The new ic2 is going towards gregtech... And i HATE gregtech, so thermal expansion here i come
GregTech is also well-known for extreme chain-crafts. 'Cept GT also adds some shortcuts so it's moot in some cases.The new IC2 is getting into more craft-chains, not going gregtechy.
GregTech is also well-known for extreme chain-crafts. 'Cept GT also adds some shortcuts so it's moot in some cases.
Honestly, IC2 Exp. is like GT in 1.4.7, but without the cool machines, unique concepts and high level of power. You basically end up with a crappy and generic tech mod that's statistically the worst option out of basically everything (hell, even pure TC4 is better). It's like Railcraft was in 1.2.5: the only reason to use it is because you're purposely trying to inhibit yourself.
It's like Railcraft was in 1.2.5: the only reason to use it is because you're purposely trying to inhibit yourself.
It's still somewhat useful alongside an AE system, as you can upgrade the machines' processing speed and thus speed up AE's auto-crafting. It's actually the only thing I still use IC2 for - and I predict I'll be ditching it completely once TE introduces machine upgrades.
If you have infinite charcoal and minium shards EE3 has it beat by about a billion miles.
Yea I've had trouble with the newer versions of EE(Or he simply changed what the mod does and I'm a dunce). I can get it to load in the items and all, no conflicts, etc. The problem is; they're absolutely useless. Neither stone does anything.Aye, except EE3 doesn't work for me. It's always the same story: either the game doesn't recognize the .jar or it fails to add any of its contents. No matter what I do, no Minium Stone for me.
Yea I've had trouble with the newer versions of EE(Or he simply changed what the mod does and I'm a dunce). I can get it to load in the items and all, no conflicts, etc. The problem is; they're absolutely useless. Neither stone does anything.
A maxed Mekanism furnace-type factory is actually 3.5x faster than IC2 when it comes to mass crafting, as is the DC Force Furnace with a speed core. I really do hate to say it's the worst option for everything, but.....it is.It's still somewhat useful alongside an AE system, as you can upgrade the machines' processing speed and thus speed up AE's auto-crafting. It's actually the only thing I still use IC2 for - and I predict I'll be ditching it completely once TE introduces machine upgrades.
A maxed Mekanism furnace-type factory is actually 3.5x faster than IC2 when it comes to mass crafting, as is the DC Force Furnace with a speed core. I really do hate to say it's the worst option for everything, but.....it is.
I can think of a few ways to power them...I think it's really sad that this is the feedback the IC2 project gets after FINALLY producing new content and working hard to address a lot of the longstanding issues. Let's look at a few:
IC2 always had very deep crafting trees. It has been assuming you do some automatic crafting since the olden 1.4 days.[DOUBLEPOST=1386634693][/DOUBLEPOST]
- The power system: largely fixed. The new power system is simpler and more predictable. It makes transformer use more consistent and EU usage more intuitive. It also tends to cause bigger explosions when you do mess up.
- Nuclear power: highly motivated. Not only is it a bit easier to deal with now (and has a lot of depth) but it produces fuel that gives infinite power. It's actually much easier to make a lot of infinite power.
- Refined Iron is obnoxious to cook: fixed. Now you can pay extra power/time to prep iron for use in machines, or just pay a material tax. Automatic crafting systems interact well with this.
- Ore processing: now has substantial depth and tradeoffs. You can do a lot with it and it opens up nice crossmod integration points.
Be aware that Mekanism's power requirements are starting to go up substantially. This lame "I spam windmills whee" world will not persist for much longer. And I'm told the use of oxygen for tripling will also go away soon, and require Yet Another Power Sink.
In general, Mekanism's tradeoff is becoming, "Cool but can you power me?"
1. Power system is about the exact opposite of largely fixed. Transporting and producing large amount of power is next to broken atm, and the system is extremely frustrating in how strictly it deals with mistakes. At least before it was pretty easy to deal with power level issues, now it's a nightmare.I think it's really sad that this is the feedback the IC2 project gets after FINALLY producing new content and working hard to address a lot of the longstanding issues. Let's look at a few:
- The power system: largely fixed. The new power system is simpler and more predictable. It makes transformer use more consistent and EU usage more intuitive. It also tends to cause bigger explosions when you do mess up.
- Nuclear power: highly motivated. Not only is it a bit easier to deal with now (and has a lot of depth) but it produces fuel that gives infinite power. It's actually much easier to make a lot of infinite power.
- Refined Iron is obnoxious to cook: fixed. Now you can pay extra power/time to prep iron for use in machines, or just pay a material tax. Automatic crafting systems interact well with this.
- Ore processing: now has substantial depth and tradeoffs. You can do a lot with it and it opens up nice crossmod integration points.
I think it's really sad that this is the feedback the IC2 project gets after FINALLY producing new content and working hard to address a lot of the longstanding issues.
1. Power system is about the exact opposite of largely fixed. Transporting and producing large amount of power is next to broken atm, and the system is extremely frustrating in how strictly it deals with mistakes. At least before it was pretty easy to deal with power level issues, now it's a nightmare.
3. LOLWUT? Refined Iron wasn't a pain to cook because it's a furnace recipe and that means Induction Furnace, but this new system requires you to either waste mats and waste time or make a stereotypical slow IC2 machine that has no use outside of these crafting steps.
4. True, but it is still statistically bad compared to most, if not all, of the alternative mods that would fill IC2's role.
On Mek, the power requirements won't stop people as methods of mass producing energy are becoming increasingly widespread. Specifically we now have Big Reactors out in 1.6 and boilers, despite the many nerfs, are getting improved indirectly by the addition of Steam Dynamos and the fact that Metallurgy/Mekanism are becoming increasingly widespread in 1.6.
I do agree it makes more sense. Actually, it's very similar to the system that BC and TE use. The difference? IC2 blows up when you break these rules and its power limits are idiotically low. Decent idea, but removes uniqueness and has bad implementation.See, I agree that the new system makes sense. I always thought it was strange that two 32EU dwarves would walk side by side in a 32 cable.
Now, they can't, so as long as you know this new fact going in, you won't pile more than 3 generators on one batbox, and you won't have problems.
im thinking about downgrading ic2 when 1.6 packs come out. what do u think?I do agree it makes more sense. Actually, it's very similar to the system that BC and TE use. The difference? IC2 blows up when you break these rules and its power limits are idiotically low. Decent idea, but removes uniqueness and has bad implementation.