That's more cost though, but it's not improve stat A at the expense of stat B. You don't have to choose which upgrades to add - you just add all of them. It's a no-brainer.
Well, the IC2 upgrades themselves aren't free. (Indeed some of them are pretty expensive to make.) And then you've got to build out more generation capacity to supply the increased power drain, and possibly change your cabling to handle the higher power — and IC2 just recently, what, quadrupled the cost of glass-fiber cable? I don't consider that something for nothing.
In fact, my general experience of games where you pay to upgrade stat A at the cost of stat B is that you end up with glass cannons that are only good for one thing. That's not an upgrade; it's a sidegrade that usually makes the thing sidegraded more narrowly focused and less useful overall. I've pretty much found that the best overall strategy in such cases is "Just don't."
(I consider the several competing Advanced Machines addons to IC2 a pretty good compromise. You can use them from cold, and wait for them to spin up/heat up to a point where they actually start to function; or you can apply a redstone signal to them and have them stay spun up to full speed and ready to use at any time, at the cost of [low level] constant power drain.)
One also has to consider that, honestly, most of the current IC2 machines are so agonizingly slow out-of-the-box that you don't really have much choice about upgrading them, unless your idea of thrilling, dynamic adventure is an afternoon spent watching grass grow and paint dry. TE3's machines don't have that problem in the first place. I honestly don't think they need upgrades.
I really enjoy this mod. I just have a couple nits.
- I wish there was a way to prevent two parallel ducts from connecting by clicking on the join with a wrench. I understand that we can do this with covers now, and I definitely appreciate microblock support, but floating covers between ducts tend to look pretty silly. I find myself separating ducts with empty space rather than using covers. It'd be different if there was a more subtle microblock shape.
- I'd like a config option to disable conversion to MJ. I actually really like the lack of energy storage in BC and the challenge that brings.
- Options to nerf Aqueous Accumulator output, reduce the amount of water ducts will hold, and require accumulators to be powered would be nice. It seems unfortunate that a boiler or an entire room full of machines can be run on one accumulator, which you throw down and forget about. I'd like to at least pretend that water supply is important in modded MC.
Also, do the snow mobs spawn on any block with snow or only in snowy biomes?
As someone else said, BC style gates would be really great.
So your suggesting Thermal Expansion just copy features? I get it, thermal expansion devs clearly have some sorta code optimization beef with Buildcraft. That said, that doesn't justify remaking each and every single feature.
So your suggesting Thermal Expansion just copy features? I get it, thermal expansion devs clearly have some sorta code optimization beef with Buildcraft. That said, that doesn't justify remaking each and every single feature.
Yes, and screw you and anyone else who has a problem with it. SIck of this fanboi crap that because someone mods something someone else can't mod the same thing. Go troll somewhere else.
Some kind of control logic would be very handy. I wouldn't install BC again just to have the gates. I certainly don't need redundant pipes.
One also has to consider that, honestly, most of the current IC2 machines are so agonizingly slow out-of-the-box that you don't really have much choice about upgrading them, unless your idea of thrilling, dynamic adventure is an afternoon spent watching grass grow and paint dry. TE3's machines don't have that problem in the first place. I honestly don't think they need upgrades.
Agree. I think I only ever bothered putting a couple speed, and transformer upgrades so I could be lazy and use all HV (and then blow machines up when I move them, and forget to put the upgrade back in before hooking up power...) but once TE came out I only used IC2 machines for things I had to. Never thought the machines in TE were too slow. Honestly by the time the machine is too slow you've probably got enough resources to build more so unless you just don't have room to expand, why bother with upgrades?
Yeah I know that 1000mb = 1 bucket, but what I was asking is whether 1 bucket in the measurement that is used in the config file for fuels. It says that liquifacted coal makes 1,000,000RF I believe, so does that mean that 1 bucket produces that much?
As best I can (well have been bothered to actually...easy to just hook it up to an empty redstone cell and let er rip) determine yes.
Of course different materials take different amounts to make a full bucket, so highest number doesn't mean it is "the best" fuel.
Liquid XP and Mob Essence are NOT the same liquid and do not equal each other. 1 bucket of mob essence is one level, while 1 bucket of liquid XP is a set number of experience points. To get the most mob essence it's best to keep draining it from yourself before a certain level.
Thanks for the info. For fuel though are they the same or not? I know I was going through someones changelogs and there are at least 2 mods using same OD registry, but I am not positive which. Can't for the life of me remember who else has something similar.
Gate functionality could just be an option tab on machines that lets you set which aspect of the machine determines the output of a redstone comparator placed on a given side. It would use the usual color-coding.
So your suggesting Thermal Expansion just copy features? I get it, thermal expansion devs clearly have some sorta code optimization beef with Buildcraft. That said, that doesn't justify remaking each and every single feature.
Are you that bored that you need to troll? Just saw you on TConst thread yesterday arguing about GregCraft, now you have ported over to TE probably because of they cross-compatibility. Move on, please.
Because the gate features themselves are unique and never before BC came have they been conceived.
Because before there was BC there wasn't any need for them either
Just a reminder to everyone that BC is opensource, Spacetoad (who was the original author for those of you getting to the party late) wanted it to belong to everyone and to continue on long after he was gone (and he is long gone).
Gate functionality could just be an option tab on machines that lets you set which aspect of the machine determines the output of a redstone comparator placed on a given side. It would use the usual color-coding.
That would work fine for me. I like simple solutions. The functionality of the gates in BC was useful, the implementation was an abortion. Making them was an overly complicated pita. The fact that you couldn't use any color of wire with a lower level gate was really annoying (so even if you only want to use 1 wire with that gate you have to use red or build a higher tier gate just to use a different color). The laser in general was an abortion. No I certainly don't want to see the feature "copied" from BC. I want to see it done properly in CoFH style.
Actually since we were on the topic of machine upgrades, that would be a useful one to me. RE Cell emit when full to send a signal to my BR reactor so I can have the control rods inserted or whatever. Make stuff that works with MFR rednet. I dunno.
is there any way, to supress the automatic download of forge multipart?
because i already have version 1.0.0.219, and your mod causes the download of an outdated version upon startup. of course my forge complains, that there are two versions of the same mod in the system.
I'm not sure if this issue has been posted before, but when I open the gui on a machine, the icons are missing from the tabs. The colors are there, but the icons are not. I've noticed this with different texture packs including default. I would post a screenshot but I don't know how.
I really enjoy this mod. I just have a couple nits.
- I wish there was a way to prevent two parallel ducts from connecting by clicking on the join with a wrench. I understand that we can do this with covers now, and I definitely appreciate microblock support, but floating covers between ducts tend to look pretty silly. I find myself separating ducts with empty space rather than using covers. It'd be different if there was a more subtle microblock shape.
- I'd like a config option to disable conversion to MJ. I actually really like the lack of energy storage in BC and the challenge that brings.
- Options to nerf Aqueous Accumulator output, reduce the amount of water ducts will hold, and require accumulators to be powered would be nice. It seems unfortunate that a boiler or an entire room full of machines can be run on one accumulator, which you throw down and forget about. I'd like to at least pretend that water supply is important in modded MC.
Also, do the snow mobs spawn on any block with snow or only in snowy biomes?
Thanks
I'll see about the duct thing. Frankly there's not a fantastic way to do it, though I have some ideas.
There's no way to disable the MJ thing at this time, nor do I think there is a good way. You're dealing with fundamental tile operation.
You can already nerf the AA's output. Requiring power cannot reasonably be an option, sorry. We're tweaking the mobs.
So your suggesting Thermal Expansion just copy features? I get it, thermal expansion devs clearly have some sorta code optimization beef with Buildcraft. That said, that doesn't justify remaking each and every single feature.
We don't necessarily, no. The problem is that acting as a Buildcraft addon when the maintainers of BC are apt to change the API in radical ways doesn't sit well with us. Some of the BC changes have certainly been good - only the power API has been a boondoggle, IMO.
is there any way, to supress the automatic download of forge multipart?
because i already have version 1.0.0.219, and your mod causes the download of an outdated version upon startup. of course my forge complains, that there are two versions of the same mod in the system.
That's not us. Our file clearly specifies 219 or higher as a requirement, so the download is being done by another mod; or CB's mod downloader has bugged somehow.
I'm not sure if this issue has been posted before, but when I open the gui on a machine, the icons are missing from the tabs. The colors are there, but the icons are not. I've noticed this with different texture packs including default. I would post a screenshot but I don't know how.
Redownload the mods, you apparently have a bad jar or something. Nobody else has reported it.
Unless I want to run ducts and pipes next to each other without covers and plugs everywhere. You could just not be weirdly hostile in a mod thread.
Don't see how giving a straight forward suggestion is hostile. Another suggestion is to not run the two separate pipe systems right beside each other and leave a 1 block gap between them.
There's no way to disable the MJ thing at this time, nor do I think there is a good way. You're dealing with fundamental tile operation.
Just need to not create the PowerHandler, return null when getPowerReceiver is called and make the code safe so that PowerHandler is not called when its null.
I'm not sure if this issue has been posted before, but when I open the gui on a machine, the icons are missing from the tabs. The colors are there, but the icons are not. I've noticed this with different texture packs including default. I would post a screenshot but I don't know how.
I have this problem if I use MCPatcher, even without a resource pack loaded. Blank machine tabs, icons for machine frames and a couple other items are blank, and fluids in tanks are invisible. I don't have these problems with OptiFine.
Don't see how giving a straight forward suggestion is hostile. Another suggestion is to not run the two separate pipe systems right beside each other and leave a 1 block gap between them.
Just need to not create the PowerHandler, return null when getPowerReceiver is called and make the code safe so that PowerHandler is not called when its null.
We don't have PowerHandlers anywhere in our code. Conduits send MJ, they do not accept it.
We don't necessarily, no. The problem is that acting as a Buildcraft addon when the maintainers of BC are apt to change the API in radical ways doesn't sit well with us. Some of the BC changes have certainly been good - only the power API has been a boondoggle, IMO.
BC addon...That's so last version
Don't be so modest, people are making addons for TE3.
Yeah, yeah I know...it's just your personality. You're a good dude. Don't ever change.
Ty Idog and KL, I wouldn't normally mind, it's just they are targeting livestock in my house lol.
LOL! Yeah, it would get real old real fast. Slimes are bad enough. Mainly it's the noise that gets to me. Bouncy bouncy bouncy bouncy.
Non-chunk spawn mobs (monsters) really need to be light level dependant. That was a deal-breaker for Mo'Creatures for me once the persistent spawns came to be. I use JAS myself, it's all configured with text files but it will auto-pop them on 1st run. It's also BoP, Highlands, etc friendly.
Because the gate features themselves are unique and never before BC came have they been conceived.
It is not the individual features, but the accumulation of many which overtime can scream replication. TE is cool as TE and not a better build-craft. Let let the two live in harmony.
Are you that bored that you need to troll? Just saw you on TConst thread yesterday arguing about GregCraft, now you have ported over to TE probably because of they cross-compatibility. Move on, please.
Legitimate concerns are not trolling. I'm tired of seeing fans request that other mods' features be replicated in TE, as oppse to just installing the other mods. I have nothing against TE, I'm just tired of hearing TE fans scream **** about build-craft and industrial-craft. As for TinkersConstruct, modder drama is cancer for the community and given the number of reps I received in that thread, I'm inclined to say most others agree. I have never installed Gregtech and am I long time user of Tinkers. As a fan I see good Mdiyos good work, but that didn't blind me to his negative behavior. Your claims are unsupported. I, sir, am not the one trolling.
We don't necessarily, no. The problem is that acting as a Buildcraft addon when the maintainers of BC are apt to change the API in radical ways doesn't sit well with us. Some of the BC changes have certainly been good - only the power API has been a boondoggle, IMO.
That's understandable. You and your users want your power network behaving one way, they and their users want theirs acting another. We have two parties doing two different things. If users want features from the other then they should install both, not request feature replication.
In fact, my general experience of games where you pay to upgrade stat A at the cost of stat B is that you end up with glass cannons that are only good for one thing. That's not an upgrade; it's a sidegrade that usually makes the thing sidegraded more narrowly focused and less useful overall. I've pretty much found that the best overall strategy in such cases is "Just don't."
(I consider the several competing Advanced Machines addons to IC2 a pretty good compromise. You can use them from cold, and wait for them to spin up/heat up to a point where they actually start to function; or you can apply a redstone signal to them and have them stay spun up to full speed and ready to use at any time, at the cost of [low level] constant power drain.)
One also has to consider that, honestly, most of the current IC2 machines are so agonizingly slow out-of-the-box that you don't really have much choice about upgrading them, unless your idea of thrilling, dynamic adventure is an afternoon spent watching grass grow and paint dry. TE3's machines don't have that problem in the first place. I honestly don't think they need upgrades.
- I wish there was a way to prevent two parallel ducts from connecting by clicking on the join with a wrench. I understand that we can do this with covers now, and I definitely appreciate microblock support, but floating covers between ducts tend to look pretty silly. I find myself separating ducts with empty space rather than using covers. It'd be different if there was a more subtle microblock shape.
- I'd like a config option to disable conversion to MJ. I actually really like the lack of energy storage in BC and the challenge that brings.
- Options to nerf Aqueous Accumulator output, reduce the amount of water ducts will hold, and require accumulators to be powered would be nice. It seems unfortunate that a boiler or an entire room full of machines can be run on one accumulator, which you throw down and forget about. I'd like to at least pretend that water supply is important in modded MC.
Also, do the snow mobs spawn on any block with snow or only in snowy biomes?
Thanks
So your suggesting Thermal Expansion just copy features? I get it, thermal expansion devs clearly have some sorta code optimization beef with Buildcraft. That said, that doesn't justify remaking each and every single feature.
Yes, and screw you and anyone else who has a problem with it. SIck of this fanboi crap that because someone mods something someone else can't mod the same thing. Go troll somewhere else.
Some kind of control logic would be very handy. I wouldn't install BC again just to have the gates. I certainly don't need redundant pipes.
Agree. I think I only ever bothered putting a couple speed, and transformer upgrades so I could be lazy and use all HV (and then blow machines up when I move them, and forget to put the upgrade back in before hooking up power...) but once TE came out I only used IC2 machines for things I had to. Never thought the machines in TE were too slow. Honestly by the time the machine is too slow you've probably got enough resources to build more so unless you just don't have room to expand, why bother with upgrades?
As best I can (well have been bothered to actually...easy to just hook it up to an empty redstone cell and let er rip) determine yes.
Of course different materials take different amounts to make a full bucket, so highest number doesn't mean it is "the best" fuel.
Thanks for the info. For fuel though are they the same or not? I know I was going through someones changelogs and there are at least 2 mods using same OD registry, but I am not positive which. Can't for the life of me remember who else has something similar.
You could just not connect TE ducts to BC Machines/Pipes. That solves your "Problem".
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Unless I want to run ducts and pipes next to each other without covers and plugs everywhere. You could just not be weirdly hostile in a mod thread.
Are you that bored that you need to troll? Just saw you on TConst thread yesterday arguing about GregCraft, now you have ported over to TE probably because of they cross-compatibility. Move on, please.
Because before there was BC there wasn't any need for them either
Just a reminder to everyone that BC is opensource, Spacetoad (who was the original author for those of you getting to the party late) wanted it to belong to everyone and to continue on long after he was gone (and he is long gone).
That would work fine for me. I like simple solutions. The functionality of the gates in BC was useful, the implementation was an abortion. Making them was an overly complicated pita. The fact that you couldn't use any color of wire with a lower level gate was really annoying (so even if you only want to use 1 wire with that gate you have to use red or build a higher tier gate just to use a different color). The laser in general was an abortion. No I certainly don't want to see the feature "copied" from BC. I want to see it done properly in CoFH style.
Actually since we were on the topic of machine upgrades, that would be a useful one to me. RE Cell emit when full to send a signal to my BR reactor so I can have the control rods inserted or whatever. Make stuff that works with MFR rednet. I dunno.
because i already have version 1.0.0.219, and your mod causes the download of an outdated version upon startup. of course my forge complains, that there are two versions of the same mod in the system.
I'll see about the duct thing. Frankly there's not a fantastic way to do it, though I have some ideas.
There's no way to disable the MJ thing at this time, nor do I think there is a good way. You're dealing with fundamental tile operation.
You can already nerf the AA's output. Requiring power cannot reasonably be an option, sorry. We're tweaking the mobs.
We don't necessarily, no. The problem is that acting as a Buildcraft addon when the maintainers of BC are apt to change the API in radical ways doesn't sit well with us. Some of the BC changes have certainly been good - only the power API has been a boondoggle, IMO.
That's not us. Our file clearly specifies 219 or higher as a requirement, so the download is being done by another mod; or CB's mod downloader has bugged somehow.
Redownload the mods, you apparently have a bad jar or something. Nobody else has reported it.
Don't see how giving a straight forward suggestion is hostile. Another suggestion is to not run the two separate pipe systems right beside each other and leave a 1 block gap between them.
Just need to not create the PowerHandler, return null when getPowerReceiver is called and make the code safe so that PowerHandler is not called when its null.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
I have this problem if I use MCPatcher, even without a resource pack loaded. Blank machine tabs, icons for machine frames and a couple other items are blank, and fluids in tanks are invisible. I don't have these problems with OptiFine.
We don't have PowerHandlers anywhere in our code. Conduits send MJ, they do not accept it.
At the moment no, but I'm tweaking *how* they spawn and providing some options in the next release.
Indirectly there is. Use another mod like JAS (http://www.minecraftforum.net/topic/1753435-1516-just-another-spawner-jas-v0130/) or Dr Zarks custom mob spawner.
BC addon...That's so last version
Don't be so modest, people are making addons for TE3.
Yeah, yeah I know...it's just your personality. You're a good dude. Don't ever change.
LOL! Yeah, it would get real old real fast. Slimes are bad enough. Mainly it's the noise that gets to me. Bouncy bouncy bouncy bouncy.
Non-chunk spawn mobs (monsters) really need to be light level dependant. That was a deal-breaker for Mo'Creatures for me once the persistent spawns came to be. I use JAS myself, it's all configured with text files but it will auto-pop them on 1st run. It's also BoP, Highlands, etc friendly.
It is not the individual features, but the accumulation of many which overtime can scream replication. TE is cool as TE and not a better build-craft. Let let the two live in harmony.
Legitimate concerns are not trolling. I'm tired of seeing fans request that other mods' features be replicated in TE, as oppse to just installing the other mods. I have nothing against TE, I'm just tired of hearing TE fans scream **** about build-craft and industrial-craft. As for TinkersConstruct, modder drama is cancer for the community and given the number of reps I received in that thread, I'm inclined to say most others agree. I have never installed Gregtech and am I long time user of Tinkers. As a fan I see good Mdiyos good work, but that didn't blind me to his negative behavior. Your claims are unsupported. I, sir, am not the one trolling.
That's understandable. You and your users want your power network behaving one way, they and their users want theirs acting another. We have two parties doing two different things. If users want features from the other then they should install both, not request feature replication.