The death of the MJ

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Ingonian2

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Jul 29, 2019
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While I am not totally keen on RF(I would prefer some transmission loss, possibly machine standby usage etc.), I am very much looking forward to again using some BC/forestry power systems. I appreciate the effort in making Dynamos as lag/resource light as possible, but whole idiot proof/plug'n'play nature of it all completely ruined the fun of using them. I want the good old Combustion Engine back which I need to monitor and cool, or else it will fail catastrophically!

Please lets get some complexity back into tech mods/packs!

That is why I do not use the redstone flux power system as I find it is simply too easy to use, would I be wrong in saying that redstone flux is transmitted similarly in comparison to fluids.
 

rhn

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Nov 11, 2013
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That is why I do not use the redstone flux power system as I find it is simply too easy to use, would I be wrong in saying that redstone flux is transmitted similarly in comparison to fluids.
I guess not if you mean fluids transmitted through Fluidducts. But that is rather a bad comparison as they no doubt use the very same system.

RF energy network is just a instant, lossless, infinite bandwidth network that requires practically no thought to set up. You just run a single Redstone energy conduit(or equivalent) to everywhere in your base with as many supplier/user branches as you like. No complexity, just plug and play.


I very much liked what BC was trying to do with MJ. It was just always hampered by poor transmission and storage options. What it really needed IMO was dumping the exploding pipes and adopting some sort of simplified shaft/gear/dynamo/coil spring system(nothing as complex as Reika is doing, maybe just pipes with a shaft in the middle instead of "magic blue kinetic energy"). Would go well with the views of MJ being kinetic energy.

EDIT: Oh just sprung into mind: How about BC used its flood gates to store energy? Pump water up from one low area to another high area and thereby storing lots of potential energy?:eek:
I would love to build that and see it working!
 
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b0bst3r

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Jul 29, 2019
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Yeah RIP
michaeljackson-rip.jpg

:D
 

asb3pe

New Member
Jul 29, 2019
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While I am not totally keen on RF(I would prefer some transmission loss, possibly machine standby usage etc.), I am very much looking forward to again using some BC/forestry power systems. I appreciate the effort in making Dynamos as lag/resource light as possible, but whole idiot proof/plug'n'play nature of it all completely ruined the fun of using them. I want the good old Combustion Engine back which I need to monitor and cool, or else it will fail catastrophically!

Please lets get some complexity back into tech mods/packs!

Long live the great memories of Minecraft Joules... but I can only respond to your words - long live Gregtech! :) Volts + Amps >>>> Joules (IMO)
 

asiekierka

Over-Achiever
Mod Developer
Dec 24, 2013
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I appreciate the effort in making Dynamos as lag/resource light as possible, but whole idiot proof/plug'n'play nature of it all completely ruined the fun of using them. I want the good old Combustion Engine back which I need to monitor and cool

Why not, y'know, use the Combustion Engine? It's not like it changed; all we did is disable explosions with overheats needing a manual fix, but explosions can be enabled in the config.
 

rhn

Too Much Free Time
Nov 11, 2013
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Why not, y'know, use the Combustion Engine? It's not like it changed; all we did is disable explosions with overheats needing a manual fix, but explosions can be enabled in the config.
Was referring to it not really being easily compatible with all the other mods RF machines any more(with the RF change of TE), and I therefore not having used it personally at all during 1.6.4. And I just brought it up as an example. I was not even aware that there had been changes to it :p
 
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MigukNamja

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Jul 29, 2019
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...of course, there's a bias involved - Ultimate modpack was the first time I had ever played most of the common mods.

There are objectively better packs now (*cough* Infitech2 *cough*), but Ultimate was indeed a stellar pack during its time. Ultimate stood above almost every other pack as clearly 'the best' pack.
 

MigukNamja

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Jul 29, 2019
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Nope, no mods died with it so like you I don't care either.

Indeed, my tears I was prepared to shed for the death of MJ dried when BC, RC, and F all switched to RF. I'm saving those tears for a future tragedy, the details of which shall not be revealed due to the following danger for this thread:

train-derail-300x223.jpg
 

GreenZombie

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Jul 29, 2019
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The lesson that mod authors should learn from the fate of MJ is twofold:

1. Keep the API simple.
2. While complexity is interesting, complexity for it's own sake is not.

RCs rotary power is well complex but it's enjoyable solving problems with it as they are based in physics. IC2s EU is much simpler but again there is a physics to it that makes it compelling to work with. MJ initially has a loss over distance mechanic. Something that can be understood. Then. Perdition. Which was quite blatantly a design flaw in MJ machine makers not including a bloody off switch.
 

rhn

Too Much Free Time
Nov 11, 2013
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Which was quite blatantly a design flaw in MJ machine makers not including a bloody off switch.
If you are referring to the standby power consumption, then they sort of did add an off switch. Most of the MJ using machines have conditions registered for the BC gates, so that you can with redstone with relative ease turn of the power supply off(be it a BC engine or a TE energy cell) when there is no work to be done for example.
 
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mcalpha

Active Member
Jul 29, 2019
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Indeed, my tears I was prepared to shed for the death of MJ dried when BC, RC, and F all switched to RF. I'm saving those tears for a future tragedy, the details of which shall not be revealed due to the following danger for this thread...
Now I am interested...
 
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GreenZombie

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Jul 29, 2019
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If you are referring to the standby power consumption, then they sort of did add an off switch. Most of the MJ using machines have conditions registered for the BC gates, so that you can with redstone with relative ease turn of the power supply off(be it a BC engine or a TE energy cell) when there is no work to be done for example.
Which only worked if you had one MJ device per power plant. And I for one always preferred the aesthetic appeal of building a single massive multi combustion engine (that would scale it's output and automatically shutoff engines that were overheating) to supply an entire base.
 

Azzanine

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Jul 29, 2019
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Which only worked if you had one MJ device per power plant. And I for one always preferred the aesthetic appeal of building a single massive multi combustion engine (that would scale it's output and automatically shutoff engines that were overheating) to supply an entire base.
I don't think centralized power was even factored in when MJ was starting. You were supposed to get the right engine for the right application so gates where tailered with this in mind.


The BC RF conversion was inevitable though, just suggest the idea of playing without tesseracts and centralized power and you will be met with scorn. Making a separate power structure for each build/ satellite base tends to be beneath most modded players these days.
 

PierceSG

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Jul 29, 2019
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Eh it is more of the Api forced perdition upon modders of add ons for BC that pushed MJ on the path of extinction.

If perdition was only found in BC natively and the Api was more free to be worked with, MJ might still be around.
 

rhn

Too Much Free Time
Nov 11, 2013
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Which only worked if you had one MJ device per power plant. And I for one always preferred the aesthetic appeal of building a single massive multi combustion engine (that would scale it's output and automatically shutoff engines that were overheating) to supply an entire base.
Like I mentioned earlier: it was a problem with lacking transmission and storage options. Back when TE conduits and Energy cells supported MJ you could do stuff like this:
1WtQKmV.png

Let engines keep a buffer full, let the buffer only put out energy if another suppliers(with higher priority) energy buffer runs low.

And then you could turn off your individual BC machines from using standby power:
(This is a new 1.6.4 picture sorry, dont have an old one)
soNDwLw.png

Simply use a small cheap Energy cell and a BC gate to turn off the power supply.



What I really think BC needed all these years was redstone toggleable "clutches" on their pipes, small storage buffers etc.
 
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PierceSG

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Jul 29, 2019
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BC works mighty fine. MJ too. It fits the mod very well too.

The perdition means the user's have to take care to not waste fuel and power.
That leads to the need to get the laser running and making gates.
Users can make a power plant that will only run when power is required, with or without energy storage.

But the restrictive API means modders would prefer to not work with it. I mean as successful as TE's RF API is, it is not the only reason no one else wants to work with MJ.

But I digress, I like BC back then and I love BC now. I want SpaceToad and CJ to continue with the BC and RC that I still like to use.