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.
Absolutely not, no.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.
Elite: Dangerous. But I am rather more...well-financed than most of the player base.... 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?
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
Yeah, good point. I hadn't considered Extra Cells (which I don't have in my current world).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, 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).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.
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.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).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!