Powercraft: What do you think of it?

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How do you like Powercraft? (Only answer once you have checked it out!


  • Total voters
    18

DoctorOr

New Member
Jul 29, 2019
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But the point is the wiki should have been there ages ago. Nothing wrong with what you're doing, you're actually helping this mod that could very well die. *still doesn't know worldgen*

Mods are not mythological entites that require the worship or mortals to survive. They live until the author kills them, even if nobody else uses them.

Since Powercraft has existed longer than most mods in FTB, I'd say being worried your lack of worship will kill it is unfounded.
 

jumpfight5

New Member
Jul 29, 2019
1,750
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Mods are not mythological entites that require the worship or mortals to survive. They live until the author kills them, even if nobody else uses them.

Since Powercraft has existed longer than most mods in FTB, I'd say being worried your lack of worship will kill it is unfounded.
*return to oblivion where it has rested for years
 

slay_mithos

New Member
Jul 29, 2019
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Might I suggest that you use categories?
Like putting all the pages from http://powercraft-mod.wikia.com/wiki/Core into a category called "Core".

It might sound stupid, but it will automatically add a link to the category at the bottom of each page that uses it, so that we can go back to a list from the item page, without having to necessarily hit "back", or go back to the main page.

But anyway, that's great to know that this wiki will eventually contain the info we need, thanks for your time in putting it all together.
 

KirinDave

New Member
Jul 29, 2019
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The wiki is coming together. I have descriptions on most of the blocks in the core module, and here is the link to the wiki.
http://powercraft-mod.wikia.com/wiki/Powercraft_Mod_Wiki

You are doing wonderful work.

I'm in a big product push at work but I've resolved to do a quick video on the logic stuff so people can see what that's like. I have it functioning in my new project modpack and confirmed it works. I'll probably have time to put it together later tonight, then I'll send it over to you for inclusion.
 

jumpfight5

New Member
Jul 29, 2019
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Aww, now I'm gonna have to hold off on loading new chunks, because if you guys make this mod look good (and it doesn't lag me), I think I just might add it!
 

jumpfight5

New Member
Jul 29, 2019
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You are doing wonderful work.

I'm in a big product push at work but I've resolved to do a quick video on the logic stuff so people can see what that's like. I have it functioning in my new project modpack and confirmed it works. I'll probably have time to put it together later tonight, then I'll send it over to you for inclusion.
Actually, do you think you could do something more along the lines of "getting started", and maybe put it in text and video format? I tend to stay away from watching videos, and others may as well. I assume the logic works somewhat similarly to RP2's logic?
 

whizzball1

New Member
Jul 29, 2019
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Pretty sure. I love redstone, and Redpower's Logic is the #1 reason why RP is my favorite mod. I haven't tried out Logic in POwercraft yet because I am only on Module Checkpoint, the second module. Logic is the 7th. Light comes before Logic, and it is very comprehensive, so Logic will take a long while for me to get to, which is why I think that Kirin would be a great help for my wiki!
 

KirinDave

New Member
Jul 29, 2019
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Actually, do you think you could do something more along the lines of "getting started", and maybe put it in text and video format? I tend to stay away from watching videos, and others may as well. I assume the logic works somewhat similarly to RP2's logic?

Powercraft logic doesn't really need a lot of textual explanation. It works almost exactly the same as RP2's logic with a different crafting scheme. But if I can find the time after wasting it writing epic screeds in defense of modmaker freedom I will. But for now: to coding I must go. I have... *sigh* effing HTML templates to integrate into an onboarding server. The most boring task ever.
 

tehBlobLord

New Member
Jul 29, 2019
547
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Ok, that's it...

You guys make it seems like you want to advertise the mod, but when we ask for information, you just say "go find it yourselves"?

At least whizzball1 is trying to fill the gap of the missing information, while the other two are trying to shut down any inquiries about what the mod actually does.

Well, sorry, I don't have enough time on my hand to search for information on any single mod that is stated in here and other forums, so excuse me for only selecting mods that actually states what they do.

This is only a bad publicity for the mod, and if I understand correctly, the mod is good enough for us to really enjoy it, but these three pages didn't give me any single reason to download the mod, fiddle with the config for the IDs, and try it out.
On the other hand, if your aim was to completely discredit the mod, then great job, you succeeded in that by responding defensively rather than explaining where we were wrong and what we could have if we took the time to install it.

I'm pretty sure that Slay_Mithos has summed up everything I wanted to say very nicely, but there are a few more personal attacks that I would like to respond to. My answers are in bold...

Go look.
Either you're advertising the mod or you aren't. If you ARE, then it's not up to me to find the information; that's like if Direwolf20's mod reviews were a link to the FTB wiki. Insulting, useless, and stupid. If you aren't, then why are you getting so aggressive about my not caring much about the mod?

1. It predates Rei's Minimap.
2. I am not your research department. When you're wrong, it's not my responsibility to walk you down a garden path. I do not care if you use Powercraft in the slightest. You are not worth that degree of intellectual and emotional investment to me.

This isn't a matter of who came first; the point is that there was no description of what the waypoints are, other than something about portal guns and free items. I can easily forgive Whizzball1 for his grammar, but you're just being offensive.
And as for your intellectual investment, I think that you should keep as much of it for yourself as you can; you need all you can get.


Comparing the two is like saying that Xycraft Quartz ripped off mystcraft. It's that ridiculous.

Except that there is no quartz in Mystcraft?
By crystals I assumed you meant the worldgen. If they are an ore, then in fact there is Xycraft and Thaumcraft crystals to worry about.
Also, I didn't mean that the ideas were stolen; I meant that they were not original or adding anything new to the pack.


Except that it is quite a bit like the autocrafting table.

Except that once again you don't have any arguments to prove your theory. In fact, fabricators bear many differences to the autocrafter; they chain pipelessly, have internal inventories, interact with NEI, etc, etc, etc.

Interesting coincidence. It's almost like we're using terms from mods that FTB uses in hopes that that will draw a recognizable parallel. It's also almost like this is a convenience and service to you, rather than a literal representation of origin of the ideas. Particularly since Powercraft predates nearly every mod you've mentioned.

This is the FTB forum. If you don't want to hear about the mods from it, then you are severely lost, my friend. And once again, I don't object to Powercraft's age, I object to its theoretical unoriginality (I can't verify this because there are so few reliable sources of information about the mod, but I sincerely doubt that all of the features were released at once; and that a mod this old can be sooutclassed by newer mods such as TC3 or TE doesn't act in its favour either).

Again, incorrect. The validity of my argument is independent from how well it convinces you. You are wrong about most of what you said. In a cute bit of irony, by saying, "You are wrong because you are mean and terse" it is you who have first committed Ad Hominem. This is delicious and I thank you for feeding my social conundrum dark passenger.

Unfortunately, I couldn't expand more because your single-word answers gave me very little to work with. Saying "wrong" doesn't leave much to discussion.

It is not my mod. There are tons of videos on the Powercraft Wiki for various features I do know about. For the ones that do not have videos, most of them are new enough that I haven't played with them yet. Holograms, for example. Nor do I feel particularly excited about textually tapdancing for someone's weird mod-protection agenda.

I never said it was your mod. And I never asked you to write me a wiki either. Don't make assumptions, please.

I do not care what you think or how you feel about the subject. I am only finishing this conversation simply as a matter of perfunctory politeness; a vestigial remnant of my catholic upbringing.

I'm not sure where religion comes into this all, so I will ignore that last statement (I'm a Christian myself, if that interests you at all for some reason of your own). But saying that you don't care what I think after spending about 5 minutes (judging, here, by the quality of your responses) trying to persuade me that a mod is amazing just makes you a hypocrite. If you don't care what I think, don't answer; I'm not trying to make you hate this mod, I'm, as Slay_Mithos said, just asking for information about the mod so that I can form my own opinion about it. Unfortunately for someone who DOES care, your aggressive and insulting demeanor has driven me to believing that it's not worth my time.
 
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Zjarek_S

New Member
Jul 29, 2019
802
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Powercraft logic doesn't really need a lot of textual explanation. It works almost exactly the same as RP2's logic with a different crafting scheme.
Except that it emits light dependent on output (Powercraft one) and a lot of it. Simple gate (for example and) emit light level 14 when it is on (0 when it is off), so you must use at least jack o lanterns to prevent lag (lighting updates are really bad for performance). Fortunately pulsar emits only 6, but you still have to light it up.
 

KirinDave

New Member
Jul 29, 2019
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Except that it emits light dependent on output (Powercraft one) and a lot of it. Simple gate (for example and) emit light level 14 when it is on (0 when it is off), so you must use at least jack o lanterns to prevent lag (lighting updates are really bad for performance). Fortunately pulsar emits only 6, but you still have to light it up.

Huh interesting. Good to know. I was (unnecessarily, I now know) doing this for my RP2 logic already.