Mod Feedback [By Request] RotaryCraft Suggestions

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Not sure if this would be something you'd be interested in doing or not, but I'd love to have some sort of modified ECU or something to replace putting together a 2-clock for magnetizing/AC engines. It's not hard to set up a 2-clock, I just really dislike having redstone on the floor, and every time I've tried using something else (red alloy wire or insulated redstone conduit), it seems to get messed up. Maybe have it require something magnetized, thus requiring a knowledge of how to get things magnetized in the first place.

Reika's Expanded Redstone mod has a single block redstone clock that does this perfectly.
 
No, those structures are woody and strong.
You and your selective realism...
You already have fans not only uprooting any crop known (NOT an easy feat, considering how heavy dirt is and how large and strong root structures are) but you also have them intelligently selecting only the mature crops.
Not that i dislke this mechanic, but i just fail to see how havesting reeds is any less realistic then intelligently havesting a potato. Especially since yo dont even need to check if it's two high, and would be extremely useful for ethanol.
The leaf suggestion is less important to me.
 
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Can I ask a GeoStrata question here? Otherwise I'll start a new thread.

I've used Underground Biomes to spice up the blah grey vanilla stone in the past, and wanted to take another look at GeoStrata. I noticed it says it replaced 20% of stone with new Geostrata stone types. Is it possible to configure it the other way, that only 20% of vanilla stone remains? UB does that, everything replaced and vanilla stone is only a small portion.

The config has two options for Ore Mode and Rock Density that I couldn't divine the meaning of...
 
You and your selective realism...
You already have fans not only uprooting any crop known (NOT an easy feat, considering how heavy dirt is and how large and strong root structures are) but you also have them intelligently selecting only the mature crops.
Not that i dislke this mechanic, but i just fail to see how havesting reeds is any less realistic then intelligently havesting a potato. Especially since yo dont even need to check if it's two high, and would be extremely useful for ethanol.
The leaf suggestion is less important to me.

Expanded Redstone clock and a block breaker, no power needed.
 
I think the argument being made is its more realistic to fan-harvest a reed than a potato. I can't argue with that.

I'm a little surprised Reika didn't just make it configurable. fans_harvest_vanilla_potatos=true, fans_harvest_vanilla_sugarcanes=false, etc. Alternately allow a list of IDs, but managing the vanilla crops specifically is a 10 minute job (2 mins for Reika)
 
Not more realistic, about the same in realism.
Which is to say, not very realistic.
If I plant sugar cane and a potato in real life and gradually increase wind speed (via magic), the sugar cane will uproot first. By a considerable margin.

Enjoy applying enough wind speed for it though. Sugar cane can resist hurricane-force winds. Can RoC fans apply 200-300 kph winds? :)
 
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Already suggested and though somewhat desirable, not worth the effort; I would have to recode everything from scratch, because the anvil functionality is coded in the GUI classes and is tied to the vanilla block.

EnderIO has a dark steel anvil. Maybe you can take a look at how they did it.
 
I am ready to try this mod but I am hesitant to add it to my existing game. I have read about an incompatibility with cofh core...? I dont want to regret adding it days later when my world gets corrupted or something.
 
I am ready to try this mod but I am hesitant to add it to my existing game. I have read about an incompatibility with cofh core...? I dont want to regret adding it days later when my world gets corrupted or something.
Can't speak for cofh, but I'd be a bit concerned about worldgen as well. How deep are you into your present game?
 
Very.

I think I will wait a while before adding anything new.
Super nice :)

RoC is best enjoyed from the beginning anyway for various reasons. I'd possibly be a bit annoyed to have nuclear-type tech in my world but have zero or limited bridges into late-game RoC tech: you have to go through RoC gates. (Not really a big deal but some people would find it annoying)
 
I am ready to try this mod but I am hesitant to add it to my existing game. I have read about an incompatibility with cofh core...? I dont want to regret adding it days later when my world gets corrupted or something.
The CoFH issues were fixed months ago.

GeoStrata can, and if enabled, will generate ores for each ore the rock veins generate through, to add visual consistency. However, due to problems with its implementation (the ore is a TileEntity, meaning loading chunks can get slow, as well as the fact I could never get the dynamic renderer to work) it is disabled by default (0). (1) will make it get generated as rock does; (2) will make rock actively convert adjacent/enclosed ores (warning: laggy!), and (-1) will make ores actively destroy themselves and convert back to normal ore (also laggy but not as much as (2)).

Rock Density is exactly what it sounds like, a multiplier for the rock density. It is currently clamped to 0.5 to 2, but I will increase the upper limit to 4 for you. Be warned this may make worldgen more intensive.
 
Enjoy applying enough wind speed for it though. Sugar cane can resist hurricane-force winds. Can RoC fans apply 200-300 kph winds? :)

Can you give it a nuclear reactor's turbine?

Heck, what's the intake speed of an unladen swallow, I mean, jet engine swallowing something?

Yea, the fans have always seemed more "magic" than "tech" as a plant harvesting thing.
 
Reika's Expanded Redstone mod has a single block redstone clock that does this perfectly.
It appears to only be able to do 5 ticks on/5 ticks off at the fastest. I was looking for 1 tick on/1 tick off, which doesn't appear to be possible for the Expanded Redstone clock.