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    Redstone energy cell continuous power drain.

    During one of DW20's lets play videos I noticed his redstone energy cell was hooked up to some TE machines. When the machine's internal battery were full, they would stop draining energy from the cell. I tried to create a similar setup, but it seems the TE machines constantly drain energy from...
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    EE3 is already broken!

    Exactly the point for all of these threads. To borrow a little from another game: "Nothing is [OP]. Everything is permitted."
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    EE3 is already broken!

    I'm not opposed to anything. Just pointing out the flaw in your logic. It's ok for mods like IC2, TE, etc to turn energy into matter to double your ore output, but it isn't ok for EE to do the same? Don't like the way EE does it? Don't use it. Threads like this where some person abuses...
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    EE3 is already broken!

    Actually, it does. That's how the game was created. That's how it's supposed to be, which is why there are many people that consider most of the mods as cheats or just cheap. 1 Ore = 1 Ingot at the cost of a certain amount of coal is 100% efficiency because that's the way the game was made...
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    EE3 is already broken!

    Doubling ore output is exactly what Hoff said. 1 ore = 1 Ingot in vanilla, so 1 ore = 2 dusts = 2 ingots is essentially converting energy into matter to get that second dust that appeared out of nowhere.
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    RP2: Is there a way to prevent a signal from traveling back through a wire without delay?

    No, but the way it's described here I don't think it would work. The black wire has a timed on state, which the pulse former would remove. Railcraft has one way tracks that don't slow down carts passing over them, but stops carts from going the opposite way down a track. I'm looking for...
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    EE3 is already broken!

    *sighs* Another one of these "user creates a machine to abuse the power of a mod, then complains about it being overpowered instead of just not abusing the mod in the first place" threads.
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    RP2: Is there a way to prevent a signal from traveling back through a wire without delay?

    I've been messing with a mob farm I created and found that sometimes drops were left too far back to be able to collect them from behind the glass. There's a wall in my farm that pushes the mobs forward, and then seconds later the side walls close in to crush the mobs leaving only one hit...
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    Spawn into a mystcraft age by default?

    I'm not sure if it's a basic command or a bukkit/single player commands/world edit type command, but I think there might be a command to set a spawn point. Something like /setspawn.
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    Mystcraft is extremely OP to a game breaking degree.

    Anything and everything in this game can be considered overpowered if people abuse it. I'm sure Cobble/Obsidian generators are considered overpowered to vanilla players if people abuse the heck out of them. I know for a fact that some people consider having mods installed at all as game breaking...
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    Mystcraft is extremely OP to a game breaking degree.

    You keep referring to some economy that doesn't exist. Moreover, on servers trying to create some pseudo-economy to work with trading mods would disable player's ability to create their own ages or limit the symbols used. As always; Anything is OP if you abuse it, and if you don't like it...
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    [16x] Isabella II: FTB Edition

    I played with this pack for a while now. My only somewhat issue is that sometimes it's hard to tell which is the 'front' of some of the machines.
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    Mystcraft is extremely OP to a game breaking degree.

    An economy in Minecraft is a joke, and people asking for a diamond for a slimeball is just proof of it.
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    Mystcraft is extremely OP to a game breaking degree.

    What economy? I really love how people keep talking about minecraft as if it had some bustling economy. As if it even mattered if one person was lucky and had more resources than someone else. I've never been to a server where people didn't share practically any resource anyways.
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    Can the FTB supporting modders agree on ores?

    Like I said. That's pretty impossible since I was in creative mode and was using the same two Maceraters and Furnaces, which resulted in two types of tin ingots in my chest. Even before processing each variation of the same ore will take up space in a player's inventory since they don't stack...
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    Can the FTB supporting modders agree on ores?

    Maybe it was because I was messing around in creative mode, but in my test world the quarry draws in the many different types of tins. I only have a macerator and IC2 furnace set up at the moment, but still got the different tin ingots in my ingot chest. EDIT: I still had the save in question...
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    Can the FTB supporting modders agree on ores?

    I get that there's a lot of mods that add their own version of Tin, copper, etc. Since I'm using the mods, I'll need the extra ores, so I don't want to turn off any of the world gens. The ores are all or are mostly all interchangeable. Would it be possible to have all the mods generate all their...
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    Forestry Crates- Uses?

    As far as I know you can also take those blocks and crate them. What turns me off about crates though is that it's only 9 items per crate. When I think of 'crate' I think 'massive wooden box that holds lots of stuff.'
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    GregTech vs. EE (My argument *against* the addition of EE)

    Just to clarify: There never was a 'VS.' From day one of FTB Launcher's release it's been said that there would be different mod packs available on it. We even said as much on the first pages of the thread.