Open Pack-wide powergen gets unbalanced due to Culinary Generators + Pam's Harvestcraft

starg09

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Jul 29, 2019
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Summary of the problem Pack-wide powergen gets unbalanced due to Culinary Generators + Pam's Harvestcraft

Pack Version 1.1.0

What is the bug? Culinary Generators offer easy energy on relatively unexpensive materials, due to the excessively good meals offered by Pam's. All you need is a few base resources (that you can get in less than 30 minutes since starting a world), and you can obtain 500.000 RF from a single piece of wheat! That means filling a Vibrant Capacitor Bank with less than a stack of wheat. Even without non-standard inter-mod methods, 63 wheat could be transformed into 21 toast with relative ease in vanilla furnaces, which in turn would give back ~1.400.000 RF with almost no effort on the player's side.

Mod & Version Extra Utilities 2 - 1.3.0
Pam's Harvestcraft - 1.10.2g
(Following are used, but probably shouldn't be considered part of the problem)
Ender IO - 3.1.156
Thermal Expansion - 5.0.3.86

Link to log file

Is it repeatable? Yes. The following is repeatable using default machines, with no extras for efficiency (read that as capacitors and flint/dark steel for the SAG Mill, or efficiency augments for TE machines):
  • Harvest 1 Wheat
  • 1 Wheat + SAG Mill + 800 RF = 2 Flour [Total Cost so far: 800 RF]
  • 2 Flour + Hardened Furnace + Augment: Trivection Chamber (Food Specialization) + 3.000 RF = 4 Bread [Total Cost so far: 3.800 RF]
  • 4 Bread + Hardened Furnace + Augment: Trivection Chamber (Food Specialization) + 6.000 RF = 8 Toast [Total Cost so far: 9.800 RF]
  • 8 Toast in Culinary Generator = 524.808 RF [Total Net Gain: 515.008 RF for one piece of wheat]

Known Fix: While the easiest one would be removing the Culinary Generator, there are two issues: first, there's no option in-config for doing just that; second, it would make the Rainbow Generator useless.

An alternative is nerfing it, which again (sadly) cannot be done through the mod's config as of right now. This could possibly be worked through CraftTweaker, assuming it supports it, but it would take way too much time for every possible food that can be used (read that as: all of them).

So, to wrap it up: This seems like something the author, RWTema, has to solve; either by allowing to disable the generator without breaking the Rainbow one, or by offering a scale config on how much energy food generates, so it can be nerfed to a lower amount.
 
Last edited:

Kurama

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Jul 29, 2019
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I don't see a bug here. Nearly any food related items can be inputted to it, meaning even Natura bush's fruits (which can easily be automated) + Yogurt (Which can be produced infinitely with a cow being milked by a Mech. user set to Entity, pumping buckets into a Mech. crafter to make milk buckets from Pams [1 vanilla bucket -> 4 Pams milk bucket + bucket back], pump bucket back to user. Spend one leather for yogurt.
1 yogurt + 1 pams milk bucket = 2 yogurt. (Intended or not?)

Berries + yogurt = 78k-ish rf/t in a culinary, isn't that more OP, and you don't even need any other fancy machines?

Edit: Infinite mana with gourmet flower?
 
Last edited:

King of Blades

Active Member
Jun 17, 2014
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This is not a bug. This has been a well known thing for so long that you can't even call it an unintended cross-mod interaction, either, as I absolutely guarantee you both the TE team and RWTema are fully aware of it.
 
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