Mod Feedback [By Request] RotaryCraft Suggestions

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Pyure

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Aug 14, 2013
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Even if it is not the default in the major packs, that means rather little if it is still the most common way it is actually played.
I know I'm paraphrasing you paraphrasing someone else when I say: 90% of players don't know the configs exist, and 90% of what's left over don't bother changing them. Don't contradict yourself silly dragon, you know better than that.

I say, assume that the mods you want to work with are in their default config setting.

...Or, you know, go crazy, whichever.
 
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Reika

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Sep 3, 2013
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I know I'm paraphrasing you paraphrasing someone else when I say: 90% of players don't know the configs exist, and 90% of what's left over don't bother changing them. Don't contradict yourself silly dragon, you know better than that.
Notice the distinction between "major packs" and "everyone else".
 

Pyure

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Notice the distinction between "major packs" and "everyone else".
You lost me. I said find me a pack of any type. Most people playing with big reactors are playing with a pack (they're not building reactors for the warm glow or to plant crops on).

This means most players are playing with regulated configs. This means "everyone else", other than a few reddit children, are playing with a multiplier of around 1.0. You don't care about the outliers Reika. I'm telling, you don't care. Don't disadvantage yourself (by wasting your time if nothing else) by adjusting yourself to them.
 

Pyure

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Wait...did you think that this was the only reason I am changing the conversion ratio?
No, I thought it was a reason you were worrying about it. You placed emphasis on BR users with 140x multiplier when its honestly the first time I have ever heard of it.

Reika said:
Also, I want to and will increase the value of RC power relative to RF, because entry-level RF engines being on par with mid-game RC engines and new BR reactors being able to outperform a fusion reactor is unacceptable.

ReC reactors already blow absolutely everything out of the water for power with the possible(?) exception of some weird stuff out there. Starting a power-inflation war is sort of unnecessary: ReC already wins. Big Reactors is not on par unless someone decides to switch on God mode, and that's a Prerogative of the Silly, not a benchmark.

Also, for what its worth, not sure if you should assume that all players with RF have Big Reactors.

Lastly, for your consideration: some people can build mega-big-reactors complexes capable of creating comparable RF output, but they'd require literally hundreds of turbines, and this scenario would be more comparable to me building a mega-ReC-Fission complex. I'm guessing I could build a fission reactor so massive that it was capable of outstripping a fusion reactor (although for safety reasons it wouldn't really resemble a single reactor).

Side-note: in the pack I'm playing, the absolute most you can get out of a single BR Turbine is approximately 16,500 RF/t. It took me a long time to afford that turbine (weeks), and weeks more to get my second turbine up at running at around 50% of that efficiency. The reactor itself can support around 4 of those turbines at maximum efficiency. I would stake my reputation that most players are playing with approximately double that output at most, with a few stragglers in silly third-party packs at triple.
 
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Scottly318

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I think the point @Reika is trying to make is that he wants ReC to be competive in every form. I understand what you're saying to though @Pyure. And mostly agree. People that want to mess with the BR config arent the type that are going to enjoy the complexity of ReC. I'd say the new conversions work for me
 

Pyure

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I think the point @Reika is trying to make is that he wants ReC to be competive in every form. I understand what you're saying to though @Pyure. And mostly agree. People that want to mess with the BR config arent the type that are going to enjoy the complexity of ReC. I'd say the new conversions work for me
I understand that, and they probably work for me too; I don't know enough about the all-round topic to contribute anything intelligent, but worry about placing too much emphasis on a) a single mod, and b) a possible misunderstanding of its common usage.

For competitiveness, I think everyone already knows and agrees that ReC isn't competitive, its miles ahead of anything else in terms of power generation (and power storage too if we include EC).

I didn't even consider this but you're right: anyone playing with massive multipliers would never get past torque * speed anyway: multiplication is hard, configs are easy.
 
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Vaeliorin

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Resonant Rise 2 (and by extension Yogscast Complete, which was one of the top packs on the AT Launcher for 1.6.4) had default 10 or 12 times power for Big Reactors (but also 50x fuel use, and the steel/hardened glass recipes), but that was only to make it competitive with...I think it was Atomic Science....whichever UE mod had a fusion reactor that basically ran on water (you had to convert it into deuterium and tritium, but it was simply plopping down a couple machines and providing a negligible amount of power.)

Honestly, having never built a magnetostatic (never had a reason) or reactorcraft reactor (I keep meaning to, but the potential for disaster scares me) I don't have much worthwhile to add beyond what I've already said, I just wanted to point out that there were relatively significant packs that had higher modifiers.
 
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MajPayne21

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Even if it is not the default in the major packs, that means rather little if it is still the most common way it is actually played.

I think Pyure's point is that it's not commonly played that way. Only the fringe individual players who config up their single player instance so that it's completely unbalanced do things like that. These people put OreSpawn in their packs and think it's totally reasonable.

There are no major packs, official packs, or common third party FTB packs that I am aware of that have BigReactors configured anywhere near that excessive.

I know your design philosophy is non-interference and appropriate balance, but I don't think it's necessary to configure based on the edge cases with people who break things to the extreme anyway. They will find a way to break whatever you design, either by cross mod interaction or config files.

Sent from my SCH-I535 using Tapatalk
 
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abculatter_2

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Actually, this is a much better illustration of reika's point. A gasoline engine requires a decent amount of iron, as well as a bit of gold. (Can someone give exact amounts?) This will give 124 rf/t, about equivalent to 1.5 steam dynamos (16.5 - 18 copper, 1.5 silver) while gasoline requires more infrastructure to make fully sustainable (sugar plantation, sugar grinder, fermenter, sand grinder, composter vs tree farm and a powered furnace )

@Pyure and others about the BR comment Reika made. Note that the 124 rf/t is with the new value.
There is more to his reasoning than BR being OP, if you look at the vanilla TE recipes and power generation and compare it to RoC with current conversion TE is kinda ridiculous.
As for the BR thing, it does sound like the 140x multiplier was a ridiculous outlier. Reika, was there others in that thread who treated that like normal? And have you read more than one thread that treated 140x or similar as normal?
 
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Pyure

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Resonant Rise 2 (and by extension Yogscast Complete, which was one of the top packs on the AT Launcher for 1.6.4) had default 10 or 12 times power for Big Reactors (but also 50x fuel use, and the steel/hardened glass recipes), but that was only to make it competitive with...I think it was Atomic Science....whichever UE mod had a fusion reactor that basically ran on water (you had to convert it into deuterium and tritium, but it was simply plopping down a couple machines and providing a negligible amount of power.)

Honestly, having never built a magnetostatic (never had a reason) or reactorcraft reactor (I keep meaning to, but the potential for disaster scares me) I don't have much worthwhile to add beyond what I've already said, I just wanted to point out that there were relatively significant packs that had higher modifiers.
Interesting and good to know. I've never tinkered with that pack, but that's an interesting configuration.

The reactorcraft reactors are a bit unforgiving and could benefit from configurability, but are still really fun to tinker with regardless, I recommend trying them out.

@Pyure and others about the BR comment Reika made. Note that the 124 rf/t is with the new value.
There is more to his reasoning than BR being OP, if you look at the vanilla TE recipes and power generation and compare it to RoC with current conversion TE is kinda ridiculous.
Agreed. I was only concerned about a misconception regarding the one mod. For the ratio I don't really have an educated opinion; at a glance it seems plausibly reasonable.
 

Azzanine

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a 140x...
So you guys are saying that people play with BR with that multiplier? Assumeing a 3x3 passive cooled reactors default is 200ish RF/t that setting would make it produce 28000 rf/t.
If you have the access to the config you may as well cheat in a creative cell or capacitor.
 

PierceSG

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I find default setting for BR is good enough.

I have a 7 by 7, with a height of 9, active cooled reactor with 4 turbine reactors housing ludicrite. Each of the turbines are producing about 24k RF/t. So in total I'm generating about 96k RF/t.

That is with a yellorium eating monster and four turbine towers that have ludicrite coils.

I think a similar ( in cost ) ReC setup should be outputting a whole lot more RF/t.
 
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Pyure

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Yes to both. The former was "justified" with explanations like "BR is really underpowered at the defaults".
Well there's always gonna be some of "those people."

You know how some people (used to?) strongly recommend that you switch your entire power system to RF? Worrying about those god-mode folks is similar to catering to these RF fanatics.

Annnnnd again, not suggesting that the conversion ratios are wrong. Don't know, don't care.
 

fredfredburger

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I think the issue is that the new conversion ratios are great for Rotarycraft level engines but the ReC turbines would produce a silly amount RF. Most people just don't realize the scale of the power increase from Rotarycraft to Reactorcraft since Rotarycraft is made to use huge amounts of power. Since there's nothing using that much power in the form of RF, it seems like a ludicrous amount at first glance.
 
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Pyure

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I think the issue is that the new conversion ratios are great for Rotarycraft level engines but the ReC turbines would produce a silly amount RF. Most people just don't realize the scale of the power increase from Rotarycraft to Reactorcraft since Rotarycraft is made to use huge amounts of power. Since there's nothing using that much power in the form of RF, it seems like a ludicrous amount at first glance.
I don't see the downside :p Kidding!

I wonder if you can simply make the argument that "its worth it."

Even with RoC-type consumption, once you have a fusion plant, you're God. The exact tiers of godlihood are basically irrelevant, its just a matter of figuring out how to get your power to the places you need it. If this is true of RoC consumers it may as well be true for RF ones.