Quote from Shadowclaimer
We're wrapping up the last bugs on our 1.6.2 version, long changelog with tons of little bug fixes =P
Did Keith ever find the time to do a build for 1.5.X as well? I'm still waiting on Buildcraft, Thermal Expansion, Forestry, Chisel, Hunger Overhaul, Mystcraft, Better Dungeons, Mo' Creatures, etc, etc... Needless to say, it's going to be a while.
Otherwise I'll just bookmark this topic and come back in a few months (Probably around the time 1.7 is being released.)
But thanks for keeping your mods so promptly updated, either way. I guess that's both to your's and Keith's credits. Can't wait to see Reforged. Did Keith ever get around to doing those minecart crucibles?
PS: I have another suggestion for Reforged as well. I should probably post this in the Metallurgy topic, but I figured you'd see it either way.
I was thinking... Why would you really need channels in your smelting process in the first place? Most people who make complex machinery builds strive for compact-ness. Don't get me wrong, I think channels are really cool and look awesome. But is there a gameplay aspect?
If not, I was thinking how about heat? If you had a ton of crucibles full of molten metal, forms, casts, and basins filled to the brim all shmushed together in one spot, the heat they'd give off would be fatal. So you'd have to construct large facilities that move molten metals from place to place just to keep it safe. Maybe even have it so if the temperature becomes too hot, your cast tools will take longer and longer to cool and harden. Or your equipment and even the stone around the area could start melting! I think that should take a seriously lot of molten metal in one small spot, though.
Then you could also introduce a thermometer, which I imagine would become a pretty important piece of kit for smelting (Maybe with the added benefit of also displaying ambient biome temperatures)