Thermal Expansion 3.0!!! No More Beta! Thanks KL!

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PhilHibbs

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I've never had an issue with the item ducts keeping up.
A single item duct cannot keep up with a max speed quarry. I just tried it, and it can't. Note that this is not a complaint, just a statement of my test result. All you get is dirt and cobblestone, and a tiny few other items, and everything else filled up the (wooden) chest and overflowed just before it hit bedrock. If the quarry hits a cave or other gap, then it will catch up as the mining head passes over empty blocks and stops filling the first slot with cobble. I haven't tried more ducts or glowstone ducts, I'm doing that now.
*Edit* Impulse Item Ducts seem to be much more effective, occasionally a few items get stuck in the chest but it catches up on the backlog much more quickly than a regular duct. By the time you can run a quarry at max speed, a bit of liquid glowstone shouldn't break the bank.
 
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SandGrainOne

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dat post... from what i can remember BC guys didn't do what KL asked them in order for him to use MJ as core power for TE. This lead to existence of RF. And now CJ is annoyed by TE not supporting MJ directly? {the redacted part was too close to being personal}

It was a little bit more complex than that. The old BuildCraft API was more flexible and it was used by a fair amount of different mods. The problem was that very few actually respected the BuildCraft power implementation. For example, BuildCraft power in Thermal Expansion wasn't exactly the same as BuildCraft power in BuildCraft. Thermal Expansion didn't do it too bad, but there were other mods like Power Converters that really butchered the concept. A long list of different versions of BuildCraft power started to cause bugs and strange behavior.

When designing the new API, the goal was to prevent other mods from warping BC power and the result was that some flexibility was removed. If Thermal Expansion was the only mod using the API in BuildCraft, then maybe we could have kept the flexibility, but that's not the case. We actually went rather far to support Thermal Expansion, but it was one thing we couldn't give. The flexibility that would have made the rewrite of the API unnecessary and allowed the corruption of BuildCraft power to continue.
 

SynfulChaot

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When designing the new API, the goal was to prevent other mods from warping BC power and the result was that some flexibility was removed. If Thermal Expansion was the only mod using the API in BuildCraft, then maybe we could have kept the flexibility, but that's not the case. We actually went rather far to support Thermal Expansion, but it was one thing we couldn't give. The flexibility that would have made the rewrite of the API unnecessary and allowed the corruption of BuildCraft power to continue.

An understandable choice and goal. As understandable as TE splitting off and creating RF with his own vision.
 

VapourDrive

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Jul 29, 2019
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Back a couple of posts there was talk of the itemducts not being able to keep up with quarries output to adjacent chests; this is actually the best use of the impulse itemduct I have found, it appears to not only move items down the pipe a 2x speed (ish) but also draw stacks from inventories at 2x speed (ish). Even if it then gets passed to a regular itemduct, the task is accomplished.
Edit: missed an edit on a previous post (not trying to steal thunder, my bad PhilHibbs)
 

dtech100

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Simple transfer of energy from RF to MJ is by Power Converters - works really great but costs some resources. I think that PC mod is enough for conversing from one energy to another. The best would be if TE3 conduits would work both ways with MJ and RF not the one-way.
My 5 cents to the discussion.
 

King Lemming

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Can I ask a TE "support" question here? :)

power >>>>>>>> Hardened Conduit >>>>>>> Leadstone Energy Cell >>>>>>>> Leadstone Conduit >>>>>>> stuff

Here are the settings on the Energy cell:
- left side is input
- right side is output
- all other sides are yellow
- redstone setting is set to HIGH

The problem: The energy cell fills up, but it is constantly outputting power to the leadstone conduit, ignoring the redstone setting.
Is this a known issue or just something weird happening on my 103 Monster server? Thanks!

This is something weird limited to your server, or your configuration isn't what you think it is. There's no known bug where that happens.

Simple transfer of energy from RF to MJ is by Power Converters - works really great but costs some resources. I think that PC mod is enough for conversing from one energy to another. The best would be if TE3 conduits would work both ways with MJ and RF not the one-way.
My 5 cents to the discussion.

The problem is that the BC API is structured in such a way that conduits would be *incredibly* unwieldy if they were able to accept MJ. The API is set up specifically for a wooden pipe/other pipe paradigm, otherwise all of your transport blocks are just massive tile entities for no apparent reason.

Also, the forced loss and the time tracking isn't something I want my tiles doing. There's no need for it. On the other hand, it's relatively simple to output MJ. The same can be said of RF - BuildCraft can easily choose to either send or receive RF with no real change in CPU or memory overhead and trivial implementation effort (I've already checked). They simply will not, and that's completely fair.
 

Golrith

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TE Duct question, just me being dumb, but how do you switch the ducts to the round robin mode? I can only get Green or Red.

(at least it's not a MJ related post :p)
 

Loufmier

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Jul 29, 2019
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TE Duct question, just me being dumb, but how do you switch the ducts to the round robin mode? I can only get Green or Red.

(at least it's not a MJ related post :p)
it's same as setting to green or red. but it can only be set to round robin(yellow or range, can't remember the color) if it's attached to an inventory.
 

Cronos988

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Jul 29, 2019
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So, does TE 3 currently offer any way to pump liquids (notably lava)? I could only find the aqueous accumulator, which is not techincall a pump.
If not, is this a feature that is envisioned, or are magmatic dynamos supposed to be dependant on manual refueling?
 

Loufmier

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So, does TE 3 currently offer any way to pump liquids (notably lava)? I could only find the aqueous accumulator, which is not techincall a pump.
If not, is this a feature that is envisioned, or are magmatic dynamos supposed to be dependant on manual refueling?

well if you consider that magmatic dynamos isn't something you actually need when you only have TE, i don't really the point of having a pump.

but it might be added if you bug KL enough request, who knows?
 

AlanEsh

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This is something weird limited to your server, or your configuration isn't what you think it is. There's no known bug where that happens.
Yeah after restarting the server and my client, the cell is responding properly to a redstone input. Thanks for replying!
 

Loufmier

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Yeah after restarting the server and my client, the cell is responding properly to a redstone input. Thanks for replying!
well, rarity of shiny ingot it's not something you can directly compare to IC2 recipes.

and i thought why my post didn't appear where it should have been.
multiple tabs can be a mess sometimes
 
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jokermatt999

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Jul 29, 2019
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So, does TE 3 currently offer any way to pump liquids (notably lava)? I could only find the aqueous accumulator, which is not techincall a pump.
If not, is this a feature that is envisioned, or are magmatic dynamos supposed to be dependant on manual refueling?
It's not pumping, but a Magma Crucible will net you RF if you're using netherrack for lava.