There's something called "not including TE in your pack", ya know.Pipe Overload, Alternating Power System, No Power Storage. I personally like the Alternating power.
There's something called "not including TE in your pack", ya know.Pipe Overload, Alternating Power System, No Power Storage. I personally like the Alternating power.
Buildcraft still does not have Alternating Power or Pipe overloading in that scenario.There's something called "not including TE in your pack", ya know.
Pipe Overload, Alternating Power System, No Power Storage. I personally like the Alternating power specifically. Also the amount of power everything requires is too low to handle anything like Big Reactors so being able to use RF on them really hurts Buildcraft.
There's other mods, like RC or PneumaticCraft. Personally I like PneumaticCraft.Buildcraft still does not have Alternating Power or Pipe overloading in that scenario.
1. I'm fine with that, not the main issue.power storage-> don't install mods that store energy, not something buildcraft can help you with
Pipe Overload-> should be able to be done using RF if they want it back if it is brought back then its up to you if you use the pipes
Alternating Power System-> install ic2 instead of thermal expansion and the like and you have suddenly multiple power systems, unless you want to deal with 3
I use both of them. In which I will say again, it doesn't stop the current standard of RF Production from hurting Buildcraft.There's other mods, like RC or PneumaticCraft. Personally I like PneumaticCraft.
What? Minecraft Joules has already been retired. No mod uses them anymore.Minor thing that doesn't really matter, but would be convenient: Rename Minecraft Joules. The name is jarring and it makes me want to think of Michael Jackson. Not suggesting to start using RF, but maybe change the name?
Oh, didn't really know. Don't use tech mods. Mostly am trying to learn through the entirety of DW20 spotlights, and am still at the beginning.What? Minecraft Joules has already been retired. No mod uses them anymore.
One bugbear I would change is how you aquire pipe sealant. Either you have cactus or if Forestry is present wax can be used.
Check the TE config. You can adjust the amount of RF and transfer rates in Cells, along with RF generation of dynamos. If I recall, you can do the same with virtually all tech mods, so it's easy enough to scale RF generation back down to the "established norm" of the Buildcraft, Railcraft & forestry environments.1. I'm fine with that, not the main issue.
2. It's been said is isn't easy I'm pretty sure.
3. I enjoyed Buildcraft's take on it, however you do not get what I mean by Alternating Power System.
This doesn't stop the RF power production standard from hurting Buildcraft's progression as well as overpowering (Read as over supplying power) machines like using any 1 Dynamo on a Quarry.
I use both of them. In which I will say again, it doesn't stop the current standard of RF Production from hurting Buildcraft.
I am going to have to try that. But I don't think the recipy came up in NEI.I'm pretty sure you can also use slimeballs (1 slimeball -> 1 sealant). That can still be a pain, though.
I am going to have to try that. But I don't think the recipy came up in NEI.
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Cheers for the heads up.It's a config option iirc.
You will notice very quickly that without removing the recipes for TE's augments Dynamos are still too good. However my point isn't this, It's that I shouldn't have to nerf every other mod just to make one I like work.Check the TE config. You can adjust the amount of RF and transfer rates in Cells, along with RF generation of dynamos. If I recall, you can do the same with virtually all tech mods, so it's easy enough to scale RF generation back down to the "established norm" of the Buildcraft, Railcraft & forestry environments.
One twist you could enforce with Energy Cells, is that they can only output at 1/10th of their normal output.
Modern TE can be heavily configured compared to previous versions.
I think the main reason for the increase in RF (aka MJ) production is to avoid engine/dynamo spam, which helps servers, but does make things too easy.
I have been meaning for a while to review all RF generators and scale them to the "old skool" engines.
You will notice very quickly that without removing the recipes for TE's augments Dynamos are still too good. However my point isn't this, It's that I shouldn't have to nerf every other mod just to make one I like work.
I never said to buff the engines, I said go back to MJ and have a way to convert MJ to RF but not back there by fixing the issue of BC Machines being easy to power as well as bringing back an Alternating Power system which was in my opinion better.BC should not have to buff its engines just for the sake of TE's Power creep.
BC also has config options for the amount of RF produced by oil and fuel in the Combustion engines. It still doesn't have a config option for the amount of energy that the other engines output though :/
1) I don't feel I should miss out on something just because a part of it is too convenient in another mod.You could also I dunno... not use TE. Zandorum is correct in one aspect he shouldn't have to nerf everything and he doesn't need to nerf everything.
Go without TE if you think it's generators are too good. The dynamos are balanced around themselves and TE machines.
I think most of our balance concerns are caused by both thoughtless pack makers and people's inability to create their own pack easily to their specifications or due to how MC multiplayer works.
I have been playing Space Engineers lately and it's mod handler is pretty good. I can have multiple saves each with a different selection of mods.
I haven't messed with Multiplayer yet but I would guess it adds the mods you need as you join.
Of course SE has steam workshop on its side and MC doesn't.
So unless Zan actually wants TE he can turf it or nerf it. They are the only options unless he plays multiplayer then there's no workable options.
TE dynamos are not too good but BC engines are not to weak. They are all balanced around their own mechanics. Problems only arise when you insist on combining the two and expecting one not to overpower the other.
To think TE used to be a companion mod that was dependant on BC.
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