Search results

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord
  1. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    I noticed that the waste storage drum uses a function isVisible which basically said only apply effects if the drum could be seen by the player. Could you apply that to the rendering logic of the turbine and other high movement parts to help with FPS?
  2. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    Our using finite water is not the same discussion as the hydro generation. Though if the hydro consumed source blocks it'd be really really hard to abuse them on our server. *laugh*
  3. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    I've used them before... too much. They were too easy a power source, but that's one nerf back. Reika has since increased the amount of lube they consume. I still think they are too easy, and so after I get past DC and Wind power, I goto fueled engines with Ethanol. Steam isn't practical on a...
  4. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    We already do that. Our server is set for finite water. Makes Reika's mods hard.
  5. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    That's why I said it only needed to check on occasion. Maybe not once, but maybe once a minute, once every ten minutes, etc. We had this discussion before and it wasn't productive, so I wasn't trying to restart it. I just don't use hydros.
  6. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    From a programming perspective, I thought it would be trivial to have a head block that inventoried adjacent water ONCE on placement to check the volume of water near it to a maximum size. Then the hydro can follow the water stream up and it has to have a head block next to the stream or UNDER...
  7. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    I think I suggested at one point that a dam be required, and that a "flood gate" unit was needed to pour water in the hydro. It could calculate the volume of water behind it and scale the power effectively. Given a player can only load a certain area at a time, it couldn't scale too large. That...
  8. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    No, but that was my point. Infinite water vs water @ speed of recreation makes for a low maximum flow.
  9. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    I just recall we did some math last time and found they should be no better than gas engines total output with the small volume (water column) they work on and a limited flow rate (1 m^3 of water RECREATED per second).
  10. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    That's absolutely correct! And when you're done harvesting the potential energy of the water, you've got to get more water. A flow rate is a quantity moving from X to Y, X has less water afterward. This goes back to my argument (yes, again) to nerf the hydros, in that it makes power from water...
  11. D

    ReactorCraft: Fission Reactor Designs (again)

    I host a mean one. Our group has a history of very difficulty survival packs, and we're the only ones using Reika's mods with finite water. It's whitelisted because it's friend and family in polite company, but you can PM me if you'd like to apply.
  12. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    Yes but in those equations the water is consumed. ;]
  13. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    I set my distance to tiny since it seemed to use that for the multiplier, and though I could watch the machines deconstruct the reactor lag was still there. :P
  14. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    In your LOD models, could you make the getDistanceMultiplier configurable in the config file? Maybe then I could reduce the distance more and it'd be lower resolution until I get close?
  15. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    And yet my biggest FPS drop happens without the turbine moving.
  16. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    @Reika: Feedback regarding FPS... I've noticed that while getting 6 FPS with the reactor going and turbine, if I walk about one chunk away, suddenly I snap back to 20 FPS+. Could there be an issue with the line of sight model detail when you're close? Also I put the turbine flywheel back on my...
  17. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    You know what we need? MOAH POWAH! Igor! Throw the switch!
  18. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    Ok, 14000 RF/t. That's still really low. 10x more vs MEGA-watts.
  19. D

    Mod Feedback [By Request] RotaryCraft Suggestions

    I think you're demonstrating that RF isn't balanced, if you can do the same as it takes in RoC w/ 67 MW in 1400 RF/t. That's just silly that you can accomplish so much with so little. That fundamental imbalance is what's driving the impression that RoC produces too much RF.
  20. D

    [Reactorcraft] Survival reactor achieved!

    Yeah, I never felt that the chance of getting something useful out of the reflector was high enough to justify using more than one.