I come back and the conversation has ended. For a while Reika and I were doing almost all of the discussing, then a bunch of people come and make a lot of posts, and it's over. I feel a little left out. Nonetheless, the conversation was not fruitless, since some cross mod exploits were fixed. That said, there are a few more things I would like to say:
Raw power tends to win that battle. In RotaryCraft alone, there is an easier-to-obtain (though harder to push to this extreme) tool that can deal 265 hearts of damage. People use that almost exclusively.
Yeah, that gravel gun is pretty crazy. It's long range, but the fact it can rapid fire makes it work great for close range as well. As I've already said, the problem I had with the bedrock sword wasn't it's damage, but it's ability to tear through armor that wasn't your bedrock armor. Thus, forcing people to use that armor. Now, some armors are designed to prevent all damage until they break or run out of charge, and the sword would still be able to get through (and break) those armors while the gun would take longer. However, the two examples of that sort of armor in FTB are the quantum armor and bound armor. Prior to this discussion, your sword would rip them to shreds. Now though, your fix should make it so the quantum armor isn't one-shot anymore. I don't know whether the gravel gun would wear it down faster though. Probably not. WayofTime is fixing the bound armor to be indestructible, but the extra damage to the armor
should apply to the player's soul network, causing the bedrock sword to be better in this case as well. Keep in mind, I'm saying this means there are cases where the bedrock sword is stronger than the rapid fire weapon that does hundreds of damage, and
that's saying something. Of course, numerous FTB mods add armor piercing, which can also get through damage negating armor.
Yeah, I'd have to agree that the gravel gun is much stronger than the bedrock sword. I wouldn't exactly call that a good thing though. It just means the gravel gun is really,
really good. Even your own bedrock armor does little against it. Was it your intention to add a weapon that couldn't be stopped by armor? I used to think the railgun from Modular Powersuits was overpowered, but the gravel gun is basically the same thing but
much stronger. There practically is no such thing as pvp combat with that thing around. The first to hit their target basically wins. Bound armor and Quantum armor might be able to slow it down some, but the bedrock sword should make short work of those two. As long as you have a bedrock sword and a properly charged gravel gun, no other weapons compare, and no armor, even bedrock, can stand in your way. Is this what you wanted?
Not if it is sufficiently more costly or later in the techtree. RotaryCraft is designed to work best in the "extreme endgame" niche.
Many of those other weapons and armor are endgame items as well. Even if you think your mod is "more" endgame, the bedrock sword (and gravel gun) still make all other weapons and armor obsolete. The entire reason I think there should be config options for stuff like this is so that players aren't stuck with only one viable option, endgame or not.
It is not "because I want it that way". It is because the very nature of a config means that allowing a little variability means allowing nearly all possibilities. The mod interactions, as I have said ad nauseam, have been fixed.
As I've already said, min/max values for configs limit/negate the harm that can be done, and
help a lot of people. No need for rules banning it, helps people reach a compromise…. yadda yadda yadda. I've said this like a million times. Min/max limited value configs would leave very little room to be abused, and would help a lot of people.
More people are having trouble due to the
lack of configs for the bedrock swords ability and such things then the number of people who would have trouble if there was a config. Not having a config isn't a "safe" option, it still causes trouble people like I've already said for many reasons that I've already outlined.
Not having configs for such things causes more problems than it fixes.
Agreed on all except the last. Since these people are too numerous - and outside my influence - to affect directly, I instead go after the tools they use to enforce their rules. Configs to do these things would be rather pointless in light of that.
As I've already said, even if they can't use configs to enforce a rule, they can still enforce it through other means. Like banning or otherwise punishing a player for using a particular item. Which is better: being physically incapable of breaking a rule, or breaking a rule (maybe even accidentally) and being punished for it? Plus, I'll say it one more time: a properly made config option (like the set minimum/maximum value parameters one you mentioned) leaves little to no room to be abused, yet helps a lot of people who want to use it the right way.
As far as the "recipe remover" stuff goes, yeah, people shouldn't try to mess with your mod. That said, the reason many of them are doing it is because several of the things in your mod can really mess with the balance of a modpack. RotaryCraft pretty much has only one power/balance setting. People have trouble making it fit with things that are balanced differently, since configs to let them tweak certain settings don't exist. They either have to take RotaryCr exactly as is and let it throw things wildly off balance, or not use it at all. There is no middle ground.