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  1. asiekierka

    What would YOU change about BuildCraft?

    The pipe recipes are supposed to be very simple and straightforward, that won't change. (All pipes have selective behaviour if you use gates.) A stripes pipe really doesn't encapsulate complex behaviour. It's about as complex as a diamond pipe. I have some ideas to fix it, though.
  2. asiekierka

    What would YOU change about BuildCraft?

    No. Pipe extension and retraction would be very awkward with just a block. (Also, this was explicitly forbidden by SpaceToad. Literally the only thing he forbade so I might as well go with it.)
  3. asiekierka

    What would YOU change about BuildCraft?

    What? You're manipulating my words. Look at how I replied to everyone else and how I replied to you. What I'm attacking is misconceptions, not you. You have a wrong idea of what BuildCraft is, so I'm trying to correct you. Also, deleting items? In that case, there is no visual indicator of...
  4. asiekierka

    What would YOU change about BuildCraft?

    I harvest fields with Stripes Pipes or Robots. I cut down trees, I farm mobs. I use Facades and Gates for compact redstone systems. Fake players need to be used starting from autocrafting and entity interacton. Guess why the Auto Workbenches were rewritten? Make your own mod. WHAT...
  5. asiekierka

    What would YOU change about BuildCraft?

    2. Stripes Pipes staying is SpaceToad's personal request, so they WILL stay that way. Also, try sending it an item pipe. 3. Fixed in BC7. Also, experiments!
  6. asiekierka

    What would YOU change about BuildCraft?

    That's a lie, a dangerous lie. After BuildCraft 3., pipes have never constituted more than 1/3 of the codebase. BuildCraft has never been about logistical infrastructure, BuildCraft Transport is just one of the modules that happens to provide infrastructure. That's not "infrastructure", that's...
  7. asiekierka

    What would YOU change about BuildCraft?

    Wouldn't really work out in my view.
  8. asiekierka

    What would YOU change about BuildCraft?

    It's not a dream, CyanideX, it's a coma! But things wake up from comas... eventually...
  9. asiekierka

    What would YOU change about BuildCraft?

    HQM is good as a tutorial, but the use of it to turn Minecraft into a quest game is what irks me so much.
  10. asiekierka

    What would YOU change about BuildCraft?

    That's why we have different mods. BuildCraft is not geared towards everyone and going in a direction that tries to please everyone is not on my priority list. What Calamity said. EDIT: Also, don't interpret this wrong, but for me HQM is the last nail in the coffin for the modded Minecraft...
  11. asiekierka

    What would YOU change about BuildCraft?

    The problem is adding more powerful BC engines should come at some kind of tradeoff. Historically, that role was accomplished by RailCraft's steam energy ecosystem, and I still believe it should be the go-to path for high-end energy production - but I don't know what to add to BC itself yet...
  12. asiekierka

    What would YOU change about BuildCraft?

    We interact with other mods just fine. If you add other mods which provide the exact same functionality, I think it's obvious that they will provide different measures of balance and different design decisions. That's why we're modular - only add the modules which don't conflict with your pack's...
  13. asiekierka

    What would YOU change about BuildCraft?

    My pack has failed when I was removing or replacing almost every aspect of vanilla. Besides, I would not quit without estabilishing a BC development team - that'd just be silly. I know hea3ven and perhaps CovertJaguar could handle bugfixing and plumbing, and pull requests would be handled...
  14. asiekierka

    What would YOU change about BuildCraft?

    That's why I'm considering pulling an Eloraam. Still, I'm not going to make BuildCraft easier just so people can use it again. If they only used it as it was the easiest/only solution at the time, well, I'm glad we can focus on people who like it for the mechanics because other mods have...
  15. asiekierka

    What would YOU change about BuildCraft?

    They are speedy enough. The usage is balanced with BC's engines in mind, as proven with extensive gameplay testing on a server BC is unofficially tested on (no, not ForgeCraft). There is no mod but BuildCraft, and asie is its lead maintainer. If there's a feature in BC which needs another mod...
  16. asiekierka

    What's new in modded minecraft today?

    That's how semiofficial mirrors work.
  17. asiekierka

    What's new in modded minecraft today?

    BuildCraft gets THREE new releases, THREE! Rough summary: BuildCraft 6.4.15 Stable fixes bugs. BuildCraft 7.0.4 Beta adds a 100% new Integration Table, improvements to Builder and Assembly Table GUIs, wearables for robots, tons of bugfixes and small optimizations here and there...
  18. asiekierka

    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    BuildCraft itself can't blow them up and in BC7 we made sure other mods can't blow them up as well - not sure if I did the same in BC6.
  19. asiekierka

    Factorization: My thoughts and suggestions

    The Recipe Packager is meant for different workflows - imagine a complex crafting system with multiple steps, dynamic material changes (building a TE machine item-by-item or OpenComputers) and the requirement for absolute fastest speeds. It's supposed to be an alternate option to the Auto...
  20. asiekierka

    Factorization: My thoughts and suggestions

    Well, in BC the cheap early game autocrafting system is the Auto Workbench - slow, hardcoded, but works. The Packaging system is meant to be an upgrade, allowing you to dynamically change materials and create crafting networks (as well as projectiles - packages can double as throwables), as well...