Why don't people like IC2 anymore?

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matpower123

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Don't recall that having a long range mode. Or an explosive mode. Or scatter mode. Or setting things on fire. Or, well, being super fast. I could go on. =P

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Someone said replacements for these here.
Long range mode is enabled by default. :p
 

Golrith

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Better than Wolves.
Ah. Only vaguely aware of what that conversion mod offers.

But besides, the only way to change the balance of all mods fairly is to change the underlying vanilla systems. Ores to Nuggets would have a massive impact and is the most obvious. If that's too harsh, then the world gen could also be doubled, meaning a x4.5 cost increase instead of x9.
Makes more "Grind", but some people like that.

I might investigate this, as I think it's possible using mods that already exist.
 

snooder

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And this relates to my question as well. What features could IC2 add that would make it worthwhile to use? I honestly can't think of anything because all the other mods pretty much cover everything IC2 offers extensively, unless they make a new branch of super electric tools.

Truthfully?

1. Integrate Advanced Machines into IC2 base. The nice thing about the rotary macerator et.al. was that it played well with the basic IC2 principles of tiered machine design. It just seems weird to see the induction furnace available, but not see any of the other machines. Ideally, we should see this treatment of EVERY machine. Better versions of the cropmatron. Better versions of the IC2 miner etc.

2. Better use of Construction Foam. The stuff is really, really great, but it suffers from being basically the same as just placing blocks manually. Sure, you can use scaffolds, but then you have to place the scaffolds manually anyway, and that defeats the purpose. It would be nice if the CF sprayer worked more like the builder's wand, or if there was a machine that automatically placed scaffolds according to a design. I can imagine being able to put down a block, set it to put out a wall 50 scaffolds high and 10 wide, then feed it wood planks and walk away. Then you either just move the machine, or set several at the same time to define whatever walls you want to make.

3. Crops. IC2 really needs a revamp of the way that the cropmatron and associated systems work. Right now they are kinda unintutive, but I think with some real effort they could evolve into something really interesting. At the very least, being able to use crop sticks to grow crops like sugar cane without having to place water blocks everywhere would be great (remember how awesome xychorium soil was); but imagine being able to breed crops together for crazy combinations. Like a sugar cane like plant (3 blocks high, grows back from bottom block) which drops wheat and seeds instead. Especially if they make the genetic tinkering less about RNG and manually scanning stuff and more about messing with crazy genetic machines. It's a little weird that ExtraBees is the place to go for power-sucking space-age genetic manipulation when forestry is kinda designed to be low tech/steampunk and IC2 is supposed to be the high tech mod.

4. Base protection. IC2 really, really, really should have stuff like automated turrets, and electronic door locks, and motion sensors, and funky industrial sounding alarms. When I build an IC2 base, it should look and feel like a sci-fi villain's lair or a cold-war era missile silo or something.
 

Mevansuto

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Jul 29, 2019
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Truthfully?

1. Integrate Advanced Machines into IC2 base. The nice thing about the rotary macerator et.al. was that it played well with the basic IC2 principles of tiered machine design. It just seems weird to see the induction furnace available, but not see any of the other machines. Ideally, we should see this treatment of EVERY machine. Better versions of the cropmatron. Better versions of the IC2 miner etc.

2. Better use of Construction Foam. The stuff is really, really great, but it suffers from being basically the same as just placing blocks manually. Sure, you can use scaffolds, but then you have to place the scaffolds manually anyway, and that defeats the purpose. It would be nice if the CF sprayer worked more like the builder's wand, or if there was a machine that automatically placed scaffolds according to a design. I can imagine being able to put down a block, set it to put out a wall 50 scaffolds high and 10 wide, then feed it wood planks and walk away. Then you either just move the machine, or set several at the same time to define whatever walls you want to make.

3. Crops. IC2 really needs a revamp of the way that the cropmatron and associated systems work. Right now they are kinda unintutive, but I think with some real effort they could evolve into something really interesting. At the very least, being able to use crop sticks to grow crops like sugar cane without having to place water blocks everywhere would be great (remember how awesome xychorium soil was); but imagine being able to breed crops together for crazy combinations. Like a sugar cane like plant (3 blocks high, grows back from bottom block) which drops wheat and seeds instead. Especially if they make the genetic tinkering less about RNG and manually scanning stuff and more about messing with crazy genetic machines. It's a little weird that ExtraBees is the place to go for power-sucking space-age genetic manipulation when forestry is kinda designed to be low tech/steampunk and IC2 is supposed to be the high tech mod.

4. Base protection. IC2 really, really, really should have stuff like automated turrets, and electronic door locks, and motion sensors, and funky industrial sounding alarms. When I build an IC2 base, it should look and feel like a sci-fi villain's lair or a cold-war era missile silo or something.

I think you're right, but all of this is just improving on what we've got now, so that the IC2 fans feel like their time was somewhat worthwhile. Nothing really stand outs as brand new. Although, I'm not thinking of good ideas.
 

Dorque

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Truthfully?

1. Integrate Advanced Machines into IC2 base. The nice thing about the rotary macerator et.al. was that it played well with the basic IC2 principles of tiered machine design. It just seems weird to see the induction furnace available, but not see any of the other machines. Ideally, we should see this treatment of EVERY machine. Better versions of the cropmatron. Better versions of the IC2 miner etc.
This is another place where dev attitude is a big part of the problem. As I understand it, the original plans were to add advanced machines of each type, but whenever questioned on this, reply "Advanced Machines already exists, why should we bother?"

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Mevansuto

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This is another place where dev attitude is a big part of the problem. As I understand it, the original plans were to add advanced machines of each type, but whenever questioned on this, reply "Advanced Machines already exists, why should we bother?"

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Here's why they should bother. Not to look lazy. Isn't public opinion of people important? Why do you think we get so many anti-GregTech threads? I doubt it's the mod, but more about Greg's attitude. I often notice the same problem with BTW (however dispute him being... I actually quite like FlowerChild).
 

Dorque

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Here's why they should bother. Not to look lazy. Isn't public opinion of people important? Why do you think we get so many anti-GregTech threads? I doubt it's the mod, but more about Greg's attitude. I often notice the same problem with BTW (however dispute him being... I actually quite like FlowerChild).
I think you misread me slightly there; I agree that the devs should add them.

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Celestialphoenix

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Tartarus.. I mean at work. Same thing really.
feh, Better than wolves is the perfect example of a potentially great mod utterly ruined by the author's attitude problems, much like Gregtech. Imagine Better than wolves and Tinker's construct in the same pack... it would be epic.

It also wouldn't work. Even IF (if as in never gonna happen) FC re-added programming compatibility so the .jar would run- the mods simply wouldn't work on a conceptual level.
Tinkers Construct is based on unbreakable tools that you upgrade and repair by slapping more stuff on.
BTW [tools] are based on melting down and re-forging- you'll never loose the raw materials, but the enchantments need replacing.
The reason BTW plays so well is FC says no to almost every idea (hence 'attitude')- is so he can implement the few good ideas. Every no allows a yes somewhere else. Besides- unless you've been in personal contact with FC, you really can't comment on personal behaviour.
 

snooder

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Jul 29, 2019
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I think you're right, but all of this is just improving on what we've got now, so that the IC2 fans feel like their time was somewhat worthwhile. Nothing really stand outs as brand new. Although, I'm not thinking of good ideas.

It's hard to come out up with totally "new" and original stuff while keeping true to the basic themes of IC2. Nor really does IC2 *need* that much new stuff. It was a good mod before, and still has some very good ideas. It's just a shame that a lot of the good ideas either haven't been updated, or are incomplete, or have actually been made worse.

But hey, while we on this tangent. What is one "industrial" or "techy" thing that you don't see much of in modded minecraft yet? Better vehicles maybe? Shouldn't be too hard to copy the horse code and make a hovercycle or something. Or a submarine. Nothing too large, like the airplanes or large boats mods, just about the size of a minecart that can move around without a railtrack. Then you could mess around with smaller and larger batteries (they'd be electric of course) and various upgrades for speed and/or towing capacity.
 
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MoosyDoosy

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It's hard to come out up with totally "new" and original stuff while keeping true to the basic themes of IC2. Nor really does IC2 *need* that much new stuff. It was a good mod before, and still has some very good ideas. It's just a shame that a lot of the good ideas either haven't been updated, or are incomplete, or have actually been made worse.

But hey, while we on this tangent. What is one "industrial" or "techy" thing that you don't see much of in modded minecraft yet? Better vehicles maybe? Shouldn't be too hard to copy the horse code and make a hovercycle or something. Or a submarine. Nothing too large, like the airplanes or large boats mods, just about the size of a minecart that can move around without a railtrack. Then you could mess around with smaller and larger batteries (they'd be electric of course) and various upgrades for speed and/or towing capacity.
Hm...one could argue that a suit of good armor like MPS could give you the same mobility if not better than anything vehicles could offer. But it would be a cool idea especially with modular upgrades like defensive turrets and the ability to mow mobs. THAT would be fun.
 
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Badger

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It also wouldn't work. Even IF (if as in never gonna happen) FC re-added programming compatibility so the .jar would run- the mods simply wouldn't work on a conceptual level.
Tinkers Construct is based on unbreakable tools that you upgrade and repair by slapping more stuff on.
BTW [tools] are based on melting down and re-forging- you'll never loose the raw materials, but the enchantments need replacing.
The reason BTW plays so well is FC says no to almost every idea (hence 'attitude')- is so he can implement the few good ideas. Every no allows a yes somewhere else. Besides- unless you've been in personal contact with FC, you really can't comment on personal behaviour.

Every no also shuts down user creativity, and I can comment on anyone's personal behavior I want to, as long as I don't break the moderator's posting guidelines. besides, I wasn't talking about PERSONAL behavior, I have no idea if he goes to church on sunday or is a serial killer... I am commenting on his public behavior in regards to the forge community, which is very much on public record. Who declared you the self-styled thought police?

And I said it was destroyed by his attitude. I didn't say I hated or even disliked the guy. The attitude I am talking about is his complete hatred of Forge. Frankly, the game _I_ like to play involves mixing and matching mods together, and there are some mods I simply have no fun playing without, such as NEI. As a result, BTW is not worth playing, because the core message that is coming across is 'You either play my way or you cannot use my mod'.

To me, BTW works conceptually just FINE with TC. Why would you even bother having two mods together that both have the exact same functionality? That's just kinda pointless. I consider both of the mods very complimentary, not philosophical twins. BTW tools suck, Tinkers has great tools. BTW has great armor, tinkers has no armor. Neither is grossly anachronistic. BTW limits liquids, tinkers creates liquids (using a smeltery as a water tank by melting ice sounds cool) and BTW's greatest strength, it's rotating entities, would have great visual appeal alongside Tinker's smelter as well as the sheer usefulness of TC's specialty blocks and liquid-transmitting ability.

In short, I stand by my statement. I could care less if you are 'offended' by what I consider FC's attitude problem... which, if you happen to enjoy playing more than one mod at a time, IS a problem. I don't even say I disrespect his stance. In point of fact, I have read enough to believe he has a stick up his butt about forge the size and general shape of Africa, but i cannot disagree that he has the right to his opinion... but because of this attitude, I will not play BTW for the same reason I won't touch Gregtech, IC2exp, or macintosh... I intensely dislike the attitude behind intensely proprietary design. The fact is, no mod is perfect, and mixing and matching mods gives users the ability to come closer to the game THEY want to play.

That's even one of the reasons IC2exp is broken... to many people, intensely asplodey machines limit their creativity too much to be acceptable.
 
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