Long before CC, he made it possible to transfer shaft power through portals. CC just doesn't fit the pack. I know it's from the same mod author, but it is too magical for my tastes.
You can transfer shaft power through vanilla and mystcraft portals. <snip>
Yes, but Mystcraft is a pretty massive mod just for shaft transfer.
More to the point, even with the book binder disabled to prevent new worlds from being created, if a mystcraft portal will permit shaft power to be transmitted, then you have linking books and the over-powered mystcraft teleportation.
Is there a way to make some sort of portal that doesn't rely on over-powered teleportation? Warp Books were a little more restrictive than mystcraft books; perhaps a portal based on them would make sense?
On a side note, it's kind of amusing to see how reliant we(myself included) have become on magically transferring power, fluids, and items to anywhere we need them. After some thought, and in the spirit of this pack, even if something is added to allow such things, I'm gonna stick with my above solution. I'm also going to get into Railcraft for transporting stuff around my world. I've always thought the mod was cool and wanted to get into, but the kitchen sink packs made it obsolete because there were much simpler ways and I never managed to really explore it.
I did not know that there was another teleport mod in the pack.Enhanced portals is in the pack and you can teleport from portal to portal for a small RF cost. RFTools is also in the pack which, again at the cost of RF, allows you to create custom worlds and teleport between any place in any dimension.
I'm also going to get into Railcraft for transporting stuff around my world.
And that is why I have always thought highly of him as a mod author. He is willing to take suggestions(that are reasonable) and add compatibility to his mod. I also love that he takes no crap and how he deals with the trolls.Actually, Reika's willing to add support for RFTools and Enhanced Portals, but has to get the lay of the code, first. So the support will likely appear in a future version of RotaryCraft.
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On a side note, Enhanced Portals requires a Gas turbine to ensure a completely stable portal connection between two portals. A microturbine seems to make a 50% stable portal.
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Why not Expanded Industry for the vanilla hopper/minecart improvements?
What's the chance of having 2 or 3 bloodmoon nights in a row..? Was also within the first 5 nights on that server for me.
That was fun... At least I didn't have to worry about zombieflesh for a while.
I'll have to check if RoC can be configured to use BC oil directly. Failing that, I'll probably just disable the oil generation.
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Thanx. I had done a google search and didn't find that.Apparently, the solar tower issue is a known bug. The solution for the time being is exactly the opposite of the handbook's instructions: don't give the tower water.
KB, I could probably see someone else asking that question. You, on the other hand... you do recall the conversation in the recipe thread between you, Draco, and myself, right? The one starting from the very first page?
Between Refined Relocation and Extra Utilities nodes/pipes, the hopper modifications are of marginal utility at best, and those could just as easily be added using the Hopper Ducts mod.
Minecart improvements are better handled by Railcraft (which also adds locomotives, traffic control, and track signaling).
The sluice would completely bypass the progression if there is copper and tin in the vicinity, since you'd be able to make a bronze pickaxe without actually finding and mining the copper and tin needed to make the alloy.
I've never used RR. EU ... I've learned is a very mixed bag, and ... the pipes/nodes of EU have seemed to me, when I used them, to be more of "Lets give you the best of modded pipes at the least cost to the server, so there's no reason for a player to not use it". I'm not calling it bad, or excessive -- it gives you the same stuff that other pipe mods give you. It just does it in a way that won't kill a server even when there's a lot of it.
I'm not a fan of them. They make things too easy on the players. If you just want to play with magic "It just works" pipes, fine; for me, solving the piping issues is as much of the build as the look of the building. (I also enjoy redstone wiring challenges).
I've not used RR much myself, but it seems to have a lot of filtration built into it, including "sorting hoppers", so I'll just leave it at that.Railcraft ... I played with it a while back. It seemed to be a mod for people that want to play with model trains in minecraft (and isn't there a 1/72 scale train system? That's the minecraft scale), or simulate a full railroad industry. It didn't really seem to be something that plays nicely with vanilla rails; more like it does a complete replacement of the vanilla rail system.
This is what I like about Expanded Industry. The rail improvements, and hopper improvements, are about enhancing and working with vanilla systems, not about full replacements for the vanilla systems.
Small improvements, not wholescale replacements.
The sluice though ...
I'm pretty certain the sluice lets you disable things that you don't want. And yea, progression is a good point.
Wait -- isn't the sluice, along with the windmill/grinder and sifter, in Harder Ores? That's what the wiki (and yea, I had to double check) says.
(I play with the whole thing).
Thanx. I had done a google search and didn't find that.
And another possible bug. I can't seem to enchant the boring machine. Clicking on it with a book doesn't work like it has in the past. It works the way it should on the woodcutter, so I know I'm doing it right. I am able to enchant the borer using the "X" button in NEI to enchant it in cheat mode, so it seems to be enchantable. Although it doesn't work in enchanting tables(which it never did).
One more question. Not sure what mod it's related too, but the temperature inside buildings is acting strange. In my buildings that run east to west(longer in those directions), the west sides of the buildings have temperature drops that go from 25 degrees to -19 in the block next to it. It is not on a chunk border either, it is almost dead center of the chunk. I noticed because one set of my steam engines stopped working while another set that is 3 blocks east and 2 blocks south kept working. My fermenters that were on the floor above the steam engines also stopped working. But in my farming greenhouse that runs north to south(18x10), the west side of the building is maintaining proper indoor temps around 25, even against the west wall. So basically a rectangle building that runs east to west has outside temps on the west side while a rectangle building going north to south has consistent indoor temps in all areas. I thought maybe glass panes didn't count as sealing the building, so I swapped in full glass blocks but nothing changed. I also tried replacing carpenter's doors with vanilla doors and it didn't change anything either. I can file a bug report with the mod author, just not sure which mod is the issue.
As far as Railcraft is concerned, it's basically an addition to the vanilla railcart system. It doesn't replace what's already there, it just adds on. There is some validity to the claim that the locomotives replace the vanilla powered rail, but for the most part, nothing else could be said to be made obsolete by Railcraft, and the linking system makes the minecarts that much more useful, since you can now have entire strings of carts going where you need them.