Is there any interest in expanding the Achievements? The current achievement tree jumps from manufacturing Steel to the endgame fairly quickly, and doesn't provide much guidance regarding the intended tech progression, or even stuff like creating the worktable. I'd skipped over the Friction Heater for much of the early-game, for example, although it looks like it'd be rather helpful for packs without (or tech progression outside of) other energy systems. And while I'd put together a Screwdriver pretty early, I've still yet to build an Angular Transducer, which I understand is a pretty important tool, and neither of these are on the achievement tree as far as I can tell.
The handbook's format makes a lot of sense for established players, since individual components link together across the tiers very heavily, but from a newbie perspective it's a little overwhelming.
To some extent, the ore tripling/quintupling tools are going to get a lot of focus no matter what you do: any ingot spent before the Grinder costs five times as much iron ore as after the Extractor is powered. Yes, iron ore is infinite most other resources, but there's only about ~80 iron ore per chunk, and each depopulated chunk requires you migrate further from your (increasingly hard to move) homebase and requires more effort to bring the spoils back. On servers, you may only have a limited number of readily accessible chunks before too much strip-mining is considered impolite. If you can burn through a hundred ingots in just a few machine-engine setups, hitting at least the Grinder and preferably the Extractor as quickly as possible can make a lot of sense. Other mods reduce this issue somewhat, either by quick access to new chunks (MystCraft, DimDoors), or by allowing subbases to connect across distances (Applied Energistics, ThermalExpansion, less obviously Thaumcraft), but I'm not aware of anything internal to RotaryCraft that really handles that on its own (caveat: I'm still fairly low on the tech progression here).
((On the other side, RotaryCraft's ore-quintupling and even ore-tripling is a little overkill if you're in a mixed modpack, or otherwise don't intend to build a huge number of RotaryCraft machines. ThermalExpansion's balanced around 2x or 2.25x with secondary outputs or raw slag, as far as I can tell, so you can very easily be very much Done for gold ingots.))
The handbook's format makes a lot of sense for established players, since individual components link together across the tiers very heavily, but from a newbie perspective it's a little overwhelming.
To some extent, the ore tripling/quintupling tools are going to get a lot of focus no matter what you do: any ingot spent before the Grinder costs five times as much iron ore as after the Extractor is powered. Yes, iron ore is infinite most other resources, but there's only about ~80 iron ore per chunk, and each depopulated chunk requires you migrate further from your (increasingly hard to move) homebase and requires more effort to bring the spoils back. On servers, you may only have a limited number of readily accessible chunks before too much strip-mining is considered impolite. If you can burn through a hundred ingots in just a few machine-engine setups, hitting at least the Grinder and preferably the Extractor as quickly as possible can make a lot of sense. Other mods reduce this issue somewhat, either by quick access to new chunks (MystCraft, DimDoors), or by allowing subbases to connect across distances (Applied Energistics, ThermalExpansion, less obviously Thaumcraft), but I'm not aware of anything internal to RotaryCraft that really handles that on its own (caveat: I'm still fairly low on the tech progression here).
((On the other side, RotaryCraft's ore-quintupling and even ore-tripling is a little overkill if you're in a mixed modpack, or otherwise don't intend to build a huge number of RotaryCraft machines. ThermalExpansion's balanced around 2x or 2.25x with secondary outputs or raw slag, as far as I can tell, so you can very easily be very much Done for gold ingots.))
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