Thats what butterflies are for.
I thought they were there to create lag. Honestly, for the servers I managed it was more a problem than a game mechanic.
Thats what butterflies are for.
Matter Overdrive has a matter replication feature (that was one of the starting "main features" anyway). It does require a large-ish setup - similar to Applied Energistics - but it is very balanced, with huge RF costs, chance of failure, and the requirement to "research" an item x amount of times (configurable; default is 5).And yes, the bucketload of addons is the only reason I played with RF. In all these addons, is there a mass/matter fabricator equivalent? (without 500 others block/item would be nice)
That is expected though, as you wouldn't have much of a power system if one mod can replicate features from every mod that uses it. It's the fact RF is a power system not a mod on it's own like IC2 or Rotarycraft that is the distinct difference to why it doesn't have the same defined balance when using it.Industrialcraft, Reactorcraft, Rotarycraft... None of those (or their addons) can replicate every RF capability at once.
I would argue that we are objectively achieving something, but I don't have the time right now to explain my views on the validity of video gaming as a challenge. That will come later.Pretty much what @Chocoheadthe resistance makes us feel like we are achieving something and not just dicking around in a block building game.
I'm surprised nobody has mentioned Progressive Automation recently... I forget whether it has ore doubling (we need an abbreviation for that), but it does - as the name suggests - automate a lot of the stuff most larger mods do. Item Transport, which it lacks (as far as I know), can be handled power-less-ly with Buildcraft; redstone engines, while technically "power," are generally not used for anything besides wooden transport pipes anyway.Power, regardless of type, is yet another resource that is used to make items. It's like coal in a furnace, just that there are blocks that specialize in creating this resource called power, and other items that allow this resource to be channeled to different blocks, or stored for future use. To me the creation of this thing called power is part of the tech mod. And personally, I like building power systems - the more esoteric the better. Note that this perspective can even be extrapolated to the magic mods - Botania mana, Thaumcraft essence, etc.
The main issue, I think, is that there are players that just want to build an "ore doubling block", place it down, and have it double ores based on some sort of stimulus rather than having to create and place a bunch of blocks just to get to that point. It's a fair perspective, and it would be interesting to see what folks could come up with. I wouldn't expect it to be popular.
(As an aside, if you want ore doubling and furnace smelting look at Modular Systems. It has a pretty interesting take on this problem.)
The item transporting part sounds a lot like vanilla hoppers, they don't need anything to run but are pretty slow. They can also be wired together in such a way to act as a sorting machine, with the correct redstone as well of course. The only reason I'd see people not using them is that they'd rather pay for near instant processing for their masses of MFR Laser'd ores than just make lots of free ones and wait.I wonder if there's any modders out there brazen enough to make a tech mod that actually has no power system. Or requirements at all other then the original crafting.
As in no power requirements at all, just make the block and use it for free forever. But the machines will only ever work at a set speed of 2-3 seconds per operation. The mod would have a furnace, ore doubling and a quarry. They would also have auto eject/pull and add their own transport pipes that are instant.
I wonder how popular a mod like this would be.
You mean like the AE grindstone? You make the grindstone then have to wack the handle to actually process the ores, but don't need any other blocks.The main issue, I think, is that there are players that just want to build an "ore doubling block", place it down, and have it double ores based on some sort of stimulus rather than having to create and place a bunch of blocks just to get to that point. It's a fair perspective, and it would be interesting to see what folks could come up with. I wouldn't expect it to be popular.
You mean like the AE grindstone? You make the grindstone then have to wack the handle to actually process the ores, but don't need any other blocks.
Big reactors just brake everythingA better question would be why not.
Back in the day the 2 main power systems where Ic2 EU and MJ (rfs predecessor). Back then management of power was the game, the machines where merely a reward and a way of signaling success, that you had figured out the quirks and nuance of your chosen power system.
But after a while a mainstream crowd of players started focusing on the perks rather then the power leading to power feeling like a superfluous barrier to their ore doubling and auto mining. This is probably why this "why bother" with a power systems mentality has appeared. There's a lot of players who don't care about challenging power management and some modders then facilitated them.
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See Hydraulicraft... That makes ore doubling a little more complex (though still quite easy), however, how many popular packs have it?The main issue, I think, is that there are players that just want to build an "ore doubling block", place it down, and have it double ores based on some sort of stimulus rather than having to create and place a bunch of blocks just to get to that point. It's a fair perspective, and it would be interesting to see what folks could come up with. I wouldn't expect it to be popular.
It's more like "I prefer to set up my resource gathering in a way that I - eventually - don't have to think about it any more and the resources are just there." I can't speak about others, but usually in a heavily modded pack, you're drowning in things you want to do. It is occasionally overwhelming. For me personally, it is thus important that I can put some of those projects behind me and won't have to think about them any more for the foreseeable future, so that I can concentrate on others. This is even more true if I play with mods I haven't used before. Then I want to get things like resource collection or power gen out of the way because I've done that a thousand times, in order to to get to the nifty new way to use those resources and power some genius modder has thought up.But the question to you is, what's the point?
It's all well and good having 15 billion diamonds. But when are you ever going to need that many.
This is something I don't understand about a lot of the community's "I will have a mining machine that is super efficient and runs forever" ideology.
There is a mod that sort of sounds a bit (a little bit) like rotarycraft, but a primitive version.
For that reason - again I'm speaking only for me - "ultra-fast mining" isn't really attractive to me unless it's also "constantly running mining."