Thermal Expansion Status

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draeath

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Jul 29, 2019
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I always thought it'd be nice if no steam is consumed from the boiler and the internal capacity fills up, the boiler automatically uses less fuel. not saying the boiler wouldn't use any fuel at all, just less fuel
It would be nice if we had chokes and blowers, like actual boilers do...
 

Methusalem

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Jul 29, 2019
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You can't really say they are complete replacements and then off handedly say "minus the Bluetricity/machinery stuff". The bluetricity machinery was a large majority of the mod, not to mention you left out tubes.

True.
But the reason for this is most likely, that everybody looks differently at these mods. RP2 for me was an elegant way to do all the redstone controls and the redstone logic. And then to make everything pretty by hiding it behind microblocks. You were then probably more into the machines and the item sorting/transport. To be honest, between AE and Logistic Pipes and now Extra Utils and god-knows-what-else, there hasn't been any reason for me to use the RP2 tubes/machines for a long time now.

The same definitely applies also to TE. I rarely used BCs waterproof pipes after starting with the Liquiducts. So if somebody would point out liquid transport as one of BCs main benefits, I would scratch my head. And even for the liquiducts there are now other options available. But other players look at the efficiency of the Liquiducts and how server friendly they are and still can't live without them.
 

DaeDroug

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Jul 29, 2019
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True.
But the reason for this is most likely, that everybody looks differently at these mods. RP2 for me was an elegant way to do all the redstone controls and the redstone logic. And then to make everything pretty by hiding it behind microblocks. You were then probably more into the machines and the item sorting/transport. To be honest, between AE and Logistic Pipes and now Extra Utils and god-knows-what-else, there hasn't been any reason for me to use the RP2 tubes/machines for a long time now.
Can't I like both? I do admit that I'm thoroughly glad that Project Red exists as well as forge multipart and all of the other mods trying to pick up the slack. That doesn't however mean that I still don't miss other parts of Redpower not to mention Redpower as a whole cohesive element.

As for AE and Logistics pipes, when I'm making a piping system I enjoy the puzzle of molding the pipes into the function that I need. With AE and logistics pipes, as impressive as it is, is too simplified. You basically end up with one place with everything stored in the same couple blocks, and things you place where you want items to come out that essentially teleport the exact item you wanted to it. There's no having to sort things into a gigantic storage space and then trying to figure out how your going to pull things out and get them where you want them to go without bumping up against any other functionality you may have designed for your base. Again I'd like to reiterate that both are very cool well designed mods, but there is something to be said for setting up a true piping system.
 
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PhilHibbs

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Will Forge Multipart be a prerequisite for the new Thermal Expansion, or is it possible to make the liquiducts and conduits multipart-compatible without it being a dependency?
 

matpower123

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Jul 29, 2019
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You can't really say they are complete replacements and then off handedly say "minus the Bluetricity/machinery stuff". The bluetricity machinery was a large majority of the mod, not to mention you left out tubes.
Bluetricity is useless without frames/RP2 sorting system.
There are replacement for machinery stuff,MFR has a block breaker for ages for example.
 

DaeDroug

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Bluetricity is useless without frames/RP2 sorting system.
There are replacement for machinery stuff,MFR has a block breaker for ages for example.
Again your glossing over that the pipes are a large part of the mod, and even with the replacement frame mods I don't think they plan to ever have to power them (if someone knows better i'd be pleasantly surprised) not to mention the uses for frames with deployers (especially that mark 2 deployer she added) and pipes in the frames. Also again your glossing over the value of the cohesive whole, sure if all the mod developers cooperated perfectly we'd pretty much have redpower, but the split from BC power is a prime example of that not happening.
 

matpower123

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Jul 29, 2019
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Again your glossing over that the pipes are a large part of the mod, and even with the replacement frame mods I don't think they plan to ever have to power them (if someone knows better i'd be pleasantly surprised) not to mention the uses for frames with deployers (especially that mark 2 deployer she added) and pipes in the frames. Also again your glossing over the value of the cohesive whole, sure if all the mod developers cooperated perfectly we'd pretty much have redpower, but the split from BC power is a prime example of that not happening.
Actually,MFFS3 "Frames" uses power,which is a nice feature and very stable nowadays.
I wonder if someone used the mark 2 deployer,there is no info about it anywhere(at least I didn't find anything)
My lose of pipes aren't that bad now,I learned how to use BC gates,LP and AE can cover for ME,so I'm not sure for you.
 

DaeDroug

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Jul 29, 2019
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Actually,MFFS3 "Frames" uses power,which is a nice feature and very stable nowadays.
I wonder if someone used the mark 2 deployer,there is no info about it anywhere(at least I didn't find anything)
My lose of pipes aren't that bad now,I learned how to use BC gates,LP and AE can cover for ME,so I'm not sure for you.
I've yet to get a MFFS force manipulator system working right, everytime i try I run into a massive bug with them, or a block that they utterly fail at moving but is needed for what i wanted to do.
Mark 2 deployer could be used to deploy a sequence or be paired with a bundled cable to deploy a different block depending on what color was used to activate it. Was especially nice for a vertical tunnel bore when you wanted to have a staircase built in it's wake though there are many other uses as well.
I've always known how to use BC gates but you still can't do nearly the intricate systems that you could with redpower tubes, as for AE and LP you can read my already thoroughly posted about opinions on them all of 2 posts above your first reply to me.
 

matpower123

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I've yet to get a MFFS force manipulator system working right, everytime i try I run into a massive bug with them, or a block that they utterly fail at moving but is needed for what i wanted to do.
Mark 2 deployer could be used to deploy a sequence or be paired with a bundled cable to deploy a different block depending on what color was used to activate it. Was especially nice for a vertical tunnel bore when you wanted to have a staircase built in it's wake though there are many other uses as well.
I've always known how to use BC gates but you still can't do nearly the intricate systems that you could with redpower tubes, as for AE and LP you can read my already thoroughly posted about opinions on them all of 2 posts above your first reply to me.
I saw your opinion about it.
Also I always bug report this stuff, so it should be better now.
 

Skyqula

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Jul 29, 2019
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  • Induction Smelter: Macerator + furnace (but no rockwool)
  • Igneous Extruder: Vanilla cobble generator, with transition plane/turtle/MFR block breaker/quarry (Quarries would be pretty good at this since the speed buff, but they're expensive and use power)
  • Energetic Infuser: useless without other TE stuff.
  • Portable Tank: Buildcraft tanks (they aren't portable - but why not just bring a stack of cells?)

- The thing about the induction smelter is the rich slag mechanic, wich isnt in anny other mod. That said, alot of mods (IC2/DC/factorization) seem to be going way past 200% ore yield now so I gues that could sorta qualify. Altough I am getting worried about power creep here...
- As for the ingeous extruder, its not just cobblestone! Heck cobble would be the last thing id use it for... As its also smooth stone and most importantly: obsidian! And it makes these without causing lag, wich is why TE isnt that easely replaced.
- Energetic infuser? MPS... Ender IO seems to have a replacement now though :)
- Portable tank: The advantage is that you can plop these down onto pipes/machines and get liquid in/out annywhere in the system, as such BC tanks are nothing even close to them. The closest thing here is endertanks, wich are probably better at the job annyway.
 

Zjarek_S

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Jul 29, 2019
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- The thing about the induction smelter is the rich slag mechanic, wich isnt in anny other mod. That said, alot of mods (IC2/DC/factorization) seem to be going way past 200% ore yield now so I gues that could sorta qualify. Altough I am getting worried about power creep here...

DC has many interesting features, but it seems like it always must have better numbers than other mods, which I really don't like. Factorization is quite balanced and is my favorite ore processing system (however I haven't really tried new IC2 one).

About replacing TE, nothing comes close to energy cells. To use ender IO for simple engine control I had to make elaborate gate system and fix BC bug to make it work. Things like limiting power to machines or powering wooden/obsidian pipes are completely out of the scope of this mod. Iron pipes fix first issue and probably with ender IO MJ storage could fix second one, but it still lacks the elegance of TE cells.
 

DaeDroug

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Jul 29, 2019
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About replacing TE, nothing comes close to energy cells. To use ender IO for simple engine control I had to make elaborate gate system and fix BC bug to make it work. Things like limiting power to machines or powering wooden/obsidian pipes are completely out of the scope of this mod. Iron pipes fix first issue and probably with ender IO MJ storage could fix second one, but it still lacks the elegance of TE cells.
What's Ender IO missing on the capacitor banks that makes it harder then energy cells?
 

Zjarek_S

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Jul 29, 2019
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What's Ender IO missing on the capacitor banks that makes it harder then energy cells?

Energy full and energy empty conditions, but I just saw that they are implemented now together with configurable input/output. I haven't used new version yet because of Terraria update. I prefered TE conditions, because they worked also on other things.

Edit: this functionality is only 3 days old, don't blame me for not being that up to date ;).
 

casilleroatr

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Jul 29, 2019
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Seared Glass from Tinker's Construct and the tanks from open blocks maintain their contents after breaking them. I especially like the open blocks one because of their simple connected texture and they can be combined into any shape to make larger tanks and you can dynamically remove different bits of a large tank and the contents of both tanks are preserved. The contents of the tank will also render in your inventory. They don't autoeject though. I am pretty sure that portable tanks do that although I never used them that much because I usually moved cans about instead. I did force wrench a buildcraft tank for some practical early game lava though.
 

Omicron

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Jul 29, 2019
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Will Forge Multipart be a prerequisite for the new Thermal Expansion, or is it possible to make the liquiducts and conduits multipart-compatible without it being a dependency?

Looks like everyone's too busy arguing to reply to questions.

Answer: Forge Multipart is an API, not a mod. Its first incarnation shipped as a standalone library, together with a sample implementation based on Redpower to show what the API is capable of. The goal is to integrate this standalone library into Forge itself, so that you automatically have it. Not sure how far that has progressed.
 

Lathanael

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Jul 29, 2019
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Looks like everyone's too busy arguing to reply to questions.

Answer: Forge Multipart is an API, not a mod. Its first incarnation shipped as a standalone library, together with a sample implementation based on Redpower to show what the API is capable of. The goal is to integrate this standalone library into Forge itself, so that you automatically have it. Not sure how far that has progressed.
It will be integrated in Forge once it is written completely in Java. At the moment it also uses Scala and won't be included. (That is what i know, might change in the future)
 

Omicron

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Jul 29, 2019
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Ah, good to know.

Hope they get the conversion done soon, it would be great to have universal microblock support straight with Forge :)
 

SonOfABirch

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Jul 29, 2019
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But TE as we knew it in 1.5.2, can be easily replaced by other mods for a FTP 1.6.2 pack without losing any of its core functionality.

And as he said, a mod is not just about functionality. Yes you can replace the power network with kinesis pipes... but as has been proven, reproven, and confirmed again and again is that they just do not work the same and one is far laggier than the other. Things are getting better but there is 0 replacement for conduits and energy cells.

IC3 may be improving but their power system is as banjaxed as it ever was, even moreso now.. at least before if you plugged a machine in it would either blow up or be fine, and if it was fine you knew that it would continue to be fine until you fucked around with the power source. Now you can plug it in, watch it be fine, and then blow up for some stupid assed reason.

I don't play much on 1.6 mainly for the lack of TE and MFR. I originally felt the same about RP2 when moving to 1.5.2, but got over it, as I knew I would be spending a LOT of time waiting for it. But now, we know there is an official fork (which PC is aware and happy with) for MFR, and TE is being worked on, both by modders that don't pull dissapearing acts I feel that I can wait. And yeah, I may screw around with 1.6 until then, but in no way do I expect to have more fun than I did in 1.5.2, which imo, is the best version modded minecraft has ever had.
 
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casilleroatr

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And as he said, a mod is not just about functionality. Yes you can replace the power network with kinesis pipes... but as has been proven, reproven, and confirmed again and again is that they just do not work the same and one is far laggier than the other. Things are getting better but there is 0 replacement for conduits and energy cells.

IC3 may be improving but their power system is as banjaxed as it ever was, even moreso now.. at least before if you plugged a machine in it would either blow up or be fine, and if it was fine you knew that it would continue to be fine until you fucked around with the power source. Now you can plug it in, watch it be fine, and then blow up for some stupid assed reason.

I don't play much on 1.6 mainly for the lack of TE and MFR. I originally felt the same about RP2 when moving to 1.5.2, but got over it, as I knew I would be spending a LOT of time waiting for it. But now, we know there is an official fork (which PC is aware and happy with) for MFR, and TE is being worked on, both by modders that don't pull dissapearing acts I feel that I can wait. And yeah, I may screw around with 1.6 until then, but in no way do I expect to have more fun than I did in 1.5.2, which imo, is the best version modded minecraft has ever had.


Which version is the one powercrystals is happy with? Also I agree with you about 1.5 having loads of cool stuff in it. I only started modded minecraft in 1.4.7 but I have been amazed by the variety of mods we have been treated to in 1.5. 1.6 looks good too and is definitely getting better but I am happy to wait until a few mods are finished and for my current world (and maybe one or two more) to run its course.
 
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