You can't just say that and not give us any more informationThere is one in the planning stage currently.
You can't just say that and not give us any more informationThere is one in the planning stage currently.
One tidbit of info, it is me and @SatanicSanta doing itYou can't just say that and not give us any more information
You can't just say that and not give us any more information
One tidbit of info, it is me and @SatanicSanta doing it
I assume perdition with cables and some type of "voltage" system.One thing I ask in these type thread that has yet ro be properly defined is, "What do you mean by depth and complexity?"
Define it. Is it having a bunch of steps to get to a goal? Is it crafting? What do you mean?
One thing I ask in these type thread that has yet ro be properly defined is, "What do you mean by depth and complexity?"
Define it. Is it having a bunch of steps to get to a goal? Is it crafting? What do you mean?
One thing I ask in these type thread that has yet ro be properly defined is, "What do you mean by depth and complexity?"
Define it. Is it having a bunch of steps to get to a goal? Is it crafting? What do you mean?
So something similar to the old IC2 energy network (barring glass fibre)? As you tier up voltages, it gets more 'lossy' per packet, but packets get larger so overall you have lower loss with higher voltage.Is there a difference between 'voltage' and 'tiered transmission'?
(To me both mean the same; a set limit to the maximum capacity/throughput)I like the idea of machines and engines having warmup/cooldown times- keeping a machine 'hot' requires a steady supply of power, but boots the processing time/efficiency per process.
[Anyone remember the IC2 advanced machines add-on??]
I wouldn't mind seeing a trade off of perdition per cable over perdition per connection.
{per connection would be similar to TE in ultimate 1.4.7- where you'd loose 5% every time RF entered into a conduit}-Lower tier cables loose 0.2RF per unit, and 2% per connection.
-tier II is 0.1/unit, but 3% per connection.
-highest tier would be lossless over distance, but waste 10% per connection.
This keeps low grade cables useful later on, but the higher grade ones can carry insane amounts over long distances...
@Strikingwolf we need this..Is there a difference between 'voltage' and 'tiered transmission'?
(To me both mean the same; a set limit to the maximum capacity/throughput)I like the idea of machines and engines having warmup/cooldown times- keeping a machine 'hot' requires a steady supply of power, but boots the processing time/efficiency per process.
[Anyone remember the IC2 advanced machines add-on??]
I wouldn't mind seeing a trade off of perdition per cable over perdition per connection.
{per connection would be similar to TE in ultimate 1.4.7- where you'd loose 5% every time RF entered into a conduit}-Lower tier cables loose 0.2RF per unit, and 2% per connection.
-tier II is 0.1/unit, but 3% per connection.
-highest tier would be lossless over distance, but waste 10% per connection.
This keeps low grade cables useful later on, but the higher grade ones can carry insane amounts over long distances...
Not really, what's annoying is when you have different voltage generation that requires the correct voltage cable, then the correct voltage converter before it goes into a machine. Get any one of those things wrong somewhere, and boom, something explodes. I don't really see it adding gameplay value.Is there a difference between 'voltage' and 'tiered transmission'?
(To me both mean the same; a set limit to the maximum capacity/throughput)
So something similar to the old IC2 energy network (barring glass fibre)? As you tier up voltages, it gets more 'lossy' per packet, but packets get larger so overall you have lower loss with higher voltage.
Not really, what's annoying is when you have different voltage generation that requires the correct voltage cable, then the correct voltage converter before it goes into a machine. Get any one of those things wrong somewhere, and boom, something explodes. I don't really see it adding gameplay value.
If "block A" generates 100RF a tick, and you plug in "el cheapo cable" that can only transmit 5RF, the remaining 95 gets held in the internal buffer of "block A". Block A is only being 5% efficient because of the cable, especially if it's still using 100% of the fuel to output that 5%. That's enough of a penalty to the player without resorting to things being fried.
So, what happens when things are overloaded or over-supplied with RF?
Is there any punishment for pushing your machines too far beyond normal parameters?
How is this measured?
How is this then controlled by the player in the late-game?
asie actually discussed this in #EloraamDrama.I think this might be relevant.
coming onasie actually discussed this in #EloraamDrama.
Which, as a matter of fact, I am re-using for this RF debate. Feel free to join, it's on espernet.
My biggest problem with machine losses, especially of expensive machines, is that it merely punishes a lack of attention. People will quickly figure out to put a lower rated cable as "circuit breaker" in front of every machine, making it just added tedium. You don't get anything from a mechanic like that, whereas perdition etc. rewards attention. Rewards are, gameplay-wise, a lot better than random punishments as they give an incentive to learn about your system and plan it.Obviously dropping 1000% would result in you picking shrapnel off the wall.