Okay, I'm at my computer instead of typing in a cellphone, so let's see if I can address everything a little more lucidly.
I don't know the details of your pack. But I'm assuming you want people to advance in RoC to power the big machines in your pack. Getting 500 rf/t with entry-level RoC power, assuming you've eliminated all conduits and storage cells probably bypasses a lot.
RF machines that overlap RoC isn't the issue.
Bypassing RoC in a RoC-themed pack is.
First of all... seriously? You don't know the details of my pack? Correct me if I'm wrong, but wasn't there several pages worth of conversation in the modpack recipe thread between me and you about including Reasonable Realism in the pack? Didn't you read the first post?
As for the issue... Not quite. I want people to
use the RoC machines in the pack. That's why they're kept as unique as possible. I don't care how quickly they progress in the pack, because the things that RotaryCraft machines do, nothing else in the default pack does. Simply put, if you want to automate mining, you use the boring machine or the pile driver. If you want to process ores beyond the smelter's 2X, it's the grinder or the extractor. Farms? Fans, sprinklers, and item vaccuums. Want to defend your home? Lasers, railguns, and force fields (both repulsion and containment). Need wood? The woodcutter. Farming? Breeding? Mob farming/grinding? RotaryCraft's got you covered.
Simply put, I don't care about the engine progression, except as a way to encourage the use of RotaryCraft machines. I want to address the whinging of all those people who complain about RoC being too OP, when they make that claim because it can power all the MFR, TE, or Buildcraft factories and processing centers. They focus on RoC's power generators, and completely ignore the machines that actually
use that power. They complain about the dual-factor nature of the powertrain, without any understanding of the
reason for those two components. There's a reason that torque and speed are different parts of the power. Each has its own importance, and until they start using the RoC machines, rather than just RF, any criticism they have is simply a waste of their time.
In case you haven't figured it out... it's a pet peeve of mine.
In this pack, as it is by default, those are the only machines that do what they do, so there is no getting around them... unless you install those other mods on your own, in which case, I cannot help you.
My pack will contain forestry / binnies / gendustry, as well as rftools and dimension generation. Rf Dimensions will have resonance crystals, and deep resonance will provide RF native power. But you have to get there first, and then purify / enhance them.
I'm not sure if there will be anything else in the way of tech.
I intend to return Forestry to the pack, but first, I have to go through the mod and ensure that all duplicating machines are disabled, first. This way, the trees, bees, and genetic toys (which will be gated) will be added to the game, but things like the multiblock farm won't. I don't know about extra bees, because they can be used to generate any material in the game, basically bypassing the need to prospect and mine ores.
On the other hand, if the player wants to add RF-type mods to the pack, such as TE, MFR, or EIO, then I will simply disavow any responsibility if they get to the end quickly and find the game boring. I've done that myself when I was younger, and I learned my lesson about short-circuiting a challenge. It becomes boring quickly.
In general, the whole "Leave it running overnight" means that if something can trade "energy per tick" for "energy over time", then low power is plenty, and my goal here is to force RoC progress. Forestry generally has moderate power consumption, ditto binnie; gendustry, as I understand it, consumes massive power or massive time.
For RfTools, I can at least set the dimension power buffer equal to the level needed to avoid problems, so the dimensions have to be powered, and can't have energy stored overnight. But in general, the whole "machine buffers can't be eliminated" and no "minimum power needed to operate" means that RF/t is just a measure of time to complete, not actual power to run. (After all, if my computer is 10 times as powerful as I need, then I could switch from 120 V to 12 V, and still run it, right?
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Yup. If you wish to do this, then more power to you (yes. I know. That was bad). Unless you add other tech mods to the pack, you'll be back to RoC to use its machines.
Like I said, you'd just be cheating yourself, and I will not take responsibility for anything you add to the pack outside of the launcher.
Mad science needing really high-tech? Do you read Girl Genus? What little I know of mad science mods in minecraft is ... actually, no that's steam power, not mad science.
... well, what do you know? There's a 125 mad science mod, and there's a "run 125 mods in 1710" mod.
http://www.minecraftforum.net/forum...is-a-tale-of-mad-science-and-romance-or-maybe
"
It was a world ruled by MAD SCIENCE! Monsters roam the countryside by day! Terror stalks the night! At twilight, all the good restaurants are FULL!!! It is a world where anything can happen! So go ahead, ask that cute thing sitting next to you for a drink after the show! You've never had a better chance, and if you succeed, thank.. Agatha Heterodyne,
GIRL GENIUS!"
I am indeed a big "Girl Genius" fan. If Reika made a clank... er, robots mod for RoC, I'd be all over it.
Tbh all you need to make a good RoC style pack is RoC and something to suppliment it's lack luster item transport system.
I have a personal pack where the center peices are; RoC, ReC and ElC. Supplimented by; BC, RC, Forestry and that BC Additions for early and jumpy ore doubling. The rest of the mods are quality of life and adventure stuff like fast leaf decay, redpower and Better Dungeons.
I started with that plan, but decided to add difficulty to the game so that the basics were not neglected. Eating, sleeping, shelter, preparing for a bad time, as well as adding some challenges to the nighttime. Granted, it wasn't as challenging as Rewyn was hoping, but I find it plenty difficult to play. It's a little grindy, but once you have the basics down, they don't really require any more attention than the usual multi-step food recipes, and occasional crop harvesting.
I have made a rather slow paced pack though, but I think this time around I might actually utilize trains. The possibilities for engineering are almost unlimited.
That's why I added Railcraft to the pack. Expanding the minecart system into a full-on train simulator is... well, let's just say it kinda meets some of my childhood dreams. I was a born in the 70s... train sets were a much bigger deal than they are now.
You might want to beware when tinkering with RoCs balance though. While Reika has softened his policies up considerably there is still many regulations and rules to observe. You can't really change the recipies of things.
As a matter of fact, the only things I've touched in any of Reika's mods are the oregen (which I had already cleared with Reika himself) and the books and loot tables (both set from the mods' config files). I do not want to alter his progression in the slightest... this pack is, in fact, designed to emphasize that progression, not hinder it.
FInally...
between, reteo. i have an idea for a really crazy missile, but for that i kinda need to know how does the mcframes mod work? i have absulutly no clue
I honestly don't know. I simply included Forge Relocation (which has mcframes) because I assumed it handled certain things that Project Red does, since it was on the Project Red website.