At least Buildcraft kinesis pipes don't explode any more. But still ... yeah, I used magmatic engines, Forestry electrical engines, redstone energy conduit, Liquiduct, RedPower pneumatic tubes... about the only thing I used Buildcraft pipes for was when I was doing machine automation and wanted inline sorting and filtering right in the pipes. I never, ever used Buildcraft for power. It's just too much of a headache making it work. And if that's going to become even worse...
Yes, thank CJ for no more explosions!
I never really liked IC2 for some reason, so I never install it, and Ender IO doesn't appeal either. Redpower is dead, and Project: Red has no power generation yet. Until TE is done that means my only viable power generation/transmission is BC. I can use Railcraft boilers, but I still need kinesis pipes for transmission.
Yeah, the inline sorting can be very useful, especially where an RP filter or sorting machine would be overkill. In 1.2.6 I had a sweet system for producing lots of high-speed track. You set the pattern for the type of track you wanted in an autocrafting table, dumped the appropriate amount of raw materials into the input relay, and track came out the other end. I needed half the iron to go to the blast furnace, and the other half to an electric furnace, and the only simple way to do that was with a piece of diamond pipe.
I did give Extra Utilities a try for my item pipe needs. Haven't looked back. With speed upgrades they are actually not too shabby if lossless item transmission is paramount.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
I dunno what y'all have against enderIO but enderIO's conduits is what TE2 "pipes" were. The bonus? You can fit the liquid, power and redstone "pipe" in one block and cover it with a (mod)-painted block.
The best part is the latest update allow color-coded redstone "pipes". So 1 redstone line, but out-put to each machine can be color-coded. No more 20 lines for 20 machines.
It does everything and then some. About the only thing it misses are item conduits but these are coming soon too. And let's not forget enderIO is a very new mod too. So the mod author is still tweaking and learning stuff. Give it time, and I guarantee you all it will be great. Even together with TE3 later on.
I don't have anything against enderIO; I just haven't taken more than a cursory look at it yet. I came back to Minecraft after nearly a year's absence, and I'd been focusing on the mods I was already familiar with. I just knew that the TE update must be coming Real Soon Now™, so I didn't look elsewhere.
1.6 is out of date ...
Today version 1.7.2 has been released. There will maybe be a release for 1.7.x. 1.6 I do not think - would also make little sense
We're doing a 1.6 release. Period. 1.7.x will take a while to get fleshed out. It would make no sense to port code still under development and then have to finish feature development rather than the other way around.
I can understand KL choice and look forward to TE 3.0, I just wish that all the machine and power gen mods I have used the same power system.
Maybe if we stick all the Tech Mod Dev's and Forge Dev's in a room, we might get a common power system.
No. Stop. Common power is not a good thing. Yes we get it - players want it to be as easy as possible. There are a lot of reasons why mod devs aren't doing it. We've had the conversations, it's not a matter of getting together in the same room - we do that all the time.
Redstone Flux is the closest thing Minecraft will ever have to a universal power API, and a lot of other mods are already on board to adopt/support it. It's a freeform API and doesn't dictate how power gets used or maintained, only moved.
I'm just starting to explore it and holy crap that Ender IO block is powerful. I used it in conjunction with Archimedes Ships to teleport. I used it to deposit and extract liquids easily from Extra Cells (curiously enough, I can't get stuff out of an ME system, just into it), charge my armor remotely, and I can think up a bunch more uses for this single block and item magic like safely managing a nuclear reactor. I love the paintable façades because I don't HAVE to put them on conduits, I can just manufacture as many of a colored or detailed block as I want and put them down cheaply, which was originally something only Secret Rooms could help me with. (not installing the missiles part of ICBM to attain that) The bloody things even retain their painting when compiled into an Archimedes Ship! Ender IO's power and item transmission system isn't even something I'm worried about, CrazyPants has all sorts of sweet things in there.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
MFR, AE, and possibly Forestry will have support baked in as soon as TE 3.0 drops. Mekanism and a few others will likely follow.
Awesome. I love Forestry. Having support in that for TE 3 will be very appreciated.
While I like the idea of keeping things simple, and don't care to have several power systems, I can live with more than one. I just sort through and stop using mods that have functions covered by other mods. I've completely abandoned IC2, for example.
Okay I'm gonna bite: Why are people abandoning IC2? Far as I can tell no other mod has by default or by addon greater sources of continuous or renewable power in tiny spaces. Also its massfab is pretty capable of replicating most basic resources for getting other mods up and running, especially once it has the huge amounts of power that IC2 can provide.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
We're doing a 1.6 release. Period. 1.7.x will take a while to get fleshed out. It would make no sense to port code still under development and then have to finish feature development rather than the other way around.
No. Stop. Common power is not a good thing. Yes we get it - players want it to be as easy as possible. There are a lot of reasons why mod devs aren't doing it. We've had the conversations, it's not a matter of getting together in the same room - we do that all the time.
Redstone Flux is the closest thing Minecraft will ever have to a universal power API, and a lot of other mods are already on board to adopt/support it. It's a freeform API and doesn't dictate how power gets used or maintained, only moved.
You mean you DON'T use nothing but glass fibre cables in IC2? I thought everyone knew by now to just use those.
Oh yeah. Glass is definitely the only sane way to go. The only thing I use any of the other cables for is making machines. I still think it's a ridiculous situation.
Also Ender IO's power transfer sysem if you're NOT using the remote power is as lossless as it gets. I also don't see how it is hard to mark one buffer as in and another as out and bam, it can't loop back to the storage unit. That's not complex!
Well, maybe that's been revised since I looked at it. It can't hurt to give it another fiddle and see what's changed.
Redstone Flux is the closest thing Minecraft will ever have to a universal power API, and a lot of other mods are already on board to adopt/support it. It's a freeform API and doesn't dictate how power gets used or maintained, only moved.
MFR, AE, and possibly Forestry will have support baked in as soon as TE 3.0 drops. Mekanism and a few others will likely follow.
By 'support baked in', do you mean that they will support the new API, or that they will use Redstone Flux, or both? I'm guessing you meant API support (and thus the only change someone might notice would be less lag), but I'm not 100% sure.
We're doing a 1.6 release. Period. 1.7.x will take a while to get fleshed out. It would make no sense to port code still under development and then have to finish feature development rather than the other way around.
No. Stop. Common power is not a good thing. Yes we get it - players want it to be as easy as possible. There are a lot of reasons why mod devs aren't doing it. We've had the conversations, it's not a matter of getting together in the same room - we do that all the time.
Redstone Flux is the closest thing Minecraft will ever have to a universal power API, and a lot of other mods are already on board to adopt/support it. It's a freeform API and doesn't dictate how power gets used or maintained, only moved.
Okay I'm gonna bite: Why are people abandoning IC2? Far as I can tell no other mod has by default or by addon greater sources of continuous or renewable power in tiny spaces. Also its massfab is pretty capable of replicating most basic resources for getting other mods up and running, especially once it has the huge amounts of power that IC2 can provide.
Probably due to the fact that the latest public release is for 1.4.5 released at 13th December 2012. The next release which is an experimental one was the 1.6 version released in 24th September 2013 with nothing in between (9 months with no update is a bit long).
I has a 1.5.2 build of IC2 that I've been using without problems. The Massfab produces as fast as if it were using scrap (scrap doesn't actually accelerate the machine), but I want those easy modes anyway.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
The thing I can't see here... will Tesseracts still support buildcraft pipes?
I would also like to know this. Very important for my server.
I HAVE been following this thread since about page 25 or so. If you could also clearly explain this it would be a great help moving forward:
I am currently moderating a server with a few friends and have TE, BC and Forestry very highly mixed for all of our automation and power systems. We are currently waiting on TE in order to move our server forward from 1.5.2. I have noticed mention of non-compatible power systems, namely MJ and RF.
Some on my server use the BC engines (I personally can't stand the 'blowing up' threat) and others (mainly myself) use Forestry (Biogas) engines. I know there are API differences between the two power approaches, but what exactly is RF? I may have missed it somewhere in an earlier post. I know MJ is Minecraft Jules and that is what BC uses and currently works over RS Conduit in TE2 (1.5.2).
And how can you easily tell ( if possible) which type of power system a particular mod uses (if it is not explicitly stated in it's description).
If Forestry engines will still work with the new TE to come out, I would be estatic. Otherwise I will have to look into another engine set up..... Alass.... all the work getting that GREAT tree for such great fuel output......
BTW - Keep up the good work KingLemming and team. Our server considers your mod indispenseable.
And how can you easily tell ( if possible) which type of power system a particular mod uses (if it is not explicitly stated in it's description).
In general engines are MJ and generators are EU. Easiest way to be sure is to slap a kinesis pipe next to it. If it connects, its MJ.
RF is Redstone Flux. It will be the power system of Thermal Expansion 3. It is a bare bones power system, and I don't mean that in a negative way. It is very lightweight and leaves as much as possible up to the implementing mod. No unnecessary restrictions or forced 'balance' just for the privilege of using the system.
I'll make sure Forestry can work with RF when the time comes if it doesn't get done by the current maintainers. Bridging the gap between Forestry and everything else is sort of my thing.
I would also like to know this. Very important for my server.
I HAVE been following this thread since about page 25 or so. If you could also clearly explain this it would be a great help moving forward:
I am currently moderating a server with a few friends and have TE, BC and Forestry very highly mixed for all of our automation and power systems. We are currently waiting on TE in order to move our server forward from 1.5.2. I have noticed mention of non-compatible power systems, namely MJ and RF.
Some on my server use the BC engines (I personally can't stand the 'blowing up' threat) and others (mainly myself) use Forestry (Biogas) engines. I know there are API differences between the two power approaches, but what exactly is RF? I may have missed it somewhere in an earlier post. I know MJ is Minecraft Jules and that is what BC uses and currently works over RS Conduit in TE2 (1.5.2).
And how can you easily tell ( if possible) which type of power system a particular mod uses (if it is not explicitly stated in it's description).
If Forestry engines will still work with the new TE to come out, I would be estatic. Otherwise I will have to look into another engine set up..... Alass.... all the work getting that GREAT tree for such great fuel output......
BTW - Keep up the good work KingLemming and team. Our server considers your mod indispenseable.
I didn't think there was any confusion here really, but okay. TE things must be powered by RF. MJ won't work. The only way to tell offhand is that all of the TE blocks will state it in their description, although given the nature of the API, RF will be supported by lots of other mods.
Yes, thank CJ for no more explosions!
I never really liked IC2 for some reason, so I never install it, and Ender IO doesn't appeal either. Redpower is dead, and Project: Red has no power generation yet. Until TE is done that means my only viable power generation/transmission is BC. I can use Railcraft boilers, but I still need kinesis pipes for transmission.
Yeah, the inline sorting can be very useful, especially where an RP filter or sorting machine would be overkill. In 1.2.6 I had a sweet system for producing lots of high-speed track. You set the pattern for the type of track you wanted in an autocrafting table, dumped the appropriate amount of raw materials into the input relay, and track came out the other end. I needed half the iron to go to the blast furnace, and the other half to an electric furnace, and the only simple way to do that was with a piece of diamond pipe.
I don't have anything against enderIO; I just haven't taken more than a cursory look at it yet. I came back to Minecraft after nearly a year's absence, and I'd been focusing on the mods I was already familiar with. I just knew that the TE update must be coming Real Soon Now™, so I didn't look elsewhere.
We're doing a 1.6 release. Period. 1.7.x will take a while to get fleshed out. It would make no sense to port code still under development and then have to finish feature development rather than the other way around.
No. Stop. Common power is not a good thing. Yes we get it - players want it to be as easy as possible. There are a lot of reasons why mod devs aren't doing it. We've had the conversations, it's not a matter of getting together in the same room - we do that all the time.
Redstone Flux is the closest thing Minecraft will ever have to a universal power API, and a lot of other mods are already on board to adopt/support it. It's a freeform API and doesn't dictate how power gets used or maintained, only moved.
Here's what it looks like:
https://github.com/KingLemming/CoFHLib/tree/master/cofh/api/energy
MFR, AE, and possibly Forestry will have support baked in as soon as TE 3.0 drops. Mekanism and a few others will likely follow.
Awesome. I love Forestry. Having support in that for TE 3 will be very appreciated.
While I like the idea of keeping things simple, and don't care to have several power systems, I can live with more than one. I just sort through and stop using mods that have functions covered by other mods. I've completely abandoned IC2, for example.
AE and Forestry? Sold.
Well, maybe that's been revised since I looked at it. It can't hurt to give it another fiddle and see what's changed.
By 'support baked in', do you mean that they will support the new API, or that they will use Redstone Flux, or both? I'm guessing you meant API support (and thus the only change someone might notice would be less lag), but I'm not 100% sure.
For the most part it will have to be 1.6.2 for many - Gregtech seems like it won't make a 1.6.4 build
mc.maroochycraft.net
Probably due to the fact that the latest public release is for 1.4.5 released at 13th December 2012. The next release which is an experimental one was the 1.6 version released in 24th September 2013 with nothing in between (9 months with no update is a bit long).
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Honestly, you should reset all worlds going into 1.7 anyways. Vanilla terrain gen has changed so much that it's worth doing.
mc.maroochycraft.net
I would also like to know this. Very important for my server.
I HAVE been following this thread since about page 25 or so. If you could also clearly explain this it would be a great help moving forward:
I am currently moderating a server with a few friends and have TE, BC and Forestry very highly mixed for all of our automation and power systems. We are currently waiting on TE in order to move our server forward from 1.5.2. I have noticed mention of non-compatible power systems, namely MJ and RF.
Some on my server use the BC engines (I personally can't stand the 'blowing up' threat) and others (mainly myself) use Forestry (Biogas) engines. I know there are API differences between the two power approaches, but what exactly is RF? I may have missed it somewhere in an earlier post. I know MJ is Minecraft Jules and that is what BC uses and currently works over RS Conduit in TE2 (1.5.2).
And how can you easily tell ( if possible) which type of power system a particular mod uses (if it is not explicitly stated in it's description).
If Forestry engines will still work with the new TE to come out, I would be estatic. Otherwise I will have to look into another engine set up..... Alass.... all the work getting that GREAT tree for such great fuel output......
BTW - Keep up the good work KingLemming and team. Our server considers your mod indispenseable.
In general engines are MJ and generators are EU. Easiest way to be sure is to slap a kinesis pipe next to it. If it connects, its MJ.
RF is Redstone Flux. It will be the power system of Thermal Expansion 3. It is a bare bones power system, and I don't mean that in a negative way. It is very lightweight and leaves as much as possible up to the implementing mod. No unnecessary restrictions or forced 'balance' just for the privilege of using the system.
I'll make sure Forestry can work with RF when the time comes if it doesn't get done by the current maintainers. Bridging the gap between Forestry and everything else is sort of my thing.
I'm not sure what you mean here. Items and fluids? Yes. Energy? Nope.
I didn't think there was any confusion here really, but okay. TE things must be powered by RF. MJ won't work. The only way to tell offhand is that all of the TE blocks will state it in their description, although given the nature of the API, RF will be supported by lots of other mods.