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GamerwithnoGame

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Jan 29, 2015
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5207. In looking at the CraftTweaker (ModTweaker in particular) integration for the Centrifugal Separator from Thermal Expansion (mods.thermalexpansion.Centrifuge.addRecipe(WeightedItemStack[] outputs, IItemStack input, ILiquidStack fluid, int energy);) I'm wondering whether you could tweak it (add recipes) for to work in a similar manner to TechReborn's centrifuge, so you whizz up complex dusts and get simpler ones back. The only issue is the lack of empty cells to fill with certain materials, although if there is a liquid output, the centrifuge could just output that directly. I'm not sure why you'd do it mind, just that after watching AoE and seeing some of the issues with TechReborn in that, I wondered about an alternative.
 

GamerwithnoGame

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5209. In other news (well not news...) does anyone have any experience with the Mekanism Induction Matrix and/or setting up the Mekanism fusion reactor? Now my days on the Regrowth server are numbered, there are certain things I definitely want to get done. I'm not as fussed about getting the magic quests done, and I've already done all the tech quests, but I've always wanted to dabble with some of the advanced Mekanism stuff. I've got a very basic Matrix in place (just one provider and one cell), and built most (possibly even all) the parts I need for the fusion reactor. But I've got no experience in setting up the reactor or providing power to the laser, and its hard to find figures about how much power I'll need to output from the reactor. I know the lasers will input 600-800M RF in one burst, but I don't know how much the reactor kicks out once its operating.
 

Robijnvogel

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May 8, 2013
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5209. In other news (well not news...) does anyone have any experience with the Mekanism Induction Matrix and/or setting up the Mekanism fusion reactor? Now my days on the Regrowth server are numbered, there are certain things I definitely want to get done. I'm not as fussed about getting the magic quests done, and I've already done all the tech quests, but I've always wanted to dabble with some of the advanced Mekanism stuff. I've got a very basic Matrix in place (just one provider and one cell), and built most (possibly even all) the parts I need for the fusion reactor. But I've got no experience in setting up the reactor or providing power to the laser, and its hard to find figures about how much power I'll need to output from the reactor. I know the lasers will input 600-800M RF in one burst, but I don't know how much the reactor kicks out once its operating.
5211
Direwolf made a video about this once.
But I think you can find the exact numbers in the mekanism configs.

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GamerwithnoGame

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5212.
5211
Direwolf made a video about this once.
But I think you can find the exact numbers in the mekanism configs.
Yeah, I might try and track that down.

One thought I had is that the cables necessarily limit power transfer, so I was considering putting the reactors power ports directly against the induction matrix ports set to input; in theory that should dump the power straight in, right? I reckon it's worth a shot at least.
 

Robijnvogel

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May 8, 2013
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5212.
Yeah, I might try and track that down.

One thought I had is that the cables necessarily limit power transfer, so I was considering putting the reactors power ports directly against the induction matrix ports set to input; in theory that should dump the power straight in, right? I reckon it's worth a shot at least.
5213
I tend to hook up my power generation directly into a Tesseract, which has a limitless(c) power transfer rate.

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GamerwithnoGame

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I tend to hook up my power generation directly into a Tesseract, which has a limitless(c) power transfer rate.
Now, there's a thought! I'm playing on Regrowth which doesn't have tesseracts, but it DOES have Mekanism's Quantum Entangloporters, which also have a decent energy throughput I believe - and I've already got autocrafting set up for those!

Awesome, cheers Robijn - that's a bloody good idea! :D
 

Robijnvogel

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May 8, 2013
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5214.
Now, there's a thought! I'm playing on Regrowth which doesn't have tesseracts, but it DOES have Mekanism's Quantum Entangloporters, which also have a decent energy throughput I believe - and I've already got autocrafting set up for those!

Awesome, cheers Robijn - that's a bloody good idea! :D
5215

Doesn't that pack include EnderIO as well?

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GamerwithnoGame

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Doesn't that pack include EnderIO as well?
I wish! :) nope, no EnderIO, no Thermal mods, no Immersive Engineering, no Extra Utilities; you've got to move things around with Buildcraft in the early game, and later on Mekanism (or magical alternatives like Golems or Corporea)
 

Robijnvogel

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May 8, 2013
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5218
5216.
I wish! :) nope, no EnderIO, no Thermal mods, no Immersive Engineering, no Extra Utilities; you've got to move things around with Buildcraft in the early game, and later on Mekanism (or magical alternatives like Golems or Corporea)
What do you think about the notion that EnderIO is considered OP compared to other RF Tech mods? Because EnderIO's variants of ducts, machines and generators are just cheaper, faster, more powerful and/or take less space than those of Thermal Dynamics and Expansion and BuildCraft?
Actually, Thermal Dynamics are already outclasses BuildCraft's pipes, doesn't it? Unless Logistics Pipes is used as well, that is.

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GamerwithnoGame

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5219.
5218What do you think about the notion that EnderIO is considered OP compared to other RF Tech mods? Because EnderIO's variants of ducts, machines and generators are just cheaper, faster, more powerful and/or take less space than those of Thermal Dynamics and Expansion and BuildCraft?
Actually, Thermal Dynamics are already outclasses BuildCraft's pipes, doesn't it? Unless Logistics Pipes is used as well, that is.
I think that... the notion is understandable, the convenience and flexibility of the conduits is not to be sniffed at - not just having power, fluid, energy and redstone within the same blockspace, but also being able to insert and extract from the same face, and have those directed along different channels! There is no doubt in my mind that they are the most powerful and useful transportation method.

I think "overpowered" rather comes down to your own definition. Sometimes its nice to be forced to think more creatively about how you arrange blocks and items and so forth. I would never have had the joy of having to think about creative setup of crafting things like forestry items and AE2 circuits using Mekanism, if I'd had EnderIO. But, that was thematic within the pack; in another I'd be crying out for the convenience! I think its good that the option exists; whether you have it in your pack is entirely up to the individual or packmaker, but I'd never say it should not exist, or that people shouldn't use it. There are enough other options so that if someone wants to exclude them, they aren't woefully hamstrung by the lack either - like I said, I was able to make some setups for Railcraft Rolling Machines, AE2 Inscribers, Forestry's Thermionic Fabricators, and Mekanism's own Metallurgic Infusers that I was genuinely proud of!

So, long story short: no. I don't think they are objectively overpowered, because that definition is naturally a subjective one in the vast majority of cases, and certainly is in this one.
 

Robijnvogel

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May 8, 2013
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I see something as "overpowered" when it overshadows other valid alternatives in a way that makes one pass these alternatives very quickly or even skip them completely in progression.
As such I kinda like the notion of having to use BuildCraft Pipes as an ingredient for Thermal Dynamics Ducts and having those as an ingredient for EnderIO Conduits. Even if this only urges you to use the "lower tiers" "because you had them laying around anyway."

Actually, @GamerwithnoGame I think that LogisticsPipes are more powerful than EnderIO when it comes to Item transport, because they can... input and/or output from/to a blockface that they are not even connected to.
Steve's Factory Manager is just too much of a hassle to configure to consider it at the powerful level of LP, even though it can do this as well.
 

duckfan77

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Mar 18, 2013
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5221 That's part of why I enjoyed my Retro FTB world until it was ruined. Everything automation wise was with buildcraft, or later on, RP2, although they had LP, but those are expensive in a skyblock.
 

GamerwithnoGame

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Jan 29, 2015
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5222.
5220
I see something as "overpowered" when it overshadows other valid alternatives in a way that makes one pass these alternatives very quickly or even skip them completely in progression.
As such I kinda like the notion of having to use BuildCraft Pipes as an ingredient for Thermal Dynamics Ducts and having those as an ingredient for EnderIO Conduits. Even if this only urges you to use the "lower tiers" "because you had them laying around anyway."

Actually, @GamerwithnoGame I think that LogisticsPipes are more powerful than EnderIO when it comes to Item transport, because they can... input and/or output from/to a blockface that they are not even connected to.
Steve's Factory Manager is just too much of a hassle to configure to consider it at the powerful level of LP, even though it can do this as well.
I didn't know LP could do that! I must confess, there are times when I wish you could have like a satellite pipe function in AE2; it would be handy to be able to automatically send some items from a crafting recipe to a different, maybe "mini", interface automatically without having to then resend them somewhere else.

I don't hate the idea of using earlier pipes for later types :)