Hyperwræth Posted August 20, 2014 Share Posted August 20, 2014 (edited) Edit: OP's been edited So around a year ago I played tekkit extensively, and now I'm considering returning because I found it quite fun. The first thing that surprised me, of course, is the removal of IC2 and RP3 from the modpack, 2 very core mods. As I continued researching the changes, I found out that most of what was in IC2 was supposed to be in Thermal Expansion or MineFactoryReloaded (both mods I knew pretty well); I tried to be understanding, however I feel like multiple key aspects are missing. #1 Sources of Power IC2 had a bunch of generators that ran on things other than coal, lava, and fuel. The one's I'm probably going to miss the most are going to be the renewable ones, like the watermill, that was always reliable and could supply a small steady stream of power after being hooked up to a BC pump. (Edit) IMO, it wasn't cheap or OP; it was a reward for moving beyond coal generators to form something sustainable (but unable to power the next voltage up). Above all, I'm going to miss the Nuclear Reactors(Edit: yeah didn't know about 'big reactors.' that mod looks pretty elaborate too >.<). Those things added a certain skill element in the game in getting them working without loosing your house, and they reworded you with colossal amounts of electricity. And the other thing IC2 provided are a myirad of machines that can actually use all the different levels of power. Which brings us to our next point... Note: Extra Utilities will somewhat remedy the lack of generator options #2 Machines, doing stuff you can't normally do, higher level machines, and more distinct levels of power IC2 just added so many machines to the game, and the thing I liked about them opposed to MFR and TE is that they mostly did things you couldn't do yourself. In fact, that was the whole idea behind both buildcraft and minefactory reloaded: automate all the things you have to do in vanilla minecraft so Steve doesn't have to budge a muscle. Adding things you can't do in normal minecraft sort of adds a dimension to the game. IRL, humans did advance in technology and make stuff with the new machines they you couldn't in the caveman age. From the current mods we do have the electric furnace, pulverizer, and a half****d compressor (from galacticraft), but having the extractor and the (normal) compressor demonstrates what I wrote above, and then there are the machines that eat up a lot of power. Stuff like the terraformer and the teleporter were really cool, and you don't have those super advanced machines in TE and MFR. They also don't properly 'tier' as well, if you get what I'm saying. Buildcraft sort of does with 3 levels of engines and a mining well vs. quarry and such, but TE and MFE all feel like they're stuck at level one. When you went up a voltage level in IC2, you really knew it. You had to replace your batbox with an MFE (IIRC), get thicker wires and then you could get medium voltage machines and play with transformers so the lower ones were still usable. It felt like actual progress and it facilitated the fun. (Edited in) #2.5 Specifically Distinct Power Levels The way the IC2 electricity system was distinctively divided into the 4 power categories gave the player a good feel of where they are on the grand scheme of technology; how much is ahead of them, and how much they've accomplished. Literally everything in a factory have to be upgraded, but generators and machines were at the crux of it. This is something I'm not sure the redstone flux system will be able to replicate. Not only would we need higher level versions of the core machines (pulverizer) but this would be an opportunity for new kinds of machines to do high-level stuff. IC2 is basically the perfect model for what machines there should be at each level (so more stuff like teleporters and terraformers). The higher level generators are sorta there with the combustion engines, nuclear reactors and certain dynamos when given particular fuels. One of the things I'm not sure if the current system can handle is transformers; if the game is ever going to truly have more distinctly tiered voltages, then it would be capable of having them. Overall, what more distinct power levels added was a more certain path of progression, rather than wandering around wondering what you should build next, if you get what I'm saying, something like that is important in any game/mod. (Edit) Hmm the way that there are 3 different wires might suggest that TE might expand more on their individual power levels. Lastly, I appreciated how IC2 had a more elaborate endgame with more high level machines and equipment... which coincidently brings us to our next point. #3 Power Items Just like lacking power machines, we're also lacking rewarding powerful endgame items and weapons. Now I understand that the quantum suit was ridiculous, but that's not what I'm asking for. There should be something a step down from that to facilitate getting rewarded for advancing in technology. Just some armor different from the modular power armor that you can only make after making all the technological advancements, then some cool electric tools(Edit: This seems to be somewhat remedied by Redstone Arsenal; still looking for things beyond the basic tools). Things like the chainsaw and the mining laser that we had in IC2, as well as the light swords, and of course the nuke. (Edit) IC2 just had that awesome myriad of non-basic electrical tools... I really hope the redstone arsenal could some day live up to what it was. #4 Something minor: The Frame Motors At least the block placer and breaker was replaced by MFR. However the frames and frame motors from Red Power were a pretty powerful part of the game. Being about to create structures that moved automatically opened up so many possibilities.(Edit: OK yeah covered by redstone in motion) And lets not forget Wireless Redstone. Where did it go? Nothing like it is in MFR. It was necessary for controlling stuff from far away, things encased inside something (I will miss you Modular Force Fields), and stuff traveling around on one of those fancy frame motor platforms. Edit: Didn't know that "Chicken Chunks" meant wireless redstone >.< Now that I remembered Modular Force Fields, I remember what a great endgame item they were. Required tons of power, but were completely indestructible. Actually manage to build one of those things, and you don't have to worry about your nuclear reactor blowing up your house, and in SMP, it was a completely foolproof way of avoiding people from stealing and trying to blow up your house with a nuke and that jerk who dropped some white decay in the overworld. Also creating light bridges and the such. Forcefields were definitely a fun part of the game. EDIT: Someone said they they're still here... they were an extension of IC2 so were they updated to also work with MJ now? Sorry I haven't had time to play much of the new Tekkit. ----- Sidenote: remove EE3. I know its nothing like the EE2 we had a year ago but it really doesn't fit with the technological theme. Alchemy =/= industry. It just provides cheap ways to convert all your cobblestone into diamonds you really shouldn't have yet, and the such. (Edit) If EE3 is mostly necessary for making those high-demand ender pearls... maybe there's something else to make that go more smoothly, or maybe the mod that eats up enderpearls could be rebalanced. Conclusion There are definitely a lot of things in IC2 and RP3 that weren't compensated by the new mods. I'm not asking for you guys to put the mods back in; someone should make a mod with all this stuff in it, to compensate for all the things we used to have, without having the multiple power systems and redundant machines that IC2 was removed for. I'm going to quote myself here, because I selfishly like what I wrote. ...I believe a few of my points still remain valid. As Curunir explained, I know that the modpack has its limits and that its probably best off the way it is, but if there was only some way to fill in the gaps that are left... I just feel like the gaps were core. They were pretty significant parts of the game, particularly my argument on how the game advances, it felt like there was more progress and steps when IC2 was in the game. I'm not sure how well the redstone flux system can mimic IC2's electricity... I mean its not like there are well defined medium and high voltage systems ya'know? By systems I mean different levels of generators and useful machines. Let me know if there is something missing, or something I mentioned is actually made up in some way. Edit: Yeah looks like I missed a lot. Edited August 20, 2014 by Hyperwræth Link to comment Share on other sites More sharing options...
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