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    RC/ReC/ElC/CC Policy Changes

    I admit you've got a point there. However, we're talking about a mod that fits into a peculiar niche. Something with its own identity, of rewarding players for really knowing what they are doing - and punishing them when they do stuff really wrong. Reactors exploding when done wrong is part of...
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    RC/ReC/ElC/CC Policy Changes

    Telling people that they shouldn't play the mod that way, while enforcing to play it that way on your modpack, is contradictory and ineffective.
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    RC/ReC/ElC/CC Policy Changes

    Actually, we should probably explore the "sanctionned modpack" and "radioactivity cleaning"/"containment" track. The original subject is pretty much doomed to get answers like "omg consulting a modder before screwing his mod ?! 2hard4me 0/10" now.
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    RC/ReC/ElC/CC Policy Changes

    Containment is the superior choice. Removing explosions is dumbing down the mod. I'd be sad to see such an interesting mod becoming casualized because "it's too hard for certain modpacks". Like GregTech modpacks, they should be constructed with RoC/ReC in mind, if not central to it, not just...
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    RC/ReC/ElC/CC Policy Changes

    This is a bad example. From a developper stand point, if you implement a feature but said feature works weirdly, it's not about bad design. It's failing to deliver said feature, thus requiring a bugfix to make it work properly. Here we're talking about a config option which isn't implemented -...
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    RC/ReC/ElC/CC Policy Changes

    The concept of "design flaw" is very subjective, then. Being rewarded by a nuclear explosion when failing at building and using a machine that powerful doesn't feel wrong to me. We're not talking about a slightly upgraded furnace wiping a few biomes when using zombie flesh instead of coal to...
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    RC/ReC/ElC/CC Policy Changes

    I'd like to understand why reactor meltdowns are a "design flaw". IC2 had exploding machines and reactors way back then and it wasn't seen as such. This argument sounded more like "everything different from [insert mainstream tech mod mechanic here] is a design flaw". I like the "sanctionned...
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    Gregtech Survival Guide

    ^ this. Don't forget the efficiency penality because of the "burnt circuitry".
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    Gregtech Survival Guide

    GT Portable Scanner (craftable in survival) or GT Debug Scanner (creative mode only). Seriously, GT is so incomplete for energy production, you should not ignore what IC2 has to offer, if you get bored of steam.
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    Gregtech Survival Guide

    That's because the GT Thermal Centrifuge is based on IC2's, thus displaying the IC2 recipes for it, like the macerator or the extractor. Imo, centrifuging your apples into methane for energy production will not help you a lot, especially since you will need a power-hungry dedicated...
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    Gregtech Survival Guide

    There's two kind of GT pipes : item ones and fluid ones. Item pipes work like ye olde RP2 tubes (closest available inventory first) with restriction pipes to artificially lengthen the pipe, and fluid pipes work a bit like BuildCraft's, with fluid getting through the whole pipe network and...
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    Gregtech Survival Guide

    Avoid using Creosote in anything else than a Railcraft boiler, if you plan on using it for GT-EU production. Very inefficient in GT's multiblock boilers, and can't be used directly in any GT generator/turbine. Tip #2 : Avoid GT multiblock boilers and use RC ones instead, unless you have...
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    Things you should know about GregTech 5.

    Oh, yeah, I forgot about the fact that Thaumcraft was in FTB Resurrection... Let's remove the manganese tip then, there's way more available and powerful mats with TC.
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    Things you should know about GregTech 5.

    No, actually that's a decent advice. That's how I bypassed my inability to mine iron when I couldn't find copper and tin on Kirara.
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    Things you should know about GregTech 5.

    Just saw some info here and there concerning lava bucket damage and pipe damage and updated the OP accordingly. I badly worded the "lava bucket" part. Also yeah, I didn't mention the "Pyrolusite ore" part because it might sound pretentious :p but yeah, it gives manganese. I'll add it anyways...
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    Things you should know about GregTech 5.

    OP updated thanks to Physicist. I also added the community-driven GT5 guide at the bottom of my post. If you don't mind reading a lot, you will find lots of information here.
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    Things you should know about GregTech 5.

    Hi everyone, Since FTB Resurrection will include GregTech 5, there's some little things you should be aware of before playing. This thread will mostly contain explanations and advice for new GT 5 players. Also, here's Greg's FAQ, if you have questions or problems, check this first ...
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    De-nerfing/nerfing mods

    It depends. In general I don't temper with tech mods or magic mods recipes, because I don't mind having a clever shortcut from time to time, especially when the "difficulty" is not only in the tech progression. The two only mods I tend to make more expensive are OpenComputers (GT recipes)...
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    Mod Feedback [By Request] RotaryCraft Suggestions

    Guys, seriously. You don't need to be that harsh because someone is not playing the same way we are. You could've asked politely if Reika wouldn't mind if someone was willing to make a "bridge mod" between GT and RotaryCraft, instead of going full frontal like this. Also, please, play the mod...
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    Cyclical Infinite Power-Resouce Gathering

    Are you some kind of troll, or genuinely very badly informed ? First, the lenghty startup is caused by the sheer number of recipes that GregTech adds and the way recipes are handled by Forge/Minecraft, aggravated when running the mod the first time because of the config file generation. If you...