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Everything posted by CanVox
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That'd be a good stopgap, yeah.
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I was referring to the bug that t his thread is actually about. Don't post random unrelated bugs into bug threads if you want them to be noticed or addressed, by the way.
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It's been fixed in dungeon pack recently, not in big dig.
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This is a bug with galacticraft.
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This might have something to do with KL's namechange from ferrous to nickel ore. I'll alert power crystals.
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Unable to download Balkon's Weapon Mod (TEKKIT VERSION 1.0.6)
CanVox replied to jakey1995abc's question in Tekkit
If he keeps having problems after that, there is a /logs folder in .technic, pastebin me the latest log. -
There's a fun bug in dungeon pack that was fixed just recently: when a dungeon pack dungeon would generate in the nether it instead generates at the same spot in the overworld. :\ So exploring the nether has a bad habit of dropping nether temples and stuff in the real world.
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The new Big Dig will have galacticraft, and it's not going anywhere (it's mah baby).
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If you see magmatic or biofuel as power sources that are too onerous to use, then this is not the modpack for you, and you should find a new one. You are right that people have different ways of playing, but not every way can be contained in a single pack. Big Dig, though it's well behind at this point, will be updated soon, and it is more suited for people who don't have that much time to play/don't see grinding out resources as remotely enjoyable, and want to concentrate on the actual meat of a lot of different mods.
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What does anything in this post have to do with the post you quoted?
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I mean if you see piping lava from the nether as a grind to be avoided, then I think we have a fundamental disagreement about what is and is not fun that cannot be overcome.
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Can you help me with my bug predicament?
CanVox replied to extremedonkey's topic in Tekkit Discussion
You wanna wrench the pipe that's next to the power gen to extract the energy out of it. -
Yeah, but that's not what we're talking about here. Steam engines don't need to be babysat, but they do need to be automated. Magmatics don't need to be babysat, but they do need to be automated. IC2 solars had to be neither babysat nor automated, and as a result everyone's opening move was to rush LV solars, and everyone's end game was HV solars. That shit will not fly, and it should be pretty apparent why not.
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Your space station is totally private, but you can invite your friends with the command /ssinvite <mybuddy> Then your station will s how up in his list of destinations.
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I think you should see it from the other way around: if the purpose of a game is to provide interesting choices, and the presence of maintenance-free power eliminates those choices regardless of how hard you nerf it, then it seems like maintenance-free power shouldn't be present. A good example is redstone engines. They provide basically no power, but people were spending a ton of time making massive redstone engine banks until engines were prevented from putting power through conductive pipes. It's literally less time and effort, and provides more power and more fun to pipe up some oil, send it through a refiner, and use a combusto, but people were all super concerned that using fuel is some huge time investment so they started making banks of hundreds of redstone engines just to get less than a dozen MJ/t. EDIT: And ultimately every power source goes maintenance-free eventually, just look at magmatics.
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Sure, link me to where people are talking about it.
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Oh man, haha. So much drama, but that could be so great in terms of playability.
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We're using forestry in big dig. To a certain extent I am okay with forestry. And ultimately, the buck stops with me when it comes to what mod goes into what pack. So I could probably get forestry into technic if I wanted to. That saiiid, I'm really not a big fan of forestry, or bees, and I'm kind of considering pulling it from Big Dig. It's A Thing To Do, but every design decision in that mod seems intent on stopping people from using it. Even to a point of punishing players for heavily mutating bees to be able to use Extra Bees more. It's gotten kind of ridiculous. It's definitely not going into Tekkit.
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We'll have multitanks in Tekkit 1.1. :ssh:
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If we both agree that you have no idea what you're talking about, I don't see how pointing it out is hostility. You did make a series of assertions in this thread and in the Tinker's Construct thread, all of which are false, and all of which go back to some nasty rumors that have been spread about our relationship with the modding community.
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We've never been interested enough in Ars Magica to check its permissions, but Soul Shards and EBXL are both licensed under Creative Commons, and I can tell you from experience that technic can get BiblioCraft and TF permissions. It seems like you don't know what you're talking about. Like, at all.
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Right, and a lot of the crowd that still holds a grudge against us has since changed their licenses to be entirely permissive, because they eventually came to the same conclusions that we did.
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Our reputation with modders is actually quite good, it's just a handful of dudes. Working on this Tekkit was an incredible experience because in the dev IRC channel we have, a lot of modders were working very hard to get things ready for a release. King Lemming and Machine Muse working together to get the Energetic Infuser running, Kobata of Inventory Tweaks and micdoodle8 of Galacticraft collaborating on getting the kinks worked out of the Galacticraft inventory. A lot of people working very hard to get inter-mod compatibility working because they believe in what we do. It's hard to watch so many modders work so hard to help us out and then come back to these forums and have someone tell me we have a bad reputation with modders. It's just not true. EDIT: I apologize, I didn't respond to the original question in the OP. To answer it, we intend to put TC & Natura into some packs, but it seemed like it was sorta a "low-tech" thing so I left it out of Tekkit. I'm sure I'll end up regretting that as TC gets EVEN BETTER, because it's a great mod, but I'm gonna stick with how things are for now and see if I can't get some high-tech tool alternatives.
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If by "a lot" you mean "Xycraft and Thaumcraft" then, yeah. In addition, Railcraft is fairly permissive but lets FtB get away with not posting a public permissions list and not us, and Gregorius T has an active imagination. I think that covers the sum total of all mods we can't carry.
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There's a lot of reasons why, but they're all irrelevant because Soaryn doesn't give permissions for anyone except FtB.