A New Direction [BC API/RF API]

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Is this a good idea for handling modded MC "drama"


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Celestialphoenix

Too Much Free Time
Nov 9, 2012
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Tartarus.. I mean at work. Same thing really.
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.

I like the idea of using it as "overclock", though. If you supply too much energy to a machine, it would start to run faster, but also start overheating - emit smoke, make grinding noises and have a chance of shutting down (losing all progress on the current operation). Instead of blowing up, you could implement a mechanic that you need to wrench the machine to fix it (think of circuit breakers). Instead of random griefing, this gives you interesting mechanics: optimal voltage will still give you optimal efficiency, but if you're in a hurry you can invest manual time (wrenching back the circuit breakers) in order to get more out of your machines.

This gives an incentive (full automation) while making the "failure mode" an extra gameplay element. Instead of random punishment, this feels like the player has a choice.

Using a lower grade cable as a fuse is taking initiative and designing a working solution using the mechanics available. Its actually a good idea, and given that you're placing cables anyway its hardly any more tedious. Certainly more engaging than just replacing the wreckage, though the catastrophic failure was mostly intended for those who ramp a stupid amount of power into a machine (like 10x the recommended amount).

It would make overclocking significantly more risky; which then leads to the question
-like the old school IC2 nukes; how far are you willing to push it for an 'optimum' design?

Do you play it safe or are you ballsy enough to run it right up to the limits and risk it all?
 

WhatGravitas

New Member
Jul 29, 2019
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Do you play it safe or are you ballsy enough to run it right up to the limits and risk it all?
This, however, I like. The issue with blowing up machines I have is that it's kind of a newbie trap. Once you get over it, it's not a danger any longer, but "oh, I read the instructions" doesn't feel like an accomplishment (unlike figuring out your perfect layout). There isn't much gain from it in terms of gameplay apart from the feeling.

Risky overclocks, however, is something that's done knowing the consequences, so that's fun. You could have machines where you disable the aforementioned "circuit breaker" - you can run things higher, faster, better... but then they WILL blow up if you stress/overheat them too much. But now it's not a trap, it's a deliberate gamble.
 

CaptPanda

Well-Known Member
Nov 20, 2012
409
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Britland
I would like to see an RF cable that instead of limiting how much RF it can transfer, if the cable exceeds an amount of RF per tick, then the cable just straight up melts, kinda like in older IC2 versions. hell, why not power forestry and railcraft wi- Oh yeah, electrical engines.

While not necessarily on topic, I would like to see the return of the old forestry farms. While it's nice to have the option of the multiblock farm, them old farms when you needed half a dozen diamond pipes have a kind of nostalgia to them. The fact that BC pipes don't throw things on the floor anymore is even more reason.
 

MonkeyB

New Member
Jul 29, 2019
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I would like to see an RF cable that instead of limiting how much RF it can transfer, if the cable exceeds an amount of RF per tick, then the cable just straight up melts, kinda like in older IC2 versions. hell, why not power forestry and railcraft wi- Oh yeah, electrical engines.

While not necessarily on topic, I would like to see the return of the old forestry farms. While it's nice to have the option of the multiblock farm, them old farms when you needed half a dozen diamond pipes have a kind of nostalgia to them. The fact that BC pipes don't throw things on the floor anymore is even more reason.
Like cable / machinery wear?
 

Strikingwolf

New Member
Jul 29, 2019
3,709
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I would like to see an RF cable that instead of limiting how much RF it can transfer, if the cable exceeds an amount of RF per tick, then the cable just straight up melts, kinda like in older IC2 versions. hell, why not power forestry and railcraft wi- Oh yeah, electrical engines.

While not necessarily on topic, I would like to see the return of the old forestry farms. While it's nice to have the option of the multiblock farm, them old farms when you needed half a dozen diamond pipes have a kind of nostalgia to them. The fact that BC pipes don't throw things on the floor anymore is even more reason.
drops hint
  • Uninsulated lines can catch fire
 

RedBoss

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Jul 29, 2019
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As for me, I am simply not entertained by complex power systems, nor impressed by what other people do with them. Ever. I am entertained and impressed consistently by what people actually do with that power.
I've also seen people combat "complexity" with engine, dynamo, or boiler spam. I dont get it. But actually I'm the guy building houses instead of machines so my interest in such things is limited.
 
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HeilMewTwo

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Jul 29, 2019
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First time I have been mentioned and it turns out to be in a collection of people that have been mentioned. God f****** dammit.
 

HeilMewTwo

New Member
Jul 29, 2019
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Sorry mate, you had good stuff to say :p
No prob, but I don't have anything new to contribute. I am looking forward to the complex RF mod to see how it is implemented but I don't see how my opinion will convince or even make someone else think at this point.
 
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Queue

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Jul 29, 2019
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No prob, but I don't have anything new to contribute. I am looking forward to the complex RF mod to see how it is implemented but I don't see how my opinion will convince or even make someone else think at this point.
No need. That's why this thread exists :)
 

FyberOptic

New Member
Jul 29, 2019
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I've never had a problem with RF directly. It's just that I remember that when TE came out I absolutely loved having an IC2 alternative which could take advantage of MJ power. Honestly this is part of what got me really into developing complex gate systems and developing an appreciation for them. I remember one particular server map where I had this crazy energy system with Forestry farms, two tiers of RC steam boilers, and lots of BC gates controlling the mess. All to power my MJ-based machinery (including AE). It was refreshing to really need to generate a lot of MJ rather than EU for a change.

Now it seems we're ready to move past that, but to something which just doesn't feel exciting like that did back then. It's just... there. Maybe other people are still excited though, what do I know. And it's not that I don't enjoy various newer RF-based mods; I found that EnderIO is pretty cool, for example. But I still like BuildCraft too, out of nostalgia if nothing else, so mods switching away from MJ is just more of a disappointment if anything. I can't vouch for how good/bad the BC API is at this point; my only experience is when I messed around trying to port 1.4.7's Forestry to 1.6 for fun just to have the old farm machines again, and was having to try to adapt the older BC API to the previous one, which seemed a bit of a pain. But then I eventually got sidetracked by other projects altogether (like currently deobfuscating 1.8 to see how much I can make sense of).

But anyhow it's still not the end of the world, because there's nothing stopping anyone from playing older versions to get the features they want. I do that anyway!
 
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PierceSG

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Jul 29, 2019
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I like TE and most of the current RF mods. I also like RotaryCraft and it's addons.
Who said one can't like both simple and complex mods?
I like BuildCraft and Railcraft back in 1.4.7, and I still like them in 1.7.10.
I believe mod authors should just do what they want with their mods, there are all sorts of feedbacks from positive to downright negative ones, whiners will whine regardless as I believe them to be a vocal minority so you can just ignore them.
As long as your mod is engaging and fun enough, there will be more than enough users using it.

And I will be looking forward to see what engaging mechanics modders can come up with the RF API. :)
 

keybounce

New Member
Jul 29, 2019
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... My machines are very complex. Too complex. They like to explode whenever I turn them on ...

... I like having power that will cause losses if I do not account for it. I like having the danger of blowing up my entire base. Why?

Because if I did not want a challenge, I would use creative mode.
...
For me, the fun isn't having the power. The fun is having 20 pages of sketches which draw out exactly what is the best setup to minimize power losses, and to reduce the chance of going KABOOM..

You must love Reika's Nuclear reactors, right?

(Serious comment).

Do you place them in mystcraft ages, so that when they explode and render the place unusable, you just use a new age for the next one?
 
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