Before I respond to the suggestions, I want to say:
Saying that people have the legal right to make whatever kind of addon they want is missing the point. You can certainly make it and I can do nothing to stop you.
However, I can very easily completely break it, or make RC disable itself (like it does if you try restricting things to donators), something
also within my power.
And again,
@CarbonBasedGhost, this is
not an accusation against you. Your idea sounds fine and I have no plans to act against it.
Player Detector: Allow it to transfer redstone upwards. All I want to do is make a simple automatic door opener but I have to screw around with the slab bug just to get it to the door without taking up too much space. It would also be nice if you could offset the detection radius to be one or two blocks from the machine by pointing the antenna with your screwdriver.
It technically
can output redstone upwards, but wire cannot be placed directly on top of it. It is impossible to make it conduct "strongly" like a torch does.
Scaleable chest: The GUI on it is a nightmare. It's by no means broken but nobody wants to click on pages upon pages of items just to find what they want. You also cannot shift click items into other pages meaning you have to waste time and power to move over to the right page to make your transaction. For a chest that's so high tier you would expect it to be a lot better as a storage solution. All that really needs to be done to make it worth using is ditch the page system and make it a single inventory with a slider.
Sliders are horrible to code and their GUIs are often unusable. Look at the Filing cabinet.
Gearboxes: Please give a little leeway when running unlubricated gearboxes. They break almost the instant they are placed making them near impossible to place in an active mechanism without having to repair them.
If you have an active lubricant supply, it will be added before the gearbox is damaged. On top of that, you can easily fill them elsewhere and then place them in place.
They also seem to blow up if you put them in torque and give you almost no resources back, which again, would not be a problem if they didn't default on torque mode.
They have to default to something, and the speed mode will break
more often on first place.
The guidebook also implies that gearboxes will break based on how much power is put through, not on how much torque.
"Like shafts, gearboxes are subject to material failure under excessive loads."
This is the most direct and accurate way to say this. I use load in the engineering sense. On top of that, I refer to shafts, whose limits are
explicitly detailed.
Flywheels: There is no high-tier flywheel for endgame power storage, short of the turbine flywheel. Before when flywheels were so broken that just using them was a risk in itself, this wouldn't even be considered. Now that flywheels operate almost perfectly (unless you hook them up into themselves) it feels missing to not have higher tier flywheels.
Flywheels are not designed or intended for power storage, and there is little need for one late-game.
Electricraft: You can use electricraft to skip tiers early on as long as you have enough diamonds, redstone, glowstone, lapis, and ender eyes. The only dependence on RoC in eletricraft is that you need liquid nitrogen and a filling unit to make superconducting wires, but even that can be supplemented by TE's Gelid Cryotheum.
Not anymore. Wires and batteries require higher-tier materials, especially the superconductor, which requires tungsten. I am not sure if this is a v3 change.
High Ratio Gear: Who uses this? It's just a 32x gearbox that requires a crap tonne of lubricant, bedrock ingot, and maintenance. The CVT and bedrock gearboxes are much more flexible and cheaper to make and don't even require any thought after you place them down. It seems really odd to have a space saving solution take more space than the alternative since lubricant will need to be piped in.
256x.
Heater: On subject of devices that completely fail their intended purpose, what about the heater? 9 out of 10 times I use it because I need a precise heat input. The heater seems to LOVE to spike 100 degrees over what I set and it ends up destroying a lot of my machines.
That is how the heater works. It consumes fuel to heat up, and then cools until it is cold enough to consume fuel again. It is not intended for precise control.
Furthermore the device is intended to be used on steam engines
No.
and compactors, devices that can very easily and safely operate at consistent temperatures with fire/lava underneath.
No, the compactor needs 800C to make diamonds, its main purpose.
Also, why does it need both shaft power and fuel? Couldn't it just provide power from friction or just fuel?
That is the friction heater.
Liquid Distillery: OPAF. 6 buckets of lubricant for 1 oil? Count me in. As an added bonus you only need 1 DC engine and a few gearboxes and you're golden.
Operation speed: On some devices, mainly the spawner controller, speed rates are completely broken. 0.05 seconds per operation is something that should be hard to obtain yet it seems a lot of devices can get up to there easily. Other devices on the other hand will only go up a measly second per operation when you double the power output.
You are in the huge minority on both of these. I get incessant complaints of exact the opposite.
Dew Point Aggregator: What's the point in having this? You can easily enough get water from a 4 wide pool and DC engine.
Not even close.
I suppose it would be useful on a finite water server, but that's about it. I tired putting a water block over top of it to generate water faster but it just blocked the device instead.
Give it more power and it will generate huge amounts of liquid, up to 64000 mB/t.
Light Bridge: Admit it, it's for showing off. The high power requirement on top of the direct sunlight requirement make for a very inconsistent and expensive bridge that can easily be made with a block ram. I also didn't realize that sci-fi counts as realism even though I would love to see more of these kind of things.
The realism concerns have seen it ready to be modified, but nothing has been sufficient to replace it.
Reservoirs: I would love it if you could stack these vertically to make deep pools. It's also disappointing how the hitbox of reservoirs only goes away if it's fully surrounded. Considering the bug's been in the game for so long I can only assume it's an engine issue.
Multiple hitboxes per block, while possible, are difficult and glitchy. As for multilevel reservoirs, that would require a total rewrite to the renderer and distribution logic, which would not only be a huge amount of work but also perform far worse.
Smoke Detector: This thing isn't saving anybodies life. It's so quiet! I would expect a blaring siren, not a cute little whee whee whee. I've had my cooking complimented by a smoke detector before and I can say it's certainly a sound you don't want to keep going for more than three seconds. It's also got a wonky hitbox.
The hitbox is fixed in v3, and the noise is as loud as you make it. Do not set machine volume to 20% and then complain about it being quiet. Also, the sound is of my smoke detector going off.
Defoliation Machine: You're better off using the firestarter. This thing is way too slow, even at higher energy inputs. It also produces a lot of lag. I also cannot seem to figure out how to get poison. I assume it's being taken out of the game considering the creative mode texture looks like placeholder bedrock.
Liquid poison is usable in the machine, but it is only added by other mods. Use potions for "vanilla RC". Also, give it more speed, not more power. Torque increases range, which
lowers apparent speed (actions per area per time).
Railcraft Hidden Block: I know it's a terrible way to code in something on their part, but it's silly that so many parts of the mod are broken by this. It's a simple change; if block.IsAir() rather than if block.id = 0. Considering railcraft's hidden block is enabled by default and disabling it requires google since they stupidity change the block name to heat.residual (why!?) rather than the existing block.hidden which the first thing I searched in the config.
I do check isAir(). It fixes nothing.
Solar Tower: One word. Laaaaag. For a multiblock it sure is poorly optimized. Don't even think of making a big one because your PC will die of cancer half way through construction.
Two words: Prove it.
Unless you go insane and make something 50x50, I see no performance problems, and even then, only the renderer lags out, something which is unavoidable and frankly obvious.