An out of the box approach...

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ShneekeyTheLost

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Dec 8, 2012
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Lost as always
I'm considering a rather drastic and dramatic change for ShneekeyCraft in 1.6.x, one which will cause quite a bit of stir. It got me thinking enough about this that I thought I'd share my thought process with the rest of the class.

Yes, that means this is going to be one of those 'trim it down to keep it under the character limit' posts. You have been warned.

I was going over my list of mods I'm planning on using in 1.6.x, and looking at each one and what they provide, and what my core fundamentals are. And I have discovered something rather shocking... I may well be dropping Buildcraft entirely from the 1.6.x version of ShneekeyCraft.This decision came after deciding to include Extra Utilities and Sockets.

Yea. Buildcraft. One of the oldest mods, a foundation upon which countless mods have been formed. Right up there with IC2. But hey... I decided against IC2 in the last version, right? Why not? So, let's look at this cool and logical. What does this mod bring to the table?

Well, the first thing that promptly springs to my mind are pipes. You've got liquid pipes, you've got energy pipes, and you've got item pipes.

But there's one problem with pipes: Framerate lag. You've got all those items zipping around in pipes. There's still a bit of problems with items popping out of pipes if things get too backed up. And there are alternatives.

First off, Extra Utilities pretty much replaces pipes with their own system that works exceedingly well. Extra Utilities also uses exactly ONE type of pipe, it's just the connectors it cares about. It does a tree-traversing algorithm to determine where stuff goes, but it's not bad. You can also speed things up with upgrades.

For power, Thermal Expansion's Energy Conduit provides a higher-tier solution, with far less stress on the server. It is a pure upgrade, for the cost of required infrastructure.

For liquids, Thermal Expansion's Liquiducts are more expensive (copper and reinforced glass for four), but again, blows the pipes away.

So. There's plenty of alternatives to actual pipes. Sure, none of them may be quite as early game, but that's not necessarily a bad thing. It means you get to do a little work before you can get your base up and running. The upside here is that you don't have a handful of pipes you will never use again cluttering things up once you have upgraded them.

Right. What about the machines? What about the Quarry? What about the pump? How will we drain the nether of precious lava without a pump?

Again, ExtraUtilities has you covered with a nether lava pump. As far as the quarry and the filler? Eh, both have problems. To be honest, the Filler has never really been cost effective for its intended purpose, unless you are DW20 and have a passion for building tons and tons of 9 x 9 square buildings. The mining well, again, never really functioned all that well unless it was used in ways it was not originally intended (fully automated with turtles).

Well, what about gates? Dude, do you know the kind of automation that can go on with gates?

Well, without pipes, we don't need gates. Most of the automation done with gates can be done 'in house'. Who needs an autarchic gate on a wooden liquid pipe when a liquiduct does the exact same thing just by whacking it with a wrench?

So what does Buildcraft really provide the end-user?

Well, there's the engines. Basically, the redstone engine is dead now, but you've got Stirling and combustion. Now, Combustion can explode, but it provides good MJ output. Stirling is kinda meh, but is cheap. But there are plenty of alternatives out there. I don't use Dartcraft, but Forestry's Biogas is a solid replacement for the Combustion, and of course Railcraft has the steam engines. The Hobbyist Steam Engine blows the Stirling out of the water. So does the TE Steam Engine. The Magmatic Engine is a mid-tier option.

Buildcraft provides oil!

Right. But the problem with oil is that it is, by its very nature, not a renewable resource, which means you can't depend on it for a long-term energy supply. Sure, you can use it to kick-start your boilers a bit easier, but when all is said and done, it is only a temporary resource. After that, it's just a flammable eyesore. Besides, MFR has you covered with an oil fabricator, if you really want to set up power loops via steam boilers. It would be easier to run via biofuel, though.

I've changed my opinion on automated mining quite a bit lately. With tools like TiCo Auto Smelt + Fortune, you have enormous resource potential to dramatically reduce your mining. Adding in Nether Ores makes it much easier (though a bit more dangerous) to obtain much needed resources without having to cause massive holes in your world.

People seem to take for granted that Quarries are absolutely necessary to building an infrastructure, and I'm starting to doubt this 'truth'.

So what will this do for game balance in ShneekeyCraft?

Well, you'll be spending more time mining, although that can be significantly mitigated by having TiCo tools with smelt + fortune. It removes some early-game automation capability, however it has no further impact once you get an Induction Smelter down. ExtraUtilities and AppliedEnergistics. Fuel will no longer be a viable early game source of MJ, but you can get Biofuel going with MFR fairly easily.

I came to this staggering idea when I realized just how little I actually use BC. Basically, I use it for item pipes, and that's pretty much it. Adding in ExtraUtilities solves that problem. Plus we have some tantalizing hints from TE that might indicate item transportation is in production.

ShneekeyCraft is a minimalist mod pack, designed for low resource servers and systems. As such, I have to weigh 'what this mod gives the user that he can't get elsewhere' against 'what kind of system performance impact does this have'. And it's... just not measuring up anymore.

I'm not suggesting that all mod packs drop Buildcraft. For many, maybe even most, it still makes a lot of sense. However, it's just one of those fundamental truths that 'everyone' knows that I'm testing for validity within a minimalist mod pack setting. However, I would ask you: What parts from actual Buildcraft are you actually using in your mid to late game builds? The answer might surprise you.
 

Jakeb

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Jul 29, 2019
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I have to agree with a lot of what you said here, and ditching buildcraft may well be a good idea for minimalist mod packs like ShneekeyCraft. I realized recently that the only thing I use from actual buildcraft anymore is the quarry, and I can certainly live without that now that I have amazing tinkers and dartcraft tools for manual mining and laser drills for automated mining.
 

tehBlobLord

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Jul 29, 2019
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Definitely an interesting idea. I have to say that I've never actually used a quarry in FTB, and the only real issue I would have is being forced to learn a new item routing system; Buildcraft's was complicated but effective. Other than Redpower and Twilight Forest, Buildcraft has caused most of the lag issues I've seen and heard about (pipe loops, redstone engines pumping infinite cobblestone from a generator etc).

All in all, I think it could well be a wise decision, but it's hard to tell without playing the actual modpack. It seems that newer mods like TE and MFReloaded are set to take over from IC2 and BC, the old core of such modpacks.

Only time will tell, I suppose :)
 

Skyqula

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Jul 29, 2019
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However, I would ask you: What parts from actual Buildcraft are you actually using in your mid to late game builds?

Gates, being able to detect if a redstone energy cell is full to shut of engines, being able to detect of chests are full to shut down/start production, being able to detect of tanks are full to shut down/start production. Being able to set complex condition compared with being able to detect if things are full/empty is why i will keep BC :) Your case of "use it to pull things out" is realy the least interesting/important aspect about gates :\

Another minor thing is being able to use the conductive pipes as resistors. Ofcourse one can use a redstone energy cell but thats realy an expensive alternative. However i do believe kinglemming wanted to add resistor type conduits...
 

ShneekeyTheLost

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Dec 8, 2012
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Gates, being able to detect if a redstone energy cell is full to shut of engines,
TE engines with TE energy conduit already do this automatically. With Steam, you don't want to.
being able to detect of chests are full to shut down/start production,
Again, why bother? What would you want to shut down that simply doesn't draw energy when not being used?
being able to detect of tanks are full to shut down/start production.
Most things that produce liquid will stop producing if their internal buffer backs up, giving you an automatic shutdown
Being able to set complex condition compared with being able to detect if things are full/empty is why i will keep BC :) Your case of "use it to pull things out" is realy the least interesting/important aspect about gates :\
Perhaps, but none of the things you have mentioned yet are necessary either.

Another minor thing is being able to use the conductive pipes as resistors. Ofcourse one can use a redstone energy cell but thats realy an expensive alternative. However i do believe kinglemming wanted to add resistor type conduits...
Resistors and a lower tier conduit as well.
 

dgdas9

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Jul 29, 2019
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My question is: If you're dropping with BC, you're also dropping with TE. And I think you shouldn't drop with TE. So, either KingLemming, make TE it's own mod that HAPPENS to use BC energy, like forestry, or you drop with 2 amazing mods that everyone loves.
 

ShneekeyTheLost

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Dec 8, 2012
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My question is: If you're dropping with BC, you're also dropping with TE. And I think you shouldn't drop with TE. So, either KingLemming, make TE it's own mod that HAPPENS to use BC energy, like forestry, or you drop with 2 amazing mods that everyone loves.
I don't see anything in TE that is dependent on BC itself, now that it has the energy API
 

mushroom taco

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Jul 29, 2019
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My question is: If you're dropping with BC, you're also dropping with TE. And I think you shouldn't drop with TE. So, either KingLemming, make TE it's own mod that HAPPENS to use BC energy, like forestry, or you drop with 2 amazing mods that everyone loves.
But at this point thermal expansion IS its own mod that happens to use mj. It has its own engines, processing, transport (even for items in the future of king lemmings' hints are true), what else does it need to be independent? besides dropping mj of course.
 

dgdas9

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Jul 29, 2019
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I don't see anything in TE that is dependent on BC itself, now that it has the energy API

But at this point thermal expansion IS its own mod that happens to use mj. It has its own engines, processing, transport (even for items in the future of king lemmings' hints are true), what else does it need to be independent? besides dropping mj of course.

GREAT NEWS ^^^^

I'm sorry, I didn't know it.
 

Golrith

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Nov 11, 2012
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I agree with you too. I hardly use gates myself. Honestly don't see the need for an average player (resource cost to do anything with gates is insane, there's no mid-tier solution). Quarry can be easily replaced with the MFR mining laser, just feed it a lot of power.
Most used item for me is the Auto crafting table, but that's been rewritten/nerfed, but there are alternatives to that.
Everything has alternatives, just not the cheap 2 cobble and 1 glass for 8 bits of pipe.
 

Pokefenn

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Jul 29, 2019
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I must be really old fashioned....
I would never play without BC, i use pipes alot and gates nonstop.
I dont like AE......

Hipster alert (Trollface.jpg)

Anyways, interesting way to do it, but personally i would not use a pack without it.
 

tedyhere

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Jul 29, 2019
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Extra utility pipes and mfr belts work great, I believe Extra utilities now has a liquids pipe as well...I will have to look tho so don't quote me
 

gattsuru

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May 25, 2013
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Big things for me would be the void pipe, void waterproof pipe, and combustion engine. ME Condensors can approximate the former, but they're not terribly good at it from an automation viewpoint, and ME doesn't do liquids and isn't likely to start. Biogas engines can't run on ethanol/biofuel (and get lackluster energy density from biomass), the MFR equivalent is remarkably inefficient. Redstone Energy Cells provide /a/ mobile energy storage solution, but they're very expensive in return for their ease-of-use, and require a lot of TE-specific infrastructure. Magmatic Engines are the only remaining high-density liquid power source, but they're significantly less effective and prone to breakdown. Not sure if anyone /other/ than me uses portable tanks and combustion engines as a quick-set-up power source, though.

Less of an issue if you're including Mekanism.

There are a few situations where buildcraft pipes are the better option over ExtraUtilities or ME, but they're borderline cases (emit redstone and move items when tank empty, for example) that you might not really care about.
 

mushroom taco

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Jul 29, 2019
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Not sure if anyone /other/ than me uses portable tanks and combustion engines as a quick-set-up power source, though.
Wow, i never would have thought of that. That's brilliant.

And shneekey, i don't know if you include/will include assembly line in your pack, but that is a great alternative to buildcraft pipes, and fluid mechanics is a cool alternative to waterproof pipes/liquiducts.
 

egor66

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Jul 29, 2019
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The question of Api pipes can be solved for the most part with AE interface/fuzy bus but cloner would be hard to setup, that would take some head scratching to find a work around, I noticed there was no mention of CC & turtles as most of us know a small army of turtles is just as good as a BC quarry, you didnt mention dartcraft or soulshards is that a gimme there your not using ?, t5's are one of the biggest lag machine I know of, mostly local but can effect the tic rates.

& the TE portable tank have a huge value, even if its just to sort liquid ender & redstone, now with far more liquids there uses will be show off as early/mid game small storage.
 

RedBoss

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Jul 29, 2019
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I follow everything you're saying. For me the quarry is what I got into modded minecraft for. I'm honestly not interested in power systems and optimization. I want to build houses and bases and towers, etc. The quarry gives me a lot of materials for that. I also enjoy items whizzing by in pipes. :p

So this approach is definitely novel for the tech minded player seeking lean optimization. Just not for me ;) I wish you luck with it though. Seems very interesting.