Mod Feedback [By Request] RotaryCraft Suggestions

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RavynousHunter

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Jul 29, 2019
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Automating lube production is really simple, though...even using nothing but RoC machines. Gets even easier if you throw something like AE + ExtraCells into the mix.
 

keybounce

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Jul 29, 2019
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... 24.5 million credits in the bank, and you get high reputation reward for only 10K?

That's one in 2,000? That's less than noise-level error?

What game is that, where the beast of war can be funded with pocket change?
 

TomeWyrm

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Jul 29, 2019
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Maybe a patch file? So it's not a config option, but a temporary stopgap for those using Forestry 4 because 3.6 -> 4 is a (without a lot of effort via midas or mcedit type tools) world-breaking change?

It separates the fix from config territory, and you can be explicit that it is limited and exceptional because it is both uniquely possible and a non-trivial transition on the other mod's end
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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Would you add config options to disable lubricant requirements of gearboxes, high-ratio gears etc?
I feel that having to constantly supply lubricant makes them really uncomfortable to use.
Absolutely not, no.

... 24.5 million credits in the bank, and you get high reputation reward for only 10K?

That's one in 2,000? That's less than noise-level error?

What game is that, where the beast of war can be funded with pocket change?
Elite: Dangerous. But I am rather more...well-financed than most of the player base. :D

Maybe a patch file? So it's not a config option, but a temporary stopgap for those using Forestry 4 because 3.6 -> 4 is a (without a lot of effort via midas or mcedit type tools) world-breaking change?

It separates the fix from config territory, and you can be explicit that it is limited and exceptional because it is both uniquely possible and a non-trivial transition on the other mod's end

This is very difficult to create.
 

TomeWyrm

New Member
Jul 29, 2019
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You could call it "temporary forestry compatibility code", make it unconfigurable, and make the actual switch when more people are playing Forestry 4 than 3.6?

The integration isn't much more than adding some bee species (with custom products) and using your machines to do forestry processing, isn't it? That's why it's particularly easy to disable, it isn't relied upon in many other portions of the code that will throw exceptions if you remove forestry integration; correct?

You might also call it "Crash fix for Forestry 4. Requires disabling Forestry integration". If the objective is to avoid giving the masses the idea that you could do this for other mod integrations, make it sound technical and special. Heck use the actual programming terms if they sound jargon-y enough. Suffix it with (fixes crashes with Forestry 4), and the only people that are likely to notice are the kind of people you should be able to have words like interface and dependency be comprehensible to in a conversation.

The main problem with "it sets a very bad precedent of version-specific support that people will come to expect" that I forgot to mention earlier is that you currently HAVE version-specific support, though it is far from unique to you. That's the way modding works right now (and for quite some time) :p. You're just supporting the old version over the new version because more people currently play it; which is perfectly reasonable.
 

desht

Well-Known Member
Jan 30, 2013
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I'm puzzled about the point of the High-Ratio Gear. Sounds great on paper - 256:1 in a single block - but the lubricant requirement is extreme. Why would I not just use a pair of 16:1 bedrock or diamond gearboxes here, which don't consume lubricant at all? The High-Ratio Gear might be just a single block, but it isn't any more compact after adding the lubricant hoses needed to keep it running...
 

rouge_bare

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Oct 4, 2014
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The compactness is the sole reason to use it. The HRG takes up 1 shaft space, where 2 16:1 gearboxes would take up 2 shaft spaces. Sure you need to provide lubricant, and with JUST rotarycraft it is arguably less compact considering taking the lubricant hose into account, but if you have an AE system with extra cells, you can use the system to export lubricant and export fuel to whatever engine is powering the gearbox.
 
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desht

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Jan 30, 2013
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The compactness is the sole reason to use it. The HRG takes up 1 shaft space, where 2 16:1 gearboxes would take up 2 shaft spaces. Sure you need to provide lubricant, and with JUST rotarycraft it is arguably less compact considering taking the lubricant hose into account, but if you have an AE system with extra cells, you can use the system to export lubricant and export fuel to whatever engine is powering the gearbox.
Yeah, good point. I hadn't considered Extra Cells (which I don't have in my current world).
 

RavynousHunter

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Jul 29, 2019
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Aye, my base on my server relies heavily on Extra Cells fluid buses to get things moving. Relied a lot on TE on other worlds, and figured it'd make a nice change, and it really does. Especially when you've got a bedrockium drum from XU storing your jet fuel and hook it up to a fluid storage bus. Fluid storage buses in general are wonderful things when you've got high-capacity fluid storage options like EnderTech, XU, and ChromatiCraft. Don't need to waste space on fluid drives, and you make sure that you have tonnes of space for an arbitrarily large amount of fluid. Like lube. Can never have too much lube.
 
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desht

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Jan 30, 2013
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Aye, my base on my server relies heavily on Extra Cells fluid buses to get things moving. Relied a lot on TE on other worlds, and figured it'd make a nice change, and it really does. Especially when you've got a bedrockium drum from XU storing your jet fuel and hook it up to a fluid storage bus. Fluid storage buses in general are wonderful things when you've got high-capacity fluid storage options like EnderTech, XU, and ChromatiCraft. Don't need to waste space on fluid drives, and you make sure that you have tonnes of space for an arbitrarily large amount of fluid. Like lube. Can never have too much lube.
Yeah, I do want to get Extra Cells and ExUtils added to the private pack that I'm playing with a friend at the moment. We're just having a spot of trouble upgrading our mods right now (getting client-side NEI crashes with our existing world, but not with newly-created worlds... fun to debug).

I've already learned the hard way not to leave large reservoirs of jet fuel outside (I can only assume the resulting crater was caused by a lightning strike...) :oops:
 

Rubyheart

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Jul 29, 2019
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Before I start making craters everywhere, the most I can feed into a shaft junction is four engines, right?

Right now I have four steam engines feeding into three shaft junctions, am I correct in thinking even just one more engine is a bad idea?
 

RavynousHunter

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Jul 29, 2019
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Aye, its mostly engines and machines that actually explode. That's mostly due to excess temperature, getting hit by lightning, or some other such catastrophic failure condition.
 

TomeWyrm

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Jul 29, 2019
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Until you get a good handle on the power requirements of the mod, I'd ignore shaft junctions entirely. It's too easy to progress to the next tier of engine and invalidate the whole reason most people want the engines to merge (more power). RoC is much like railcraft in that its engines are always-on affairs. For some reason I don't mind wasting power by pumping too much into something. I don't know if I'll ever actually use junctions... time will tell!
 

Rubyheart

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Jul 29, 2019
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I'm still really early on in this world, I haven't even started farming canola yet. I was running a grinder and a friction heater off a steam engine and a cooled wooden gear box, swapping to four merged steam engines cut the operation times way down.
 

EyeDeck

Well-Known Member
Apr 16, 2013
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I set up a small gas turbine RF powerplant, 8 gas turbines with a mess of junctions and bevel gears leading to 64 rotational dynamos. After hooking up the 60th-or-so dynamo to a cryo-stabilized fluxduct, the chunk the plant was in started doing that thing that happens when too many block updates occur nearby, about once every second. I switched the TD fluxducts out for Electricraft RF cables, and the block update thing went away. So much for TE's legendary efficiency.

Until you get a good handle on the power requirements of the mod, I'd ignore shaft junctions entirely. It's too easy to progress to the next tier of engine and invalidate the whole reason most people want the engines to merge (more power). RoC is much like railcraft in that its engines are always-on affairs. For some reason I don't mind wasting power by pumping too much into something. I don't know if I'll ever actually use junctions... time will tell!
There are a number of gates that are set up to require 2 engines junctioned together, which I imagine is mostly to circumvent tier skipping by linking 4 1/4th power engines together.
 

TomeWyrm

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Jul 29, 2019
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I'd have switched to a Gasoline Engine, myself. But I also have WAY more than just RoC installed, so I'm not quite as forced into the tech tree as some people.

Oh yeah, I forgot about those tech gates. That's not the typical use case I've seen people talk about though. Usually it's 4 engines, and before the nerf it was more-than-four. Engine spam is a thing people are predisposed to do, and it's something I generally don't do if I don't have to. I much prefer single efficient setups to having to rely upon parallelization.
 

desht

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Jan 30, 2013
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Until you get a good handle on the power requirements of the mod, I'd ignore shaft junctions entirely. It's too easy to progress to the next tier of engine and invalidate the whole reason most people want the engines to merge (more power). RoC is much like railcraft in that its engines are always-on affairs. For some reason I don't mind wasting power by pumping too much into something. I don't know if I'll ever actually use junctions... time will tell!
Plenty of good reasons to use shaft junctions early on. For example, using a wind generator to run 4 fans (shaft junction in split mode), or two steam engines to run a tree farm (shaft junction in merge mode).
 

TomeWyrm

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Jul 29, 2019
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I didn't say they were useless :p

I said "until you get a good handle on the power requirements of the mod". There is nothing wrong with using multiple engines to run multiple fans while you're learning. The shaft junctions work unintuitively because balance, they are actively detrimental to learning the approximate power outputs and good use cases for the engines in stock configurations. That doesn't mean that they're useless, just that expecting to use them as a new player will likely mislead you and cause frustrating behavior.

Also that mostly applies to merge mode. Nothing wrong with split mode so long as the user realizes it's an even split. But there is also almost nothing wrong with overpowering things... you'll end up doing that a LOT in RoC, might as well get used to it early :p