Whoa... did not expect that kind of defensiveness, let me try and keep this calm for a second,
This is not possible. I cannot control how items are added to the inventory, just provide a boolean value whether "slot x can accept item y". I cannot tell the item to spread itself over
multiple slots. If a hopper/export bus/itemduct/pneumatic pump/item conduit tries to add a stack of 17 iron, it all goes in whatever slot accepts it first or not at all.
Additionally, there is no way to know what is coming "next" or what came "before", so every insertion must be treated in isolation with no reference to or knowledge of previous interactions or items yet to be inserted.
It can't be done, that's fine thank you for your response.
You need seven ingredients and have seven slots. There are no unused slots. Show me a functional fractionator with some slots full of cobble.
I was referring to the fuel enhancer, sorry, but the solution I discussed is here;
http://imgur.com/oYUizEi
You say that as if early-game setups are expected to be permanent and/or viable late-game, and that you consider it a design problem that the gameplay is not set-and-forget.
On this I a merely relaying a sentiment that has been sharing by many on our server, that electricraft is best left ignored until later when you can fully implement loss less cabling and redesign your base space requirements.
Being unused until later sounds like your intent with this mod, which is fine. with that in mind though, perhaps rexamining the usefulness of the other cables as pyure suggested might not hurt.
The whole mod has been designed around blocking "rushing past" anything, so good luck with that.
Hrm... first time I ever personally played with rotarycraft I was breaking bedrock on day one from punching logs. If it were used purely as its own mod perhaps, but most modpacks will have ways to just skip much of
the early part where you would be forced to continually supply lubricant. Either way this is not a primary concern of mine, just passing on the comments.
You appeared to understand little of what I said
Ouch... Ok fair enough, go on...
given by your immediate restatement of points I refuted earlier, and you also make it sound like I designed RC with the goal of being slow and unpleasant to play.
Furthermore, you apparently complain about the fact you cannot go directly from the Blast Furnace to endgame setups, and express displeasure at the fact that RC is not gated with piles and piles of rare resources but instead a real progression, missing one of the fundamental design tenets of the mod. I find it ironic that you complain about how RC is "just like GregTech" when this design ethic is designed specifically to avoid the need to do what GT and most other mods do and grind for hours, days, or weeks to get the resources required to build a stupidly expensive machine.
I dont think I complained about, nor asked for the ability to go from blast furnace to endgame... I never asked for it to be gated with rare resources, nor did I say the mod was just like gregtech, in fact I feel it's far from it. The artificial gating by using common but mass resources is something gregtech does. So early game gregtech you're getting a ton of copper for your blast furnace (a common resource) and similarly in rotary craft you are instead planting, harvesting and processing canola. It is a similarity but surely that was never meant to imply the mods are alike in any other respect. It would appear you're making some pretty hefty assumptions about our opinion of your mod. I also dont believe it was your intent to make RC slow or unpleasant to play, in fact I felt the pace quite acceptable personally and having a boring machine running within a few days is very much on par with the time it would take to get a quarry going.
I understand you get alot of flak from other developers who don't like you're ideas or people who think they have better solutions but that was not the intent of the post. My postings were not in that line of thinking at all. We enjoy your mod and are in no way attacking its design or you, merely presenting impressions, providing feedback and you as the developer are free to do, or not do, what you wish with it. Furthermore I appreciate the time you've taken to engage the community, answer questions and clarify content. This entire conversation has unfortunately been fairly unproductive and apparently insulting to you, for which I apologize. Keep up the good work, we'll limit our feedback to actual bugs in the future.