Posts by MagusUnion

    I need to start unplugging the plugs on Greg's evil addon sometime soon...


    I believe that may be a surprisingly just cause, seeing the level of extreme alteration that his add-on enforces upon regular IC2. In fact, it's actually cost me server time because of how convoluted many of the recipes can be, and how inefficiently restrictive they are when it comes to early game... (I mean, seriously, does no one care about early game Minecraft and tech progression? Tech 0 is so primitive *pun intended*)


    But at the same time, I don't think that add-ons should be strictly regulated as to what they can/can't add... Although having to go thru the add-on config. just to get back to having regular IC2 is a bitch.

    If memory serves, BTW is going to be forge compatible soon (I need a confirmation on this)
    Best to wait till then in my opinion.


    Im sure a crossover mod will appear not too long from now.


    I HIGHLY DOUBT that this is going to be the case...


    But having a form of mechanical power relating to industrial craft would be nice. SO far, only BC engines and Railcraft have that in place in their own forms...

    1. Don't Necropost if all you have is an opinion to add to a topic about features that will not be reverted...


    2.

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    It seems like the response to renewable energy being overpowered (zero maintenance, huge return) is always to buff the hell out of nuclear.

    You mean that illogical flame war that resulted from someone thinking too much in game terms and not enough in engineering terms? Yeah, if you base your logic around that kind of thinking, I'm pretty sure you'll have a hell of a time wrapping around the fact of why said argument is pointless (Spoiler alert: Realism)


    3.

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    -redstone wire rant-

    While I understand your frustration, it's not like the Dev.s can predict everyone's hardwork and be forced to plan around 'old worlds'. Hell, I always start a new world on each and every MC change just because of this...


    4.

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    I guess the reason I'm posting about this at all is because I want someone to recognize how exasperating it all is.

    Oh yes, it is. But it's also exasperating at the amount of whining the devs put up with when they wish to change the mod to correct exploits and abuses (Yes, CASUC's were exploits off infinite water. Same as Manned Water Mills. You can't honestly argue otherwise) when other mods destroy game balance and shift players into cookie cutter styles of play. Honestly, how do you make other power sources attractive when the popular go-to power gives a MINIMUM of 1000 Eu/t?


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    My server won't be upgrading MC versions specifically because of the new IC2 nuclear power changes.


    Foolish move tbh... Even though the devs won't change the nuclear setup, I'm sure add-ons will probably find alternatives similar to your liking. Moaning and complaining about change is a good way to miss out on many other new features that can come, and possibly change the game in new ways to your liking...

    I hate how people treat the ban hammer so lightly, its a fucking responsibility people, no matter how stupid or annoying someone is, you can't just banhammer them if they are not breaking a serious rule.


    You can't? Seriously?


    Well.. explains why I'm still able to keep posting at least...

    Since alot of discussion is revolving around the interchange between IC:BC power conversion, I believe that it is overdue for a new standard for converting EU:MJ...


    In this case, a 3:4 ratio may be better to use (MJ:EU respectfully)


    Examples:
    BC Fuel - 250,000 MJ = 625,000EU (old) = 333,334 EU (new)
    Biogas Biofuel - 50,000 MJ = 500 000 EU (old) = 66,667 EU (new)
    Biogas Milk - 40,000 MJ = 100,000 EU (old) = 53,334 EU (new)
    Biogas Water - 1,000 MJ = 2,500 EU (old) = 1333 EU (new)


    I think this would help curb large outputting fuels quite nicely, and I do believe both Transformers and Power Converters have manuel configurations where you can insert this adjustment...

    I can confirm this bug with my version of 1.107 IC2 and Nether Ores.. I believe what's happening is it's generating tons of Gold and Coal in the places where there should be Copper and Tin, as there are vast quantities of these two types of ore on the Nether's main surface..

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    except one isn't really supposed to keep multiple sources of copper and tin turned on.


    No, if I want to play a Minecraft game with tons of resources, I'll play a Minecraft game with tons of resources.. Don't start this crap of how 'u r suppost 2 ply!' with me. Minecraft is a sandbox, and how we fill our sandbox up full of goodies is completely up to us...

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    With Thermal Expansion, you can use Netherrack to produce a bucket of Lava for very low cost, making it less laggy to obtain infinite lava from the Nether.


    Between that and Soulsand 'fuel', I'm finding that the Nether is basically a gigantic realm of energy that once you tap into, you never can truly run out... Which is ironic since I added Nether Ores, increasing the need to have firm establishment in said hell realm immensely...


    (Btw: Not a fan of the unstable forms of Mystcraft out there, so before anyone bring anything up about them, I don't want to hear it...)

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    Reactors are also particularly bad on copper. The one I just built munched 2.5 stacks of copper blocks. Plus a set of 7 quad uranium cells munches quite a bit more when it needs a refill.


    it appears that 1.3.2 changed the dynamic from craptons of unused copper (in 1.2.5) to craptons of unused tin with 1.3.2.


    Pretty sure this may be alleviated when Redpower releases, as it adds quite a bit of Copper into the world on its own...


    Until then, Industrial Veins and Nether Ores are good alternatives to derive from for the time being...

    I really do think that BC power generation needs a rework at this point. There's alot of glaring problems with SpaceToad's model now that mods have 'evolved' ever since the inception of Forge. While the liquid system of power is unquestionably the best attribute from Buildcraft, the engines are quite inefficient and several parts of BC can easily be converted and exploited into unintentional means...


    Don't get me wrong, I love Forestry and Buildcraft and Power Converters, but I think it's time that either SirSengri or Krapt rework the BC energy system to something more practical and less fictitious...

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    Less Resources? You just have to search for the perfect miningplace before starting the Game. Forest/Hills/Desert/Ocean is currently the best choice. It's just more complex to acquire these Resources. And for the Massfabnerf: Massfabrication was really OP. I have seen Soaryn walking around and barfing crates full of UUM, so i thought it should require more Effort and larger Factories to make UUM. Currently a Geogenerator next to a Massfabricator is more than enough, to produce the needed amount of Iridium.


    I dry up my mining places pretty rigorously... and I hate the holes left by BC/RP/TC2 Quarries, but I end up putting up with them in the end as well as being left with the tedious effort of cleanup later... Ironically, Nuke craters seem more natural to me when mining...


    And I honestly can say that I've never really gotten into using the MassFab, so I really don't care for something like it... May also be why I don't give two flips about QSuits and such, lol...
    (So you can imagine my frustration when it comes to having tons of power, but not having resources as I'm too lazy preoccupied to fund the scrap for a MassFab...)