I'm going to disaggree as well .. they all function differently at different stages of the game ..
In the early game IC2 is the most useful (geothermal generators and Mining Drills + chainsaw), BTW is a pain primarily because of the unbreakable circular tech dependency and the massive requirement for hemp before you can do anything useful - and historically his tech tree is backwards .. water mills were used centuries before windmills; because the latter require bevel or offset gears and the ability to move the whole head to turn into the wind ... but I digress).
Once you can get enough IC power to make industrial diamonds and then get enough real diamonds to build a quarry BC takes over, free you from the need to go delving any more. I haven't fully worked out where RP fits into all this other than provide neat mechanisms for controlling BC automated extraction and manufacture.
Once you have free access to resources then you can pretty much do aas you wish which is where building complex digital machines with RP2 comes into it's own.
RP2 comes in as the master control for each mod.
How do you make that BTW elevator fully controllable? RP2
How do you turn your individual machines on and off? RP2
How do you regulate power flow through your IC2 complex? RP2
How do you fuel and cool your nuclear reactor? RP2
How do you tell which BC engines to turn on and which to turn off? RP2
How do you sync the outputs of your ACTs with the cycle times of machines that need their products? RP2
There. Two examples per mod, and those are just scratching the surface. RP2 fits everywhere in all the mods. Logic alone gives insanely precise control over what goes where and when it goes.
This is amazing. I love it so much. I have destroyed all copies of my recipe books and replaced them with crafting guides.
I don't know if it's possible to separate the recipes by mod, but it would be awesome if you could. This is still the best recipe mod ever. I might even get Infitools now.
Yes, well- to get GoED and Volcanite amulet you need dark matter to start with.
Too bad that future version of EE will not be able to make use of automated crafting tables. Without those, transmutations will have to be carried out by hand. I really wanted to one day build a factory which would manufacture any element you wish on a press of a button.
Sorry for out-of-topic.
Who said EE wouldn't be able to use ACTs? Unless x3n0 completely removes the normal crafting table from EE recipes, they will be used just as much. Really, as long as EE is Forge-based and uses normal crafting recipes, BC factories will be just as viable as before. They'll certainly be used in different ways for different purposes, but that's to be expected from an overhaul of this magnitude.
Yeah, it's not really off-topic at this point. BC, EE, and RP2 might as well be one mod with different authors making separate modules for it at this point. I might even start calling them the Forge-core mods. You could probably bring IC2 into this as well since BC and RP2 work so well with it.
Made a video example of the obsidian factory someone suggested a few posts ago:
Is it balanced?
Um, dude...
Points for creativity, but my setup uses a single timer and naked wires. The most complex part of my entire factory is the tube-to-teleport-pipe system which involves two pipes and an exit tube. I am going to imageshack right now to make an account just to show you how to make a factory without anything fancy.
But, damn, that was interesting.
Edit: Apparently, I already had an imageshack account. Screenshots incoming.
My single timer.
My setup. 2 deployers facing each other. 2 breakers facing each other. 2x2 empty blocks in the middle. You can see the red wire going over the breakers. This setup powers the deployers as well since the wires will connect as they pass to the next module.
My tubes to teleport pipe. You have to have a space between the tube and the BC pipe, otherwise the tube will see no valid exit and stop the breakers from breaking. Obsidian pipe to catch the obsidian. Teleport pipe to send to the chest(not pictured). You can always do the whole thing with just tubes if you wish.
My fountains that supply the water for the whole thing. Each module has a 2x2 hole in the glass directly above the 2x2 lava pit for the water to flow over it.
With RedPower machines and pipes I was able to build this high yield cobblestone generator (For Equivalent Exchange transmutations). Each block breaker in array harvests 1 cobble each 1.8 sec. It did not work at the moment I took screencap, because for some inexplicable reason a chunk where circuitry was got deleted and replaced with water pit you can see on the right once I re-loaded the map. WTF?
I imagine larger array of these generators would form basis of Alchemical Pyramid, with each level above it dedicated to higher tier materials, eventually topped with tip made of dark matter. All automated thanks to BC and RP.
Use Deployers with Volcanite Amulets next to Block Breakers. Have water flow over them. Use a Klein Star to make it use no fuel. I have a 40-Deployer/Breaker setup that gives me 10 diamonds/sec with a timer set at .200 sec.
I can run an 80 setup that gives 20/sec, but that lags too much to be viable. Send it to an Alchemical Chest with a GoED to condense the obsidian into diamonds and run it into a BC factory. Much, much higher yield for a little less lag than a similarly large cobblestone generator. It also gives fewer steps on the BC side which speeds DM production even more.
You can also control your lag with this setup by changing the length of the timer. Longer delays means more framerates.
Hey thanks Airwolf, malfunctionMC,and TheEnlightened. I think what I was trying to do was use a blend of Eloraam's Redpower
wiring and the old in-game redstone. Mainly because, I didn't want to replace redstone with redpower, but instead I wanted to use it to extend what could already be done. In looking back it wasn't too bright of me seeing as redpower is a lot more versatile than regular redstone and redstone torches.
Also I'd like to say this is the best modular mod ever. Keep up the great work Eloraam.
You never want to mix redstone and redpower. The way Eloraam explained it is that the wires have 255 blocks fall-off, but if they are interrupted at any point by redstone, the distance resets to 15 blocks from that point. You could mix if you don't have plans to make any long wire structures, but why are you using this mod if you aren't?
I said I'd add one, yes. But not as a direct part of the mod.
It would be a supplemental plugin.
Ok, I was just asking for future reference. My under-construction megaproject would benefit from some sort of transformer, but I know that's too far in the future for this one. Maybe the next one, though.
nowhere. they will not be part of the mod. if the will exist someday, than someone else would have to make a mod for it. but i thing that the chance of it ever coming is small.
I swear I thought she said a few days ago that it would happen in the future. Maybe it was a request from someone. Between this thread and the EE one, things can get jumbled.
I like how simple and polished his room was. The hard part for me is going to be tearing down everything I'm doing now and rebuilding it to look polished and to fit in with this epic crevasse I just found while looking for diamonds and jewels.
That's part of the beauty of Minecraft, though. You go in with a plan of how you want to do something, then you find something awesome and say, "I want to build around THAT!"
As cool as that is, and as much as I like Minefactory Reloaded (which is currently the best mod for automating tree farming), I think you're probably better off with RedPower for harvesting reeds. Someone recently put up a video on youtube using the block breaker to make a very simple and quite distributed reed farm using RedPower this way.
I'll have to check that out. I went with MC Reloaded because I could use it with BC without setting up a complex system of pistons, pipes, redstone, etc. If I can get something going with the tubes, though, I would be very happy. BC pipes are great for extremely complex factories like we build for EE, but in simple machines like the cobblestone generator complexes tubes are so much simpler.
Oh, on a related note, I'm getting things going for my mega-project. I have a 6-generator cobblestone>diamond factory, a chicken farm, and a reed farm all running off of one timer block.
This project will be way too big to only use that one for everything, but it would be awesome if I could.
0
RP2 comes in as the master control for each mod.
How do you make that BTW elevator fully controllable? RP2
How do you turn your individual machines on and off? RP2
How do you regulate power flow through your IC2 complex? RP2
How do you fuel and cool your nuclear reactor? RP2
How do you tell which BC engines to turn on and which to turn off? RP2
How do you sync the outputs of your ACTs with the cycle times of machines that need their products? RP2
There. Two examples per mod, and those are just scratching the surface. RP2 fits everywhere in all the mods. Logic alone gives insanely precise control over what goes where and when it goes.
0
I must heartily agree with your assessment of the post to which you replied. And, in doing so, I will further reiterate, no.
0
I don't know if it's possible to separate the recipes by mod, but it would be awesome if you could. This is still the best recipe mod ever. I might even get Infitools now.
0
0
Use chests and filters. It takes more room, but it works wonders.
0
0
Who said EE wouldn't be able to use ACTs? Unless x3n0 completely removes the normal crafting table from EE recipes, they will be used just as much. Really, as long as EE is Forge-based and uses normal crafting recipes, BC factories will be just as viable as before. They'll certainly be used in different ways for different purposes, but that's to be expected from an overhaul of this magnitude.
Yeah, it's not really off-topic at this point. BC, EE, and RP2 might as well be one mod with different authors making separate modules for it at this point. I might even start calling them the Forge-core mods. You could probably bring IC2 into this as well since BC and RP2 work so well with it.
0
Um, dude...
Points for creativity, but my setup uses a single timer and naked wires. The most complex part of my entire factory is the tube-to-teleport-pipe system which involves two pipes and an exit tube. I am going to imageshack right now to make an account just to show you how to make a factory without anything fancy.
But, damn, that was interesting.
Edit: Apparently, I already had an imageshack account. Screenshots incoming.
My single timer.
My setup. 2 deployers facing each other. 2 breakers facing each other. 2x2 empty blocks in the middle. You can see the red wire going over the breakers. This setup powers the deployers as well since the wires will connect as they pass to the next module.
My tubes to teleport pipe. You have to have a space between the tube and the BC pipe, otherwise the tube will see no valid exit and stop the breakers from breaking. Obsidian pipe to catch the obsidian. Teleport pipe to send to the chest(not pictured). You can always do the whole thing with just tubes if you wish.
My fountains that supply the water for the whole thing. Each module has a 2x2 hole in the glass directly above the 2x2 lava pit for the water to flow over it.
0
Use Deployers with Volcanite Amulets next to Block Breakers. Have water flow over them. Use a Klein Star to make it use no fuel. I have a 40-Deployer/Breaker setup that gives me 10 diamonds/sec with a timer set at .200 sec.
I can run an 80 setup that gives 20/sec, but that lags too much to be viable. Send it to an Alchemical Chest with a GoED to condense the obsidian into diamonds and run it into a BC factory. Much, much higher yield for a little less lag than a similarly large cobblestone generator. It also gives fewer steps on the BC side which speeds DM production even more.
You can also control your lag with this setup by changing the length of the timer. Longer delays means more framerates.
0
You never want to mix redstone and redpower. The way Eloraam explained it is that the wires have 255 blocks fall-off, but if they are interrupted at any point by redstone, the distance resets to 15 blocks from that point. You could mix if you don't have plans to make any long wire structures, but why are you using this mod if you aren't?
0
Ok, I was just asking for future reference. My under-construction megaproject would benefit from some sort of transformer, but I know that's too far in the future for this one. Maybe the next one, though.
0
I swear I thought she said a few days ago that it would happen in the future. Maybe it was a request from someone. Between this thread and the EE one, things can get jumbled.
0
Edit: for spelling
0
I like how simple and polished his room was. The hard part for me is going to be tearing down everything I'm doing now and rebuilding it to look polished and to fit in with this epic crevasse I just found while looking for diamonds and jewels.
That's part of the beauty of Minecraft, though. You go in with a plan of how you want to do something, then you find something awesome and say, "I want to build around THAT!"
0
I'll have to check that out. I went with MC Reloaded because I could use it with BC without setting up a complex system of pistons, pipes, redstone, etc. If I can get something going with the tubes, though, I would be very happy. BC pipes are great for extremely complex factories like we build for EE, but in simple machines like the cobblestone generator complexes tubes are so much simpler.
Oh, on a related note, I'm getting things going for my mega-project. I have a 6-generator cobblestone>diamond factory, a chicken farm, and a reed farm all running off of one timer block.
This project will be way too big to only use that one for everything, but it would be awesome if I could.