Posts by GregoriusT

    Basically Buildcraft is a lot more userfriendly, than RP2.

    WHAAAAAAAAAAAAAAAAAAAAAAAAAT!!!

    Redpower is MUCH userfriendlier, than BC. The "Items do never fall out of Tubes"-Part is definetly userfriendlier, than "Spit all Items out, if there is no Space and cause massive Lag"! All the Stuff of Redpower does what it should do and nothing EXPLODES when wrong (or even when right!) used! The Logicgates are much easier to use, than the BC3-Gatethingies, and you can do EVERYTHING what BC3-Gates can do, with Redpower (except the Haswork-condition but it is Part of BC itself)!

    I agree with the Documentation as the UNofficial RP-Wiki needs to be updated, and the Fact that Redpower has no Forum, but that has nothing to do with Userfriendlyness. Also Direwolf explained the RP-Stuff pretty good.

    I'm fairly certain you could condense the coal too, but it would be less complicated and more expensive. :|

    Yes i coud be done that way, but there are so many better possibilities for an EMC-Factory (see Direwolf), like Darkroom, automatic Milkingmachines and even a Vis-EMC-Exploiter is possible. Its much faster, to just branchmine the Stuff for the EMC, than making a slow Diamondfactory using IC².

    Edit:

    Try reading. With this method the EMC you put in is LESS than you get out.

    Then its an even worse Machine. Edit: Misread, i thought you get less EMC, than you put in.

    I wonder what Eloraam's gonna have to do with regards to the new gems (rubies are slated to come out in addition to the emeralds).

    There is even more to wonder:

    Automatic Factories producing additionally XP from Furnaces! How does that get handled? XP in Pneumatic Tubes, No XP at all, XP laying on the ground and lagging the Game out? And all the Mod-Machines like our Macerator! Will they also Produce XP? Questions over Questions.

    And what is that "searchable Craftingindex"? Did they made it like NEI? I must test that.

    We'll see, last i heard Alblaka wasn't planning to update to 1.3 due to the lack of API (Yes the api is still in development). Although Elooram said on twitter that she will be porting to 1.3 (Since i also remembered that al wanted for all known modders to wait till the API for updating)

    Yes i remember that, but since the others will most likely Update, he will maybe make a small Trick to update IC² in form of IC³.

    This is the reason why I don't use Thaumcraft. Its' only unique functionality is the Thaumic Repairer. Literally everything else, I can get with another mod, and with said other mods, I don't have taint to deal with.

    C'mon, if the huge natural tainted Area, right next to the GregTower2, got killed by me, then everyone else can do that too. And TNT is not a Solution against Taint, try the Wand of Equal Trade and a few Stacks of Cobble, and turn that Taint into Cobblestone!

    And here a List of a few really unique and positive Thaumcraftfeatures:

    Wand of Equal Trade (casn replace normal Blocks with the Blocks in your Inventory)
    Wand of Water (can produce Obsidianbridges in the Nether)
    The Repairer (repairing Stuff)
    The occultic Enchanter (enchanting where you can choose which one you want)
    The Axe of the Stream (chopping down HUGE Trees and other wooden Stuff with one hit)
    Wand of Bone/Bow of Bone (who doesnt want a Skeletonarmy?)
    Elemental Cutter (Why going to the Enemy, when he can come to you?)
    The portable Hole (Because going through Doors is too Mainstream)

    This List excludes Features, like the Vissystem or the Researchsystem, which are also awesome.

    -idly wonders how long it will take SSP only mods to make the jump- really thinking of Thaumcraft and logistics pipes here. I'm not certain, but were devs able to use the snapshots to get things rolling? Beyond that, it doesn't look like there was a new forge push, so I guess we have to wait for that before we can even hope for mod updates.

    Logisticspipes is already SMP (unofficially) and Thaumcraft will get replaced with Arcanacraft.

    Dunno, the reason they haven't done so its because it WILL break worlds up, and the kind that can't be easily fixed by re-arranging the blocks ID's. Also some backwards compatibility that has been in there since forever (Although those extra blocks can be turned off in the config).

    I thought 1.3 is already partially breaking most of the 1.2.5-Modcodes, so it would be a great timing for the change (Or for making IC³). And who doesn't start a new World, after a complete Update of MC + Mods? Especially since some of the other Mods like TC2, EE or BC3 will be completly broken.

    Then why argue a point you *KNOW* to be false? One of those people that just can't lose an argument, are you?
    Sheesh

    I argued only against the Statements in which you said, that its impossible or not functional. I never said it would be easy to build, cheap or small.

    And i have a System in Mind, with which one could build "Logistics-Pipes" only by using Redpower and Tubestuff (of course everything Computercontrolled). Anyone here saying "Challenge Accepted" to proof it? I'm actually too lazy to build it.

    In IC2 electricity is only a buzz word for small magical dwarfs carrying nanobatteries. From every energy source or storage there is one dwarf released every tick. Size of a dwarf is determined by amount of energy they are carrying. Cables are in reality just a tunnels where they run. If a cable or machine don't provide enough space for a dwarf it will get angry and blow up.

    However many dwarfs are happy to run alongside each other and will in cooperation carry any amount of energy through a cable. Big dwarf will still prefer to blow up, then to split, but he can split into smaller dwarfs in transformer. Every smaller dwarf which is produced by transformer can go to the same output tunnel.


    These useful little creatures are also sometimes nicknamed packets.

    Magical Dwarfs!