There is already a gas-engine minecart, though it has a tendency to fly off the tracks.
Should change it to a gas powered locomotive if railcraft is also loaded.
There is already a gas-engine minecart, though it has a tendency to fly off the tracks.
Review that logically.
If me and 99 other wacky kids are making various things in the sand, and someone brings in a big plastic, sand-hardening castle-cast that facilitates 7-foot tall mega-complexes, its going to be a win-button for a fairly large proportion of us.
Such a thing cannot be proven to be impossible; its possible by default. At best, it can only be unlikely. Therefore, a mod that creates 2 bread instead of 1 for standard wheat-recipe is unlikely to annoy anyone (besides JadedCat), whereas a modded-shovel that, say, insta-quarries 70 levels deep and places everything into a chest beside you has a very-high likelihood of being considered a win button by any given player.
With that line of thinking, why bother with a tiered progression at all?
Balance matters in survival. Otherwise we'd all just play in creative.
Agreed. But do you enjoy playing games where you can literally win at any time by taking an action?
There's been studies done on this. Separate a crowd into two groups and have them play the same game, but with one minor adjustment: in one group, they're "secretly" told that they can skip to the end of the game at any time by pressing a special combination of button/key presses.
The group who doesn't get this inside track enjoys the game for far longer.
The "choice" is irrelevant, because the "challenge" is lacking if you already know you can easily overcome it at any time. And the easier it is to make that choice (pressing buttons versus, say, editing a save-game via a hex editor) the more that gap becomes apparent.
You used to be among my "balance police", often the most vocal critic of automation and powerful machinery. I am very pleased with this sudden change.If you are doing something where the primary investment is time, and someone comes along with something that eliminates the investment of time, they will be able to make --Massive post--
No.If enough people want turbines to require lubricant, I will do it. Vote yes/no?
I tried this early on. The models just look wrong when oriented vertically.It would be nice to be able to make more horizontally compact builds with things like vertically-oriented gearboxes
They are also an implementation nightmare, and the fact even the 1:1 version has "gear" in the name will lead to endless people confusing them with the gearboxes.combined gearbox/bevel gear blocks (these two are my no 1 wish)
I am not against this idea in theory, but I doubt there is enough space, as the text takes up the entirety of the side of the dynamometer model.CVTs with integrated dynamometers (there's space enough for that on the CVT I think) and suchlike.
This is not going to happen. Not only does it suffer from the same problems as the vertical gearboxes, but it also overturns all the sided rules like "fuel in bottom, water in back", which were specified by the appearances of the model.To be able to vertically-align some of the engines would also be nice.
You already can stack reactors, and heat conduction is done vertically, so there is an advantage to multilayer setups. Additionally, having to manage neutrons in three dimensions is going to dramatically increase the complexity and difficulty of building reactors that actually work, as it means you now have to be able to account for neutrons escaping upwards and downwards, the majority of which are going to be lost, even with reflectors. As I see it, hot reactors will run even hotter, and others will run colder. Noone wins. Additionally, since you will only be able to usefully stack the same types of components on top of each other - a boiler with a fuel core above or below is useless, as is a fuel core with a boiler above or below - you gain less design complexity than I think you are assuming.(1a) In the same vein: Reactorcraft fuel rod blocks output their neutrons only horizontally (at least that's my current infromation). Since a reactor's efficiency depends on interaction between different components, that means I'm forced to extend my reactor components horizontally where I'd rather stack them, resulting in a flat expanse of components with one layer of piping above and below. Aesthetically, that's as unappealing as it comes. I'd like to see neutrons being emitted on all sides (which is realistic, I think) or if that's not feasible, I'd like to be able to rotate the reactor component blocks.
They already have internal logic to only accept valid input items and only output from the output slots. I do not see why you would want to lose the choice of which side to use to pump items in or out of, forcing the designs you build to work around some arbitrary rule. Additionally, the Fermenter has a redstone signal control for the selection of what it allows to be pumped in.(2) Would you consider making some of the machine input/output sides configurable? Obviously for some it doesn't make sense, but the fermenter is a primary candidate.
Right-click with an empty bucket.(3) Sorry if this is already possible, but I haven't found a way to get liquid fuel out of engines. It is somewhat annoying to lose a few hundred buckets of jet fuel every time you move a microturbine or gas turbine. Alternative: implement a "pick up with the wrench" mechanic that lets the blocks retain fuel, settings etc..
It never worked as intended, and corrupted more than one world.(4) I've noticed a disabled feature "CCTV camera" in the handbook. Is there a reason why this is disabled? This was actually one of the features that made me install RotaryCraft, and it was disappointing to see it gone. I wanted to be able to monitor several parts of my base from a central location. It would be really nice to see this re-realized.
Aesthetics are a consideration. Too bad.I tried this early on. The models just look wrong when oriented vertically.
I didn't know that. I guess I'll have to experiment when I get to building my reactors. Shouldn't be that long now. Point taken about the "vertical neutrons".You already can stack reactors, and heat conduction is done vertically, so there is an advantage to multilayer setups.
Umm....I was about to make an extended reply about how much better TE machines do this, but then I realized that if the fermenter worked like TE machines, I couldn't extract yeast from the same side I pump the water in. Anyway, an ethanol factory is a piping nightmare. Just consider that the fermenter that makes the sludge will have connections on all sides and the one that makes the yeast at least five sides. With EnderIO and AE the thing looks reasonably neat, but my previous design was aesthetically unsatisfying. I keep wondering if changes in the i/o configuration could make it easier to build a neat-looking ethanol factory.They already have internal logic to only accept valid input items and only output from the output slots. I do not see why you would want to lose the choice of which side to use to pump items in or out of, forcing the designs you build to work around some arbitrary rule. Additionally, the Fermenter has a redstone signal control for the selection of what it allows to be pumped in.
You expect people to take 240 buckets of jet fuel out of an engine with a bucket?Right-click with an empty bucket.
That's just too bad. I recall that earlier versions of Portal Gun had see-through portals and that worked quite well back in the MC beta days. The feature has been removed since then, so it's probably something not so easy to get around.It never worked as intended, and corrupted more than one world.
You expect people to take 240 buckets of jet fuel out of an engine with a bucket?
No, I expect people to try and realize that I set one ethanol bucket to be worth 4000mB and one jet fuel bucket to be worth 8000mB specifically to avoid that need, and have endless "bug" reports about it.Aesthetics are a consideration. Too bad.
You expect people to take 240 buckets of jet fuel out of an engine with a bucket?
Do you realize just how untuitive that fact is? Let me tell you a story.No, I expect people to try and realize that I set one ethanol bucket to be worth 4000mB and one jet fuel bucket to be worth 8000mB specifically to avoid that need, and have endless "bug" reports about it.
Have you tried a fluid transposer?Do you realize just how untuitive that fact is? Let me tell you a story.
Ieldra is about to start up the fractionization unit for the first time. Input logistics? Check. Power? check. *Pulls lever, machine starts working*. Nice. *Shuts machine off* Now that I have some jet fuel (there are 2 buckets in the machine), I can make a bucket to configure my logistics. *Takes bucket, clicks on fractionization unit. Nothing happens.* Drat, don't tell me that's bugged. Well, let's see if I can get around that. *Places fluid import bus. Jet fuel goes into the only unformatted fluid storage unit.* OK, let's head over to the fluid terminal. *Selects jet fuel, places bucket in the terminal. Nothing happens*. Mentally addresses mod maker: "You can't be serious." *Pumps the jet fuel out of a fluid interface into a BC tank, because I haven't seen any fluid that doesn't work with those. Clicks on tank with bucket. Nothing happens.* Thinks of screaming at the mod maker *Checks NEI* Ok, jet fuel buckets do exist, but I can't find a way to make one. Let's see if it's at all possible. *Cheats a jet fuel drum in, clicks with bucket. Jet fuel bucket appears in inventory. Throws drum away because after all, this is cheating*. So you can create the damned things. But what now? I can't believe things are supposed not to work that way. I guess I'll keep this bucket until that bug is fixed.
This was several weeks ago, and I've been taking very good care of that single jet fuel bucket because I knew there was no non-cheating way I could create another.
Stupid, no. Unnecessary, yes, as the fluid transposer is more than capable of multi-bucket recipes. That said, I probably have to add it manually. I will do that.Then it seems to me...For cross-mod friendliness, Reika should consider undoing the unconventional 4000/8000 bucket thing, which is a rather clever attempt to make people happy but has unintended consequences.
Too many "standard fluid" mechanisms just seem to get lost in the wake. If he's feeling really generous he might even add a native RoC "Fuel Drum" which lets you pull larger amounts out at a time, and doesn't conflict with the generally-understood workings of a smaller 1000mb container.
Reika, I don't really have a massive amount of patience for a snippy "your idea is stupid" argument to this, so I'll just apologize in advance if there are really good reasons that this is problematic and quietly withdraw the suggestion.
That is what this is for:*Takes bucket, clicks on fractionization unit. Nothing happens.*
Except that this, too, wouldn've have worked since there wasn't enough jet fuel in the machine to fill a 8000mB bucket. I might actually have tried it, I don't recall that frustrating hour that well.Stupid, no. Unnecessary, yes, as the fluid transposer is more than capable of multi-bucket recipes. That said, I probably have to add it manually. I will do that.
That is what this is for:
I realize that some of these last responses have been rather blunt, but I rather do not appreciate aggressive proclamations that I am doing something horribly wrongly and/or stupidly when evidence is given that something that to me is obvious was not even tried.
If you had less than 8 buckets of jet fuel in the engine and the fractionator total, then you had less than five minutes of runtime off of that fuel in a Microturbine and less than 60 seconds in a Gas Turbine. That amount is small enough that when combined with the multiple-bucket-per-cycle output of the Fractionator you should not be as upset about its loss as you appear to be.Except that this, too, wouldn've have worked since there wasn't enough jet fuel in the machine to fill a 8000mB bucket. I might actually have tried it, I don't recall that frustrating hour that well.
Great idea, unlike my fuel drum idea aboveI think he's saying it was not intuitive. That isn't enough fuel to accomplish anything is also a good argument.
Perhaps using a custom fuel can instead of a bucket would remove the confusion. The issue appears to be that a bucket has prior expectations as to what it does or how much it holds. I'd be fine using a steel fuel can for adding and removing fuel, especially if it can do fractions of an unit of fuel.