Thank you for a great response Reika. Now it's time for my counter response.
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.
Couldn't you just set the block above it to isdirectlypowered and then force a block update? I remember being able to do this in Bukkit so i'm not sure why it would be unavailable in forge.
Sliders are horrible to code and their GUIs are often unusable. Look at the Filing cabinet.
Maybe something else can be done. The page system is a user interface mess. It makes sense on a coding level since you can save 11 inventories in a table but as far as playing it in game I would much rather just use AE or Iron Chest for all my storage needs.
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.
Case and point. As soon as you place the gearbox it becomes damaged. Perhaps a good 5 seconds of break immunity after you place a gear so I don't have to waste a gear repairing an instant 1% damage.
They have to default to something, and the speed mode will break more often on first place.
Really? I noticed that a stone gearbox on speed can handle a load that destroys steel gearboxes on 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.
I suppose this is just a case of error between the monitor and the chair.
Flywheels are not designed or intended for power storage, and there is little need for one late-game.
Flywheels are used all the time in real life for power storage. I would have assumed that was the intended purpose. I use the gold flywheels for power storage because you can chain them in a line and get a nice consistent power output without wasting when I pull the clutch off. Unlike coils you can put power into these while still getting power out of them. The only thing that makes them suck is the bug where flywheels use the torque they receive as their own causing the first flywheel in the group to stop dead in its tracks when I cut off power.
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.
That's good to hear.
Two 16x gears, still takes up less space than the HRG.
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.
No.
No, the compactor needs 800C to make diamonds, its main purpose.
If it's not intended for precise control and it's main purpose is to make diamond with the compactor then what's the point in using it? You can easily get a stable 900C by starting a fire under the compactor in the nether
That is the friction heater.
The friction heater only seems to work on the blast and regular furnaces.
You are in the huge minority on both of these. I get incessant complaints of exact the opposite.
:/
Sorry that was a mistake. I mean to put 3x3 and not 4. A 2x2 would dry up almost instantly.
Give it more power and it will generate huge amounts of liquid, up to 64000 mB/t.
I'm not seeing it. A 3x3 pool of water with a pump and DC engine still produces more water than a DPA with 900,000 speed and torque. By the time the DC pump filled its reservoir, the DPA only managed to fill its to 30,000 mB. The DPA also seems to not want to work sometimes, forcing me to toggle rain before it responds.
The realism concerns have seen it ready to be modified, but nothing has been sufficient to replace it.
Is it even worth replacing? I don't think there's a single player here who actually uses the Light Bridge in a way that couldn't be done with something else.
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.
Fair enough. I just thought it would be neat to have a giant vat for liquid storage.
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.
Okay, I should probably update to v3 next chance I get. Also, please don't talk down to me, I would not turn down the engine volume and then complain that engines are too quiet, and I didn't even touch the config for the most part. It's just that one would expect for a smoke detector to be ear-piercingly loud and travel quite a distance by default as the existing one only travels a pitiful 16 blocks before fading completely.
I want your smoke detector, that's the cutest sound I ever heard.
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).
I suppose giving it 9 million torque wasn't doing it justice.
I do check isAir(). It fixes nothing.
That sucks. Railcraft needs to fix their code then.
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.
Well i'm the kind of person who uses 30+ aurorials so of course i'm going to build a solar tower from bedrock to sky limit. :3