Recent Events Discussion (RED) Thread

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Democretes

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Jul 29, 2019
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Part of the problem is that there are now going to be two versions that people feature compare and confuse for bug reporting. Once Forestry under player and coverts care (and whoever else) gets a new feature, everyone will be breathing down the neck of the rf version's dev for it to have it etc.
I basically third the "meh" sentiment - same with the rf quarry.
TBH, I'd just make an addon that overwrites the Forestry machines with RF compatible ones. Be hellofa lot simpler.
 
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PierceSG

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Jul 29, 2019
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Part of the problem is that there are now going to be two versions that people feature compare and confuse for bug reporting. Once Forestry under player and coverts care (and whoever else) gets a new feature, everyone will be breathing down the neck of the rf version's dev for it to have it etc.
I basically third the "meh" sentiment - same with the rf quarry.

Well, it is up to the dev for the offshoot to decide what to do.

IMO, I agree with democretes. Might as well just make RForestry an addon for Forestry that adds in similar machines that uses RF and dynamo version of those Engines found in Forestry.

With that, it should satisfy the majority of the players, if not all.
 

NJM1564

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Jul 29, 2019
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Well, it is up to the dev for the offshoot to decide what to do.

IMO, I agree with democretes. Might as well just make RForestry an addon for Forestry that adds in similar machines that uses RF and dynamo version of those Engines found in Forestry.

With that, it should satisfy the majority of the players, if not all.

Or a addon that adds strait RF compatibility to Forestry machines. That wouldn't be to impossible to do.
Though best would be if someone volunteered to help add the code to make Forestry machines RF compatible by default.
 
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Yusunoha

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Jul 29, 2019
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would it also be possible if you change the power system from forestry to also remove the constant power drain from the machines?
seeing as you're already changing the power system from the machines, might aswell remove that power drain aswell

and this looks so good http://www.minecraftforum.net/forum...craft-mods/1294338-1-7-10-forge-halo-hud-v1-3
I wish tech mods that add powered armor would use HUDs like these when you're wearing helmets, with all kinds of upgrades you could add that'd influence the HUD
 

SatanicSanta

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Jul 29, 2019
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would it also be possible if you change the power system from forestry to also remove the constant power drain from the machines?
seeing as you're already changing the power system from the machines, might aswell remove that power drain aswell
Eh, that takes away one of the core things of the main MJ mods (Railcraft, BuildCraft, Forestry); you have to continuously create power.
and this looks so good http://www.minecraftforum.net/forum...craft-mods/1294338-1-7-10-forge-halo-hud-v1-3
I wish tech mods that add powered armor would use HUDs like these when you're wearing helmets, with all kinds of upgrades you could add that'd influence the HUD
This looks cool, but not all that useful :/
 
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NJM1564

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would it also be possible if you change the power system from forestry to also remove the constant power drain from the machines?
seeing as you're already changing the power system from the machines, might aswell remove that power drain aswell

Sure but only as a config option. Assuming it's not already set up like that.
 

Yusunoha

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Jul 29, 2019
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This looks cool, but not all that useful :/

as a mod itself, not really, but it'd be awesome if there were tech mods that add armor that'd use a HUD like this when wearing a helmet
I always hoped the MPS suit would have a HUD like this

also, has anyone already seen Nodal Mechanics by @Shukaro?
I know Technomancy already adds something similar, but this really makes me want to see more mods add the ability of crafting nodes...
personally I'd love to see a way of creating an artifical node by using the node stabilizers

you'd place down a modified node stabilizer, and piping in one of the primal aspects through tubes you're able to create an artificial node with the aspect you've piped in
downside is that an artificial node can only be made out of primal aspects and only 1 aspect per node, the stabilizer needs power to run, perhaps have it run on the Machina essentia, using up a bit of essentia every once in a while and it'll have a ratio of 4:1. the basic stabilizer would have a storage of 64 essentia, but you'd be able to attach a compound recharge focus onto the stabilizer, which will unlock 3 upgrade slots. by putting in golem upgrades, you're able to upgrade the stabilizer. you could for example make the essentia storage bigger, have the stabilizer use less essentia as fuel, increase the ratio of essentia or something similar
maybe have the node creation also create some bad flux effects around it but nothing too bad.

this would be a nice way of using your primal essentia for your wand recharging, would be pretty hilarious if you were able to place 6 node stabilizers around eachother so they aim at the same spot and create 1 huge artifical node with all 6 primal aspects, but ofcourse for an insane usage cost
 
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chbachman

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as a mod itself, not really, but it'd be awesome if there were tech mods that add armor that'd use a HUD like this when wearing a helmet
I always hoped the MPS suit would have a HUD like this

The question is what would you guys like on a HUD? i get that armour status would be nice, but what else?
 
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Eliav24

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Jul 29, 2019
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RF-based forestry is kind of pointless- the whole idea of the old buildcraft power is getting constant low level power generation, with not much in the way of storing energy- MJ per tick was the unit of measurement for both power generation and consumption (industrial craft was fundamentally different- you could store EU in vast quantities, and a lot of consumption was X EU per operation.).

In that realm, Forestry was excellent: it used and provided constant power. making farms balanced the materials used in a straight increase in MJ per tick.

RF is more like EU: You can store it in vast quantities, and machines use it per operation (which is also much more computer-efficient). Since we aren't counting our power in energy per tick, and consume energy on demand, a one time built farm gives an infinite amount of energy, and forestry instantly breaks.
 

Golrith

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Now that people are making alternates to Forestry now it's open source (or whatever the term is), I'd like to see someone brave enough to actually roll it back to the old system before the massive multiblock of boredom. Everything felt so much more interconnected and farms looked a lot more interesting.
 

Chocohead

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Jul 29, 2019
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Now that people are making alternates to Forestry now it's open source (or whatever the term is), I'd like to see someone brave enough to actually roll it back to the old system before the massive multiblock of boredom. Everything felt so much more interconnected and farms looked a lot more interesting.
Back to the 1.4.7 and before single block farms? You could (since Sengir did publish the code), but it is a real mess as they changed over time, and you'd still need to port it to 1.7.10 once you'd got your head around the code
 

trajing

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Jul 29, 2019
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Depending on how easy the Thaumcraft API is to use, and how much brainpower I can use, I'm thinking about making Vis-powered apiaries
Considering you seem to have experience with APIs, how do I get one in my dev enviroment?
 

trajing

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Jul 29, 2019
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I gave up on using IDEA. How I am supposed to install stuff from git is beyond me. At least it was semi-intuitive with Eclipse.
 
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