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cerevox

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Everything posted by cerevox

  1. Ditch the pipes, get redstone conduit. Its like building with magic and rainbows instead of mud and your own pre-masticated feces.
  2. If you are ever wondering what some unknown pool of fluid is, your best bet is to scoop it up in a bucket so you can see the name. But yes, probably sewage.
  3. I am aware of all that. If you collect a lot of pages at once, and what to pick out all the duplicates and get them sorted it is still a pain.
  4. Didn't say easier. A less cumbersome method. If I just want a stable age, that is easy. If i want every single possible option to build custom ages for very specific functions, then its a colossal pain. Making it hard by making the controls hard is not good.
  5. Unless your on a pvp server. Then worry about the guy next door. Worry a lot.
  6. I am aware that there are many fixes, it just requires an extra step and an extra thought. Not a big deal, just a small annoyance.
  7. It really just needs a less cumbersome system for organizing pages. If i have to spend an hour or more fiddling around with notebooks to get the right pages in the right place, that's just too much. Mystcraft is almost a mini-game, except sorting pages is no fun.
  8. Mystcraft is just too time intensive to be worth it. All you really need is a flat desert world to maximize line of sight, then march in a straight line across it, looting every library you see. Pretty simple, and will get you all the symbols, but takes ages to do.
  9. Having wires running all over the walls and floor and ceiling wasn't as efficent as simply having them as 6 way blocks, no, but it was much cooler. You would have to slide your way down cramped tunnels with wires jammed in every which way. It was fun for its own sake. I am not talking about any loss of efficiency or anything like, I just feel like the style was more scrappy and slapdash, which fits better with most of the kludged together constructions that get made around here. I am sure some people do make neat, orderly machines, but I know for sure that all of my machines grew outward bit by bit in no ordered fashion. So, basically its about the style and appearance. I also understand that lighting is a big deal on servers, but being able to see at a glance which wires turned on across the whole machine when a lever was flipped and which didn't, that just seems easier to debug than having to run around poking all the rednet with a tool. I do understand that server performance is a critical factor though and the loss of a fancy graphical extra is more than offset by the gain to server performance.
  10. Honestly, rp2 wires and cables are superior to rednet in my opinion because they don't take up the whole block like rednet cables do, allowing slightly more compact builds, but that is a difference of like, 1%, not enough to really gripe about. The thing that does make a difference for me is between red alloy wires and rednet, the red alloy wires light up when active, rednet, as far as I can tell, has no visible difference between being active and inactive. It makes it just slightly more annoying to try and debug redstone devices.
  11. In TE, no, but MFR which is also in the pack and includes biofuel generators that can produce immense power. A couple of decent sized farms can easily produce enough MJ to cover any possible need. Also, suck the nether free of lava? You might not be aware of this, but the lava has absurd amounts of lava, you can run many many magmatic engines off a single nether pump alone, which will do minimal appearance damage to the nether. Preserving the terrain is a personal thing, mods don't make a big difference in this, except perhaps UE's ICBM mod which demands terrain destruction as a goal. It really comes down to whether or not you choose to use a quarry or not.
  12. Probably because quantum armor felt absurd. Once you got a suit up you were invincible. Same reason they ditched energy collectors from EE3.
  13. Old quantum armor was a worthy goal, more than balancing out the need for reactors and the whole "hamster wheel" which is a pretty apt description. Now, IC2 really doesn't have much to offer besides nuclear reactors which are fun in and of themselves, but really serve no purpose with MPS being better than quantum armor in almost every way. Quantum armor is still better at straight damage protection, but not even by a huge margin anymore.
  14. I can understand why IC2 had such an extreme energy thing going on. Think of it in tech tree terms. Because of quarries and dense ore worlds, or both in combination, anyone can get near infinite physical resources with ease. That meant that any high end item would become available after quarry. The only way to force players to actually progress up the IC2 tech tree would be to force them to use internal to only IC2 items or to have vast sums of power which only IC2 could produce. IC2 actually did both, with compressors producing IC2 only items use in the construction of endgame IC2 and reactors required for the power. The end game items were the goal, the endgame power was created as a barrier to be overcome to gain the endgame items. However, IC2 made it very easy to get that power, defeating the whole point. EE2 had the exact same problem with red/dark matter and energy collectors, although energy collectors were even more hilariously broken than reactors. It is good to have some kind of high end tech, something to work towards. Right now there really isn't such a thing in tekkit as far as I can tell. Everything feels low tier, we just don't have any high tier stuff in right now. It is possible to produce absurd power with large magmatic or biofuel arrays, but there simply isn't anything to do with the power. What is really needed is high tier stuff that people actually want to use that can soak up all the excess power. Something like an overworld<->moon portal that has a constant, very high, power draw to keep open. I can easily see factions on servers each wanting one, and because of the lack of reactor equivalents, having to build and maintain large power plants of some kind. Maintaing the plants would require its own support. That would be something useful and wanted for its own sake that actually requires more than a handful of magmatic engines to run and would function as an end game goal. Or there could be a threat. No one thinks it odd to stockpile energy in voltz. At any moment a missile or 8 could come flying down at your base and you would need to be able to power shields to protect yourself, fire missiles back, power gun turrets and railguns, all while possibly having any surface machines blown away. The real problem with most of IC2 end game stuff was that no one liked or used it, teleporters were pointed out as a good example of that. It almost felt like the goal and barrier flipped, with reactors being the goal and some way to use the power became the barrier. Tekkit just needs to find a few solid end game things that actually require support to make work. Right now, it feels like end game tekkit is a quarry and a tesseract with a nether pumping station. There simply isn't anywhere to go past that. Hopefully some of this made sense.
  15. Derp, didn't even think of other dimensions. But yes, if you have an unstable mystcraft world with meteors, you will figure it out real quick. Those things make a mess.
  16. Fallen meteors? Which mod in tekkit causes meteors to fall? I ask because I am unaware of any mod in tekkit that should be causing them.
  17. I added in the full UE lineup to my technic and I am only playing it single player but so far it has been working quite well. There is no BC<->UE power converter, but I haven't run into any real problems. Also, nuclear reactors are awesome. The power they produce is almost irrelevant, nuclear reactors are just fun to build in your house's basement. Because nuclear reactor in basement.
  18. And you are giving the stirling engine a redstone power signal?
  19. Is the pulverizer on? If there is nothing for the pulverizer to do, it won't ask for power.
  20. They work fine with pipes and pumps, but not machines. You put engines all around but nothing. Imna take a guess at what is going on. You are putting fuel in the stirling and steam engines, right? Redstone engines require no fuel, only a redstone signal. However, redstone engines are too weak to power real machines and will only power pipes and pumps.
  21. Ok guys. For silly power, do the following. Planter doing carrots, planter doing potatoes. Harvester on each. ME splits crops between bioreactor and planter. Bioreactor(s) dump into biogenerators. But crops are slow, you need to grow them fast. Get multiple sheep pens. Stick sewers under them with a composter directly touching the sewer so the sewage flows down into composter, no pipes required. Composter gets you industrial fertilizer. Add fertilizer machines to your crop fields. ME moves fertilizer to fertilizer machine. Get more power than you know what do with as the biofuel flows. Also note you can replace ME with BC pipes if you are being cheap. You can skip fertilizer and just get huge huge huge plots of crops using upgrades in the machines. MFR machines don't use power unless they do something, they require no power to just sit there, ready to harvest. The only constant power requirement is the ME system. If you went cheap and used BC pipes this system is almost all power addition. It barley costs anything to run and produces huge amounts of biofuel. EDIT: To give you some idea of how much this is producing, I have 2 fields with the gold upgrades, 17x17, one of carrots, one of potatoes. After processing and all ME costs, I am gaining roughly 1000 MJ per second. I am also producing more biofuel than my generators can handle right now and slightly more crops than my system can handle so the stockpiles of both are slowly increasing. MFR biofuel loop is extremely lucrative in energy.
  22. There appears to be no config option to disable power usage. Looks like it is built into the mod.
  23. Eventfully, minecraft and Kerbal Space Program will converge into one thing, and the whole world will explode from the awesome.
  24. You can always drop in a mod with working liquid pipes. I put in some of the universal electric mods and one of them gave had a pipe that could pump sludge.
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