Mod Feedback [By Request] RotaryCraft Suggestions

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Demosthenex

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Jul 29, 2019
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A static object would be fine if it supports variable amounts like a tank.

Actually, why reinvent the wheel.

Eliminate the bucket mechanic, and use the spring powered pump (the hand model) and a reservoir for fuel. The only way to move fuel is with the spring pump, and let it do small amounts.
 

Ieldra

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Apr 25, 2014
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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.
I wasn't annoyed about that, but the fact that apparently I couldn't make a jet fuel container to configure the export buses for my jet-fuel-using engines. The loss of a few hundred buckets is annoying but not crippling. The inability to configure my logistics is crippling.

Also, pardon me if that came across the wrong way, but I'm not annoyed with you, nor do I "accuse" you of anything. I was just giving an an account of how I felt at the time (that's usually fleeting). I maintain, however, that a bucket that can't pick up 1000 mB of a liquid is extremely unintuitive, so much that it needs a big sign "something unusual here".
 
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Reika

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I 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.
I kind of like this idea.
 

Sonylisation

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Jul 29, 2019
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Iv been thinking and i dont see why there isnt yet a monitor implemented into your mod. Not like the CCTV monitor but more like a Nuclear Control monitor or a Computer craft monitor. I know that you have implemented the Projector and the Holographic screen thing but those are still mostly static image projectors, if you get my drift. Id love to be able to have the holographic screen as a base systems monitor, giving me relevant data on the fly about certain machines or generators. Preferably with ThermalCraft support, but not needed.
What i mean with "not like the CCTV monitor" is that that device needs the users full attention and you need to right click the device and watch what happens in its gui, it doesnt show information directly on the screen itself.

I know its Reika's mod and the decision is ultimately his, but i do think this has some very strong practical application in maintaining a functional base when you have reached the highest tiers on the techtree. Trying to keep an eye on every machine, generator or seed oil level is almost impossible, if you want to do something else like.... craft, plan a new building, do minecrafting and punch enormous holes in the ground using the ...groundpounder...the name eluded me completely...

To others:
If im too late or missing some simple information on how to turn the projector into a monitor, showing me relative information about selected machine, then please dont rage.
 

Reika

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Iv been thinking and i dont see why there isnt yet a monitor implemented into your mod. Not like the CCTV monitor but more like a Nuclear Control monitor or a Computer craft monitor. I know that you have implemented the Projector and the Holographic screen thing but those are still mostly static image projectors, if you get my drift. Id love to be able to have the holographic screen as a base systems monitor, giving me relevant data on the fly about certain machines or generators. Preferably with ThermalCraft support, but not needed.
What i mean with "not like the CCTV monitor" is that that device needs the users full attention and you need to right click the device and watch what happens in its gui, it doesnt show information directly on the screen itself.

I know its Reika's mod and the decision is ultimately his, but i do think this has some very strong practical application in maintaining a functional base when you have reached the highest tiers on the techtree. Trying to keep an eye on every machine, generator or seed oil level is almost impossible, if you want to do something else like.... craft, plan a new building, do minecrafting and punch enormous holes in the ground using the ...groundpounder...the name eluded me completely...

To others:
If im too late or missing some simple information on how to turn the projector into a monitor, showing me relative information about selected machine, then please dont rage.
A full CPU control sounds more like something for IC2 or CC, not RotaryCraft.
 
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Demosthenex

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There was integration into ComputerCraft with RoC, unfortunately it is broken in the versions I am using (RoC 23c + CC 1.63).

I'd highly recommend CC for base monitoring. It means that you have to build your own, but there are many examples readily available. This also doesn't require new items from Reika, he just has to continue to maintain the integration code so you can monitor what you want.

I use it for monitoring my AE status using a script I whipped up in an afternoon. There's also an excellent tank meter on the CC forums.
 
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Ieldra

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A computerized monitoring system feels too advanced and high-tech for RotaryCraft.
Didn't you mention one of your design principles was "tech not more than 50 years into the future"? A computerized monitoring system surely isn't more advanced than that.
 
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vacputer

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Jul 29, 2019
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Might there be any possibility of allowing reactor vessels which can remain intact and sealed following the meltdown of a fission reactor to diminish the spread of radiation to the surrounding environment? Additionally, some sort of shielding, whether it be in the form of blocks of lead or simple water, that would allow one to either further contain the results of an 'incident' or provide shelter in irradiated areas could be extremely useful. (Provided this isn't implemented already and I just missed it)
Just my two cents.
 

Reika

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Didn't you mention one of your design principles was "tech not more than 50 years into the future"? A computerized monitoring system surely isn't more advanced than that.
That was a guideline, not intended to mean "anything less than that is viable". RotaryCraft is a shaft power mod with tech that is often "primitive" compared to mods like IC2, which feel more space-age. I do not feel anything computerized fits in RC.

Might there be any possibility of allowing reactor vessels which can remain intact and sealed following the meltdown of a fission reactor to diminish the spread of radiation to the surrounding environment? Additionally, some sort of shielding, whether it be in the form of blocks of lead or simple water, that would allow one to either further contain the results of an 'incident' or provide shelter in irradiated areas could be extremely useful. (Provided this isn't implemented already and I just missed it)
Just my two cents.
Thick enough walls will help contain the corium and the radiation it creates, but the main radiation spawning algorithm is not affected by walls, nor do I know how to make it do so.
 
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Pyure

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Aug 14, 2013
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I haven't played with my Horizons game in a while, but I was wondering (regarding ReactorCraft)

Would it be difficult to have the Central Control block do the following:
* color-code each heatable-block with its current temperature range (so that I can monitor reactor heat without walking up and basically touching everything)
* allow more fine-tuned control of when a Scram is initiated (or, instead, to still initiate when it does, but based on the maximum temperature of select or all cores, rather than the temperature of the central control)
 

Reika

RotaryCraft Dev
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Sep 3, 2013
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Toronto, Canada
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I haven't played with my Horizons game in a while, but I was wondering (regarding ReactorCraft)

Would it be difficult to have the Central Control block do the following:
* color-code each heatable-block with its current temperature range (so that I can monitor reactor heat without walking up and basically touching everything)
??

* allow more fine-tuned control of when a Scram is initiated (or, instead, to still initiate when it does, but based on the maximum temperature of select or all cores, rather than the temperature of the central control)
This would require scanning across the entire reactor every tick, would would cause significant performance load.
 

keybounce

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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.

Ever hear of "Schematica"?

It's a mod that lets you generate schematic files for a section of your world in one world; or, place blocks to reproduce a schematic in another world.

Or: someone could post a schematic of a perfected extractor setup, or a working nuclear reactor, etc.

For mods that are basically designed, as far as I can tell, around the idea of "Experiment and learn, no one will tell you what to do", that's kinda a damaging add-on.

But at the same time, it would let you design, export, and let others import a big castle or other building, like a Doom-like PvP map. You might not have the item spawning spots that those things have, but I'm sure that there's a mod for items appearing at random somewhere, and it can always be done with command blocks.

===

My viewpoint has not changed, at least not much.

"Minecraft.jar" is a game engine. There's a lot of games that people can play with it. One of those games is a survival game called "Minecraft". In that survival game, while there is no such thing as "late game overpowered-ness" -- even the stock game has tier 5 beacons, for example -- there is such a concern early on. Getting too much too quickly takes away from the game.

You've done a great deal of tuning things to encourage some things and discourage others; you've boosted some and nerfed some. There's been a lot of improvements and fine tuning.

And, the real "OP" nature of the ore processing does take a LONG time to get to. It's very much as you pointed out, by the time you get to a fast, efficient extractor, usually you've already done the grunt/grind work enough times, and you just want to get on to doing something with it. It does not seem to be quite as late-game as a giant beacon, but it's certainly after the "I've mined a couple of iron veins in full" stage.

There is "I want to show what I can do with the game". There is "I want to automate because, Minecraft!". That's the same view that gives us a thaumcraft fusion altar with 40 heads, 40 candles, 40 nodes, and more, just because there's enough room for all that around the table and more. That's the view that gives a giant auto-switching extractor hooked up to 7 borers powered by a tokamak, hooked up to an autocrafter to produce octuple compressed cobblestone just because.

Some people like to play the game "How OMG can you make your automation system?". I like to play the game "Minecraft survival". If "Survival" is no longer "survival challenge" but "Ho hum, was that half heart a boss creeper?" / "Ah, a wither?" -Wack- "Ok, now it's a beacon", then it's a different game.

That's not to say that I won't every play the OMG automation subgame; I probably will. (Just because it's there. Just because I can. Just because one day, I'll be bored, and have nothing else to do.) Just like I play the creative design sub-game (Step 1: Light up an island. Step two: Design and build, nothing can bother me. Use teleport books to get between the survival location and the build location, to keep them separate). Note that I'll probably never bother with the mob farm automation game -- too pointless. Too much "repetition".

You've gone to a great deal of trouble to try to gate access to the bigger tools to prevent them from showing up too early. That's good.

There is nothing imbalanced about your tokamak (balanced OP-ness? Consider what it takes to build.). I'm not sure about the other reactors; the pebble-bed, since I saw a tutorial showing how to do it, seems like it might be too easy to get (not really sure yet how you make those fuel pebbles, but since I'm not using reactor craft, it doesn't matter much anyways). It's at the same level as a tier 5 blood altar or 5 tier-5 beacons on a common pyramid -- by the time you get there, you may as well have all game limits/restrictions removed anyways.

Is automation bad? Is repetition/grind bad? Is too much too quickly bad?

If an ender quarry took forever to process a zone, no one would use it. If it mined an entire chunk in a minute, it would be considered too powerful/cheap. At some point, the work to get it set up and running, compared to the return on your time, is balanced; the big question always is, what's the return rate on the second operation? Move it to a new location, mine a new section -- really cheap to do, what's the effort/return rate look like now? Anything that has a sufficiently good "next cycle" return rate will make all other forms of resource gathering obsolete -- in doing so, are you altering the game too much, too early?

Rogue-like dungeons gives you rich loot at the bottom of the dungeon, but the work you go through to get there is balanced/comparable to the effort and time of mining, just presented in a different (some would say more fun) manner. Twilight Forest gives you hills filled with lots and lots of rich ore deposits, but guarded with mobs, spawners, and a special nasty mob in the big ones. Rich? Not considering the time and effort it takes to secure those big holes from monsters, and then dig out the ores.

But if you were to combine that hill with a quarry to auto-mine, given the denser deposits? Probably broken. Same with those dungeons, now that I think about it. And as I've said before, I consider the "light-gun" (moonworm queen) the biggest treasure of Twilight Forest, and I don't let myself use it outside of the forest. (Side note: One of the players on my server has commented that I know all of the torches that I've placed, like they were my children. In areas that I frequent, I can tell when the lighting is off or a torch moved. And I have identified areas from a screen-shot just by looking at the torches on the ground and remembering where I placed that pattern.)

===

Do some people automate vanilla with mob farms for cheap, unlimited supplies of some things? Yes. Good? Bad? Abuse of the game rules?

Do some mods make it easier to automate production of stuff?

Can a game be built in minecraft.jar around that very concept? Yes -- see AgSkies for a game all about automating production. Is it the same game as survival minecraft? Nope.

To what extent does a mod fill in gaps in vanilla (good); to what extent does it make automation easier without cost (bad); to what extent does it give alternative ways to do things (good), versus "Don't bother with the old way, this is 2-3 times better at no extra cost" (bad)?

I currently think that RoC fits in nicely, in giving more options and opportunities. And, nothing, but nothing has more late-game overkill "just because" than it.

===

I still won't let TiC, or about half of Extra Utilities, on my server; those are things I considered imbalanced. Most of what I've seen in most tech mods are excessive. I agree that vanilla sorting/storage systems are lacking, but it's still amazing what can be done with just hoppers and chests (get Evoc to fix the hopper bugs). It just gets to be too big and cumbersome. AE is at the other extreme end -- and there's no middle that I know of in the mods that are out there. That's something that has a gap in vanilla that isn't filled by any mod without being excessive and over powered.

Well, OK, maybe barrels (either of the two barrel mods) plus EU pipes ... Maybe.
 

Pyure

Not Totally Useless
Aug 14, 2013
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Something along these* lines. But somewhat irrelevant since the scanning mechanism would have the same performance concerns. If it can't be done, nevermind.


centralcontrol.jpg


Not sure if I want to refer to cores, or boilers, or both here. Perhaps instead of "Boiling" I should have put "Hot".

And since "critical" has special meaning in nuclear physics, I'd probably change that to something else as well.

But hopefully you get the idea: a color-coded grid indicating the temperature-status of the reactor.

* Initial screenshot stolen completely without permission from Reika's video demonstrating the beta version of he control block.
 
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