Cyclical Infinite Power-Resouce Gathering

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Sephrik

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Jul 29, 2019
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I have a couple of problems when trying to play tech mods. Perhaps the forum can help me out?

The first is simple: I have too much power and nothing to do with it. I'd like to pump my power into somewhere and do something with it. This seems to happen no matter which combination of tech mods I play, assuming the second problem doesn't happen...

When I do manage to get rid of my power, it goes somewhere like Minefactory Reloaded. A different problem arises: I have too many resources. It's not as simple as taking all of the resources and building with them, or even providing an entire server with things to use. There isn't much difference between creative mode and modded minecraft at this point; I'd like to keep resources valuable.

To sum the problem up: I have too much power or too much automated resources. Perhaps both.

I'd like somewhere to sink my power into, but it has to be a true sink and not transferring problems. I don't mind if it takes a resource sink, another power sink, and a boatload of progression to make it happen. I don't want to automate vanilla processes either - ore processing is done with hoppers and furnaces. Give me somewhere to use this excess please?

Then make something different. Minecraft isn't about having an objective, it's about being able to create your own different objectives. Mods are there to give you more options to get to said objectives, but most of those objectives don't really change. I can understand being frustrated with the current mod universe and how the game play is currently turning out to be, but really, you don't have many options at this point. I suppose you may enjoy Better Than Wolves, but mentioning that mod most places results in a hanging.

Even when you made tinkers, and natura, they didn't really have their own objectives. Even the old school tinkers and your other mods from way back when didn't have their own objectives, just additions to help people create their own objectives, or ways to attain them.

Want more objectives? Play a modpack with HQM like WLR. If you have something against HQM, well, then no one here, on the mcforum or any specific mod creator can help you.

Also, just a tip, if you want to avoid public persecution, at least around this forum, the mcforums and the reddit, I'd probably also avoid two specific things:
1: Claiming a mod is not worth playing because you don't like it. - People don't make mods for you, they make mods for themselves, and release it for fellow players to enjoy, or they find a niche, just like you did with tinkers. My fiance hates tinkers, but that doesn't mean it's a bad mod.
2: Saying that anyone should "go burn and die". - Generally this is looked at as a somewhat rude thing to say, but you have to understand that, for the most part, Dire is somewhat of a celebrity in the MC modded scene. Regardless of whether you or I like him or not(and personally, I'm not a fan of his work),most people in the modded community do enjoy his content, and lots of people dislike hearing people talk bad about him.
 

Q009

New Member
Jul 29, 2019
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This can all be solved with Gregtech...

Please don't hurt me.

But seriously Gregtech makes you constantly have to strive to get power and resources and you will never say I have to much stuff. The machines in Gregtech are resource and power intensive so this problem should not come up. And in GT there is 1 form of quarrying (from IC2) which is extremley expensive and currently pretty much impossible.

I won't agree on the resources thing :p I think GT 5 for Minecraft 1.7.10 is fairly generous, but I don't mind at all :D
 

immibis

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Jul 29, 2019
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Do you have any evidence to back this up, or are you just either pulling it out of your ass or repeating what someone said on some other site?

There's at least some truth there. Tile entity renderers/TESRs are more expensive (in FPS) than static block renderers/ISBRHs, and RotaryCraft uses TESRs for most blocks (like shafts) where most other energy mods don't.
 

SatanicSanta

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Jul 29, 2019
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There's at least some truth there. Tile entity renderers/TESRs are more expensive (in FPS) than static block renderers/ISBRHs, and RotaryCraft uses TESRs for most blocks (like shafts) where most other energy mods don't.
As someone with an insanely horrible computer, I see no difference in FPS when playing RotaryCraft vs. Flaxbeard's Steam Power vs. GregTech vs. Thermal Expansion.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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Toronto, Canada
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There's at least some truth there. Tile entity renderers/TESRs are more expensive (in FPS) than static block renderers/ISBRHs, and RotaryCraft uses TESRs for most blocks (like shafts) where most other energy mods don't.
It is certainly true that TESRs are more expensive, but that is clearly not what he is referring to. He says "Poorly optimized, bad models and textures", meaning the code is poorly optimized not because of use of models, but for other reasons, and the models are "bad" in their own right (probably intended to mean 'ugly').
 

trajing

New Member
Jul 29, 2019
3,091
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More like do not care about the people who freak out over "Reika.RotaryCraft.TileEntities.Production.TileEntityBorer" vs "reika.rotarycraft.tileentities.production.TileEntityBorer" when the latter is both ugly, less readable, and incorrect.
Agreed. I don't care about programming conventions, I do what I think is best.
If that's using an odd notation system that only I understand, so be it.
EDIT: I'm not stating that you're doing that at all, I'm just saying that when programming, I do whatever seems best, no matter what anyone else says.
 

Strikingwolf

New Member
Jul 29, 2019
3,709
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More like do not care about the people who freak out over "Reika.RotaryCraft.TileEntities.Production.TileEntityBorer" vs "reika.rotarycraft.tileentities.production.TileEntityBorer" when the latter is both ugly, less readable, and incorrect.
IKR let me keep my naming conventions how I like them
 
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sProg

New Member
Jul 29, 2019
10
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More like do not care about the people who freak out over "Reika.RotaryCraft.TileEntities.Production.TileEntityBorer" vs "reika.rotarycraft.tileentities.production.TileEntityBorer" when the latter is both ugly, less readable, and incorrect.

My main issue is the loudness, which could be toned down a bit. The models and textures just need a bit of polishing and that's all. Your mod is okay, I like it, just not when I have to turn down block sounds is all. Also it's a it lacking in the Archaic Age for me personally, but RotaryCraft does boast it self as industrial, so it makes sense.
 

nightharvester

New Member
Jul 29, 2019
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This thread covers the basic thing that has bothered me about modded Minecraft too. I don't see MC as a building game, but more like a survival game. That means when I get super powerful items and all danger has disappeared, the game just stops being fun.

The suggestions in this thread don't seem like sinks of energy, more like investments. The idea I had for a fun game is adding lots of dangerous mods, like Hostile Worlds and Aliens vs Predator. I want to pair them with, say, RotaryCraft and have the arrow gun, force field, laser gun etc actually serve a purpose. (I should add, I've never got to late game RC so I don't know that they're completely useless, but to my knowledge RC doesn't add any dangerous mobs.) I want a good reason to make a well defended base!

I think it would be useful to consider survival mode MC as a survival game first, rather than a building game with restrictions, but it's important to remember MC is different things to different people. Some people will be happy using their energy to make building blocks for creative-style builds. There won't be a simple recipe to make the game fun for everyone once they're bored with vanilla.
 
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