Mod Feedback [By Request] RotaryCraft Suggestions

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Veggetossj

New Member
Jul 29, 2019
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To be fair i found that using Electricraft as a power combiner, was more efficient then setting up all those bevel gears and shaft junctions. I just have mayors bugs currently with electricraft wich will probably be fixed in the next update (currently playing monster 1.1.1).
 

firebreaker2262

New Member
Jul 29, 2019
69
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0
To be fair i found that using Electricraft as a power combiner, was more efficient then setting up all those bevel gears and shaft junctions. I just have mayors bugs currently with electricraft wich will probably be fixed in the next update (currently playing monster 1.1.1).
You can update mods your self I often do go into his website and download the upto date mods and then install them in the mod file of your mod pack
 

Wagon153

New Member
Jul 29, 2019
3,148
-3
1
To be fair i found that using Electricraft as a power combiner, was more efficient then setting up all those bevel gears and shaft junctions. I just have mayors bugs currently with electricraft wich will probably be fixed in the next update (currently playing monster 1.1.1).
Monster 1.1.2 is out with version 24 of all of Reika's mods.
 

Padfoote

Brick Thrower
Forum Moderator
Dec 11, 2013
5,140
5,898
563
Last time i checked it was v23c for rotary, 23b for reactor and 23 for the others... (Which i dont understand since v24 was out when they updated the pack)

Out when they released the pack update. Doesn't mean they were out when the pack was actually updated.
 

Veggetossj

New Member
Jul 29, 2019
245
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But Monster is gonna get updated in the next few weeks form what ive read. Just gotta live with it for now :S

btw Reika, I saw a video of your tour and i was wondering: What are you using to damage the mobs in your mobfarm?
 

Veggetossj

New Member
Jul 29, 2019
245
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0
Ok just read up on the mob harvester, here a suggestion: increase its range by either inputting more torque or speed? or some other way.
 

Demosthenex

New Member
Jul 29, 2019
772
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You already can do this by using the movement keys while hovering.

So I just tested in single player vs server and the jetpack performance significantly differs.

In single player I can press forward while thrusting with space to achieve some modest forward momentum while continuing upward. If I hold shift as a modifier, I fly perfectly level with the same modest momentum.

On our server with sync 20 where I am on the same LAN segment (no Internet lag) pressing space moves upward, and pressing forward achieves no noticeable forward progress. If I release space, I can push forward and alter my trajectory while falling by a small amount. Holding shift triggers a powered slow descent, but again no forward motion.

Edit: Other reports
http://www.reddit.com/r/feedthebeast/comments/2absst/rotarycraft_ethanol_jetpack_only_goes_up/

We consistently run at 20 TPS, but I have seen where if we lag to 13-15 TPS that the jetpack stutters and is very scary to use. All our players with RoC jetpacks use hang gliders for forward progress.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
So I just tested in single player vs server and the jetpack performance significantly differs.

In single player I can press forward while thrusting with space to achieve some modest forward momentum while continuing upward. If I hold shift as a modifier, I fly perfectly level with the same modest momentum.

On our server with sync 20 where I am on the same LAN segment (no Internet lag) pressing space moves upward, and pressing forward achieves no noticeable forward progress. If I release space, I can push forward and alter my trajectory while falling by a small amount. Holding shift triggers a powered slow descent, but again no forward motion.

Edit: Other reports
http://www.reddit.com/r/feedthebeast/comments/2absst/rotarycraft_ethanol_jetpack_only_goes_up/

We consistently run at 20 TPS, but I have seen where if we lag to 13-15 TPS that the jetpack stutters and is very scary to use. All our players with RoC jetpacks use hang gliders for forward progress.
The jetpack has known issues with SMP.
 

Demosthenex

New Member
Jul 29, 2019
772
0
0
Can someone help me understand why the auroral battery costs so much more than a bedrock industrial coil? The batt holds 280 TJ and the coil 240 TJ.

Why would I make the batt, other than perhaps it doesn't blow up on overcharge?
 

EyeDeck

Well-Known Member
Apr 16, 2013
236
87
54
Can someone help me understand why the auroral battery costs so much more than a bedrock industrial coil? The batt holds 280 TJ and the coil 240 TJ.

Why would I make the batt, other than perhaps it doesn't blow up on overcharge?
A bedrock coil can only output 16 MW, which means a fully wound coil takes months to discharge. I assume aroural batteries can output much more.
 
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Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
Can someone help me understand why the auroral battery costs so much more than a bedrock industrial coil? The batt holds 280 TJ and the coil 240 TJ.

Why would I make the batt, other than perhaps it doesn't blow up on overcharge?

A bedrock coil can only output 16 MW, which means a fully wound coil takes months to discharge. I assume aroural batteries can output much more.
Considerably more. 65536*4096 W.

I was running my entire horizons base off of a single Auroral battery (with judicious use of resistors of course)