If the Infusion Reception bus still works, and you can fill warded jars... what the heck is broken about the export bus? Can it not fill inventories (like the... um... crap, it's been months since I've touched TC4. The automated crucible thing that makes nitor/alumentum and stuff), or not fill jars? Is there a Extra Cells-esque monitor/interface/terminal that can fill phials and/or jars?
I mean if the export bus is supposed to work like I think, and there's a way to get essentia back OUT of the system? I could care less that they're broken... I mean really. I only ever use nigh infinite resources in self-contained void-jar based systems except for my infusion altar. If you watch direwolf, the perfect example would be his latest single player series' alumentum creator, or the nitor one right next to it, or from FC3 his nearly 100% automated arcane bore. In other words: Fuel using an infinitely renewable resource, a byproduct of the machine, or something ridiculously common like netherrack; then pipe the useless aspects into labeled void jars. Working around the newer derpy "pressure" system is obnoxious though.
none of that works or exists the infusion bus does nothing the export bus has no GUI the gui for the access pannel is more or less it shows essentia thats it no way to get it out without export busses that are bugged at this point it works not at all you can kind of con it into using the inventory connecters on jars but thats stupidly buggy also this thing is about 70% done if that and is not playable in its current state
Well Obviously I am just curious if they plan on making it for 1.7 since many people have started moving to 1.7. I know it wont be released any time soon (1.7 ver.) but it doesn't mean I can't ask. I think through questions before i post them, however there are always people like you that decide its worth bugging someone with an obvious answer. OI!
The Meaning of Life, the Universe, and Everything.
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TheFirstPaige
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This mod looks great, and perfect for the minecraft mod list I'm building.
I eagerly await a release, but am I the only one that's excited about something other than mashed potato or AE integration?
I'm more excited about the Powered Alchemical Furnace and the TiCon PotC modifier, to be honest.
This mod looks great, and perfect for the minecraft mod list I'm building.
I eagerly await a release, but am I the only one that's excited about something other than mashed potato or AE integration?
I'm more excited about the Powered Alchemical Furnace and the TiCon PotC modifier, to be honest.
I guess you arrived a bit late but there was a poll as to what feature everyone wanted most and essentia storage got the majority of the votes.
I guess you arrived a bit late but there was a poll as to what feature everyone wanted most and essentia storage got the majority of the votes.
I bet mash potatoes would have won... but Drullkus didn't add it to the list because it had an extremely huge advantage over the other features... It was so redundant that it was anti-redundant.
The Meaning of Life, the Universe, and Everything.
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I didn't miss the poll, I voted for the essentia AE things. It just so happens I'm also excited for other things too.
I actually hate mashed potato IRL.
I didn't miss the poll, I voted for the essentia AE things. It just so happens I'm also excited for other things too.
I actually hate mashed potato IRL.
You haven't tried it with black pepper, trust me...
Salt + Black Pepper = DA BEST
Textures are more important if your an autistic like me. Trust me on that.
But that's too far off topic. #OffTopic
When T^I gets released, I do hope Drullkus puts in some form of power generation for the three tech mods T^I integrates. I'd suggest something, but anything I can think of has been done by Technomancy or Electromagic Tools.
Not everyone plays with Electro-Magic Tools, or Technomancy for that matter (They should though, at least Technomancy).
It is quite possible to have a module load only when a mod is NOT present... assuming everyone is actually doing the correct loading in the correct phases
Here are some sugestions that i think are preety cool:
- Infernal Smeltery
- Thaumic/Thaumaturge's Knapsacks and other stuff thas give vis discount
- Thaumium tinker tools
- Arcane Crafting Terminal
Most of those are interesting ideas. Just as a note, though, Thaumium Tinker's Tools already exist in vanilla Tinker's.
I'm just looking forward to this mod as this is the last addon I've been wanting for ages for Thaumcraft. After this... addons for Blood Magic once they start showing up!
I've found that options are always better than no options. Sure you get 20 ways to double your ore, 16 ways to automatically mine, 30 different smelting mechanics, 8 ways to grow a tree. But it also means that when mods suddenly disappear (especially during version updates), you can probably keep doing what you like to do instead of suddenly being forced to move lava manually from the nether because nobody with a cross-dimensional transport has updated, forced to rework your power system because only two mods had power cables and the first one can't handle the same loads as the second, or anything else like that.
It's half the reason I jump multiple minecraft versions at a go. I've played beta 1.8 modded, then 1.2, then 1.4, then 1.6, and I'll probably be waiting until 1.8 (quite a few 'major' modders are waiting for 1.8 because they want a stable version of forge on a stable (ish) version of minecraft). The version changes inevitably kill off half my infrastructure; so I have to wait either for new mods to fill the gaping hole, or for those new mods to give me a new kind of infrastructure to work with.
Something esoteric like essentia as fuel for RF generation (I expect RF to stay the long haul from the sheer number of mods using it, and the comments of mod authors about the API)? There probably won't be any toe stepping, as long as one method isn't flat-out better than the other. That was the problem with a certain other pre-RF power system that I won't name. Another mod did things better, and that mod became the standard, and then the better mod disappeared for a long time and the old system literally couldn't handle most of the jobs that the newer one could.
I've found that options are always better than no options. Sure you get 20 ways to double your ore, 16 ways to automatically mine, 30 different smelting mechanics, 8 ways to grow a tree. But it also means that when mods suddenly disappear (especially during version updates), you can probably keep doing what you like to do instead of suddenly being forced to move lava manually from the nether because nobody with a cross-dimensional transport has updated, forced to rework your power system because only two mods had power cables and the first one can't handle the same loads as the second, or anything else like that.
It's half the reason I jump multiple minecraft versions at a go. I've played beta 1.8 modded, then 1.2, then 1.4, then 1.6, and I'll probably be waiting until 1.8 (quite a few 'major' modders are waiting for 1.8 because they want a stable version of forge on a stable (ish) version of minecraft). The version changes inevitably kill off half my infrastructure; so I have to wait either for new mods to fill the gaping hole, or for those new mods to give me a new kind of infrastructure to work with.
Something esoteric like essentia as fuel for RF generation (I expect RF to stay the long haul from the sheer number of mods using it, and the comments of mod authors about the API)? There probably won't be any toe stepping, as long as one method isn't flat-out better than the other. That was the problem with a certain other pre-RF power system that I won't name. Another mod did things better, and that mod became the standard, and then the better mod disappeared for a long time and the old system literally couldn't handle most of the jobs that the newer one could.
Well said.
Whilst I agree with you, being creative with different sources of power is also a much welcomed change.
That been said, I don't have the creativity to suggest anything.
My most recent major "oh god my entire world is boned" was 1.5+ (when redpower evaporated). I had taken a pretty severe break from minecraft before 1.4, then I heard about this "feed the beast" from somewhere on the internet. So I tried the challenge map on 1.2.5, and was amazed. There was more in 1.4?! Much fun was had on the "everything is in here" pack at the time (except for gregtech, that has never been fun for me). Then 1.5 hit and I was still having fun in my 1.4 LAN world with my friend, plus the dearth of mods in 1.5. Then 1.6 hit and redpower was dead, but all the other mods were so epic that I couldn't stay in 1.4.
So I proceeded to forcably retrain myself on a lot of things that redpower did upon which I relied in the item manipulation front, and bemoaned the lack of frames (still do. There are around 4 frame replacement mods (including MFFS Calclavia edition) and they're all distasteful for one reason or another.). There are enough good options now that I don't need frames for mining (THANK YOU Reika for Rotarycraft!) and I don't need it for flying platforms (Thanks Archimedes Ships!), nor hidden doors (Tinker's Mechworks to the rescue!), which means basically everything I ever really used frames for is finally replicated somewhere in some mod that I can stand using. Except there are still things I want to do with frames. Builds that are horribly overcomplicated or use turtles (sorry, but CC is overpowered, as much as I love using it) that could be simply replicated with frames, and things frames just did better.
That's when I decided that I no longer cared about duplication in mods packs. If I want to explore a new way to do something, I'll do it myself!
This is an awesome mod, cannot wait to play around with it, especially since I am going to be starting to use both AE and thaumcraft for the first time in a world. (never really got into them before.)
Uh... Thanks I guess? >_>
Am I doing it right?
I eagerly await a release, but am I the only one that's excited about something other than mashed potato or AE integration?
I'm more excited about the Powered Alchemical Furnace and the TiCon PotC modifier, to be honest.
I guess you arrived a bit late but there was a poll as to what feature everyone wanted most and essentia storage got the majority of the votes.
I actually hate mashed potato IRL.
Salt + Black Pepper = DA BEST
It's not the taste, it's the texture.
I can improve the taste easily, but it still feels like puke. :/
#OffTopic
Textures are more important if your an autistic like me. Trust me on that.
But that's too far off topic. #OffTopic
When T^I gets released, I do hope Drullkus puts in some form of power generation for the three tech mods T^I integrates. I'd suggest something, but anything I can think of has been done by Technomancy or Electromagic Tools.
It is quite possible to have a module load only when a mod is NOT present... assuming everyone is actually doing the correct loading in the correct phases
Most of those are interesting ideas. Just as a note, though, Thaumium Tinker's Tools already exist in vanilla Tinker's.
I'm just looking forward to this mod as this is the last addon I've been wanting for ages for Thaumcraft. After this... addons for Blood Magic once they start showing up!
I don't use Technomancy simply because of the pen, so I know what you mean.
I'm just concerned about toe-stepping on other's mods, is all.
It's half the reason I jump multiple minecraft versions at a go. I've played beta 1.8 modded, then 1.2, then 1.4, then 1.6, and I'll probably be waiting until 1.8 (quite a few 'major' modders are waiting for 1.8 because they want a stable version of forge on a stable (ish) version of minecraft). The version changes inevitably kill off half my infrastructure; so I have to wait either for new mods to fill the gaping hole, or for those new mods to give me a new kind of infrastructure to work with.
Something esoteric like essentia as fuel for RF generation (I expect RF to stay the long haul from the sheer number of mods using it, and the comments of mod authors about the API)? There probably won't be any toe stepping, as long as one method isn't flat-out better than the other. That was the problem with a certain other pre-RF power system that I won't name. Another mod did things better, and that mod became the standard, and then the better mod disappeared for a long time and the old system literally couldn't handle most of the jobs that the newer one could.
Well said.
Whilst I agree with you, being creative with different sources of power is also a much welcomed change.
That been said, I don't have the creativity to suggest anything.
So I proceeded to forcably retrain myself on a lot of things that redpower did upon which I relied in the item manipulation front, and bemoaned the lack of frames (still do. There are around 4 frame replacement mods (including MFFS Calclavia edition) and they're all distasteful for one reason or another.). There are enough good options now that I don't need frames for mining (THANK YOU Reika for Rotarycraft!) and I don't need it for flying platforms (Thanks Archimedes Ships!), nor hidden doors (Tinker's Mechworks to the rescue!), which means basically everything I ever really used frames for is finally replicated somewhere in some mod that I can stand using. Except there are still things I want to do with frames. Builds that are horribly overcomplicated or use turtles (sorry, but CC is overpowered, as much as I love using it) that could be simply replicated with frames, and things frames just did better.
That's when I decided that I no longer cared about duplication in mods packs. If I want to explore a new way to do something, I'll do it myself!