How would you balance SFM recipes?

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wolfsilver00

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Jul 29, 2019
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First of all, I would replace the diamond there with an emerald.. Besides that, item valves I think should need a florb of Molten enderpearls and omnidirectional hoppers on its sides, and for the corners, obsidian (Or endstone), and the rapid item valve, same recipe but with a tesseract frame (filled) instead of just a florb.. I think cables are too expensive though. Maybe make the output 16 instead of 8.. But you made them seriously expensive for how little they do..

Now... Im a huge fan of mekanism, so yeah, because of its filtering system there is no way im using SFM for much else than auto crafting, that's why I don't find that much use to cables.. Now, if you replace the ducts in the sfm block for cables, then the cables price is actually good, as you need it for the main block and not just to enlarge it. (Also, im fucking tired of Invar, it's everywhere and it feels like they are shoveling Thermal Expansion through my ass, I know a lot of people love it, I like it, but I don't like how every pack now forces you to use invar as the Joker card for recipes... Please, make recipes with Obsidian ingots or reinforced/enriched alloy for mekanism and Ill love you for eternity (even if you do it with freakin atomic alloy, I seriously need a different mod option for my mental sanity.. Even better if it comes from mekanism).

And as long as you don't force people to use fluxed electrum, heaven will rain gold ingots and butter on your naked body while you shower.. Because those are a hassle, please, make them equivalent to atomic alloy :3

Edit: Forgot to say something about the other blocks xD Redstone emitter and receiver could use a rednet controller, after all they have quite some advanced features :p Block gate could use a recipe in which it needs both a block placer and a block breaker from open blocks, a chest and a piece of cable. As for the relay, i would change the normal hopper for an omnidirectional one and a B-space tunning fork from jabba to justify the fact that it is able to remain linked to something :p
 
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Hoff

Tech Support
Oct 30, 2012
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@wolfsilver00
Loving a lot of the ideas but I won't use omnidirectional hoppers because I don't intend for PC to be a required to use mod. The PCB in the picture is just one of a few of the advanced circuits.

I am trying to find some ingots to be used in place of invar but the reason I use invar and electrum a lot is because they can be made through tinkers without any TE input at all. Trying to channel all tech mods through getting a smeltery(Or other low tech metal working block that can make some multi-ingredient ingot types) which will require quite a bit more input than it normally does. I'm planning to add a new steel recipe to the smeltery or force people to use steelworks for that or force them to use the RC blast furnace for the steel.

Thanks for the input :)
 

TomeWyrm

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Jul 29, 2019
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Keep in mind, you can't make Fluxed Electrum and Enderium in anything (that I'm aware of) except for the TE machines.
I don't mind steel, bronze, invar, electrum, and the other alloys at all. THAT is a single-step machine, or things like a smeltery that I can batch-process in a manual on-demand setup. Those are fine with me.
The equivalencies are awesome too.

Just avoid making the process too... limited. In AgSkies and CrashLanding I absolutely positively had to use TE. Period. I've done those builds so many times I'm sick of them and there are no alternatives. Things like bronze I can make in a handful of ways and in most any mod ecosystem you want. THOSE are amazing and effective gates. I can get past a bronze gate with TE, or IC2, or Railcraft, or Mekanism, or Tinker's Construct, or AE (though in an AE-only pack that would be annoying without AE2-Tech Addon). Same goes for steel, there's 3 or 4 mods that make steel. Or Electrum. Notice the difference between the "common" alloys and things like Enderium?

I LOVE gates, I hate being forced to go down the same stupid tech tree and automate the same machine that I've automated too many times before because your entire tree past a point involves a single mod material. This isn't a problem with mods themselves, it makes sense for RoC to take its own steel, and Mek to take osmium, and TE to take invar. It becomes a problem when there's ONLY one, maybe two paths to get the material and they've been done to death, resurrected, been polymorphed into a horse, beaten back to death, raised as a zombie, and then beaten again.

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Tinker's Steelworks is a pretty easy way to get steel, so is RailCraft (Though RailCraft is almost painfully slow). The standard tinker's way is indeed not something you want to rely on for production of any amount. Mekanism makes steel as well (at least I'm pretty sure... I haven't played with it in forever).
 

Hoff

Tech Support
Oct 30, 2012
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@TomeWyrm

I might have a few recipes in mind to make those craftable outside TE. Would be easier in 1.7.10 but I digress. I can certainly make it possible to make them through mekanism.

I am trying to make the process of creating the materials needed as well as the crafting recipes to be as non-convoluted as possible. I'm generally not messing with the progress within a mod just the stage and resources needed to progress. Also the whole goal of this pack is to make it possible to choose from a variety of potential tech mods while at the same time being gated and have some semblance of progress. TE is just one of 4 or 5 "advanced" tech mods. I still haven't found any really "end game" mods that'll add stuff to actually use end game power mods like reactorcraft.

Yeah mek does have steel but I believe it'll be unreachable by the time you can do steelworks and railcraft. I'll have to check and see. I also still can't decide if I want to make electrical steel from EIO ore dictionaried or simply add recipes using it.
 

TomeWyrm

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Jul 29, 2019
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Rotarycraft can use the power of Reactorcraft pretty effectively. A low-level reactor or one that's got some extra power output but is technically doing something else (like a breeder or heavy water processor) are great for powering bases from what I understand. If you like accelerators (Time Torches, Tile Accelerators, Timewood, etc.) then it becomes reasonably easy to pump crazy amounts of power into machines. Extra Utilities also has the ability to use frankly scary amounts of RF with the Ender Quarry (using upgrades) and a form of limitless transport like the Tesseract.

There's a difference between "can use" and "requires". The first is actually pretty easy to do, you either need to think "this needs to be massively parallel" or "this needs to run a bazillionty times faster". The second I will totally agree with you on. The 10k RF/t limit on Redstone Energy Conduits seemed like more than you would ever need for anything, and most people seem to design around that idea.