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Aurrin

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Everything posted by Aurrin

  1. Yes, but only until you get them set up. Once they're wired correctly, they don't need to be nannied thereafter. That, and the earlier accessibility for wiring are why people are still longing a bit for IC2. Thankfully, more power options are inbound, and that will hopefully help get things going.
  2. And other mods run off of IC2. All major content mods that don't actively suppress interaction have satellite mods, more or less. But BuildCraft is more often used as a base for other mods than as something to use in and of itself, with the exception of maybe the Quarry. In fact, most modpacks with BuildCraft add other mods on top of BuildCraft that largely replace most of the base functionality, using only the interoperability APIs for pipes, liquids, and power.
  3. But those situations are ones that players are likely to encounter in early game. It's bad enough that creepers explode, but from a design standpoint, bread-and-butter power should not explode. That was a poor design decision in BuildCraft, and one of the reasons it never gained as widespread usage as IndustrialCraft. IC2 wiring is also much easier in early-game, and doesn't require the wide variety of materials. It's more difficult to bootstrap TE, though it's by no means impossible.
  4. Thank you! I'm glad it's helpful. I'd be honored if it was stickied.
  5. The wiki now has a guide for players familiar with IndustrialCraft and RedPower to quickly come up to speed on the replacement functionality in Minefactory Reloaded, Thermal Expansion, and other mods. Since many people come here looking specifically for that info, thought I should plant a signpost.
  6. PVP Minecraft? UR DOIN IT RONG In all seriousness, though, balance and fun for builders seem to have a lot of mutual incompatibility - perhaps it would be best to split Tekkit into a PVP focused package and a package for building-focused servers? Just a thought.
  7. Should be just a matter of hooking up a pair of item tessaracts, piping the goods into/out of them, and using a chunkloader at each end to keep the setups working.
  8. Well, if you can find the page with the symbols. And all the symbols needed to make a stable age. And afford to buy them with lots of emeralds if you do find them. Come to think of it, Mystcraft's difficulty slider ramped way, waaaay up in the 10.X update. But even then, lava isn't the be-all end-all. It's finite, and even if you can always find more (not a given on a server where multiple people are competing for it and mystcraft may be completely disabled), it still means you have to move your pumping station (at a minimum) over and over as it runs out. A lot of people want to be able to design a system and then have it work from then on, instead of needing to fix it repeatedly. Bio-fuel is a better choice, though I'd like to eventually see a more technological-themed solution. Auto-farming plants for fuel always struck me as somewhat... backward... but that may just be personal preference.
  9. You're not the only one who knows a few things about energy. While the merits of fission are debatable (and has been, at great length), ITER is far from the only game in town when it comes to fusion development. Here's a sampling of recent, concurrent, independent efforts: EMC2 Fusion General Fusion Helion Energy Lawrenceville Plasma Physics (LLP) Lockheed-Martin Skunkworks NASA/Marshall Spaceflight Center & Univ. Alabama, Huntsville NASA/Johnson Space Center & Electric Power Research Institute National Ignition Facility (NIF) Sandia National Laboratories Tri-alpha Energy Several different approaches are represented, including multiple different target reactions, energy conversion methods, confinement menthods, etc.
  10. On the topic of replacements, do we have anything that can replace the RP2 deployer/assembler? Those allow some fantastic automations that are very difficult to do any other way.
  11. And the spiral of nerfing continues. It's like limbo, except without a prize.
  12. Just as well. Fission is messy and dangerous, and there are too many independent efforts converging on fusion for it to not become available in the near-term future. Better to wait a bit and build fusion plants which won't become a waste-disposal millstone around our necks for the next couple of centuries. The backlog we have now is bad enough as it is.
  13. Yes. And I mean that if someone else was to implement a similar system, they could (and should) work with forge's dev team to ensure that APIs were available and ensure maximum compatibility with other mods. It tempts me to try downloading the SDK and brushing up on java again...
  14. I will do my best. And from a mod-design standpoint, sure. But from an player standpoint, we may not be able to discover more inventive uses and projects if we can't adequately power quite a bit more than we're nominally expected to use. Still, I guess that's your call. That's good, though being able to build my own vessel would be ideal. (Similar to zepplin mod, though hopefully less buggy - I want to build starships!) I think some of this may be due to the invasive and secretive methods used to implement RP2 frames. If you were to work with MCF and get deeper support for it, it might not be nearly as big a headache for modders. Also, if anything comes along close to that, it would be worth risking, as frames were a real game-changer in a way that few other mods have ever been. ( Fun fact: I used EE2, IC2 and RP frames to build an automatic, coordinate-targeted, force-shielded, self-reloading nuclear killsat, up above most people's draw distances. )
  15. I think you may be pushing a little too hard against 'the way IC2 did things' and throwing some of the good out with the bad. There's nothing wrong with having higher-tier sinks just for the sake of something to do. In a sense, all games just add problems so that you can solve them. But if you want some specific, multi-use ideas: - Teleporters (sci-fi style, preferably) - Force-fields - Lasers - A way to communicate between computers and rednet cables - Large-scale block movement - Vessel propulsion And those are just related to one specific build idea I had in mind. I'm sure there are many more possibilities.
  16. I think having extra power from an array and wanting to do something with it is anything but a problem. Be careful: the road lined with people crying that things are too 'OP' and not hard enough ends somewhere in the vicinity of GregTech's recipe crippling. I understand the desire to trim the pack down a bit for performance sake (and thank you for pointing that out, as before some of the decisions didn't seem to make a lot of sense), but having some high-end sinks is a large part of what makes the game worth playing. In particular, high-versatility sinks are the best, with a good example being MFFS. (Not that you need put that, specifically, back in, but something to replace it would be very helpful.) RP frames were another good high-end sink, because they allowed you to build complex multi-block machines. I know they have their problems, but if a suitable replacement can be found, it would be an excellent idea.
  17. For fully-automated systems, sure. However, I often liked to have a separate 'workshop' space above and beyond the automated processing, with fully-overclocked machines so that I didn't have to wait when doing one-off projects that need specialized processing. So, they were not purely 'unneeded', and a replacement system would be nice.
  18. Ah. My apologies. All of the documentation I had seen on MFR to date completely omitted the rednet part to focus on the forestry replacements. You had me worried that we were going back to the bad old days of vanilla redstone dust stairways.
  19. Not to sound like a hater or whiner, but RP2 was much, much more than just an alternative to buildcraft pipes. Does this contain anything that even approaches the functionality of red alloy wire? Bundled cables? Frames? Logic gates? I get why you dropped IC2 in light of the other mods more or less replacing a lot of the functionality, but RP2 is still the gold standard for redstone wiring and moving placed blocks.
  20. As far as I can tell, conflicts in the 409X range happen not because the mod author picked those, but because the ID conflict resolver failed after one or more retries. Same thing for item conflicts in the 317XX range. I think, when resolving IDs, it starts at the very end of the range (4096) and works backwards.
  21. More to the point, creative is very rarely ever an option if you want to play with others. Creative servers are rare, and tekkit creative servers are almost nonexistent.
  22. Okay, I found that the culprit seems to have been Metallurgy 2, and the reason seems to be that it was producing so many ores that a lot of iron was getting flat-out overwritten. I changed the config file for MetallurgyCore.cfg and really pumped up the iron generation, and now there are some iron showing up.
  23. I'm trying to create a private server modpack, and I've assembled a very nice ultrapack, but there's one issue: Iron ore seems to be missing entirely. I've got Metallurgy 2, Biomes 'o Plenty, and Wild Caves mods, along with many others. Does anyone have any ideas how to solve this kind of issue? And is there any good way to unify the generation of an ore type so that only one kind of copper ore (and so forth) is in the ground? (I know forge makes them interchangable, but it's still an inventory hassle to have four distinct types of copper, tin, and so forth.)
  24. Nikolite looks pretty snazzy when crafted into one of the new storage blocks for it. It's like blue glittering sand.
  25. Okay, I'll try updating Java and see if that helps. I've grown a bit lax about that. However, I'm on a roll with mod integration tonight, and since that may require a restart (and reopening a dozen+ windows and re-situating and such), I'll wait until I've gotten the easy ones down first.
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