Jump to content

Taking a look into the future: Or what will change with tekkit for MC1.6.4+?


Lagnalok
 Share

Recommended Posts

Some clearification on this thread before I start: No right now there isn't one and there isn't any release date known when it will come. In this thread I'd like to look at and discuss about changes in mods and their interaction with each other that will most likely affect how we will play in the future version of Tekkit. Or so to say, to do some prep work before we get hit in the face by a few drastic changes.

Informations can change over time and craftign recipes are those that they come with without changing anything - so they will probably change when tekkit updates.

So, hello everyone =)

Currently I play arround with a custom modpack for MC 1.6.4 that uses similar mods like Tekkit and I noticed a few drastic changes in how mods interact/work that will affect the ways that many people used to play Tekkit in.

Let's first take look at some important Minefactory Reloaded (MFR) changes:

1. Bio Reactors: The efficiency values to turn bio mass into bio fuel changed as follows:

#Types of different items. old efficiency -> new one

  1. 80 -> 5
  2. 180 -> 25
  3. 300 -> 70
  4. 440 -> 150
  5. 600 -> 275
  6. 780 -> 455
  7. 980 -> 700
  8. 1200 -> 1020
  9. 1440 -> 1425

As you can see, low efficiency setups take a heavy blow and won't be useable anymore as it will take more energy to produce all the items it will use of only few types.

Note: this dosn't change how much bio fuel is produced per tick but how much items are used up in order to make it, it is a common miss information that efficiency changes how much bio fuel is produced over time: Efficiency changes how much bio fuel is prouced per item!

2. Changes in the Rancher: The rancher used to milk cows or squids like creazy so it was easy to gain an infinite ammount of milk or more importantly ink sacs. This is not the case anymore, the rancher will take not which entities it already worked and wil rotate trough any entitiy in range wit a small idle time then when it dosn't find a new one run trough a long idle time. This means that after an update a setup that used to get somthing like 20k ink a minute would now take seval hours if nto days to produce the same ammount.

3. Changes to the Grinder: Mobs killed by a Grinder will no longer spawn other mobs, this means a autospawner-grinder-setup to spawn and kill slimes will no longer produce more essence than it uses in the process. So now it is a must to use either normal spawners (portaspanwer to move them) or using breeder-grinder setups in order to farm mob essence.

4. Deep Storage Unit (DSU): DSUs are easier to use as now itmes can be pumped in and out from any side. Right now there is a bug that crashes the server when using a ME Storage Bus from Applied Energistics (AE) with a DSU that has no item in it and the Bus tries to insert an item... hopefully that will be fixed by the time tekkit updates.

Next we have Galacticraft (GC), lots of new stuff in there but it is now far harder to make a rocket and lift off to space. You'll need a few new blocks and items:

Circuit Fabricator: 2 Aluminium Ingots, 2 Aluminium Wire, 1 redstone torch, 1 furnace, 1 lever, 2 Buttons

Used to make different types of wafers, the base cost is 1 Diamond, 2 Raw Silicon (minable), 1 Redstone Dust plus power and another ingridient depending on the type of wafer you want to make:

+1 Redstone Torch = 3 Basic Wafers or

+1 Redstone Repeater = 1 Advanced Wafer or

+1 Lapis Lazuli = 9 Blue Solar Wafer

Compressor: 1 Basic Wafer, 1 Copper, 1 Anvil, 3 Alluminium

Used to compress 2 metal ingots into 1 compressed version (like Compressed Iron), 2 coal and 1 Compressed Iron to make 1 Compressed Steel or 2 Compressed Steel, 2 Compressed Alluminium and 2 Compressed Bronze to make 1 Heavy-Duty-Plate.

Nasa Workbench: 1 Advanced Wafer, 4 Compressed Steel, 2 Levers, 1 Redstone Torch and 1 Workbench.

Tier 1 Rocket in total: 31 Heavy-Duty-Plates, 9 Compressed Steal, 3 Compressed Tin, 1 Tin Canister, 1 Flint and Steal, 1 Button and one Redstone Torch.

Refinery: 2 Compressed Steal, 2 Copper Canister, 2 Stone, 1 Furnace

Fuel Loader: 5 Compressed Steel, 2 Compressed Aluminium, 1 Basic Wafer and 1 Tin Canister

9 Launchpad: 3 Block of Iron, 3 Compressed Iron

Yeah not so cheap anymore... But we get to explore Mars and they gave us Solar Panels for energy production =)

And then there is Thermal Expansion 3... well i'll focus on the basics here... just far to much cahnges ^^;

They introduced Itemducts, which do basicly do the same as BC Pipes but better. They can move whole stacks require only a redstone signal to pump and even that can be removed if upgrading the duct with a pneumatic servo - this also alows to set filter options for both extraction and insertation with the choice to set ti to blacklist or whitelist mode.

There is only one Tesseract now and it can do energy, items and liquid at the same time. Send/recive and ignore options can be set seperatly for each of those.

Energy Conduit, Energy Cells, Porable Tanks and Strongboxes (Chests that work like Portable Tanks) come in different tiers now. Low tier stuff is easy to make (especially opaque versions of *ducts as they only require Lead and not Hardened Glass) but limited in its usefullnes. Each tier costs more than the previous but gets more powerful as well - most of the time you can/must use the lower tier to craft the higher ones but in some cases you can't.

TE3 uses its own energy system called redstone flux (RF) now, thought TE3 can convert RF to MJ it can't convert it the other way arround. MFR, AE, GC and Atomic Science (as well as some other mods) can as well accept as produce RF, so only BC engines won't work with TE3 - TE3 dynamos (they renamed engines to dynamos) ar now aviable in more variations and can be used with any kind of fuel now (need the right type).

Energy conduts can now only be connected or diconnected usign a wrench, there is no input/output mode anymore. This functionality got moved to Redstone cells where you can now use its GUI to set for each side if it should accept energy (blue), output energy (copper/orange) or ignore it (yellow). This feature also allows to put energy cells dircetly next to each other or even into cubes for expanded energy stroage - you must set them manualy to the correct modes thought.

So, anyone else noticed something in the future versions of mods that will change how people will play Tekkit?

Link to comment
Share on other sites

No right now there isn't one and there isn't any release date known when it will come.

Uh, sometime in 2017, around February I think. It get's pushed back every time some whiny kid complains about the updates taking forever.

So, hello everyone =)

Hi. :)

1. Bio Reactors: The efficiency values to turn bio mass into bio fuel changed as follows:

#Types of different items. old efficiency -> new one

  1. 80 -> 5
  2. 180 -> 25
  3. 300 -> 70
  4. 440 -> 150
  5. 600 -> 275
  6. 780 -> 455
  7. 980 -> 700
  8. 1200 -> 1020
  9. 1440 -> 1425

As you can see, low efficiency setups take a heavy blow and won't be useable anymore as it will take more energy to produce all the items it will use of only few types.

Note: this dosn't change how much bio fuel is produced per tick but how much items are used up in order to make it, it is a common miss information that efficiency changes how much bio fuel is produced over time: Efficiency changes how much bio fuel is prouced per item!

2. Changes in the Rancher: The rancher used to milk cows or squids like creazy so it was easy to gain an infinite ammount of milk or more importantly ink sacs. This is not the case anymore, the rancher will take not which entities it already worked and wil rotate trough any entitiy in range wit a small idle time then when it dosn't find a new one run trough a long idle time. This means that after an update a setup that used to get somthing like 20k ink a minute would now take seval hours if nto days to produce the same ammount.

Balance. >:|

The rancher changes are resonable- I mean, how hard is it to get a couple extra cows or squid, especially with Safari Nets? And 20,000 ink sacs a minute is crazy. The Bio-Reactor changes seem excessive, though. It made sense to choose between efficiency or speed and ease, but this is a subtle but significant change that makes it a requirement to set up several supply lines. I'm not so sure I approve, although I haven't played with it yet so I really can't say.

Link to comment
Share on other sites

Bio-reactor changes also allow the reactor to fill all slots, with one item, when items are input from the top. This is both good and bad though. Good if you have huge amounts of a single item to dump into it to make fuel, but bad if you have huge amounts of many items and want to disperse them throughout several bioreactors. Setups are harder to automate now, slightly. But the fuel balance changes were needed, BADLY. It was very much unbalanced before. Now on the other hand, it is only slightly unbalanced. It does process through the buffer much quicker then before as well, which is a good thing, most of the time.

Galacticraft solar panels work nice, even better when used on a space station. 200% output when in space anyone? It's wires and power system in general is solid. But it's power storage system "leaks"... Slowly loosing power over time. In some versions, this isn't so slow actually...

TE3: 3 dynamos for power. Steam Dynamo, which is the steam engine we all know and love, 40RF/tick by burning solid fuel. Plus, it can now accept steam from other sources for power, like steam boilers from either railcraft or factorization. Nice addition imo. Magmatic dynamo, same lava power, same lava channel, da da da da da da da da.... Combustion dynamo, works basically the same as the BC equivalent, but with Thermal Expansions efficiency and power management. A win win.

Also, fluiducts(were liquiducts) now auto pump by default when switched to pump mode. Supplying a redstone signal turns them off now instead of on. Nice change imo. And, on top of this, you can now setup a send/recieve fluiduct using only 1 fluiduct since each connection of the fluiduct can be set, separately, between pump, flow through, and now also "no connection" for when you need to have lines close to each other or other machines and do not want them to connect. Think of how the rednet cables work, sort of like that, only more reliably.

Atomic science: On again off again... Has a few bugs yet to completely iron out. But changes MANY things. And it works nicely with TE3's Redflux.

Large turbines now have a spin up time, where they produce more and more power as they speed up until they reach full speed and normal output. Takes about 2/3 of a minecraft day for them to reach full speed. They also take even longer to slow down once they use up steam and will keep generating power until they have completely stopped. It's far easier to tweak the settings for the turbines, as well now, using the config file.

Fusion reactors can take deuterium directly from chemical extractors, in liquid form. So they are even cheaper to operate now then before. But, plasma generation has been altered. Plasma only travels out a maximum of 6 blocks from it's source now compared to 7 before. So a large reactor will be smaller in radius by 1 block.

Efficiency is less of a worry now that tin and glass are basically a thing of the past. Going completely mental with your reactor is much more fun with the new liquid feed system.

I think some changes have been made to uranium purification making enriched uranium more common, so fission is also easier to operate.

Steam generation in both fusion and fission is completely heat based now. The hotter your reactor, the more steam you get. For fission, this does not change a whole lot, but for fusion, this means you want the plasma to contact the magnets as much as possible. How this changes setups, other then making them a little more compact, I'm not certain as of yet. more testing is still needed... one test had a single core reactor outputting 10,000+mb/tick. That's an insane amount of steam. O_o Balance might be a bit tough to get right with that much steam available.

Buildcraft: Same old buildcraft, a little more stable. But doesn't play well with other power systems. :

NEI: New format. New look. More options then ever for organizing. Lots of new menus to get lost in.

Rei's Minimap: Not dead, just illusive. 1.6.4 versions work just fine, but can be hard to find for download.

Can't think of which other mods I've tinkered with that are relevant to this topic...

Link to comment
Share on other sites

Atomic science:

Reactors in 1.6.4 produce more steam the hotter they get is confirmed. Started a reactor, measured the output from each funnel. was 50mb/tick. kept checking... after 5 minutes, output started to go up. Little by little it keeps rising until it maxed out the fluiducts at 100mb/tick after another 3 minutes had passed. Also did some more testing with both a flood type and a ring type reactor. My old 4 torus design has around 130 places where steam can be generated. The flood type, even with it being smaller then it used to be, has over 180 places to generate steam. but with steam generation so high, it is hard to test total output between the two reactor types to know if the flood still produces more steam. Also, with heat being so much more important, the ring type may turn out to be the higher yield reactor now, but I doubt it. Finally, pulsing your reactor in 1.6.4 is now a bad idea, pulsing it on and off will only reduce the reactors efficiency, by at least half, in the long run.

Funnels can no longer stack. So all reactor builds in 1.6.4 require a little more thought to setup. But testing shows that fluiducts no longer need to be set to pump to transfer steam out of the funnels. flow rate through the fluiduct is unchanged if set to pump or left as default.

Aah yes, Mystcraft:

Linkbooks and descriptive books are crafted the same as is currently done, requiring a link panel. Cost to craft a link panel is the same as well.

Mystcraft now can use mod spacific fluids when creating an age. ANY fluid in the mods it's used with can now spawn in lakes/oceans and create loads of instability in some cases.

It has a few more map features. And the random generation is a bit better behaved about what it chooses to add.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...