On November 25 2012 02:11 Westy wrote: Any update on the mods we are waiting for?
I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.
On November 25 2012 02:11 Westy wrote: Any update on the mods we are waiting for?
I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.
On November 25 2012 02:11 Westy wrote: Any update on the mods we are waiting for?
I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.
Gregtech turns IC2 into a late game mod. NOTHING from IC2 (what I meant was solar panels, windmills, watermills) can be built until you have tons of diamonds, visited the nether, killed slimes, found aluminium etc. Makes IC2 out of reach for anyone who haven't played on the server for more than 1 week.
For someone like me who came from tekkit, this is disastrous for me My solar panels ((
On November 25 2012 02:11 Westy wrote: Any update on the mods we are waiting for?
I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.
So, any updates?
To be frank I'm in pretty much in the same position (especially since with RP and some missing plugins comes the ability for me to actively work on tracking down/adjusting the sources of lag properly) and I can't do much more than point you towards slowpoke / the official FTB forums. As it stands right now the whole forge vs bukkit drama (details can be read here) didn't really help anyone and the big promises that the FTB pack can "solve" the whole thing weren't really kept because the whole "LAUNCHER LAUNCH" -> "MODPACK LAUNCH" -> "Uh.... the rest will come... soon!" isn't something Admins can work with properly. =/
Edit: From the overall feedback at the moment I don't see a big reason to remove gregtech. Sure, the drawback is weakening the IC2 early game for a highly extended lategame. Modpacks like this make it in general comparatively easy to reach the stages where you have insane amount of resources and I think it's cool to see more development on the resource heavy end.
The Matterfabricator in itself is mostly a logistical challenge (how to get more of your - infinite - energy towards it?), my personal biggest annoyance with gregtech is the low spawnrate of iridium. Even there it's just a bit too low for my taste but nothing huge.
Solar panel recipe is an inprovement. Yes its much harder to get to, but its not much more expensive and its definately easier to get working power plants of solar arrays. I love this change.
Macerator recipe is stupid - Remove it. There is no reason a macerator should be that expensive when we have the pulverizer as an alternative. Fast players will however still be able to get to macerators in maybe 2 hours. Only real difficulty is getting to the nether for glowstone.
Iridium spawn rate maybe is a bit low, but its possible to overcome with quarries and nether hunting. Would be fair to increase it a little bit though (maybe 1 per chunk).
Quarry and mass fab changes are actually good. Seeing how multiplayer servers with world anchors break the normal progression of these machines, they need to be more expensive and take longer to work.
Water and wind mills should not be as expensive as they are now. It ruins the early game options for EU in IC2 to have these generators so expensive. Not a bad change otherwise.
Centrifuges, improved quantum armor and a lot of other nice late game IC2 are all great changes that I would hate to be without.
Little question for everyone. Would any of you be interested in building a communal FTB city?
Let me explain a little. On our old tekkit server (Not r.Evo's one) me and a few friends built a "tekkit town". Basically we just walled off an area, built a communal power source and factory (That we all helped build and constantly add too) then had our own separate houses within the walls. It was only 3/4 of us doing it so it was still quite small. Just wondering if any more people on this server would be interested. If we get a good number of us we could build something really impressive.
I like that idea Westy. Though i would probably have a base all for myself where you can do what you want, when you want, how you want. But next to that, working together on a nice hub would be cool too.
Yea at the beginning everyone should just go off and do their own thing, then once me and my friend have found somewhere decent and get something basic set up, we can invite you all to come join us
Tyrran, Evo, Aeres, BlindRawr and I grouped up and made a base:
This is where we set up our base.
Welcome inside! We got quite a few machines and contraptions as we ever expand to add new stuff.
Making our biomass, all fully automated of course.
Here we pump it into carts and send it off to the mining world.
Aforementioned mining world, with our quarries and ender chest.
Receiving the items from the quarries, sorting and processing them.
Our pumping platform in the Nether, ruining the lava like there is no tomorrow!
Here is the proof that Geothermal power is a lot safer than Nuclear power. When poorly managed of course. This explosion took out parts of our base as in all our genius we build it right below our floor.
Some sorting chests and... Wait! What is that in the background?
A magical forest! Not all inhabitant are as cute as harmless as those deer though... (What's that deer doing on a tree? Crazy deer, you don't belong there!)
Rocking a vanilla mob trap, item collection is automated of course. Of course!
On that subject, a regular blaze farm, in the overworld!
And an Iron Golem farm, the usual, with automated murdering of those soft-hearted golems and collecting their loot. (We do this for their roses, not their iron, honest! =))
Exploring one of the newest mods, Thermal Expansion. Best feature: storing BC power.
And another new mod, Factorization. Through a complicated process you get not the regular 200%, but 300% more ingots from your ore!
And to finish things off, a nice overview of the front of our base. Includes lots of Forestry farms!
I hope to see some more pictures of all the things the others have been working on!
You have my permission to modify and/or destroy my eyesore of a tower by the way, I'm not going to be back on until the patch lines up again (I'm too lazy to fix my install back to whatever) and I already wanted to get rid of it myself before that.
On November 29 2012 18:59 Zaphod Beeblebrox wrote: Well, here is my take.
Solar panel recipe is an inprovement. Yes its much harder to get to, but its not much more expensive and its definately easier to get working power plants of solar arrays. I love this change.
Macerator recipe is stupid - Remove it. There is no reason a macerator should be that expensive when we have the pulverizer as an alternative. Fast players will however still be able to get to macerators in maybe 2 hours. Only real difficulty is getting to the nether for glowstone.
Iridium spawn rate maybe is a bit low, but its possible to overcome with quarries and nether hunting. Would be fair to increase it a little bit though (maybe 1 per chunk).
Quarry and mass fab changes are actually good. Seeing how multiplayer servers with world anchors break the normal progression of these machines, they need to be more expensive and take longer to work.
Water and wind mills should not be as expensive as they are now. It ruins the early game options for EU in IC2 to have these generators so expensive. Not a bad change otherwise.
Centrifuges, improved quantum armor and a lot of other nice late game IC2 are all great changes that I would hate to be without.
I was about to type up a big post on my feelings about GregTech, but then I noticed Zaph's post is basically identical to what I wanted to say. So, basically +1 this.
On November 29 2012 18:59 Zaphod Beeblebrox wrote: Well, here is my take.
Solar panel recipe is an inprovement. Yes its much harder to get to, but its not much more expensive and its definately easier to get working power plants of solar arrays. I love this change.
Macerator recipe is stupid - Remove it. There is no reason a macerator should be that expensive when we have the pulverizer as an alternative. Fast players will however still be able to get to macerators in maybe 2 hours. Only real difficulty is getting to the nether for glowstone.
Iridium spawn rate maybe is a bit low, but its possible to overcome with quarries and nether hunting. Would be fair to increase it a little bit though (maybe 1 per chunk).
Quarry and mass fab changes are actually good. Seeing how multiplayer servers with world anchors break the normal progression of these machines, they need to be more expensive and take longer to work.
Water and wind mills should not be as expensive as they are now. It ruins the early game options for EU in IC2 to have these generators so expensive. Not a bad change otherwise.
Centrifuges, improved quantum armor and a lot of other nice late game IC2 are all great changes that I would hate to be without.
I was about to type up a big post on my feelings about GregTech, but then I noticed Zaph's post is basically identical to what I wanted to say. So, basically +1 this.
IC2 has pipes, RP2 has pneumatic tubes, Thaumcraft 3 has... golems.
:>
<3333³³³³
Edit, irc quotes from yesterday evening EU:
<slowpoke> Red Power statement for everyone. I cant answer any questions on this <slowpoke> There are 4 serious bugs left to resolve in Red Power 2. There has been no progress over the last week due to Eloraam being swamped with work in real life. Things have eased off now and Eloraam has returned to coding this weekend and hopes to have something ready for release soon. <slowpoke> Bluehorazon thats from Eloraam, i spoke to her 5 minutes ago ... <slowpoke> OK Elo's website <slowpoke> site got hammered, wordpress is bloated, mysql crashed <slowpoke> we are testing a pack that has TC3 in it right now FTB will probably have TC3 by the end of the day
Red Power statement for everyone. I cant answer any questions on this There are 4 serious bugs left to resolve in Red Power 2. There has been no progress over the last week due to Eloraam being swamped with work in real life. Things have eased off now and Eloraam has returned to coding this weekend and hopes to have something ready for release soon. Bluehorazon thats from Eloraam, i spoke to her 5 minutes ago ... OK Elo's website site got hammered, wordpress is bloated, mysql crashed we are testing a pack that has TC3 in it right now FTB will probably have TC3 by the end of the day
update, one of those bugs has been squished.
also, I've been testing around with TC3, really really sexy, I'm gonna try out a TC3 sorting system, its going to be soo cool.
Dno from sifting through the quotes and stuff I'm finding spread over the FTB forums I expect an update to 1.4.5 till sunday evening, either with or without RP2.
On December 02 2012 23:19 r.Evo wrote: Dno from sifting through the quotes and stuff I'm finding spread over the FTB forums I expect an update to 1.4.5 till sunday evening, either with or without RP2.
I'm gonna say without, but I dunno, I knew TC3 was coming soon, I was talking about it yesterday but this made my morning a little better than it already was.
Been playing around with factorization. I thought the mod was complicated at first, but balanced. Now i think the mod is easy, the router is amazing and the ore process is imbalanced. Getting to 200% is easily set up, but takes too long compared to IC/RC/TE. Getting to 300% ores is one extra step. That step is 5 ores processed every 20 minutes. Though the machine is happens in is cheap. Actually, letting everything run automatically works just fine and you do the last step manually, and you leave the machine(crystallizer) on for 24hours in a loaded chunk.
But that router, man, its so cool! It makes a network out of anything with an inventory. So a wall of 20x20 furnaces will all get operated with a single router, or maybe 3. One router to put coal in the bottom slot, one to put ore in the top slot, one to pull out the ingot. Tada! you have automated 400 furnaces, and thats not even the limit!
Also i love adding in vanilla stuff to modded machines. Like using a dispenser to fill buckets, and using a simple redstone clock that activates when the BC gate detects an item in the dispenser, so it wont bug out with 2 buckets in it.
Though Factorization is weird in how its only energy source is solar power. So you need a ton of batteries to keep you going at night.
It's the same with thermal expansion, lots of fun new blocks, but there is one aspect that is super cool. The redstone cell stores buildcraft power (MJ) and with simple pipes you can connect it to anything! It's the BC equivalent of a batbox and copper cable.
Small edit: Can't wait for redpower! why build a vanilla clock etc using like 15 and wires in total, when you can use one simple redpower circuit block , which you can put on a wall!