Hey Aroma, can you upload that latest 1.8.9 version to curseforge when you get the chance?
Wow, a lot of people doom and glooming in here. IC2 is not dead, this is actually fantastic news!
Remember, it's about the mods you include in a pack that decides balance, not the energy system a mod uses.
Make a pack with Buildcraft, Forestry, IC2, and Railcraft as the main tech mods and things will feel great!
None of the devs have really been doing much to IC2 recently
From a user perspective, the only things that have changed since the IC2 experimental team took over are new textures, cutter + forge hammer, metal former, and a bunch of new things nobody knows how to use because they aren't documented anywhere. The IC2 team seriously needs to consider bringing in someone who is willing to document everything somewhere. Maybe even an in-game guide of some sort? I'm sure that would be helpful.
I know there is a lot of behind the scenes stuff and bugfixing going on, but it might as well be invisible. The IC2 e-net practically has EE3 syndrome at this point, it's "being worked on" for years without any notable releases. Also, it's kinda hilarious to me that EE3 has actually got a working dynamic emc system release before IC2 has a working e-net.
Wtf, since when IC2 classic sucks ? It rocks , BB. , if you tried IC2 classic Immibis I understand your opinion, but Speiger has his own classic version of IC2 which has currently no "weird" crashes what so ever, and works perfectly with other mods.
So far I tested, and it works with :
-Advanced repulsion system ( recipes works, the forcefield blocks will not require power though )
-Project E ( EMC values on refined iron and different cells has never been so awsome )
-AE2 ( you can power it, the only thing so far broken is the P2P but I disable this anyway )
-Railcraft ( everything works except the steam turbine, but it was a bit bugged on older versions, should perfectly work now though )
-Mekanism ( Now this one is the most impressive, Mekanism cables works perfectly on IC2 classic stuff, and vice versa, everything works, and Universal cables are nice as EU superconductors and RF converters )
Try it out if you don't trust me
I was actually referring to the Immibis version. I thought the other version was just the Immibis version with hacky addon support. I'll try it out when I get the chance.
Still, these days when everyone refers to IC2, they are referring to IC2 experimental, and that's what this whole enet discussion is about.
Only Player really knows what he's doing with it though, so the others would be left with nothing to do without adding new stuff.
Maybe he should share and discuss it more with the rest of the team so they can help? Why does such a complex thing need to be up to one person to fix?
Thats right... The energy net should be fixed and it should have priority...
But to be sure i do not think that this is gonna happen because they made it way to complex...
The main features which are at the moment lost because of that new Systems are:
Multi Packets, (Current system do not allows it at all)
Instant Energy Transfer, (Because the energy gets now transfered through each cable instead of Sender to receiver)
CableDamage (Hurts when the cable are unisulated and energy flows through them),
Cable Meltdown (it is totally dissabled that cables can melt down at all),
Also a downside of it is:
It handles every energyPart (cables included) by himself, so that the servers/clients have way more things to process even if they use an Extra threads for each progress...
To be fair the Classic EnergyNet is als not the best thing in terms of Lag but the calculations at Extrem cable builds are really low... Because only the senders get caluclated and not the wires/cables
My hope is at the moment that most people will switch back from Exp to Classic, not because that classic is at all terms better or something, its a really old version which has less things but it is at some parts (addons not included thats another factor) way more stable then Exp, at least from what i see (and i do not talk about crash proof, i talk about things that are in there are done and work)
I'm sorry, but IC2 classic sucks. Crashing issues are MAJOR. Doesn't matter if the enet works there or not. As far as i'm concerned, "IC2 Classic" = playing IC2 on MC 1.5.2 or earlier.
My hope is that IC2-exp fixes its energy net, and continues to innovate with new features after doing so. Maybe even rename itself to IC3 at some point?
I feel like all the experimental additions are pointless when such core functionalities are broken in the mod. Transformers, transformer upgrades, and stuff like that are pretty much unneeded right now, as there is no penalty for not using them. I feel like the sense of progression through the mod loses all meaning due to this.
To the user, EU behaves exactly like RF right now, just with different conversion rates. The extra challenge of what is supposed to be EU is non-existent. I think that's what OP was trying to convey by stating RF is "deeper." For instance, I could install Buildcraft + Buildcraft Additions and get more of a sense of progression than I do with IC2, just solely because everything works correctly.
We're going on 2 years now with a broken e-net. Any new stuff added means nothing to me, as long as the energy net is screwed up. It is a core mechanic of the mod and in my opinion should be made top priority with everyone involved in IC2-exp working on it until it's fixed.
Looking at the Curse third party list, it is filled with IC2 addons (including Gregtech), but IC2 itself isn't on the list, meaning any Gregtech pack would be rejected, unless you specifically flagged up IC2's modpack policy. And the Curse people read it, which is an entirely different matter.
Here is what they said regarding IC2: http://www.reddit.com/r/feedth…ped/cq8iucu?context=10000
Apparently that needs approval by player as well.
Recently, the curse launcher has allowed for third party packs to be distributed.
They have a system for allowing mods not on curseforge, but unfortunately fastcraft is apparently not on the list of approved mods due to having very specific distribution instructions.
More info here: http://authors.curseforge.com/…ecraft-modpack-submission
If you want you can add "Curse for Minecraft client distribution is allowed" to your topic and it will be added to the list, if I'm understanding it correctly.
Disclaimer: I am in no way affiliated with curse or ftb or whatever, I am just a person who would want to potentially include fastcraft in a modpack on the curse launcher.
Edit: Here is curse's explanation of why they can't allow it with your current terms: http://www.reddit.com/r/feedth…t_hyped/cq8fp22?context=3
I just wanted to know his non-paraphrased reasoning for why distribution is as restrictive as it is. I asked the question and got several answers, and the only thing actually said by player was:
"everyone has to download it from this thread, I don't want any uncontrolled spreading or less experienced users (->mod packs) in the current state of the mod."
"Current state" meaning how it was in August 2014, on the day after it was released.
If player doesn't answer it's okay, I'll stop bringing it up after this post. I don't want to cause more trouble than I already have.
Did you not read the post before you?? Seems logical enough.. The mod is experimental.. Including it in modpacks will open up cans of worms you can't imagine.
Following that logic, I shouldn't include IC2 or anything based on it in a modpack.
He said that in August back when fastcraft was something brand new. Surely the mod is in a better state than it was when it was new.
Player, can you let me know what your current reasoning is for keeping fastcraft from being distributed, or if you plan on changing distribution rights soon or any time in the future?
That's pretty reasonable considering what people like Greg or Reika and many others have to go through from time to time :).
Doesn't seem to be stopping people like the post above me. ^
Rather than include a download for fastcraft in a modpack, where people likely wont even notice it's addition, I should link these inexperienced users directly to this topic where they can try to figure it out for themselves and directly complain if it doesn't work?
Also, I wasn't interested in what SpwnX thought about the subject, I was interested in Player's reasoning.
I don't know if anyone has asked before, I'm just wondering why redistribution is so strictly prohibited.
This mod is pretty essential for modded mc in 1.7.10, especially for people with not so good computers. It's a bit difficult to redirect people to this topic or to your download link sometimes.
Anyways, I'm just curious, not trying to make any demands or anything like that.
The features I want added to this mod most:
* Something to inhibit ability to right click blocks in a defined area
* Something to inhibit the ability to break blocks in a defined area
* Something that can replace broken blocks in a defined area if they are in an inventory connected to said thing
The first 2 should have some sort of whitelist for players who can be allowed to work in this area without suffering those effects. The person who placed the block should probably be able to access it no matter what to prevent getting locked out of their own area.
Minor compatibility issue:
Sugar to melted sugar furnace recipe is the same as the recipe for sugar charcoal from MFR.
Easily fixed with minetweaker though. I changed it so you melt sugarcane for melted sugar.
I don't really want to keep people out of my base, I want to keep people from interacting with the stuff inside my base.
So, maybe some sort of forcefield that keeps people from right clicking/breaking blocks?
MFFS Calclavia had that, but it doesn't exist anymore and MFFS Calclavia is insanely buggy.
ARS is great, I just think it needs some more "generally useful" features. I think it fits IC2 thematically pretty well.
Couldn't you make it use the moon and mars stone textures instead of regular stone and red granite?