Doing some research in the newest IC2_Exp build[138]

  • 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

khorozm

New Member
Jul 29, 2019
108
0
0
Can this thread turn back into a IC2 changes discussion thread but not a IC2 vs TE thread?
I want to ask where i can find more information about the new EU system. I have googled and stumpled on few threads about it, but they all say different things.
 
  • Like
Reactions: Flipz

Antice

New Member
Jul 29, 2019
729
0
0
Can this thread turn back into a IC2 changes discussion thread but not a IC2 vs TE thread?
I want to ask where i can find more information about the new EU system. I have googled and stumpled on few threads about it, but they all say different things.


The new system is not done yet, so the only option of getting to know anything outside of knowing the devs personally is through installing and fooling around with the experimental builds on github. even then, i suspect that we aren't even close to seeing how it is all going to turn out in the end tbh. it's all very temporary atm i think. they are not done implementing the new tiers of energy storage yet either, so we need to expect large changes to both E-net mechanics & blocks as well as crafting recipes.
 

RedBoss

New Member
Jul 29, 2019
3,300
0
0
it`s funny yet sad, when people compare IC2 to TE but they only have few things that can be compared.
Pulverizer/Powered furnace or macerator/electric furnace. Beyond those basic ore processing blocks the comparison ends. Why People harp on these two blocks when the mods are SO different is mired in the early days of GT changing recipes. The ire has bled over from there.

The 2 mods do different things. Two blocks having similar, not identical functions, does not make the mole hill that people invent. :confused:
 

PhilHibbs

Forum Addict
Trusted User
Jan 15, 2013
3,174
1,128
183
Birmingham, United Kingdom
I wasn't just thinking of the macerator/pulverizer. I meant the general nature of the mods. They are all about generating power, making machines to use the power, routing the power from one to the other, storing the power, and moving the power from the system into items. That's 5 points of similarity, 6 if you insist on including "ore doubling".

*Edit* OK I admit it, I was being a bit naughty in my last post, I knew that people would assume I was talking about ore doubling. Sorry. My point still stands though, I do find the mods to be thematically similar for all the reasons that I have now explained.
 

zorn

New Member
Jul 29, 2019
627
0
0
it`s funny yet sad, when people compare IC2 to TE but they only have few things that can be compared.


Well in my base, for processing and storage, i have an AE system (routing storage), ic2/gregtech machines (processing), and thermal expansion machines (processing). I have two sets of wiring, ic2 and TE conduits. I have two ways to store power, TE recs, and ic2 MFSu's, etc. When it comes to ore processing you either go bc/te, or ic2, or a bit of both (not sure with newer mods like TiC. Its not like people are comparing thaumcraft to ic2 or something. Most everything that i use frequently is either from TE, or ic2, and they are both pretty much mod pack staples, for most players.

Thats probably why people compare them.
 

Pokefenn

New Member
Jul 29, 2019
976
0
0
Factorization also allows you to multiply your ores.
And also you can multiply ores with thaumcraft.
Ic2 and TE do power transfer very differently.
Both code wise and game play wise.

Still, you cant compare Ic2 and TE LOGICALLY.
Everything has a few things the same.
Pick up 2 mods at random, you will more than likely find a few same design choices.
 
  • Like
Reactions: RedBoss

PhilHibbs

Forum Addict
Trusted User
Jan 15, 2013
3,174
1,128
183
Birmingham, United Kingdom
Factorization also allows you to multiply your ores.
And also you can multiply ores with thaumcraft.
Exactly. People don't compare IC2 and Factorization, or TE and Thaumcraft, so ore doubling is not the only point of comparison. Thematically, TC and FZ are very different from IC2 and from TE, whereas IC2 and TE are very similar.
Ic2 and TE do power transfer very differently.
Both code wise and game play wise.
That doesn't matter to a lot of people. This machine generates power, those pipes move the power, this block stores the power, this machine uses the power. There are differences in details, like the sidedness of EU storage, the inny-outy connections on conduits, EU has "voltage", but those are details. When comparing in terms of the steps needed to make a machine that's needed to make more machines, does it matter if one of them is a plate bender and the other is a magma crucible? If one is a compressor and the other is a liquid transposer? It's all machines for making other machines, and that's the main reason that people are comparing the mods in this thread (with occasional side-uses like making diamonds or melting glowstone).
 

Flipz

New Member
Jul 29, 2019
669
0
0
Can this thread turn back into a IC2 changes discussion thread but not a IC2 vs TE thread?
I want to ask where i can find more information about the new EU system. I have googled and stumpled on few threads about it, but they all say different things.

What a lovely sentiment. I approve. :)

(Not that Mod X vs Mod Y threads are bad per se, but they're definitely more work and less participation for me, if you know what I mean. ;) )
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
That doesn't matter to a lot of people. This machine generates power, those pipes move the power, this block stores the power, this machine uses the power. There are differences in details, like the sidedness of EU storage, the inny-outy connections on conduits, EU has "voltage", but those are details.
if you are to ignore that many details, which do matter gameplay-wise, it`s no wonder you find both mods very similar.
 
  • Like
Reactions: Pokefenn

PhilHibbs

Forum Addict
Trusted User
Jan 15, 2013
3,174
1,128
183
Birmingham, United Kingdom
OK, I think that's enough comparing why comparisons are or aren't comparable. All I mean to say is, some people find that there are similarities that are worth pointing out. And communication, in general, is something that should not be forbidden; saying "thou shalt not discuss X in this thread" (I exaggerate for comic effect) is seldom helpful. I apologise for prolonging the topic drift.
 

zorn

New Member
Jul 29, 2019
627
0
0
Well not comparing ic2 to any other mod, id just say I hope ic2 keeps the voltages, wrenches, explosions, plate benders and whatever. Ill happily watch stuff blow up because I forgot to move the fiber cable before putting down the electric furnace and putting voltage upgrades in it. More steps in procedures to build things means more automation, more choices, more thought. If ic2 became so basic as to have, say, just a macerator and an electric furnace, and went to all power being equal, no chance of explosions, it would be boring. Then it would be like... well another mod i play, i cant think of the name though. (boring is unfair, a mod like that would just become boring more quickly, because it would take less time to master)

Personally id like to see ic2 offer more machines, like a multiblock system for grinding ores that took a ton of power, but gave more benefits, and maybe even by-products that could then be recycled back into other things to be used for other stuff, like power generation, etc. This would push you to utilize those by products to make yourself more efficient. Maybe even a multiblock furnace, requiring more power. How cool would that be! Just to pluck a size out of the air, say... a 3 x 3 x 4 (call me silly, but doesnt that sound cool as hell?) furnace that took lots of power, ran slowly, forcing you to really push to get more power generation, or store a lot of power for when you run it. Maybe offer ore tripling, but require one of those by-products that you made earlier, to bring everything together. This could be done with the grinder too! Then add bigger storage blocks that are very expensive, so it takes me awhile to acquire them, and even a couple months into a world, I still have things to strive for. Maybe even make the mass fab take more power to run or someething, so i need a LOT of power to make it run well, and i dont end up making 50K UU matter per day, with no need to even mine anymore.

Then id like to make one HUGE mutliblock system or some sort, requiring a ton of rare resources that took me a long time to get, and have this huge machine do something really cool, maybe pushing me finally over the edge, after weeks of playtime, into what many other mods offer in days: creative style play. After all that work, it would be super satisfying.

Although then it would be like another mod i play, I cant think of the name though.
 

casilleroatr

New Member
Jul 29, 2019
1,360
0
0
Well not comparing ic2 to any other mod, id just say I hope ic2 keeps the voltages, wrenches, explosions, plate benders and whatever. Ill happily watch stuff blow up because I forgot to move the fiber cable before putting down the electric furnace and putting voltage upgrades in it. More steps in procedures to build things means more automation, more choices, more thought. If ic2 became so basic as to have, say, just a macerator and an electric furnace, and went to all power being equal, no chance of explosions, it would be boring. Then it would be like... well another mod i play, i cant think of the name though. (boring is unfair, a mod like that would just become boring more quickly, because it would take less time to master)

Personally id like to see ic2 offer more machines, like a multiblock system for grinding ores that took a ton of power, but gave more benefits, and maybe even by-products that could then be recycled back into other things to be used for other stuff, like power generation, etc. This would push you to utilize those by products to make yourself more efficient. Maybe even a multiblock furnace, requiring more power. How cool would that be! Just to pluck a size out of the air, say... a 3 x 3 x 4 (call me silly, but doesnt that sound cool as hell?) furnace that took lots of power, ran slowly, forcing you to really push to get more power generation, or store a lot of power for when you run it. Maybe offer ore tripling, but require one of those by-products that you made earlier, to bring everything together. This could be done with the grinder too! Then add bigger storage blocks that are very expensive, so it takes me awhile to acquire them, and even a couple months into a world, I still have things to strive for. Maybe even make the mass fab take more power to run or someething, so i need a LOT of power to make it run well, and i dont end up making 50K UU matter per day, with no need to even mine anymore.

Then id like to make one HUGE mutliblock system or some sort, requiring a ton of rare resources that took me a long time to get, and have this huge machine do something really cool, maybe pushing me finally over the edge, after weeks of playtime, into what many other mods offer in days: creative style play. After all that work, it would be super satisfying.

Although then it would be like another mod i play, I cant think of the name though.

Oh, I think you mean chococraft.

And in what you described, how many choices did you actually make. You said words like "push" and "forcing" a couple of times.
 

zorn

New Member
Jul 29, 2019
627
0
0
Oh, I think you mean chococraft.

And in what you described, how many choices did you actually make. You said words like "push" and "forcing" a couple of times.


Ok change them to 'give an incentive to' and 'reward'.

How many choices are made with something like factorization? You make the machines, you grind ores a few times, you get ingots. how is simpler or less tedious equal to more choices? Most of the choice involved comes from using multiple mods, doesn't it? look at MFR. If you want to harvest stuff, you basically create a planter and a harvester, and some pipes, every time you make one. You can choose to fertilize or not. Other than that, its basically teh same stuff every time. The choices come when you add other mods, IMO.
 

casilleroatr

New Member
Jul 29, 2019
1,360
0
0
Ok change them to 'give an incentive to' and 'reward'.

How many choices are made with something like factorization? You make the machines, you grind ores a few times, you get ingots. how is simpler or less tedious equal to more choices? Most of the choice involved comes from using multiple mods, doesn't it? look at MFR. If you want to harvest stuff, you basically create a planter and a harvester, and some pipes, every time you make one. You can choose to fertilize or not. Other than that, its basically teh same stuff every time. The choices come when you add other mods, IMO.

What? Creating choices by adding mods, such as adding buildcraft pipes to MFR machines.

P.S. I didn't use pipes as the primary reception for harvester produce on my last playthrough.