Regarding whether "real-world" is a definition for tech mod / particle physics ...
There is a tardis mod. I have not played with it, but when I mentioned a big box that was smaller on the outside, I was thinking of Dr. Who.
I don't think "real world" is a good definition of a tech mod, because our real world is not the minecraft real world. Maybe Particle Physics was the wrong way to go.
Point is, I think we were talking about power conversions, mana conversions, what is the scale of power (Rotarycraft is exponential, real world is, none of the major RF mods are).
If real-world power is exponential, then are mods that don't have that level of power scale "tech"? You did say that it had to model real world to be "tech", right?
Does it make sense that to use tech block X1 from mod X you have to make power block X2 from the same mod? Should power block X2 be substitutable by power block Y2 from tech mod Y?
Reika very clearly says no, because his power blocks are based on supporting infrastructure, not cost to build. His tech blocks are potentially server-killing, and the whole idea of "Just use cheaper power from a different mod" wrecks the intended balance.
Now, there is a conversion between RF and shaft, but you'll get the shaft trying to use it. The conversion is bad. Does this make RoC a magic mod because there is no good conversion? Is there a significant difference between Botany and RoC (both have bad conversion rates to/from RF)?
Is balanced maintained if you can use ore multiplier Xm from tech mod X that was balanced with one set of assumptions with tech mod Y that has different assumptions? Is a cheap autonomous activator that can easily right-click for you a balance breaker if it doesn't need a golem core and other things? Insert Reika's observation about people using an ore multiplier that just barely avoided being "worst" because it was "easiest". Insert a balancing mechanism about an ore multiplier that takes work to set up, that is responsible for giving gating items, and needs silk touch to use properly because only some things in minecraft actually drop a processable form of the item. (I.e: Fortune, the enchantment, won't work on iron or gold. There is a mod that makes fortune work on iron and gold by having them drop non-block intermediate items. Things like diamond, coal, redstone, etc, currently drop the final usable item, not a "smelt or otherwise process this thing" for devices like the extractor. Etc. Yes, I know that the redstone ore block and iron ore block extractor drops were switched, you still need silk touch for the redstone ore block's drop.)
There is a tardis mod. I have not played with it, but when I mentioned a big box that was smaller on the outside, I was thinking of Dr. Who.
I don't think "real world" is a good definition of a tech mod, because our real world is not the minecraft real world. Maybe Particle Physics was the wrong way to go.
Point is, I think we were talking about power conversions, mana conversions, what is the scale of power (Rotarycraft is exponential, real world is, none of the major RF mods are).
If real-world power is exponential, then are mods that don't have that level of power scale "tech"? You did say that it had to model real world to be "tech", right?
Does it make sense that to use tech block X1 from mod X you have to make power block X2 from the same mod? Should power block X2 be substitutable by power block Y2 from tech mod Y?
Reika very clearly says no, because his power blocks are based on supporting infrastructure, not cost to build. His tech blocks are potentially server-killing, and the whole idea of "Just use cheaper power from a different mod" wrecks the intended balance.
Now, there is a conversion between RF and shaft, but you'll get the shaft trying to use it. The conversion is bad. Does this make RoC a magic mod because there is no good conversion? Is there a significant difference between Botany and RoC (both have bad conversion rates to/from RF)?
Is balanced maintained if you can use ore multiplier Xm from tech mod X that was balanced with one set of assumptions with tech mod Y that has different assumptions? Is a cheap autonomous activator that can easily right-click for you a balance breaker if it doesn't need a golem core and other things? Insert Reika's observation about people using an ore multiplier that just barely avoided being "worst" because it was "easiest". Insert a balancing mechanism about an ore multiplier that takes work to set up, that is responsible for giving gating items, and needs silk touch to use properly because only some things in minecraft actually drop a processable form of the item. (I.e: Fortune, the enchantment, won't work on iron or gold. There is a mod that makes fortune work on iron and gold by having them drop non-block intermediate items. Things like diamond, coal, redstone, etc, currently drop the final usable item, not a "smelt or otherwise process this thing" for devices like the extractor. Etc. Yes, I know that the redstone ore block and iron ore block extractor drops were switched, you still need silk touch for the redstone ore block's drop.)