Exactly this.Here's my understanding, and I *think* I wholeheartedly agree and came up with this same idea independently:
An RF cable mod, for RF and intended mainly for RF, which adds some difficulty/complexity. Rotarycraft is it's own thing; it is intended to be used in it's own family of mods, not as an RF bridge.
Or an IC2 classic machine. Or an IC1 machine. Or an old BC pipe. Not exploding was a new idea in terms of major power systems.
What the idea description sounds a lot like is completely overwriting the RF API as soon as Minecraft starts to force every (RF using) machine to work with that mod's way of enforcing voltage and current, which suddenly opens up all sorts of outdated API problems.
It would not be an issue if you do the whole checking on the energy mod side. Machines would have to be specified, but with a config and a public repository, wouldn't exactly be hard to get a base going. Pulverizer needing a minimum of 200 rf/t? Don't supply power at all. suppy 500 rf/tick and it goes boom. Even that would already be an improvement over the regular rf. Power loss in cables, maybe even storage would be another thing easy to add.
@CreeperShift and @Type1Ninja, may I ask how your suggestions would solve the concept of power inflation, or long-term usage? As mentioned in my prior post, it is fairly common for people to create more than enough power for their current tech tier, each tech tier. So, if that is the general use-case for power (basically a gate you have to achieve to reach the next tier), why not just do that? What reason is there for actually transmitting power?
What I propose 'we' (the modding community) consider for 'power' systems is to literally use it as a tier system.
I believe these rules actually will offer a system that reduces inflation (as if you provide higher tier power, it is a higher tier machine). Power systems will not use as much CPU time as connections could be cached and would not need to transfer values along, just check tier level of network. In addition, helps move the focus from the power system itself onto what you do with the power instead, encouraging mod authors to create interesting progression tiers.
- Each tier represents technology progression (Tier 1, Tier 2, Tier 3, etc.).
- A power generator for a given tier will infinitely power all connected machines of the same tier.
- Alternatively (and probably better), it could maybe only infinitely power all machines of a lower tier, and only one machine of equal tier.
To give an interesting example of this in practice you have a windmill, which produces Tier 1 Mechanical Power (T1 MP). You feed that into a generator which takes T1 MP and produces T1 Electrical Power (T1 EP). You make two of these setups and feed a transformer structure which takes two inputs of T1 EP and produces T2 EP, which can be used to run a electrical furnace to smelt. Alternatively, because you've created a T2 EP producer, you can feed its power back into some motors (T1 EP -> T1 MP producers) and power multiple T1 MP machines.
I feel this kind of design keeps the concept of gating machines behind power still. It just accepts the idea that power really is just a structure needed to progress, and therefore can be more optimized to specifically provide those features.
Not really a fan of this. I don't believe power creep or power inflation is a problem in itself. With minecrafts worlds being theoretical infinite, and therefore every resource being theoretical infinite, power creep is going to happen at some point. The issue I see with it is mainly energy storage, energy transfer, generators from different mods not being balanced against each other and machines not being balanced against each other.
There is always going to be a point where you simply have too much power. Your way gave me the impression to just give people "always too much" after building a specific tier.
What you're suggesting doesn't solve the problems I specifically mentioned at all. Given a period of time (generally short.. less than a week), any player on a server will generally be able to produce enough power to run any one of their machines (and in many cases, all of their machines). This means that on servers, at least, power is just a tiering mechanic and the actual value is pointless.
While this solution still has a sense of power inflation (a.k.a. someone can make a higher tier generator than another mod), it is handled differently in that its actually higher tier. This makes balancing such technology mods a whole lot easier as progression tiers for power are simple and easy to work with. Neither of your suggestions seem to solve the power inflation issue as well as mine would.
I'm all for being wrong in this, but I haven't seen anything yet that points to actually transferring energy being beneficial. The challenge of managing a power system is generally either too complex to be fun, or too easy to acquire that the calculations to transfer the energy from one block to another are essentially wasted as my idea would be the same, only less of a CPU hog. Am I missing something?
I would rather balance it out so players will only get the appropriate energy when they require it. Next tier machines not being able to run on lower tier counterparts, so even hogging energy won't do them any good.