Recent content by SynfulChaot

  1. S

    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Don't *need* to, no. Spamming fields of them is always a choice if you don't want to make the higher-return flowers. Just like you can always just spam more dynamos instead of upgrading them or using higher output alternatives with RF.
  2. S

    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Balance is subjective. What you deem to be balance isn't necessarily what Vaz does, or even what I, myself, may hold as balance. Yes, if you delve into the mod then you'll find that Botania may be *far* more efficient than any alternative in Technomancy for RF generation. But that's the...
  3. S

    [0.12.0] 1.7.10: Technomancy Discussion Thread

    The difference is the Fallen Kanade (and potentially incense?) breaking Blood Magic was an unintended side effect of something not inherently designed to interact with Blood Magic at all. It was simply a feature and ill cross-mod interaction that, IIRC, was at least partially blocked out by the...
  4. S

    What's new in modded minecraft today?

    Once again, Vazkii makes something amazing.
  5. S

    RC/ReC/ElC/CC Policy Changes

    How about if RoC/ReC implemented some form of containment you could utilize that would buffer the effects to within the contained area? That's the solution that IC2 uses and is, IMHO, far better than simply disabling the mechanic entirely. Especially as that's how reactors in real life are...
  6. S

    RC/ReC/ElC/CC Policy Changes

    It was. You misunderstood my position a month ago. That's what led to me growing quiet in this discussion. Principles are the reason I take this stance, not solely practicals. Practicality has it's place, but not at the expense of principles. You may disagree with that point, but it's one...
  7. S

    RC/ReC/ElC/CC Policy Changes

    Open permissions. If I need to jump through hoops and get express permission to use and/or modify a mod then I'll be much less likely to consider using it, often to the point of not considering it at all, regardless of how wonderful said mod may be. Doubly so when there are so many great...
  8. S

    RC/ReC/ElC/CC Policy Changes

    I did and my stance remains the same. It's progress but is still too restrictive and requires jumping through too many hoops. I understand *why* you choose the stances that you do, but they're ones I still can't agree with. And I'm glad that many are still enjoying the changes and that it...
  9. S

    RC/ReC/ElC/CC Policy Changes

    Pretty much. Not talkin' about you there, Py. Anyone can see you've got your head about you. And it's your very stance of trying to appeal to the logically-minded instead of trying to control the irrational that predisposes people towards you instead of against you. Like you I'm happy with...
  10. S

    RC/ReC/ElC/CC Policy Changes

    Irrational hatred is, by definition, irrational. Rational dislike of policies and stuff is one thing, but no amount of changing policies or talking will do anything about the irrational folks. They'll be the same they always are, regardless of what one tries to do to appease them as their...
  11. S

    Recent Events Discussion (RED) Thread

    Hey now! I resemble that remark! I mean ...
  12. S

    What's new in modded minecraft today?

    Binnie's Mods 2.0-pre11 (by Binnie567)
  13. S

    What's new in modded minecraft today?

    ~~ New Mods! ~~ RuneTune 1.0-1 (by Vazkii) ExtrabiomesCore (EBXS) 0.1.3 (by allaryin) Extrabiomes Autumn Woods (EBXS) 0.0.3 (by allaryin) Extrabiomes Meadow (EBXS) 0.0.2 (by allaryin)
  14. S

    What's new in modded minecraft today?

    Applied Energistics 2 rv2-stable-6 (by AlgorithmX2) Ex Nihilo 2 0.25 (by Erasmus Crowley) Sanguimancy 1.1.9-31 (by Tombenpotter) Router Reborn 1.2.0.10 (by TomEV)
  15. S

    What's new in modded minecraft today?

    Binnie's Mods 2.0-pre10 (by Binnie567)