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Good fuel-burning source of MJ


16 replies to this topic

#1
felinoel

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I'm about to just stick with an electrical engine and a generator but does anyone know of good fuel-burning sources of MJ?
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#2
timrem

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I would recommend generating RF instead of MJ. Any of the Dynamos are be a nice choice, but then some of the Generators from Extra Utilities can be more efficient depending on what you have for fuel. Conduits are, imo, easier to use than kinesis pipes, and I'm told they're a lot easier on the processor. Plus RF can be easily used for anything that needs MJ (conduits auto-convert RF to MJ as needed), but converting MJ to RF is more difficult. Generating MJ is so 1.5 ;)


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#3
felinoel

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what you have for fuel

Blaze powder.

Conduits are, imo, easier to use than kinesis pipes, and I'm told they're a lot easier on the processor. Plus RF can be easily used for anything that needs MJ (conduits auto-convert RF to MJ as needed), but converting MJ to RF is more difficult.

But don't you need a fluid transposer for that?

Generating MJ is so 1.5 ;)

lol
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#4
dgelessus

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Generating MJ is so 1.5 ;)


Why do I have the sudden urge to once again rant about how much RF is an unnecessary MJ ripoff...
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#5
TehRawrz

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Why do I have the sudden urge to once again rant about how much RF is an unnecessary MJ ripoff...

Because it's exactly a copy of MJ except well written in the back end and then multiplied by 10 ;)


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#6
dgelessus

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Then why not just "communicate" with the BuildCraft devs and help them optimize some of the code? Would be much clearer on the player side and in the end probably also easier on the dev side. Whatever, not my decision.



#7
TehRawrz

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Buildcraft has a community of developers that don't always agree on changes. If he wants to improve the code implemented in his own mod for the betterment of his mod then that's entirely fine with me. I'm just glad the conduits still convert to MJ when necessary he didn't have to implement that into his powernet, but to be curteous he did. 


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#8
dgelessus

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If he didn't implement that he would've received a lot of hate - RF would've, from the players' point of view, really just been an incompatible MJ ripoff that nobody used. The MJ backwards compatibility is one of the few things that actually makes it superior to MJ.


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#9
felinoel

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If he didn't implement that he would've received a lot of hate - RF would've, from the players' point of view, really just been an incompatible MJ ripoff that nobody used. The MJ backwards compatibility is one of the few things that actually makes it superior to MJ.

lol true
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#10
TehRawrz

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http://forum.feed-th...-in-1-7.44850/ 

 

just going to put that there on the subject ;)



#11
ostPavel

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Fix: http://forum.feed-th...s-in-1-7.44850/


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#12
dgelessus

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Just read that...
So. They are planning to switch to RF as a universal power system and completely remove any mods that use energy, but don't support RF. That would include Factorization, IndustrialCraft and all of its addons, i. e. GregTech and others. And the majority of the people actually seem to support that notion.
In case you couldn't tell already, I (massive understatement) "do not like" that idea. I've already explained before why I don't like RF a lot, it is simply a straight copy of MJ, minus the risk of exploding pipes when they get overloaded and the risk of engines overheating. Some people over there have already said this, but it is also just very easy. It doesn't take long to get all TE machines set up, you can do that in an hour or two. IC2 however does have actual progression and takes time to fully set up, especially if you also have GregTech installed.

Removing a well-designed mod and replacing it with a functionally superior one may sound logical at first, but TE simply is nowhere close to IC2 in complexity and progression. I wouldn't mind if they kept both mods, but removing the (IMO) much more interesting mod simply because it doesn't use the same easy power system seems wrong. I don't quite see how that would contribute to our gameplay experience. People who don't want to use it should just leave it alone, but if it gets removed people who do want to use it don't have a choice anymore. Which is just sad.


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#13
ZL123

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I love RF, but I also like the other energy systems.

 

CUSTOM MODPACKS FTW!


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#14
TehRawrz

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I love RF, but I also like the other energy systems.

 

CUSTOM MODPACKS FTW!

Pretty much what they're saying is we don't want to support "custom" modpack with everything all smashed together. Which is most definitely going to happen without IDs having to be changed. 



#15
felinoel

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Fix: http://forum.feed-th...s-in-1-7.44850/

Magic 3 of course won't have an energy system unless someone adds a magic energy system.

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#16
timrem

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...Tim where are you... :3

Pretty sure Magic 3 wouldn't use the 'Ars Magica Essence to RF converter' we were discussing, since it wouldn't have anything to use the RF :P


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#17
felinoel

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Pretty sure Magic 3 wouldn't use the 'Ars Magica Essence to RF converter' we were discussing, since it wouldn't have anything to use the RF :P

Magic 4 will.
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