Posts by Chocohead

    You certainly could monitor you reactor with nuclear control, but I have no idea how the computercraft integration has (or hasn't) kept up with changes to give you all the information you want/need. If you just set green/yellow/red as 3 distinct points, it'd still be easyeasy if you used thermal monitors, but a scale might be difficult to have real time updating heat levels, unless it can still do that.

    The motor slot is interesting, but I do admit wondering why machines weren't working, realising I was forgetting it. If it had a faded motor icon, maybe it'd be a little more obvious. Or even better, let the machines run without it, but with it in they'd work more efficiently or faster or something. That way there isn't the confusion of it not working, but still a reason to have it.

    I also found my first Cinnabar vein :D The OV scanner is really good to find your ores. Unfortunately, it crashes once the crushed form is placed in a thermal centrifuge:

    Display Spoiler

    It's a rare but annoying bug, superheated steam should never be able to get into the output tank. You can fix it just by pumping it out and putting it into another turbine (or loop it back into itself), but it could potentially take the steam out when it's working fine too, unless you have a mod capable of filtering liquids. The other option is to output the contents of the second turbine into a condenser as well as the steam generator, then any steam from superheated steam going in will be turned into distilled water, but you wouldn't be getting power out of it. You could grt around that by having a 3rd turbine or looping it back into the second, as I'm pretty sure turbines don't accept distilled water as an input.

    It is rare though, at least from what I've found, so unless it's happening every time you reload the world (which it really shouldn't), you shouldn't stress to much about it.

    Nonsense, this is definitely the topic :D

    The main issue with the XU gens is that they're so cheap yet output the same as a dynamo (or more). The pink generator for example just outputs energy based on whether it has pink in the name (pink cobble anyone?). IC2's reclusiveness of late probably wouldn't have made a difference, because it's RF being designed to be flexible and widely used allows it to be widely abused, unlike EU.

    So long as the IC2 API allows other mods to generate EU then EU is *just* as open to being broken as RF is.

    Extra Utilities and EnderIO both reck TE's balance and allow you to skirt around them. Nothing does that to the IC2 macerator for example (that uses EU). No one would break IC2's power balance as the macerator using 2EU/t is already really small, as it's impossible to skirt around making a generator which gives you 10 EU/t right at the start. An addon wouldn't fit in with IC2 if it tried to break that, while with RF mods it's almost expected.

    TE never set a good base by putting everything as 80 RF/t, lava in Buildcraft is worth 10 RF/t, oil 30, and fuel 60. They're all 80 under TE.

    EU couldn't be broken as it's IC2 adding EU, not an external API. That means you'd always have to have IC2, so things like reactors already exist, and along with that the set forces of balance. That's really what sets EU and RF apart, RF can be on it's own with x number of mods, EU always has IC2.

    Notice how all the mods you listed used to use MJ. Apart from the Thermal series which isn't really balanced at all, it just adds 80 RF/t generators which compare to Buildcraft's 10 RF/t for the same fuel. EU really couldn't be broken like that simply as there isn't the same massive power draw you'd ever need that much power for. The old E-net also made large amounts of power awkward, so that's probably why it never happened.

    Crafting it doesn't take 5 mins, and you can't automate it (turning table FTW). It's really not that complicated a recipe, simply you craft drills so infrequently you don't get used to the actions. After using IHL I can craft an electric motor from scratch in like 15 seconds.

    Most if the new things are pretty simple, and you can work them out in creative in like 5 mins. Some features, like the steam generator, are a little more complicated, but there's a big long wiki page I wrote about it. I think a lot of new mods are making people subconsciously lazy and causing them to shy away from things that aren't 100% obvious from the start, which doesn't encourage people to try and experiment with things like IC2's cool new stuff and help document it in the long run.

    a bunch of new things nobody knows how to use because they aren't documented anywhere.

    Speak for yourself.

    The IC2 team seriously needs to consider bringing in someone who is willing to document everything somewhere.

    It's called the IC2 wiki. I'm doing stuff, but can't do everything on my own.

    Maybe even an in-game guide of some sort?

    I'm making a HQM one, but it really takes a hell of a lot of time.

    it's kinda hilarious to me that EE3 has actually got a working dynamic emc system release before IC2 has a working e-net.

    EE3 has been going since 1.2.5, it's really a bad comparison

    The lathe GUI localisation is broken too.

    EDIT: The lathe also needs a fully repaired lathing tool in order to work, which is annoying as you end up with left overs with 1 damage that you can't use :(

    EDIT2: The loom also doesn't process properly if there's an item in the output slot, even if it'd make the same item. The Iron Workbench also eats items from each stack of a material in it even if it only needs 1 stack's worth.

    EDIT3: Nope, it's just you have to have the loom GUI open in order for it to process, funky.