's why it isn't in voltz. Ultimately, my question is- why. Why rotary craft instead of mekanism. Obviously they have their reasons, I just simply can't figure out why. Too easy of a mod? Too OP? They want to see us complain? Or do you simply want everyone mad so you can discontinue the pack. P.s. rolled together another UE knockoff with mekanism so you can use it to see what you think of mekansim (though you probably already know...). Search "Blood craft UE" first thing that comes up. (picture is me riding an antimatter missile if that helps)
  5. Ok. So I've done some investigation and it turns out resonant induction is compatible with most mods. However, this still leaves the fact that it is NOT compatible with rotary craft. You have 2 different power systems in one pack, and it just doesn't work. Upon studying rotary craft I found that's it's basically a ripoff of mine factory, except mine factory is more functional (in my opinion). Also, Power armor is still incompatible. There is no way to energize it, survival or creative. Walking around with an inv full of batteries doesn't even work anymore. So, these are my 2 complaints: Make the base machine mod compatible with the rest of the power systems, and make a way to charge power armor.
  6. I believe mad science crashes those without java 7. You can remove the mod or update java. I too was crashing but after I updated java it was fine.
  7. Perhaps I am missing something... Is there a way to convert rotary craft power into something compatible with other UE mods? Currently, rotary craft, galactic raft, and atomic science houses the only means of energy generation, (unless I'm doing something horribly wrong with resonant induction, but I did exactly what the wiki says). Rotary craft as far as I can tell has no compatibility. Galacticraft only works with itself as well. Atomic science though, does. However, you need power to run the machines necessary to create fuel, no fuel no generation. This means no charging power armor, no missiles, no atomic science, no mad science, etc. This is turning into a rotary craft modpack and becoming less of the good old voltz I'm still holding my position that you should readd mekanism. I see no practical reason for not. It isn't buggy, it's open source, and it's amazing. You can keep rotary craft if you want, but it still lacks basic compatibility.
  8. While rotarycraft in on itself is a very cool mod, it lacks the functionality of mekanism. Rotarycraft simply does not work with voltz- it's power system is incompatible, has no means of storing energy, and cannot be powered by voltz machines. It is now next to impossible to run any kind of machine except those from rotarycraft. Mekanism was built off of voltz and therefore has more functionality. It allows for steel and bronze production, charging power armor, and storing compatible energy for atomic science, ICBM, etc. Rotarycraft simply does not supply the necessity do do well in voltz. Please readd mekanism. P.s. I did extensive testing of mekansim and it appears rather stable, not to mention the long lasting dup glitch is now fixed. Unless it is a mod pack perms thing, please readd mekanism. P.s.s. For those crashing remove mad science from the mods folder. Worked for me.
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