i still use buildcraft as my main transport/sorting mod. i also use IE as my browser.
Pfft.
Water, Hoppers, and Hopper Ducts FTW!
i still use buildcraft as my main transport/sorting mod. i also use IE as my browser.
yep, i do use hoppers quite often as wellPfft.
Water, Hoppers, and Hopper Ducts FTW!
I don't like the meteors. They're ugly. They fuck up nice biomes. I would rather trade with a villager if plates must be a gated mechanic.
I don't like how it took a sci-fi turn. I was perfectly fine with Controllers and everything else looking like regular computer parts.
In the end, though, those things matter little to me because the only thing I'll do with AE is make one drive, one interface, and ten storage cells. I'll take all of that and then stick it at the end of my Logistics Pipes system.
My question is "why?"
Why does it have to be more time intensive? What does it add to the enjoyment of the mod?
I would strike you down in righteous wrath, but you have inflicted more punishment upon yourself than I could ever hope to deliver. Death, at this point, would be a mercy.i still use buildcraft as my main transport/sorting mod. i also use IE as my browser.
A majority? You realize us FTB forum goers and redditors are a minority right? Everybody else is too busy playing to care. The "majority" you speak of are the majority of the vocal players.My question is "why?"
Why does it have to be more time intensive? What does it add to the enjoyment of the mod?
While some may enjoy the "time sink" of some mods (looking at you here Gregtech LOL) a lot (as the backlash that still persists today demonstrates) of people don't like added tedium/steps just for the sake of added tedium/steps.
I stopped playing EQ and WoW because I realized the total time sink a lot of the things I wanted were, and decided I didn't want to do that anymore. This is why, while I respect Gregtech's creator, I avoid doing anything that involves IC2 and the Gregtech mods at all costs.
Apart from this, I think it will be interesting learning all the fun stuff you will be able to do in 1.7x AE... I just don't look forward to the forced time sink.
Might I direct your attention to HQM? This backlash you're talking about is very choosy with which they lash at.While some may enjoy the "time sink" of some mods (looking at you here Gregtech LOL) a lot (as the backlash that still persists today demonstrates) of people don't like added tedium/steps just for the sake of added tedium/steps.
With the help of EnderIO I managed to automate them using one Channel.the other problem with presses is that it's hard to automate; you need 4 presses for the plate recipes and 2 channels per press, then you need another press and 4 more channels to do the last step
I mean you can put it in a subnet but then that is a subnet for each type
It's simple, really:the other problem with presses is that it's hard to automate; you need 4 presses for the plate recipes and 2 channels per press, then you need another press and 4 more channels to do the last step
I mean you can put it in a subnet but then that is a subnet for each type
Maybe single, huge, sprawling AE's are a thing of the past?My personal biggest problem with AE2 is that by the time I can actually make that sprawling autocrafting-everyting AE2 system, I have run out of things to do in this particular world and it's time to move on.
For the processor crafting, you can get away with using only 1 channel. I set up an interface firing into a chest, pulled everything out using item conduits, and filtered the outputs so everything went into the right place. Required a bit more space behind the wall, but that's what underground bases are forIt's simple, really:
You set up four plate recipes in four separate presses. Each one hooked up to an ME Interface. Total channels: 4
Output happens automatically via Transfer Node. Total channels: 0 (they loop back to one of the interfaces).
Now set up a single press with an import bus for redstone and silicon chipset, plus one interface with three recipes for deciding which proc you want. Total channels: 3.
Output is likewise automated with ExUtil. Total channels: 0.
One crafting CPU block: 1 channel
Total channels: 8
One ad-hoc sub-network: complete.
It's first one, 3rd to seventh add 4 sides per block. So, maximum number of channels in one network is (7*4+2)*32 = 960.32 channels a side = 192 channels