Is there any chance of Translocators being re-added? I'm not going to make a fancy topic for it since most already know what it is since it's been in the server before. I'm not sure why it was removed, so if it was removed for performance issues I understand. Otherwise, it's a very handy mod.. I already have places where it would be much more efficient to have them.
IIRC it was because the crafting grid feature that it came with, which allowed you to very easily dupe any item that you wanted.
Translocators were made for one of those speed coding events(I can't remember the name, modjam maybe). It has received only minimal updates to maintain compatibility with new versions of minecraft. I have seen no new features added at all since it was made. There is not only the issues with CPU usage, a few other people and I have ran into major issues with them, where seemingly under random circumstances they throw a rendering error, and crash any client in the area upon login. The only way to stop the crash is to either have staff remove the block, or stop it transferring somehow. Luckily each time it happened I was able to find a remote way of disabling the system connected to them, but unless you can remotely disable them, you would be out of luck until staff could come to your rescue.
Welp. The two things most useful about Translocators is the speed of transfer, and the ability to specify how many items of a certain type (including metadata and damage) should be kept stocked. If we were to find a different mod capable of doing this, I'd be quite happy - but that's not something for this section I suppose.
I don't see why impulse itemducts with pneumatic servo installed can't function just as well. I guess you might not be able to set the exact amount to be kept stocked, but that's only one thing.
We will test to see if previous issues with this mod have been resolved when we have the opportunity. In addition to the dupe glitch, translocators were very server intensive, so, it's a long shot for it being re-added, but we'll have a look.
Buuuut itemducts are not perfect either. Yesterday someone had one (!) stuffed itemduct which consumed about 20% of CPU time. TWENTY PERCENT. So yes, use itemducts, but don't let them overfill.
Wow, never heard of that happening before. I agree that itemducts can be buggy but translocators are buggier because they were made for ModJam. So itemducts are probably still better!
Every item pipe is bugged. My base is in the midst of being totally reset because of mek item pipes. Item ducts should be renamed jammy-ducts because everytime I use them I get stuffed pipe warnings, and they are indeed jammed to high hell.
Except for a few features they don't have that translocators do, yes. People just slap down hundreds of these machines without any regards to how they work and end up lagging/crashing the server because of it. I haven't had a pipe backstuff since two worlds ago and I use them quite a bit. Also Steve's Factory Manager prevents any kind of backstuffing and is waaaaaaay more powerful than itemducts - but even it lacks a few features and the ease of use/convenience of translocators.
I'll just keep using AE and enderchests. There are things it can't do but so far I have not encountered any problems. Except that major breakage which occured on 1.5. But of course! Why not try to find a suitable replacement? This certainly should be discussed. I loved translocators, and while AE is alright, I'd still like something which can do useful things like translocators can.