Doing some research in the newest IC2_Exp build[138]

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ICountFrom0

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Assume you've got the depleted cell.

Now, you said 4 fully loaded (20 units) to power the thermal centrifuge? It's not just one tick though, that's a VERY slow function.

Just how long is the buyback time, one rtg for 1 eu/t against the total cost of the themal centrifuging of enough plutonium to make one unit of fuel?

You say, a few watts, enough for a few lightbulbs.

I'm thinking that minecraft's most expensive lightbulb is now a single pellet RTG lighting up a luminator.
 

Antice

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Assume you've got the depleted cell.

Now, you said 4 fully loaded (20 units) to power the thermal centrifuge? It's not just one tick though, that's a VERY slow function.

Just how long is the buyback time, one rtg for 1 eu/t against the total cost of the themal centrifuging of enough plutonium to make one unit of fuel?

You say, a few watts, enough for a few lightbulbs.

I'm thinking that minecraft's most expensive lightbulb is now a single pellet RTG lighting up a luminator.

yeah. that probably is the most expensive lightbulb in minecraft.
especially considering that a dirt cheap piece of rubber/coal/charcoal on a stick gives four eternal light sources that never burn out and that can light up an entire room if it is not too large.
 

Hoho

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I don't think so. Doesn't sound like something I would say, although it's true that I've been using TiC tools a lot recently, and save the laser for vertical sahfts.
Sorry, it was said by a different user and I messed up. What was said was "I like the mining laser it is pretty cool. But maybe it is time it got buffed a bit because for what it does it cost an awful lot of material and energy."

Why not instead balance the other tools to be in-line with the laser instead? I mean the other tools are WAY easier to get than the laser and don't cost much/anything to keep using them. Not to mention you can enchant them for even more OP-ness.

Yes, I understand that each mod basically has their own speed of progression and tech tree and it's unreasonable to ask for all the modders to work together to achieve balance. What I've been saying is some modders are making their stuff cheaper and cheaper (or more and more powerful with little to no extra effort needed) in order to gain more users. That's the kind of thing that can only deliver bad results down the line.
 

casilleroatr

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Perhaps so but didn't you just say "I don't use IC2 tools as others are far more powerful"?

Sorry, it was said by a different user and I messed up. What was said was "I like the mining laser it is pretty cool. But maybe it is time it got buffed a bit because for what it does it cost an awful lot of material and energy."

Why not instead balance the other tools to be in-line with the laser instead? I mean the other tools are WAY easier to get than the laser and don't cost much/anything to keep using them. Not to mention you can enchant them for even more OP-ness.


I think you are referring to something I said. I can't be sure though as you are quoting something that I don't believe anyone has said on this forum. Just as a reminder, all I did was compare blocks broken per action with three comparable area of effect tools in Unleashed. Then I suggested that it might be reasonable to give the laser a buff, because the meta has shifted. I hope I haven't disturbed you.
 

Antice

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Sorry, it was said by a different user and I messed up. What was said was "I like the mining laser it is pretty cool. But maybe it is time it got buffed a bit because for what it does it cost an awful lot of material and energy."

Why not instead balance the other tools to be in-line with the laser instead? I mean the other tools are WAY easier to get than the laser and don't cost much/anything to keep using them. Not to mention you can enchant them for even more OP-ness.

Yes, I understand that each mod basically has their own speed of progression and tech tree and it's unreasonable to ask for all the modders to work together to achieve balance. What I've been saying is some modders are making their stuff cheaper and cheaper (or more and more powerful with little to no extra effort needed) in order to gain more users. That's the kind of thing that can only deliver bad results down the line.


yeah. it is kind of an issue that some newer mods tend to make their stuff too powerful and too cheaply compared to the older mods. I really would wish for more config options to allow mod pack developers to rebalance the mods better to ensure a more level playing field at least within the modpacks. still tho. i would not skip the IC2 laser just yet. it might be expensive, but it is a great tool for landscaping in some randomish features trough the use of explosive mode for instance.
 

Hoho

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I think you are referring to something I said. I can't be sure though as you are quoting something that I don't believe anyone has said on this forum.
the quote I had in, well, quotes was made here: http://forum.feed-the-beast.com/thr...st-ic2_exp-build-138.30815/page-9#post-431319 and indeed it was by you :)
Just as a reminder, all I did was compare blocks broken per action with three comparable area of effect tools in Unleashed. Then I suggested that it might be reasonable to give the laser a buff, because the meta has shifted. I hope I haven't disturbed you.
Only thing that "disturbed" me about what you said was that you never mentioned nerfing others in some way as an option to balance things. The fact that there are two more powerful tools vs a single less-powerful one doesn't necessarily mean that the one is too weak. It can easily be that others are too strong.

When only way to achieve balance is buffing things we'll end up with easydiamonds-like mods.
 

casilleroatr

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the quote I had in, well, quotes was made here: http://forum.feed-the-beast.com/thr...st-ic2_exp-build-138.30815/page-9#post-431319 and indeed it was by you :)
Only thing that "disturbed" me about what you said was that you never mentioned nerfing others in some way as an option to balance things. The fact that there are two more powerful tools vs a single less-powerful one doesn't necessarily mean that the one is too weak. It can easily be that others are too strong.

When only way to achieve balance is buffing things we'll end up with easydiamonds-like mods.

Well, I hope this town is big enough for the both of our play styles. :)
 

Hoho

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Well, I hope this town is big enough for the both of our play styles. :)
So far it sort-of kind-of is :)
It would be significantly better if modders would bother to add basic config options for their stuff. Power use and alternative recipes would be the most basic way. Adding things like BC with single-use and limited-depth quarries is even better.

I personally play SSP exclusively so having self-imposed rules isn't too hard (e.g only use coke oven for charcoal) but I have chosen to not use some mods that aren't configurable enough to suite my taste. I'm sure I'm missing out on some pretty nifty things because of that but if I can't make the other mod to roughly align with core tech tree of everything else it won't really work for me.
 
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MigukNamja

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So the value of energy is based on the MassFab, the one machine you only use when you already got everything else and have too much power? Unless everything else also got a lot more expensive in terms of energy, 2-4 of these things can power a workshop quit handily.

Anyways, I think the issue is that techmods seem to have nowhere else to go currently. They seem to be too focused on blocks with a gui, where you pipe stuff in and pipe stuff out. Magic Mods like Thaumcraft seem to have the more interesting systems for generation currently.


I mostly agree. A power ladder without a meaningful destination to climb to is pointless. Note that Railcraft 36HP boilers fed by any number of infinite or near-infinite (ex: MystCraft Oil ages) are *not* seen as a means to a pointless end because of MJ power-hungry 'end game' machines from ExtraBees and MFR. The *functional* difference between:

A) Renewable fuel or some sort getting processied and feeding lots of 36HP boilers driving MFR laser drills
B) Solar Panels driving a Mass Fab

..is minor. Once either system is setup, they require virtually no further input or maintenance and produce "free" stuff.

The actual gameplay difference, however, is quite large. Path A requires far more real estate, setup, and machines, and feels like more of an accomplishment, IMHO. Option B, however, while requiring quite a bit of work to eventually produce said machines, ends up with just 2 boring-looking blocks. Also, the output from B is not 'real'. It's virtual matter that you magically form into matter. Yet, IC2 is not a "magic" mod and while MFR drills are somewhat cheesy, they at least look cool, have a laser drilling to bedrock, and produce actual ore. I also like the pink slime mechanic - some good , in-game humor/irony there ;-)

Also, I do like the animation of the 36HP boilers and the accomplanying steam engines far better than boring-looking and silent solar panels.

I've done both and for good reasons, I'm not as bored with option (A) end-game as I have been with option (B). Both are shades of Creative Mode, but B feels moreso.

In summary, the IC2 'ultimate' machines are the epitome of anti-climactical.
 

Siro

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I mostly agree. A power ladder without a meaningful destination to climb to is pointless. Note that Railcraft 36HP boilers fed by any number of infinite or near-infinite (ex: MystCraft Oil ages) are *not* seen as a means to a pointless end because of MJ power-hungry 'end game' machines from ExtraBees and MFR. The *functional* difference between:

A) Renewable fuel or some sort getting processied and feeding lots of 36HP boilers driving MFR laser drills
B) Solar Panels driving a Mass Fab

..is minor. Once either system is setup, they require virtually no further input or maintenance and produce "free" stuff.

The actual gameplay difference, however, is quite large. Path A requires far more real estate, setup, and machines, and feels like more of an accomplishment, IMHO. Option B, however, while requiring quite a bit of work to eventually produce said machines, ends up with just 2 boring-looking blocks. Also, the output from B is not 'real'. It's virtual matter that you magically form into matter. Yet, IC2 is not a "magic" mod and while MFR drills are somewhat cheesy, they at least look cool, have a laser drilling to bedrock, and produce actual ore. I also like the pink slime mechanic - some good , in-game humor/irony there ;-)

Also, I do like the animation of the 36HP boilers and the accomplanying steam engines far better than boring-looking and silent solar panels.

I've done both and for good reasons, I'm not as bored with option (A) end-game as I have been with option (B). Both are shades of Creative Mode, but B feels moreso.

In summary, the IC2 'ultimate' machines are the epitome of anti-climactical.

It's not really an either/or situation given that MFR can be run on eu or mj or ue. I'd love to see more things to use endgame-ish power production on.
 
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MigukNamja

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It's not really an either/or situation given that MFR can be run on eu or mj or ue. I'd love to see more things to use endgame-ish power production on.


Good point, yes, and you made the point I meant to make before I got off on a tangent.
 

Tabu

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Do you have to rebuild your power system every time you log on with this build?
 

eric167

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can anyone link me to a better laid out changelog of all this? when is this expected to be out?
Direwolf20s videos are helping, but theres still a fair bit im missing.
 

Flipz

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Where does that idea come from? I've never had that, and I've not seen it happen on FC2.

I think the idea is that if you leave the system unattended overnight, it could explode due to whatever issues (chunkloading or lack thereof, a snag in the system messing up supply, etc.).
 
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MigukNamja

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The GT Steam Turbine is an excellent example. No matter what precautions you take, there is a small chance it could catastrophically fail and violently explode, taking whatever nearby with it. Lovely.
 

Democretes

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IC2 needs to take a step towards TE, just not so close they're in a relationship. In IC2, if you choose the wrong voltage, machines go boom, wires go zap, players get ticked. In TE, if you opt out of wires, you're engine needs a wack with a wrench in order to make it work again for a short amount of time. If IC2 were to change that explosion to say, you're machines make crazy noises and stop functioning, items spew everywhere from the machine, or even if the wires sizzled for a bit, then broke, it'd be a lot nicer. You wouln't lose progress and resources you've made, but your machines couldn't run on a voltage that wasn't compatible. It's a fucntionality that annoys everyone and is down right silly to implement in such a game like Minecraft.

As for RTG, it's an incentive to actually use reactors. A little free energy here and there for synthesizing decent amounts of used uranium, that's balanced. It's not cheap, it doesn't give out too much energy, and infrastructure is required in order to achieve. I find it far better than solars as far as balance go since solars can be cheaply made from day one with simply a macerator/generator combo.