Changing Machine Mod bye bye IC2?

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Inaeo

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Which is exactly why we have this thread.

No, this thread was started with the intention of finding a new mod to focus on, as the server is restarting and OP only has experience with IC2 and is looking to branch out. The thread took on a life of its own, as people first suggested mods, then debates broke out about balance. Honestly, most of the mods involved in the last few pages of debate don't reside in the pack the OP will be playing.

If the OP is paying attention still and not made up his mind, the two obvious choices are EnderIO and Thermal Expansion (Thermal Dynamics has all the ducts). These two mods form the major tech backbone of the modpack (outside of aforementioned IC2) which can then delve into other mods like Simply Jetpacks (seeing as flight was an end goal before) or Redstone Arsenal. They are entry level mods, from a learning curve perspective, but allow you to progress quickly through them (assuming materials, which can be added with a BC Quarry or XU EnderQuarry, both which run off the RF these mods produce). Also, sprinkle a dose of MineFactory Reloaded (MFR) into that for reliable farming, mob spawning/farming, fishing, and other tasks you need done but don't want to do manually.

If you're up for something completely different, give Thaumcraft a go. It can do most of the techy things, but with a magical flair. It also comes with its own guidebook, which helps you to know where to go next and how things work. If you like it, Blood Magic and Botania tie into it quite well, and are fun in their own rite.
 

Baron_Falcon

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No, this thread was started with the intention of finding a new mod to focus on, as the server is restarting and OP only has experience with IC2 and is looking to branch out.

Well...

... IC2 machines can be a pain in the arse...

If the OP is paying attention still and not made up his mind, the two obvious choices are EnderIO and Thermal Expansion (Thermal Dynamics has all the ducts). These two mods form the major tech backbone of the modpack (outside of aforementioned IC2) which can then delve into other mods like Simply Jetpacks (seeing as flight was an end goal before) or Redstone Arsenal. They are entry level mods, from a learning curve perspective, but allow you to progress quickly through them (assuming materials, which can be added with a BC Quarry or XU EnderQuarry, both which run off the RF these mods produce). Also, sprinkle a dose of MineFactory Reloaded (MFR) into that for reliable farming, mob spawning/farming, fishing, and other tasks you need done but don't want to do manually.

Couldn't agree more with that. Ender IO and Simply Jetpacks have added some really nice dimensions to the game, I'm really gratefull TE took a break from ducts so I could discover IO conduits and of course the rest of the mod. MFR farming is without compare. BC quarries can be run at any stage at which you have enough diamonds to make one, the limitation is power so early game = slow etc, which is reasonable.
 

Baron_Falcon

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Ironic really how generally Reika's mods themselves have what you would describe as a cult due being so infrequently used in packs...

Well lets be accurate about "infrequent". Considering it's a fairly new mod compared to other standard FTB mods, of course it hasn't been featured as much. Also, it simply hasn't been updated as far as I know to be integrated into Infinity. So implying it's infrequent use compared to X mod has anything to do with the "popularity" of the mod is a bit disingenuous. RC is generally a well liked mod as far as I can tell.
 
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Chocohead

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Considering it's a fairly new mod compared to other standard FTB mods, of course it hasn't been featured as much.
RotaryCraft - First release 1.4.7
EnderIO - First release 1.6.2
Extra Utilities - First pretty patchy release 1.5.1

It's not newer at all compared to much greatly featured and used mods. RC is liked, RC is hated, the same way any mod is. Rekia's rules on what modifications can be done to it's tech tree are more what people get (or got) upset about it.
 
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Reika

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Rekia's rules on what modifications can be done to it's tech tree are more what people get (or got) upset about it.
As always, I hold that a bigger factor is the fact that it is very much not "general appeal" so packs like Infinity tend to avoid it.

Well lets be accurate about "infrequent". Considering it's a fairly new mod compared to other standard FTB mods, of course it hasn't been featured as much. Also, it simply hasn't been updated as far as I know to be integrated into Infinity. So implying it's infrequent use compared to X mod has anything to do with the "popularity" of the mod is a bit disingenuous. RC is generally a well liked mod as far as I can tell.
....RC was updated to 1.7 almost a year ago.
 
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KingTriaxx

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It's also been in Etho's Pack since he had a pack on the launcher.

Speaking of, is there any better documentation for the Rotational Dynamo? Last time I looked, it was spin this bit, and get power out the other side. And no this much speed+torque gets this many RF/t to be found. I don't think it even had an interface, or an output from the Angular Transducer.
 

Vaeliorin

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Other than the max torque/speed, I don't know that there's any documentation in regards to the RF/t from rotational dynamos (the formula is without a doubt floating around the web somewhere, but I couldn't point you to it.) I know that a steam engine produces more than 40 rf/t, though, since it's running my Alloy Smelter and SAG Mill (mainly only used to create EnderIO conduits) in my "all power must be generated by rotarycraft and its addons" personal pack.
 

jdog1408

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Well, EnderIO doesn't have much in terms of power generation but I haven't run into kinds if machines that are missing
 

KingTriaxx

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That straight off the steam engine? Not run through any gear boxes?

EIO has a couple of generator types, and it's own fuels.

Mekanism and it's mods are stupidly fun, especially the jetpack. So much fun, and so awesome looking.
 

Reika

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It's also been in Etho's Pack since he had a pack on the launcher.

Speaking of, is there any better documentation for the Rotational Dynamo? Last time I looked, it was spin this bit, and get power out the other side. And no this much speed+torque gets this many RF/t to be found. I don't think it even had an interface, or an output from the Angular Transducer.
Aside from its limits, which are also given, and the conversion ratio, which is given, what else is there?
 

malicious_bloke

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Aside from its limits, which are also given, and the conversion ratio, which is given, what else is there?

Aside from the exact equation used to calculate RF output from the two input variables, there's nowt else I can think of...

@king Triaxx, according to the wiki, inputting 5628W is the minimum value as this equates to 1RF/t, while the full 1024Nm @8192 Rad/s (8MW) will output about 16kRF/t.
 

Vaeliorin

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That straight off the steam engine? Not run through any gear boxes?

EIO has a couple of generator types, and it's own fuels.

Mekanism and it's mods are stupidly fun, especially the jetpack. So much fun, and so awesome looking.
That is indeed straight off the steam engine. Given that the rotational dynamo seems to have some sort of internal buffer, in my experience, it's possible that I've been fooled and just not eaten through the stored power.

I just thought it would be interesting for my own pack to disallow anything other than Rotarycraft power generation (I've used just about every other way of generating RF), especially since the rf mods I have are mostly for support/just messing around (the exception being rftools, which I'm not sure how I'm going to power pre-Reactorcraft...but that's half the fun, right?) The most impressive thing I've managed so far was running an EnderQuarry with 2 performance engines (it was my initial "I have no resources" quarrying) but that was on a world from a couple months ago and I've made some changes to my pack since then.

My next goal is a Buildcraft Assembly Table so I can get a Buildcraft Additions kinetic multi-tool up and running...going to need to bump up my power gen for that though.

All that said, Mekanism is indeed awesome, but it was my main tech mod in 1.6.4, so I've changed it up a little bit.
 

KingTriaxx

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I just like to know how much is going in and coming out, in case there's a loss somewhere. And the last time I used it, was the default version in Monster. All that gave was the input limits, but no conversion ratios.
 

Vaeliorin

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I was wrong. I just tossed a capacitor onto my power line, and it appears a rotational dynamo on a steam engine only outputs 31 rf/tick.
 

malicious_bloke

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I was wrong. I just tossed a capacitor onto my power line, and it appears a rotational dynamo on a steam engine only outputs 31 rf/tick.

Reika clarified the conversion ratio above.

31RF/t * 520 = 16120W

Taking into account rounding, that's pretty much accurate. A steam engine outputs 16kW.
 
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