Nope it is not really balanced... There are mods that produces lots and lots of RF, and there are other mods that produces a good amount that is adjusted to other mods.
If we take BC & Forestry. Most Foresty Machines say they require 30-100RF per tick...
Yeah they require that to run at high speed, but you can run then even on 10 RF and they still run smooth enough...
But then there comes mods like big reactors (i understand why he add so much power with 1 reactor) which produces a tone of RF in one reactor, and unbalance it extremly.
What is the most RF usage in a mod ( power = (all machines max Power use) / type of machines), it will not go really much higher then 200 RF.
EnderIO has a special case but even that goes not higher then 500RF...
The mods that uses RF (that switched from MJ) are balanced (for the most part) but most new mods that uses now RF are extremly unbalanced...
Posts by Speiger
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I have to agree with Aroma. TCon is ... wildly overpowered and 'cheap' compared to most non-TCon tools. Step back and take a look at any pack with TCon in it. How often do you see non-TCon tools or weapons being used? And when they *are* used, are they not (nearly) always the most powerful tools/weapons from their respective mods? It's to the point that, despite liking the concept of modular tools and the mechanics of the mod, I've removed it from my pack as noone even *touched* the other options with it around.
Well i am not a fan of TC at all. Because of that overpowerdness, but if you remove all the modifiers (exept the charge one), then these tools can be compared with classic tools (i mean MC Tools sry), and they have then no Overpoweredness at all, but then they are still better then IC2 Drills...
And i will say that now and that count only for EXP, even a DiamondPickaxe is better then any Drill from IC2 Exp, even without Enchantments and even when it is not unbreakable!
One good side of the drill is it is not to expensive. It is from the price totally ok, but you need an entire AE system to get it done until 5 minutes.... (i know it is way to much time but it feels like you need 5 minutes for that) and who likes to craft multible things for 5 minutes without pausing? I mean that is the time of making a full Thaumcraft altar (max size) + all jars you need.... (Crafting time)QuoteI have to agree with Aroma. TCon is ... wildly overpowered and 'cheap'
compared to most non-TCon tools. Step back and take a look at any pack
with TCon in it. How often do you see non-TCon tools or weapons being
used? And when they *are* used, are they not (nearly) always the most
powerful tools/weapons from their respective mods? It's to the point
that, despite liking the concept of modular tools and the mechanics of
the mod, I've removed it from my pack as noone even *touched* the other
options with it around.Yeah it is working with a lot of bugs at least when you do not care really as addon maker...
And RF..... Well thats one of the reasons why i stay on 1.6.4 with BC energy and IC2 Classic...
We have TE3 & i use the EnergyCells but they store MJ... So do not have to care about that part.... -
Hi, I have the game crash when using the mod.
Game Version 1.7.10</init></init>Hi i did answer you already on that one...
Could you change these two post and put the crashreports into Spoilers
That makes it easier to read. -
Question.
Could someone make Textures for a Battery Box (a box where you put batteries in)?
There is an Active state for meaning it is sending and a passive state which mean it is not sending... (But still receiving, but there is also a mode which is active state where it receives and send). -
Just adopt the damn GT enet and be done with it. Do it. There isn't anything that can be come up with that is so vastly superior that it justifies X years of IC2-hiatus.
Its the same as the IC2 Classic ones.
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That means TC and RF is unbalanced, not IC2...
Well aroma, at some part you are right and some part you are wrong...
IC2 Drill cost always the same, is always same coplex and you can not modify it at all. (The modify part is totally ok),
but if you compare it to TC there is also a complexability there but it is much lower then the IC2 ones.IC2 Exp = You have todo a lot of stuff to get a tool that never breaks, can mine about 200-120 blocks (with backpack) and its mostly not worth.
TC = You have to make a little bit of before steps and then you make a tool, and then it is the roule: You gain what you give.
And to compare: TC tools have a way higher powercost with mining then Drills (i think its +10 times per block) -
Documentation is pretty good. I strongly believe balance is too. A tool with basically infinite durability should be in no way cheap.
Well how do you compare that to TC tools?
You can make them Inifite too when you put a RF upgrade on them...
And they are way easier to create then any drill... -
Update:
I did add to the Github Page some information about the changes that are new to IC2 Classic
Or basicly adding infos about the New objects in IC2 Classic.If you want to take a look, go to the IssusTracker and there you will fin the wiki.
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This is a question more than anything else.
I looked in the configs and I noted that there wasn't the old option for reactors to output steam instead of EU in the presence of Railcraft. Does that mean that reactors are EU only?
At the moment the steam production for reactors do not exsist.
The config about that is crap anyway because it is only supporting 1 side of players.
The other side has to life that...But to give you some more details here some info what will come:
But first look sometimes into the issutracker there are also some feature ideas stored and i accept (or request) opiniens.So now to the reactor: There will be a steam reactor that only produces steam. That also depends on the reactor setup and the flow of fluids.
That will also have special componnents for that, and maybe you can use the standart reactor planner V3 for that^^" Not sure yet. -
I think it is not done that easy...
The Enet is not the only thing that is broken^^"
The Gamebalance is also not that good. In terms of cost and complexibility...
for some things you have to spend way much time. An example: The Drill...
If you have TC (TinkersConstruct) installed the drill is no longer an option because it takes way longer to craft him and also his energy storage is way to small if we compared it with tools from TC that can use RF Power... Wait i can remeber that there was a EU Support for TC tools where and why is that gone?You are also right the documentation of the new Stuff is from dev side not really exsistend...
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That's fine Also, nvm, Project E emc works with IC2 ( uranium having a value of 4096, tin 256... etc.. ) But I think I added the EMC of the cells myself, but I don't remember about refined iron though ^^'
I really should take the API and make custom values so that the project e do not need to make a custom support...
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True but there are two main problems... (Note nothing agains the IC2 dev team but it feels like that)
First: most members of the Dev Team are not really accessable / have not much time...
Second: those that are accessable can not really do something because the code is to complex or they do not have the accoring knowledge to change something so important...And that is what making that so slow the guys who can not edit the complex stuff waiting for the guys who can, but those invited the people to get for themselves a little bit free time...
Well that did not really work xD -
^^" And a lot of things are planned. I am currently working on stabilsation, after that a lot of features join...
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There are two reasons why I didn't touch the new E-Net:
1.) I haven't looked into it and I'm not familiar with it and I don't know what is done where.
2.) I simply don't know how it should work.
3.) I don't want to throw a screwdriver into an engine to make the whole system stop working without talking to someone else before.1&2: Start at EnergyNetLocal & look into the addTileEntity function that is a starting point. There you understand how the grids get builded, after that you look at the function onTickEnd there you see how stuff getProcessed.
A little note: you have to know that some processing happens with an Extra thread so if you can not find a path or backtracking something then it could be the thread who is calling that function... (i did mess a lot with it as i did try to hack the IC2 EnergyNet... Well faild)
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.
I hope you talk about Immibis version because that version which i am working on (as standalone and with some addons) works without crashes... At least from what i hear and see... (and i talk generally about IC2 Classic not only the Enet!)
And yeah it is the old IC2 but whats wrong with that its like IC2 Exp but with less crafting steps... But still enough... -
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.
Do not wonder. Greg should easy understand how it should work. It is maybe way overcomplex but not hard to understand, it simply that he calculate every part of the network by its own, can be compared to EnderIO cables but with less ticking TileEntities, because players way happens on TickStart & TickEnd (and tile entity ticks happen in the between of that) ^^"
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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.
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)
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I think they should not constantly add new features into a unstable system and make it even more unstable.
When they make that system more stable it would be better for everyone.
And to the classic version.
The energynet is maybe a little bit more stable as the Exp one but it is als very limited to its features.
But basic systems are mostly more stable then complex systems^^" -
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Also you would with that have a mod dependency... because SpmodAPI is a base mod even with a APIMode you still require that when you want to use the functions ^^"
At least if you do not implement it fully -
That thing is sadly only for 1.6.4 When it is updated you can use it xD