• 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from CaerMaster
    (Honestly, I put this down to the Greg Effect. Don't get me wrong, I think he's a very skilled and inventive modder; I just wish he had a clearer idea of the distinction between challenge and tedium.)

    Quote from CaerMaster
    I think there is a place for multiblock machines. Continuing from my previous comment, I really don't like the way Greg mucks with play balance, especially when he tampers with the play balance of other mods ... but his industrial grinder was brilliant. I used to love building fully automated industrial grinder setups. The industrial blast furnace, too, was SO much better than the Railcraft blast furnace. (That's of lesser importance, though, now that virtually all mods except Railcraft are moving away from using steel, presumably because there are so few available options for making it.)


    Too true. It seems far too few understand the difference between challenge and tedium. On the left we have the crowd who would be all too happy if you hand them an "I win" button and all the way on the right we have the crowd who want to make gaming as realistic as possible (and I thought we play games to get away from reality) and also don't care how badly they strain the game engine to do it.

    One thing to me that has always set TE apart is that is that doing things in performance friendly ways is a core design philosophy. Take the accumulator and extruder for example. The base game mechanics allow unlimited water and free stone. So we've got lagfree machines to do those things, that don't cost much.

    Since you mention it, Railcraft is a perfect example. The blast & coal coke furnaces are an exercise in pain. Way too much hassle. Granted most of us were already used to IC2 macerators for a long time before RC added steel, so getting double iron output wasn't anything to get excited about, and for the time and tedium (not to mention having to tear down half your base to fit the bunch of monstrosities in) they just weren't worth it. The rolling machine was another headache, although I don't remember why, I just remember hating it.

    I came across another mod that had steel in it recently, maybe Mechanism? (most UE mods still too crashy for me so they never stay installed long) I liked how it was done. Add carbon (coal/charcoal) to iron. Nice and simple. I'd like to see more alloys used in mods as opposed to people creating more and more pointless ores. There comes a point in world gen where I don't want to see another damn block that is going to take up another inventory slot. Yes, I have backpacks, yes, you can nest strongboxes inside backpacks addinfineum (I think, havent tried) and carry unlimited shizz, and yes if I got on ADD meds I probably wouldn't have to mine/chop/harvest/rape/pillage/plunder everything in sight (but that's besides the point)... but I find the game turning into an inventory micro-management hell PDQ with just a handful of content adding mods.

    So what were we talking about before I started ranting? Oh yeah, steel. I like steel. Induction smelter is perfect for making alloys (course so is mixing pulverized dust...but anyway). Steel would have been perfect for TE before Nickel was added. Invar fills the role I would have assigned steel. I suppose it might not be bad if you could double your iron (or more like quadruple it I guess since we're already doubling) since the more mods with stuff to craft you add, the more likely your going to always be short on iron. Yes, you can always go make an iron golem farm, but I'm not a big fan of them (mainly because by the time I can invest the time to legitimately build one I really don't need it anymore).
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from Stucuk

    You would have to ask him. He was just going to port TE2 to 1.6 and then hand it over. No clue on the current state of affairs.


    @Dokidoki: Upgrade blocks imo is a bad idea. When you add more memory to a PC you don't strap a new PC case to the existing PC and put the new memory in it, you just slot it into the existing PC case. Its more logical that upgrades would be items which slot into the GUI of the machine they upgrade. Its also a simpler system.


    KL retiring? Doh! He will be sorely missed.

    Yes, bad idea. Slots for sure. Does anyone really feel the machines need upgrades or they just have to have upgrades because all the other kewl mods have upgrades? Too slow? Build another. Especially if you don't care about space (Dokidoki :P ) then what reason is there not to build another machine, surely cheaper and less complicated than upgrades. K.I.S.S.

    Redstone outputs! Thats what I need. Strongbox/energy cell/machine storage slots/dynamo fuel - full/empty. I coulda swore TE2 had them. Am I missing something? I guess those were BC triggers...yes, I do want BC triggers without the BC. Long done using anything "certain modders" are involved in.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from skyqula

    I am quoting his direct response to my post ;)


    If you want to split hairs fine :P , I think you misunderstood him, but I'm not his PR man and I'm sure he will clear it up himself.
    I'm not saying this to be a jerk, I'm curious where KL was going with this as well.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from skyqula

    Not interely sure I agree, power efficiency goes down alot, aswell as infrestructure requirements going up alot aswell. But ill agree that there is only a choice of: A. get more of the same machine or B. add upgrades and improve power network.

    I gues your more interested in doing it like Dartcraft. Only allow 1 upgrade and have everything do something else. Wich makes me wonder, do you want an upgrade to always be better ala dartcraft (boost stat A, B, C or D) or do you want a more ic2 like aproach of boost stat A while lowering stat B?


    I think you're misquoting him. I'm pretty sure he was saying that is how you do it in IC2, not necessarily how he plans on doing it in TE.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from CaerMaster

    I don't object to using MFR's unifier, I just can't find the current MFR thread :)


    Oh. http://www.minecraftforum.net/topic/2016680-162164-powercrystals-mods-minefactoryreloaded-powercrystalscore-and-netherores-updated/

    So my fire issue went away with the last update. Was it Blizz related? LOL

    Quote from Dokidoki

    B:Smelter.Steel.Enable=true

    What does this do?

    Also, please consider adding a config option to require one of the rarer materials to make servos, rather than only making them optional. The suggestion to require silver is a really good idea, and I'd actually go for electrum if that's an option. I'm not sure why you'd add the servo thing for ducts when servos are so cheap to make that they might as well be free.


    Lets you make steel in smelter if you have another mod that adds steel (like RC, IC, Mechanism, etc).

    Long as it's an option. I still find it to be an annoyance making extra components. I don't mind the material cost, really...I actually remembered the "use gears" option and turned it on, and I set MFR to use the "harder" TE recipes only as well. I like to see stuff have a use instead of just piling up, but making upgrades and modules for everything (I'm looking at you stevescarts2!) is just a pain in the ass.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    If you don't want to use MFR's unifier, there's a mod called FODC - Forge Ore Dictionary Converter. It has a handheld unit and a stationary unit. I think the stationary works with pipes/ducts/etc...haven't messed with it in a while. I've ditched a lot of mods lately so don't have redundant ores to deal with (which is one of my pet peeves).

    I've just noticed this and I am not sure where the issue comes from, but I've got a problem where fires on netherwrack in the overworld are being put out when I come near them. I can try to relight them and they go out again immediately. Anyone have a clue? (asking here in case it is TE related, since it started happening after 1 of this weekends updates, but could be unrelated).
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from DeadL0cust

    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.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from DeadL0cust

    Is there a way to turn off Blizz generation?


    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.

    Quote from KingLemmingCoFH

    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 :P
    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.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from FatBobTheSlob

    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).

    Quote from Dokidoki

    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.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from SlightlyVisible

    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. :P 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.

    Quote from CaerMaster

    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?

    Quote from Wolve64

    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.

    Quote from DoomRater

    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.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    These are the current (as of b11) default fuel values since everyone keeps speculating (config\cofh\thermalexpansion-fuels.cfg):

    coolants
    cryotheum=4000000
    ice=2000000
    water=400000

    steam
    charcoal=24000
    coal=32000
    wood=4500

    magmatic
    lava=180000
    pyrotheum=1000000

    compression
    bioethanol=500000 - Forestry?
    biofuel=500000 -MFR & Forestry
    coal=1000000
    fuel=1500000 -BC
    oil=150000 - BC

    reactant
    biomass=450000 - Forestry
    creosote=200000 - Railcraft
    glowstone=750000
    mobessence=500000 -MFR (also I think Immibis liquidxp...believe it is same ore dict entry)
    redstone=600000
    seedoil=250000 - Forestry
    sewage=12000 -MFR
    sludge=12000 -MFR

    So yes, we can see there's a fuel for everything even if TE is your only mod. Liquid coal is very efficient, even after processing. Steam engine wood is more efficient than charcoal if you use the sawmill to process it into planks (or even sticks lol) when you consider the processing time. Coal is better used for compression engine, but it is more efficient than wood in steam engine.

    What it doesn't list is the solid reactants. So far we know sugar, blaze powder. What else? I haven't had a lot of time to devote to playing with it yet. Netherwart would be nice to have a use for since that's one that seems to pile up. Vines too lol. Nothing like burning garbage.

    All in all I think they've provided a nice way to use everyone elses fuel. You can also always add your own values to the config.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from Wolve64

    Talking about dynamos, I have a suggestion with them. Since each one now produces a solid 80RF or 8MJ there really isn't any reason to use any of the engines from other mods that produce MJ. There is also an issue where the only dynamos I see the need to use is the magmatic ones, since they're they have the easiest to acquire power source.

    I think they should be graded in terms of power; so for example, the steam dynamo might produce 40RF if you use a soild fuel and a coolant, however if you pump steam in, the power goes up to outputting 80RF. The magmatic dynamo I think should produce 40RF since it's the easiest to use. Then the compression dynamo should produce power depending on what the liquid fuel is, so fuel might produce more than oil. Then there is a reactant dynamo, which is the most difficult to use it would seem, so I think that should produce 80RF.


    You seem to be missing a few things. All the dynamos do have different production per fuel. It doesn't change per tick but you get different amounts out of each.

    The steam dynamo produces it's own steam. Where would you pump steam in from? Railcraft? What if you don't use RC? Seems like unneeded complexity.

    While the magmatic may seem like the no brainer, take a look at the fuel config. Liquid coal burns far longer than anything so you don't need a tremendous amount of storage tanks. If you are pumping lava out of somewhere then it is efficient, if you are fabricating it int he magma crucible then not so much. The steam dynamos also pretty easy and efficient. Logs into sawmill, planks into dynamo, with a redstone cell a single dynamo is going to produce enough power to run a whole shop for light-medium use anyway. If you're using MFR or another mod that automates tree production it's by far the easiest.

    I think all the dynamos have their use. Which is best is going to be situational and depend on what other mods you use. I think they've done a good job of providing us enough options. Wind and solar are about the only thing not covered.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from KingLemmingCoFH

    Well, that would give a definitive downside to an upgrade, but another way to do it is have upgrades which are all worthy in their own right and make the player choose what to use. Say on a dynamo, higher power output vs higher overall efficiency.


    That was mainly what you lost in IC2 (dunno where I got IE...shouldn't post before coffee); power efficiency went way down with each speed upgrade. Also the materials cost more than making another machine by the time all was said and done. It's just that by then you probably had a big nuke reactor, lots of material and just don't care about costs.

    As someone else said, BC style gates would be really great. One of the few things I'm feeling the pain of. Logistics Pipe type upgrades for conduits would be another really nice thing. I've gotten completely off IC2,BC and TC at this point. It's actually nice to be rid of the lot of them and the headaches they cause. TE, MFR, Big Reactors and Extra Utils are the only "tech mods" I'm running right now.

    Any plans to add bronze armor and tools? Or steel for that matter? I thought about doing it as a plugin, but then I dunno since invar has the stats that I would assign bronze, bumping up invar stats would make it competitive with redstone arsenal, which would be pointless. I guess I answered my own question ;) By the way out of curiosity, why tinkers alloy instead of just calling it bronze?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from AngelFeather

    I've seen the Blizz and the recipe to create Cryotheum - is there a use for this stuff yet?

    Also, is there any way to add recipes to the sawmill? MFR Rubber Wood does nothing in a sawmill.


    It's more efficient coolant. Generally not overly useful since you can pump unlimited water in. Supposed to now give more efficient RF production in the Big Reactors mod but I am not seeing it. I don't have enough experience with the mod yet though, and it is still a wip, so features are being added.

    I didn't even realize the Blizz existed until last night. Playing with a custom map and there's a lava dungeon under an ice plains biome with Blaze spawners. The Blizzes spawn there because of the biome and they start shooting at each other. It was epic.

    New dynamo goody!

    Armor coming for RA, yes! Bow too please!

    Sword...minor creative mode glitch? Normally in creative sword in hand doesn't destroy blocks. It's handy when you want to go troubleshoot something without accidentally wrecking the place. Low priority I'm sure but should be fixed.

    So couldn't for the life of me figure out the fuel for the reactive dynamo, went to config files to find. Also found the new metal options for the servos. Even better than what I asked for, since invar starts to pile up just as bad as silver...lead's the only TE metal that doesn't since one can never have too much hardened glass ;). Thanks!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from KingLemmingCoFH

    I may add a config option to use Silver in addition to Iron, but not instead of.

    Axe is intentional. Use empowered mode. ;) Treecapitator as it stands is a bit OP for my tastes.


    Cool on the silver, it really does need more uses.

    Honestly the biggest thing about Treecap (this is coming from someone who plays snapshots a lot so suffers through plenty of manual tree cutting) for me isn't taking down the whole tree at once; it's the friggin leaves!!!
    I can understand your personal feeling about it, but the fact of the matter is then the axe just won't get used by people who use treecapitator. I'm not getting the point of the battlewrench either or having a powered crescent wrench (aside from it being shears which is handy)
    What about a flux bow?

    So I was only half paying attention about the microblocks thing, but I see it's slipped into TE or COH core? It seems to be coexsiting with Immibis' microblocks so far (but I don't really make much use of it). Is there any chance to get the recipes to not take up 11 pages in NEI like Immibis did? (and I'm sure that's low on your priority list if it makes it at all, but it would be nice...oddly enough it's a config option in Immibis version but not in Chickenbones). An option would be nice to use either mod as well (or just disable it altogether), I don't know if it is doable, but I figure I might as well make the request ;)
    Posted in: Minecraft Mods
  • To post a comment, please .