How to start RotaryCraft?

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Reika

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Remove the config option then. Or make a new powered worktable. (EDIT: Actually, that second one seems kinda pointless...)
Or, you could make it so only the machines that require power aren't craftable in the crafting table.
The config is there because when I made crafting require the worktable, I had over 100 complaints in < 24 hours. It also is the only way to autocraft RC machines with any sort of speed or efficiency.
 

abculatter_2

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Seriously? Why is that such a big deal to so many people?
I would say just ignore their complaints in favor of a better mod...
 

Reika

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Seriously? Why is that such a big deal to so many people?
I would say just ignore their complaints in favor of a better mod...
If I ignore complaints, I get removed from packs...


Also:
New Magnetostatic:
Oosx5UQ.png


New Pneumatic:
NyMTnRU.png
 
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abculatter_2

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You don't have to ignore ALL complaints, just in this particular case, ignoring them (assuming they actually come) allows for a new gameplay mechanic.

Also, dem numbers.
 

midi_sec

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I think the only way to stop said trend would be to go the route of thaumcraft and artificially gate advancement, but that opens a whole new can of worms.
i kinda dig this. maybe a drafting table type thing, to do...something, for research and unlock the higher tier items.
 

abculatter_2

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did you even read what i quoted? or understand the message behind it? people skipping tiers isn't good for a "Real" mod like this, right?
yes, I did. But how do you propose implementing a 'research' system in a game which strives for realism, that is anything other then actual, real-life research?

And, honestly, that really wouldn't solve anything... People would still just rush for the researches they wanted, and then the limitations of the current gates will still apply.

Not to mention that you're probably thinking of a mini-game or, even worse, simply throwing things into a table and waiting for a progress bar to fill, both of which are completely irrelevant to the mod's intent.
 

midi_sec

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yes, I did. But how do you propose implementing a 'research' system in a game which strives for realism, that is anything other then actual, real-life research?

And, honestly, that really wouldn't solve anything... People would still just rush for the researches they wanted, and then the limitations of the current gates will still apply.

Not to mention that you're probably thinking of a mini-game or, even worse, simply throwing things into a table and waiting for a progress bar to fill, both of which are completely irrelevant to the mod's intent.
It can be done in such a way to artificially lock things out while keeping it real. Try thinking outside the box a little.

Also, seriously man? Do yourself a favor and don't even try to imagine what i'm thinking. I tried to be as un-insulting as I can, but if you're going to go there, we can take it to PM's and not clutter this thread up.
 

midi_sec

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if you were to implement it, how would you gate progression? i didn't necessarily mean thaumcraft style research.

i meant to just start a conversation on the topic of a throttle.
 

keybounce

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This thread and others like it show a worrying trend - the first machine people often try to run is either the bedrock breaker, the extractor, or the gas turbine. All three of these are further into the techtree than the combustion engine is into BC or the tesseract is into TE3.

I think the real problem is that the tech tree isn't obvious, and simply listing things by their minimum power requirement doesn't really show the tech tree.

More to the point, if you want people to start with the low-end machines, then there has to be a really good reason to use the low-end machines. What can I make without steel, for example; once I have steel, why would I not use it for everything (this is the equivalent of "why not use iron or better for all vanilla tools once you have it?").

Seriously: Vanilla wood tools: You need one pick to get started, and will probably never touch another wood tool. Stone is sufficient for hoes, and for simple digging through stone until you are oversupplied or using enchanting tables. Everything else is iron or better. So why use a wood shaft, or a wood gear box? What is the benefit of the lower tech-level items?
 

Reika

RotaryCraft Dev
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I think the real problem is that the tech tree isn't obvious, and simply listing things by their minimum power requirement doesn't really show the tech tree.

More to the point, if you want people to start with the low-end machines, then there has to be a really good reason to use the low-end machines. What can I make without steel, for example; once I have steel, why would I not use it for everything (this is the equivalent of "why not use iron or better for all vanilla tools once you have it?").

Seriously: Vanilla wood tools: You need one pick to get started, and will probably never touch another wood tool. Stone is sufficient for hoes, and for simple digging through stone until you are oversupplied or using enchanting tables. Everything else is iron or better. So why use a wood shaft, or a wood gear box? What is the benefit of the lower tech-level items?
I am not talking about tools or low-tier shafts. I am talking about high-end machines. What people are doing in RC is equivalent of going straight to tesseracts and resonant cells in TE3, or glass fibre cable, nuclear reactors, and UU-matter in IC2, or the tier 2 crafting table in BC, or node movement in ThaumCraft (3), Manullyn AoE tools in TiC, or large-scale autocrafting and 65K drives in AE.
 

Pyure

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I am not talking about tools or low-tier shafts. I am talking about high-end machines. What people are doing in RC is equivalent of going straight to tesseracts and resonant cells in TE3, or glass fibre cable, nuclear reactors, and UU-matter in IC2, or the tier 2 crafting table in BC, or node movement in ThaumCraft (3), Manullyn AoE tools in TiC, or large-scale autocrafting and 65K drives in AE.
I'm having trouble following the gist of the previous posts in this thread; is your main plan to direct the tiering via power requirements? Personally I like how I needed to build a pulse jet furnace in order to get blast glass in order to build...whatever I built with it, I forget. That's a good tiering mechanism. Unfortunately I never used that machine again.

(Btw some of your examples above aren't totally legit: glass fibre cable is accessible immediately unless the recipe has changed in the last year or so)
 
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Reika

RotaryCraft Dev
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I'm having trouble following the gist of the previous posts in this thread; is your main plan to direct the tiering via power requirements? Personally I like how I needed to build a pulse jet furnace in order to get blast glass in order to build...whatever I built with it, I forget. That's a good tiering mechanism. Unfortunately I never used that machine again.
Power requirements and complexity of required setup.
 

abculatter_2

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I'm having trouble following the gist of the previous posts in this thread; is your main plan to direct the tiering via power requirements? Personally I like how I needed to build a pulse jet furnace in order to get blast glass in order to build...whatever I built with it, I forget. That's a good tiering mechanism. Unfortunately I never used that machine again.

(Btw some of your examples above aren't totally legit: glass fibre cable is accessible immediately unless the recipe has changed in the last year or so)
And here is a good example of how material processing can add to the fun.
 

abculatter_2

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No, I am not going to go the IC2 route. I hate it, to the point I used the Custom Recipe mod in my SSP world just to get around having to use them.
We've established that. And I kinda agree with you.
I pointed out the above example, because it was converting one useful thing into another useful thing, that also happens to act as a resource gate. Other good examples of the above are TE requiring the combination of liquid ender, tin and platinum to make Enderium, as well as pyrotheum, invar, electrum, and hardened glass.
 
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Reika

RotaryCraft Dev
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Toronto, Canada
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We've established that. And I kinda agree with you.
I pointed out the above example, because it was converting one useful thing into another useful thing, that also happens to act as a resource gate. Other good examples of the above are TE requiring the combination of liquid ender, tin and platinum to make Enderium, as well as pyrotheum, invar, electrum, and hardened glass.
Or my use of bedrock and jet fuel.

OH - I had an idea.