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Posted

Dimensional Doors don't provide anything?

Do you even play?!

They're incredibly handy for compact bases, and if you have a Rift Signature, you can make two doors anywhere, that will link to each other.

Posted

The loot from them can give you a pretty hefty advantage in early game - huge amounts of diamonds, spell books etc. for just a little risk which can be negated with enough care and practice :P

Posted

There's still some trap rooms I will probably never be able to bypass without breaking/placing blocks, though. Mainly the long hallway with the walls and floor closing in and out.

Posted

Dimensional Doors don't provide anything?

Do you even play?!

They're incredibly handy for compact bases, and if you have a Rift Signature, you can make two doors anywhere, that will link to each other.

It doesn't apply any new mechanism in the manufacturing/power process.

Making the base compact and fast travel can be useful but is not "gamebreaking". The only feeling could be to have everything tiddier or to avoid seeing the blasted landscape you leave behind (also I don't like to have the base in a "pocket dimension" that can be lost by breaking the door and/or unlinking the rift [if this kind of thing can happen, I'm not sure of it, I just got the feeling :P]).

Then, the last part is the "dungeoning", which I feel it cheating for the following reasons:

- You get your reward even if you get killed.

- Most of the traps can be bypassed by mining your way through them.

- The only drawback is to get into a random destination in the world (which is salved by running like crazy to the proper coordinates or going through "doors" again).

Said this, I like the mod, the rooms are well crafted and of course I would enjoy such thing if it was more challenging/dangerous. Exploring caves and mining can be as rewardable and more dangerous.

Also I find it usefull for traveling to the moon,space station, mystcraft dimension, etc.... but again, you are cheating, as they are already ways to travel through them in the proper mods.

Despite all this, I feel that other mods like EE3 and the neverending overlapping mods for storage (ender chest, bags, upgradable chests,...) could be removed. The first one because is totally autist to the other mods and there is nothing of technnical/futuristic in it and the other because are several ways of doing the same. Using one could be enough.

Lastly, and without any bad feeling or intention Teraku, I find interesting that someone that someone gets shocked because I don't use dimensional doors but some posts before mentioned the unninterest/lack of utility of applied energeticist ;)

Posted

Sure, you get your reward if you get killed. But you're teleported 40000 blocks away, which will always be in an ocean.

Also, how is it "cheating"? Might as well consider MystCraft cheating then, as well.

Just because it's called Technic doesn't mean it has to only have technical mods. ThaumCraft features magic, but it was still in some older packs.

Lastly, and without any bad feeling or intention Teraku, I find interesting that someone that someone gets shocked because I don't use dimensional doors but some posts before mentioned the unninterest/lack of utility of applied energeticist ;)

Gah, you got me there.

Posted

Sure, you get your reward if you get killed. But you're teleported 40000 blocks away, which will always be in an ocean.

This happened to me once, but I had a fun/interesting time getting back. I took off all my MPS armor except the power tool, then used the recoil from my railgun as a form of propulsion. Apparently MPS armor still acts as a heat sink even if you don't have it equipped, but the added weight doesn't exist. Railgun propelled me hundreds of blocks at a time, I just pointed my back at the home waypoint and kept firing. Every once in a while I would splash down into the ocean to more quickly cool my beat buildup, then resumed firing. I made it home without having to resort to teleport cheating.

Posted

Just because it's called Technic doesn't mean it has to only have technical mods. ThaumCraft features magic, but it was still in some older packs.

On top of that, while EE3 might not fit in with Tekkit's other mods it fits in well with standard minecraft features: potion brewing, weapon and armour enchanting, etc. Plus dimensional doors aren't necessarily a technical achievement.

The one reason I loved EE2 was because it allowed me to turn a massive surplus of iron into something useful like copper which can be hard to find. The collectors and rings and so on were massively overpowered so I can understand why they're gone, but I don't see anything wrong with the Minium stone. Especially not when it wears out.

I've never mucked about with DimDoors to be honest, wandering through the dungeons can be fun but why hang around in a pocket dimension? I don't think it's that different to building it in the Overworld.

Posted

The biggest advantage I see in it is compactness and easy transportation. You can link two dimensional doors, anywhere, in whatever dimension or location they may be.

Also, you can have a single door in your compact house which leads to a huge machine room.

Posted

Applied Energistics kinda strikes me as EE2 just coming from the technological direction. So good its almost cheaty....though looking at the mat requirements its not cheap to get into so...probably balances out in the long run.

Posted

AE doesn't generate something from nothing, like EE2 could. Once you had the ability to condense any material from simply light, it was trivial to setup huge factories churning out thousands of mats with no effort at all. AE at least requires that you put something into the system, and that you continue to replenish resources through other means. Sure, you can 'teach' your crafting computer to make even very complicated machines, but you still have to put a lot of thought into how the pieces fit together and give it resources to use.

Posted

The biggest advantage I see in it is compactness and easy transportation. You can link two dimensional doors, anywhere, in whatever dimension or location they may be.

Also, you can have a single door in your compact house which leads to a huge machine room.

Fair enough, I can see why the rapid transport would be handy. As for the machine room comment I prefer to have a factory floor setup in my house rather than hide it away. Each to their own I guess.

Applied Energistics kinda strikes me as EE2 just coming from the technological direction.

AE can craft but it can't convert one material into the other, so it's no good for turning massive stockpiles of iron into copper or anything like that. I've only just started using AE but so far apart from saving you from having to stack chests everywhere and run between them it seems to be a much more intelligent and tidy albeit expensive version of the autocrafting table/pipes/pumps/chests setup you used to have to build to mass craft things.

Posted

I generally use the DimDoors in my base leading to a Hub pocket dimension that has doors to important locations, nether base, farm, a couple NPC villages, stuff like that, speeds up long distance travel which is nice. Also after I lost my last world to a bugcrash error I sped up my tech level greatly by risking a dim dungeon at the start, ended up with 2 stacks of iron a bunch of dim doors items including a couple of the rift blades, which makes a good starter item, as well as a nice supply of bread, unfortunately did not find a diamond block room though, maybe thats for the best as I probobly didn't have the tools to deal with the traps. Oh and finding a shutter trap dim dungeon room is a godsend when starting out, more redstone and sticky pistons than you can handle.

Posted

The costs of crafting, of course, is overwhelming. The dependance on cestus quartz is too heavy to have a large system and the cables are too expensive for what's worth (the best way is to do extend the network vertically and rely of buildcraft pipes for the item movement.

You can replace certus quartz with nether quartz in many recipes. ME cables, quartz cutting knives and silicon can all be made using nether quartz, and that stuff is plentiful, especially once you get a fortune 3 pickaxe rolling (from TC, for instance).

Posted

Don't forget about the best part of IC2: IC2 farming. :D

On a more serious note, making an age with nether quartz crystals makes getting quartz quite easy.

Posted

I just want some way of making some machine or whatever, to turn my millions of cobblestone from quarries into something useful. I'm aware that I could just dump the trash into a lava pit just to get rid of it, but, seems like work to get nothing in return :( at least IC2 (which I'm not complaining it's gone, it just had some cool features) had a machine that used a massive amount of power (only fair I guess) to turn 1 item that really won't be used at all into another.

I'll tell you what though, those igneous extruders are a cheat itself lol. An automated machine that can turn lava/water into obsidian. You can than use minium stones to turn that into your choice of iron/gold/diamond. There's your EE2 for a limited amount of useful items, however, it takes a little more work than EE2.

Posted

ummm

you can do this. EE3 allows you to turn cobble into diamond, it just costs more than just energy, you have to actually farm stuff, kinda you can semi automate killing and collecting from mobs even so even minium shards can be farmed. The IE just simplyfies cobble gen, you can do that manually anyway, and if you use an IE to make obsidian...whats the point I have more obsidian from quarries than I could ever use.

Posted

Im not sure why or whos choice it is to remove IC2 but that was really really stupid. Why would you remove a mod that is probably one of the best out there? It had all the machines and equipement necessary to make MineCraft awesome... but now we have to half ass shit till some one gets the head out of their.... and puts it back in. As far as I can see there are ways to do what IC2 did but you make it ass backwards and so f.cuking complex. Look im not trying to be an ass or anything but I want a logical answer as to why. Other than that one fact.. this new version of Tekkit is amazing. But with out IC2 its a complete waste of time.

The only other problem is that there is a random 50x500 endless pit that seems to glitch... i have no idea what caused it but i have never had that problem before.

You. You're going places.

Ideally one of those places is the wiki so you can read about the mods actually in the pack and see why you're an idiot.

Posted

You. You're going places.

Ideally one of those places is the wiki so you can read about the mods actually in the pack and see why you're an idiot.

yup you got that right

on another note i have questions for you mainly about the prc i know your putting in a delay circuit but if i might request you also add 2 inputs and 2 outputs minimal to every circuit that way if we wanted a circuit to output a signal to both a wire and variable we could do that thus making more complicated multi function circuiting possible with out looping back in the wire

and could someone anyone please explain how a passthrough (ring) works

thanks and great work

oh and the -25% on tesseracts could ya nerf that a bit say down to -10 instead

Posted

You. You're going places.

Ideally one of those places is the wiki so you can read about the mods actually in the pack and see why you're an idiot.

You. You're my hero.

Not the hero that we deserve, but the hero we need. Keep on modding King Lemming. :D

Posted

yup you got that right

oh and the -25% on tesseracts could ya nerf that a bit say down to -10 instead

It's already configurable. But no, I don't plan on changing the default.

Posted

we will get the Big Reactors mod, which will add multiblock generators, including a nuclear one.

Which mod is that ... I can't find one called Big Reactors.

Posted

Which mod is that ... I can't find one called Big Reactors.

I don't think it has an official release yet, it is still early stage: the Github page is here.

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