Mod Feedback [By Request] RotaryCraft Suggestions

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Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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Toronto, Canada
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I heard some rumours about Shaft Power <-> EU converters being planned, is this true? If so , great, if not, i'm requesting it :p I have an idea to make the Shaft > EU converter not actually convert to EU, but instead to IC2's Kinetic Power(which is outputted by the Wind Generator and Steam Generator), just because it fits better thematically. However that should not apply the other way, that would be very impractical.
The dedicated UE converters, seeing as they do not work anyways, may be repurposed for this, especially given that I have talked with DarkCow (a leading UE developer) and he has stated he would prefer to handle conversions internally due to configurability in their ratios.

I only have two concerns for adding EU conversion ability. One is the fact the IC2 power system seems to change daily, and often fundamentally. I do not have time to play "catch-up" with a moving target of this nature. It needs to stabilize before I can even consider interfacing.
The other is the scale of the power. As far as I know, the most powerful EU generator ever made is the GT fusion reactor, topping out at 40kEU/t. Compare that with ReactorCraft-scale power, which, converted, can go as high as 5.8MEU/t, and you have a recipe for me trampling every other power generator in the EU ecosystem. I do not want to completely obsoletize the majority of the IC2/GT content, and I also consider end-game IC2/GT to be "Greg's Territory" on which I have no right to encroach.

On the other hand, I do wish to implement IC2 power conversion on a personal level, as it is both convenient for gameplay and will help keep IC2 alive, something that I feel must be done.

Also: What do you plan to do with the MJ support things, now that it's getting deprecated?
The pneumatic engine and air compressor are likely to be reused for PneumaticCraft if they are no longer useful in their original roles. However, asie has indicated that "BC RF" is substantially different from natural RF, and so the converters may not yet be obsolete.
 

AdmiralKirov

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Jul 29, 2019
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I still have to understand how new IC2 power system works, in the beginning there were EU packets (voltage), EU/t consumption (current) and an an understable energy loss, wich was somehow "realistic" and easy to understand, now I fail to see what' s the logic behind it :(

...and so the converters may not yet be obsolete.
Wooden kinesys pipe is pretty bottlenecking the air compressor potential, I always loved BC energy transfer and I would really like to use it now, but the 32MJ cap is pretty damn low...
 

Wagon153

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Jul 29, 2019
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The dedicated UE converters, seeing as they do not work anyways, may be repurposed for this, especially given that I have talked with DarkCow (a leading UE developer) and he has stated he would prefer to handle conversions internally due to configurability in their ratios.

I only have two concerns for adding EU conversion ability. One is the fact the IC2 power system seems to change daily, and often fundamentally. I do not have time to play "catch-up" with a moving target of this nature. It needs to stabilize before I can even consider interfacing.
The other is the scale of the power. As far as I know, the most powerful EU generator ever made is the GT fusion reactor, topping out at 40kEU/t. Compare that with ReactorCraft-scale power, which, converted, can go as high as 5.8MEU/t, and you have a recipe for me trampling every other power generator in the EU ecosystem. I do not want to completely obsoletize the majority of the IC2/GT content, and I also consider end-game IC2/GT to be "Greg's Territory" on which I have no right to encroach.

On the other hand, I do wish to implement IC2 power conversion on a personal level, as it is both convenient for gameplay and will help keep IC2 alive, something that I feel must be done.


The pneumatic engine and air compressor are likely to be reused for PneumaticCraft if they are no longer useful in their original roles. However, asie has indicated that "BC RF" is substantially different from natural RF, and so the converters may not yet be obsolete.
What you could do is put a cap on the EU converter, similar to how the compressor and rotational dynamos have limits. And perhaps require some higher tier IC2 components(Gregtech components being an option if Gregtech is in the modlist and the option is enabled in the config.)[DOUBLEPOST=1414167827][/DOUBLEPOST]You could also get in touch with Greg for suggestions.
 
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abculatter_2

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Jul 29, 2019
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How about making the converter very inefficient at first with large amounts of power simply going to waste, and it has to be upgraded with IC2/GT components to increase efficiency?
This would encourage people to go through the IC2/GT tech tree without the simple bypass of just spamming more converters.

Also, on the subject of GT integration, it would be nice for there to be a config option or an automatic detection of GT which causes the grinder to reduce its ore multiplier to 2x instead of 3x, and the extractor to 3x instead of 5x.
 

abculatter_2

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So, basically, you want RotaryCraft to nerf itself if GregTech is present? That...doesn't make much sense, to me.
Why? The main thing that makes RoC not fit into GT is its ore processing, which is vastly superior while also being quite a bit cheaper, both to run and to make.
Unless this can be done in an addon/in another mod, in which case I'll ask Greg to see if he's willing.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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550
Toronto, Canada
sites.google.com
Why? The main thing that makes RoC not fit into GT is its ore processing, which is vastly superior while also being quite a bit cheaper, both to run and to make.
Unless this can be done in an addon/in another mod, in which case I'll ask Greg to see if he's willing.
An addon to change RC behavior, or an IC2-native ore processor? Because I will shut the former down as soon as it starts.
 
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RavynousHunter

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Why? The main thing that makes RoC not fit into GT is its ore processing, which is vastly superior while also being quite a bit cheaper, both to run and to make.
Unless this can be done in an addon/in another mod, in which case I'll ask Greg to see if he's willing.

Again, you want Reika to alter his mod's functionality when GregTech is present to suit the theme of a completely different mod, which could very well shoot a fair amount of RotaryCraft's progression straight to hell. This isn't a request for compatibility, something I'm sure would at least be taken seriously, this is asking Reika to make RotaryCraft fit into the Gregosphere when GregTech is present. If it unbalances GregTech's progression, then...don't use it. It'd be like asking the director of Supernatural to not film any scenes including references to the devil when fundamentalist Christians are in the next building over filming an episode of The 700 Club or something.
 

Blockmaster139

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What you could do is put a cap on the EU converter, similar to how the compressor and rotational dynamos have limits. And perhaps require some higher tier IC2 components(Gregtech components being an option if Gregtech is in the modlist and the option is enabled in the config.)[DOUBLEPOST=1414167827][/DOUBLEPOST]You could also get in touch with Greg for suggestions.

Since his balance problem was with Shaft > EU, I suggested using the Kinetic Energy system(which is pretty much finalised, just the generators need rebalancing), which would automatically throttle the EU output to a max of 512 EU/t. If you're worried about the converters being spammable, don't be, because IC2 lets you do that and then punishes it with cable loss (and the fancy new resistance/voltage thing that's only half implemented :p)
 

abculatter_2

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Jul 29, 2019
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An addon to change RC behavior, or an IC2-native ore processor? Because I will shut the former down as soon as it starts.
Why would you shut down an add-on for modifying RoC behavior? It's not like people will be forced to use it, and if you're worried about false bug reports it could be made with a no-modpack clause, so anyone installing it would have to do so manually.
I honestly can't think of any other negatives, since I highly HIGHLY doubt a GT-integration add-on for RoC would be at all popular, as it's rather niche. Unless it's for some kind of ego/personal reason? (Not that I necessarily think such a thing is bad nor unjustified, mind you.)
 
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JOBGG

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Jul 29, 2019
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Hey, would it be possible to have the toroidal magnets automatically align themselved when placed to the tokamak marker in case there is one nearby?
 
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AdmiralKirov

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Hey, would it be possible to have the toroidal magnets automatically align themselved when placed to the tokamak marker in case there is one nearby?
how am I supposed to kill mobs with the tokamak if containement coils start to get self-aligned?
 
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JOBGG

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Jul 29, 2019
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how am I supposed to kill mobs with the tokamak if containement coils start to get self-aligned?
I'm not referring to the tokamak itself, or the solenoid, I'm referring to the blueprint highlighter that Reika has added. It's be rather nifty if you got automatic alignment in case you actually made one of those.
 

abculatter_2

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Because it breaks Reika's quality control, design integrity, and internal consistency.
Designing addons to change stuff is no different to using MineTweaker ect...​
An addon does not change the quality, design, or consistency of RoC itself. The only time it has any affect at all is when it's actually installed, which would be entirely up to the user.
I mean, by this logic, why doesn't Thermal Expansion break the design integrity and consistency of RoC by adding new ores and tools unrelated and unexplained by RoC itself? Wouldn't you have to have an environment completely devoid of all other mods to truly maintain these three things?

Also, what's wrong with Minetweaker? Why is the user not allowed to change things if they wish?
 

trajing

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An addon does not change the quality, design, or consistency of RoC itself. The only time it has any affect at all is when it's actually installed, which would be entirely up to the user.
I mean, by this logic, why doesn't Thermal Expansion break the design integrity and consistency of RoC by adding new ores and tools unrelated and unexplained by RoC itself? Wouldn't you have to have an environment completely devoid of all other mods to truly maintain these three things?

Also, what's wrong with Minetweaker? Why is the user not allowed to change things if they wish?
It's Reika's mod, and he can do what he wants with it. If that is banning addons that change RoC recipes, then that's Reika's choice. It's just like with AE2. It's the choice of the dev as to what to do with their mod.
 

abculatter_2

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Jul 29, 2019
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It's Reika's mod, and he can do what he wants with it. If that is banning addons that change RoC recipes, then that's Reika's choice. It's just like with AE2. It's the choice of the dev as to what to do with their mod.
And I can question why, and what his reasoning is.