Do you think IC2 is dead?

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Do you think IC2 is dead?

  • Yes

    Votes: 35 28.5%
  • No

    Votes: 96 78.0%

  • Total voters
    123

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
Um. Actually, if you started talking like that, it means something.
A long ago IC2 was the only mod people started with. It was like Furnace -> Generator + Macerator + E-Furnace and so on every single game. Now it have changed. Most people start with RC engines + pulverizer/PFurnace. It is IC2 that was replaced by TE. I know, TE wasn't made to replace IC2, but with TE people have other options. It's just wrong that "IC2 can replace TE". TE is newer, and if people use TE that means that it is IC2 was replaced. If you saying that there's no single mod that can replace IC2, that's true. But why should it be a single mod?
Speaking about Miners - they are not a true replacement for Quarry. They have their advantages, but miner is maximum 9x9. Quarry is up to 64x64.
And IC2 don't have any item/liquid transport features, which is kinda... very good to have when you have IC2 installed.

Agreed, I miswrote in the earlier post, (not to make excuses) but I had just gotten home and was dehydrated, hungry (with hypoglycemia), and way overheated. What I meant is that IC2 can do most things that other, newer mods add. I have always wondered why IC2 doesn't have a liquid transport since most people end up using thermal power. TE and Buldcraft are both great mods, and I use them both. One thing that bugs me about TE though is the machines are slow and cannot be upgraded, which means waiting, which I do not like. Yes, cells, conduits, and liquiducts are fucking AWESOME, but sometimes I just get bored waiting for my hardened glass, or my gates.

IC2 will hopefully keep being updated to current Minecraft versions, and even if some people get sick of it, I will probably stick with it. I use Macerators as my early game processers until I get a GT Grinder. I don't understand the whole "let's make this for early game, and just throw it in a chest for the rest of the game" way of thinking. When I make a machine, I use that bastard until the game ends!
 

PonyKuu

New Member
Jul 29, 2019
813
0
0
I make the machine when I need it :3
You switch macerators -> GT grinder, I switch pulverizer -> GT grinder (If I don't have Mekanism). Not a big difference. And actually TE machines are faster than IC2 ones without upgrades. I don't feel like making tons of overclockers, since they are a pain to craft and they push the power requirements to higher values, so TE is superior for me. Not to mention a possibility to make compact automated factories. You find some ore, put it into hoppers and do your business while ore is grinded and smelted.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
I make the machine when I need it :3
You switch macerators -> GT grinder, I switch pulverizer -> GT grinder (If I don't have Mekanism). Not a big difference. And actually TE machines are faster than IC2 ones without upgrades. I don't feel like making tons of overclockers, since they are a pain to craft and they push the power requirements to higher values, so TE is superior for me. Not to mention a possibility to make compact automated factories. You find some ore, put it into hoppers and do your business while ore is grinded and smelted.

Advanced machines are super cheap, and super fast. They require the same amount of energy (I think) and a redstone signal. Let's not turn this into an IC2 vs. TE war, please. I've been in a few, it isn't fun for anyone. You like TE ore processors, I like them okay, but think IC2 is superior. Settled?
 

PonyKuu

New Member
Jul 29, 2019
813
0
0
I don't make a flamewar, too. I'm just saying that it's not IC2 replaces TE, it's TE processors replaces or not IC2 ones because they are a valuable option and not TE nor IC2 ones are clearly better than other one. And also, advanced machines are a different story. It's an addon to IC2, not IC2 itself. Yes, they should have been added by IC2 team itself, not by a different modder. And, yes, as I said, IC2 API is not dead :p
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
I don't make a flamewar, too. I'm just saying that it's not IC2 replaces TE, it's TE processors replaces or not IC2 ones because they are a valuable option and not TE nor IC2 ones are clearly better than other one. And also, advanced machines are a different story. It's an addon to IC2, not IC2 itself. Yes, they should have been added by IC2 team itself, not by a different modder. And, yes, as I said, IC2 API is not dead :p

Like I said, I miswrote my previous post.
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
a bit more fuel to TE vs ic2 flame.
i`ve compared basic ore processing of both and here are results:
IC2. machines: macerator and electric furnace 2 batboxes(1 per machine to exclude power loss via cable) and 2 generators(1 per batbox) with 1 piece of coal in each + means of automation.
Total ores processed - 4.
Total ingot yield - 8

TE. test 1. machines: pulverizer, powered furnace, 2 stirling engines(1 per machine) with 1 piece of coal in each.
Total ores processed - 4
Total ingot yield - 8

TE. test 2. same setup as above, but TE`s steam engines were used, with one piece of coal in each.
Total ores processed - 11
Total ingots yield - 22 + 1 byproduct ingot.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
a bit more fuel to TE vs ic2 flame.
i`ve compared basic ore processing of both and here are results:
IC2. machines: macerator and electric furnace 2 batboxes(1 per machine to exclude power loss via cable) and 2 generators(1 per batbox) with 1 piece of coal in each + means of automation.
Total ores processed - 4.
Total ingot yield - 8

TE. test 1. machines: pulverizer, powered furnace, 2 stirling engines(1 per machine) with 1 piece of coal in each.
Total ores processed - 4
Total ingot yield - 8

TE. test 2. same setup as above, but TE`s steam engines were used, with one piece of coal in each.
Total ores processed - 11
Total ingots yield - 22 + 1 byproduct ingot.

This may be true, but I don't use Generators for very long, I usually end up making some super mega awesome energy source for IC2, also what about speed?
 

PonyKuu

New Member
Jul 29, 2019
813
0
0
One page in, is it dead yet?
Not yet. Poppy, take some explosives in my chest and help us to kill it.
a bit more fuel to TE vs ic2 flame.
i`ve compared basic ore processing of both and here are results:
IC2. machines: macerator and electric furnace 2 batboxes(1 per machine to exclude power loss via cable) and 2 generators(1 per batbox) with 1 piece of coal in each + means of automation.
Total ores processed - 4.
Total ingot yield - 8

TE. test 1. machines: pulverizer, powered furnace, 2 stirling engines(1 per machine) with 1 piece of coal in each.
Total ores processed - 4
Total ingot yield - 8

TE. test 2. same setup as above, but TE`s steam engines were used, with one piece of coal in each.
Total ores processed - 11
Total ingots yield - 22 + 1 byproduct ingot.
If you want efficiency - use RC engines. But yeah, BC power is different.
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
This may be true, but I don't use Generators for very long, I usually end up making some super mega awesome energy source for IC2, also what about speed?
i was comparing efficiency. since coal is a basic fuel that IC2 and TE use, it was a good subject to test on.
shwn it comes to speed i`d sa they are about on par. obviously later on, when efficiency doesnt matter, IC2 advanced machines and ovecrlockers are in play, IC2 wins out in speed with no doubts. but since TE doesnt have 2nd tier of ore precessing(would be nice to have though) its like comparing lemons to meat.[DOUBLEPOST=1370501146][/DOUBLEPOST]
go away. this is between IC2 and TE :p
 

PonyKuu

New Member
Jul 29, 2019
813
0
0
i was comparing efficiency. since coal is a basic fuel that IC2 and TE use, it was a good subject to test on.
shwn it comes to speed i`d sa they are about on par. obviously later on, when efficiency doesnt matter, IC2 advanced machines and ovecrlockers are in play, IC2 wins out in speed with no doubts. but since TE doesnt have 2nd tier of ore precessing(would be nice to have though) its like comparing lemons to meat.
Combustible lemons that'll burn your house down!
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
i was comparing efficiency. since coal is a basic fuel that IC2 and TE use, it was a good subject to test on.
shwn it comes to speed i`d sa they are about on par. obviously later on, when efficiency doesnt matter, IC2 advanced machines and ovecrlockers are in play, IC2 wins out in speed with no doubts. but since TE doesnt have 2nd tier of ore precessing(would be nice to have though) its like comparing lemons to meat.

Agreed. It would be awesome to have either TE upgrades, or multiple tiers for TE machines (Oh King Lemming, where aaaare yoooou?) I probably still wouldn't use Pulverizers and Powered Furnaces, but hey, this in things like Liquid Transposers, and other TE machines would be awesome!
 

PonyKuu

New Member
Jul 29, 2019
813
0
0
go away. this is between IC2 and TE :p
That's a bit stupid. TE doesn't seem to rely on its engines. Nowadays, mod doesn't have to be huge and completely self-sufficient to be good. Some mods produce power, some give machines, some add transport and so on. For example I don't see any need for Factorization or RedPower power networks in addition to existing ones, since those small networks are not very useful outside of their mod, and actually it's a bit annoying. And that's the reason why IC2 power is not dead.
We have 3 major power systems - IC2, BC and UE. So, a new modder instead of reinventing the wheel, can just implement one of those APIs and thus have a power network that's supported by lots of mods and integrates with them well.
 

PeggleFrank

New Member
Jul 29, 2019
928
0
0
It's like a house, IC2.
There was a lot of awesome stuff put into it (more than any other mod out there, except maybe RP2), and it's amazing, but the house is finished. You don't keep on building a house when it's finished. You put stuff in it. What eloraam did is she kept on expanding her mod without letting anyone take over, and now it's too much for her to update and she's completely bogged down with all the stuff she needs to update. IC2 stopped at one point, figured it already had an energy system (one of the first to have one), a brewing system, a crop growing system (early bees), and vanilla-like ores (bronze, it should be included in the vanilla game. It fits perfectly), so it stopped and other people took over expanding the massive project that is IC2.

So no. IC2 shouldn't be updated. It's not dead per say, but rather finished, and there's tons of opportunities to expand upon it.

If they update it, it'll become a massive mod and they'll put out too much work for themselves to do later when they need to update it and fix compatibility.

I suspect the addons to IC2 won't ever become stand alone, simply because they would need to implement their own EU system and it would just be pointless when there's a huge structure to build upon.
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
That's a bit stupid. TE doesn't seem to rely on its engines. Nowadays, mod doesn't have to be huge and completely self-sufficient to be good. Some mods produce power, some give machines, some add transport and so on. For example I don't see any need for Factorization or RedPower power networks in addition to existing ones, since those small networks are not very useful outside of their mod, and actually it's a bit annoying. And that's the reason why IC2 power is not dead.
We have 3 major power systems - IC2, BC and UE. So, a new modder instead of reinventing the wheel, can just implement one of those APIs and thus have a power network that's supported by lots of mods and integrates with them well.
well, redpower has its MJ production, and thus can be used to power everything in FTB via power converters, while efficiency as a big question.
factorization has a good concept for solars, so at least its power has a good design unlike *cough* ic2 *cough*.
as long as there is a way to convert power from one mod to another, i dont see major issue with new wheels. but i`d like to live in a world with one power system. and i hope its not gonna be EU...
 

KirinDave

New Member
Jul 29, 2019
3,086
0
0
Advanced machines are super cheap, and super fast. They require the same amount of energy (I think) and a redstone signal. Let's not turn this into an IC2 vs. TE war, please. I've been in a few, it isn't fun for anyone. You like TE ore processors, I like them okay, but think IC2 is superior. Settled?


AdvancedMachines is rendered almost entirely pointless by new GT machines.
 
  • Like
Reactions: ApSciLiara

PonyKuu

New Member
Jul 29, 2019
813
0
0
well, redpower has its MJ production, and thus can be used to power everything in FTB via power converters, while efficiency as a big question.
factorization has a good concept for solars, so at least its power has a good design unlike *cough* ic2 *cough*.
as long as there is a way to convert power from one mod to another, i dont see major issue with new wheels. but i`d like to live in a world with one power system. and i hope its not gonna be EU...
Umm. If RP and F just had their good concepts produce more commonly used power like RC/AE/MFR does, that would be better. imagine that we need to build a separate network for
- IC2
- BC
- RC
- RP2
- Factorization
- MFR
- AE
- etc.
That would be a disaster. Power converters solve the problem partially, but honestly it is an extra thingy that I probably don't want.
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
Umm. If RP and F just had their good concepts produce more commonly used power like RC/AE/MFR does, that would be better. imagine that we need to build a separate network for
- IC2
- BC
- RC
- RP2
- Factorization
- MFR
- AE
- etc.
That would be a disaster.
that would be quite a mess. its not like this is something that would put me off, but i see why its quite bad in general.

anyway. lets go back on topic of killing IC2.
 

Bibble

New Member
Jul 29, 2019
1,089
0
0
Right, as far as I know (I could be wildly off here), but the main reason for all of these threads is that Albaka is currently absent, and he was the main creative lead, and also held the permissions for the release forums, which is why the releases since 1.3.2 (probably) have been extended betas, rather than full releases.

The API for IC2 is public, but the base code is not. Also, I would suspect that IC2 is not "done", there are probably quite a few things that they want to add/tweak, but with Al away, it becomes difficult to do.

To be honest, I'm going to throw this one on the RP2 pile. It's a good mod, well made, popular, and heavily relied upon. If it continues to be updated, I will continue to use it (unless it is truly surpassed by something else). If it isn't, then I'll stop using it, out of necessity.

The question here is either "Is it going to be in future packs?" which is likely to be a yes, provided that it's updated and doesn't break too many things, or "Do you still use it?" which is such a wildly subjective question that it's fun to argue, but you'll never get a solid answer.