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CanVox

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Everything posted by CanVox

  1. Cool well don't give us the crash report I'll use my psychic powers.
  2. Yes. Yes. No. Yes.
  3. MFR packs all its compatibilities in, we didn't add them.
  4. You can charge them in the Energetic Infuser
  5. You can charge MPS items in the Energetic Infuser.
  6. The same way you power other machines, I don't understand the question.
  7. Um, are there a ton of little black clouds with black smoke shooting out of them?
  8. If you want to play 1.2.5, you want Tekkit Classic, which is different. This is Tekkit, which is 1.5.1. Both tekkits are in your launcher.
  9. Sure you can- use a fuel loader.
  10. Sterling Engine, Steam Engine, Combustion Engine, Magmatic Engine, Biofuel Generator, there are a few ways. You can charge power armor using the Energetic Infuser.
  11. Optifine doesn't give modpack permissions to anyone.
  12. This issue was fixed in 1.0.3.
  13. Hi, Mars isn't in yet? Create a moon base, find a moon village, make a space station, and have fun. More planets will be coming later on.
  14. For long distances too- conduits have a flat 5% loss on transport regardless of distance. Basically if it's in your home there's no reason not to use conduits. That's the spirit! Embrace the multiblock insanity.
  15. There's a couple lighting things in, but for my money, the best one is the glowstone illuminator. It's attractive, bright, has different modes (regular, inverted, I think it has some dim modes) you can switch between with a wrench, and you can use dyes on it to change its colors.
  16. Redstone energy cells, I can only say it so many times.
  17. Fun fact: I actually ported the unpowered floodlights from Greg's Lighting to 1.5.1 to be released in Tekkit, but last night during testing we found a pre-existing world corrupting bug in GL and had to pull it from the pack. I'm going to diagnose it soon and it'll go back in as a wrath lamp alternative.
  18. Lots of reasons: it provides low level alternatives for TE, the oil it has can be used in galacticraft and I like geysers instead of random oil-filled caves (which is what GCraft's world gen creates), it has the only TE-compatible pump that I'm aware of, etc. I'm not a superfan of BC, but it provides some necessary support for TE, so it's in. I also like Logistics Pipes as an item routing alternative to AE (it'll go in as soon as those guys have a version come out), and that demands BC. The energy loss from a tesseract is a flat 25%, it's not all that much. The reason you needed all that power gen is because IC2 draws a lot of power. You can run a bank of 8 pulverizers off 4 magmatics or 3 combustion engines, or a single MFR biofuel generator. Factor a 25% loss rate and it doesn't exactly go up by much. This is a great illustration of something I've been saying for awhile: IC2's biggest skill is at solving problems created by IC2.
  19. I apologize for spending so much more time with NightFire, when it's pretty clear that you've got legitimate concerns and he's just chewing scenery. Here's the deal: 1. Ice-fed nuke reactors haven't even existed in IC2 in a long-ass while, and neither have 2k EU/t nuke reactors. Modern nuke reactors in IC2 require redstone and other materials to keep going for like 300 EU/t. You can get a self-sufficient nuke reactor that pulls about 80 EU/t. So go ahead and temper your expectations first and foremost. 2. The other thing to keep in mind is that there's not any high-end reactors for BC, but there's also not any high-end power sinks. I've seen a small room full of 10-12 magmatics and a couple redstone energy cells provide all the power someone could ever use. It's possible to build fairly compact (and cool looking!) generator setups, but yeah they're gonna be multiblock. And I kinda like that. And like I said, we ARE on the hunt for more cool generators. This isn't a closed book, we'll have more stuff. It just won't be IC2 stuff.
  20. Hahaha, then stick with Tekkit Lite or FtB Ultimate or whatever it is then you kids play these days. Look: - Thermal expansion adds a powered furnace. - TE machines aren't slower than the basic IC2 machines if you power them properly. There aren't advanced versions or overclockers, but regardless. They also don't cost stacks and stacks of iron, so I'm not sure where you go the impression that TE was significantly more expensive. - The MPS Gauntlet is not as expensive as you're making it out to be. It works just fine in the same mid-game position as the diamond drill. - Everyone rushing compact solars sucked and was boring, I wouldn't describe it as "real power". - You know what other mods solves the problems with BC pipes? Thermal Expansion, with energy conduits and liquiducts, and redstone energy cells. And Applied Energistics with ME networks. Look, if you're not willing to play any mods except the ones you're already playing, Tekkit Lite and Tekkit Classic and Feed the Beast Ultimate or whatever the hell old shit you were playing still exists. You can still play it. If you're not interested in trying new things, then just don't. But don't sit here and try to pretend that this Tekkit build doesn't have all the same features as the last Tekkit build. It does, and this is the direction Minecraft mods are going, unless you find a way to pull al blaka out of mothballs and clone Eloraam.
  21. Thermal Expansion- you should definitely check them out if you haven't yet. :)
  22. Let me be 100% clear here: IC2 is not going back in after it comes out. Period. We didn't pull it because we wanted to release quickly, we pulled it because we're done with it. To a certain extent, the same is true of RP2, although we'd probably still be running RP2 if Eloraam was developing timely releases. She doesn't though, and now we're done with RP2. It's not going back in. Obviously, energy storage exists in the form of redstone energy cells. There are also a lot of great ways of producing power in mass: the two current favorites are nether-magmatics and MFR biofuel. I've been tempting the gods by using combustion engines at their full 10 MJ/t. I understand that people aren't happy with the generator selection right now, and we're taking a lot at some good BC-compatible mods that add generators for future releases, but this idea kicking around that IC2 is the only industrial mod worth using, or is even a particularly good industrial mod is insane. It's an archaic jalopy that a week from Monday will have gone 6 months without a single public release. Even GregT of GregTech is looking at changing power systems because it's pretty apparent at this point that IC2 is dead. We're not going to include it and very shortly no one else will either.
  23. They're nice, but I also think that glowstone illuminators + a texture pack could be just as good. The illuminators are dyable and you can use a wrench to invert them (like RP2 inverted lamps).
  24. Thanks for this, I'll be sure to address this, along with rubber trees not treecapitating properly.
  25. Being able to walk through it is nice, but it's not more compact- wall wire that travels the same path will have to use more blocks than floaty wire unless it's a really simple, straight path. Okay, now you're just bein silly.
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