Lemming, you better leave now, before you remember how much you actually enjoy modding. I hear it is not the best for studies productivity
MJ does not have ANY loss nowCompared to BuildCraft energy:
-RF can be stored.
-No energy loss during transport in long cables.
-Machines don't consume excess energy when their input buffer is full.
-Generators don't explodes when they have anywhere to output their energy.
-However dynamos are slightly less efficient than generators.( ~80%)
So it makes RF way more easy to use an that is probably why it's popular nowadays.
Waaait...MJ does not have ANY loss now
Is Kinglemming working on thermal expantion agen?
RF is the new king of energy systems that will in the future be usurped by a younger plucky but less wise power system just like it's forefathers.
RF is just a rather well developed power framework, simple to generate, use and understand, it's apparently also not as harsh on systems as it's contemporaries.
These are why it's the new choice.
However RF is a little boring, it does it's job and frankly that's all it needs to do but figuring out how to generate sufficient amounts of RF is not a heady experience.
It's why I and others like it and why FTB is now endorsing it as the premier choice in energy systems.
It's the MAC OS of the FTB energy systems, simple not very nuanced and just works.
Compared to BuildCraft energy:
-RF can be stored.
-No energy loss during transport in long cables.
-Machines don't consume excess energy when their input buffer is full.
-Generators don't explodes when they have anywhere to output their energy.
-However dynamos are slightly less efficient than generators.( ~80%)
So it makes RF way more easy to use an that is probably why it's popular nowadays.
These are both fair assessments - HOWEVER - it should be noted that RF is a freeform API. That is the entire point.
Can RF be lossy? Yes. Can machines burn it idly? Yes. Can RF producers explode if not tended to? Yes. Can dynamos be more efficient than generators? Yes. Can RF generation and consumption be *incredibly* complex? Yes.
It's entirely up to the mod makers. That's the beauty and purpose of RF. It can mean many different things and be many different things. There's only one constant: it's not going away.
Can RF be lossy? Yes. Can machines burn it idly? Yes. Can RF producers explode if not tended to? Yes. Can dynamos be more efficient than generators? Yes. Can RF generation and consumption be *incredibly* complex? Yes.
Waaait...
First it has loss now it hasn't...
Which one is it?
You must be talking about the lines not having loss because BC still has a lot of idle time loss. Which I wouldn't mind if simple gates where accessible sooner, which is actually one of the new 1.7 updates redpipe capable gates are attained a bit sooner. Still more efficient to go RF and avoid BC though.
Yeah ic2 has electrical voltages. buildcraft is pneumatic. Rotarycraft is rotational energy.
This may not be canon but in my head rf has less of a real world analogue.
Redstone has mystical energy that comes from the minecraft world. Energy cells are just volumes of liquid redstone to be used for mechanical advantage.
Just trying to get the discussion the way you wanted it to go
Isn't Rotarycraft just Kinetic, like BC?
The nearest real-life analogue to RF would be piezoelectric energy, or creation of a charge from compressing a material. Redstone lights up when the player steps on or touches it, so the application of pressure provokes an energetic response, which I believe is what inspired KL when creating the energy system.
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The nearest real-life analogue to RF would be piezoelectric energy, or creation of a charge from compressing a material. Redstone lights up when the player steps on or touches it, so the application of pressure provokes an energetic response, which I believe is what inspired KL when creating the energy system.
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Can RF be lossy? Yes. Can machines burn it idly? Yes. Can RF producers explode if not tended to? Yes. Can dynamos be more efficient than generators? Yes. Can RF generation and consumption be *incredibly* complex? Yes.
You make it sound like the BuildCraft Power Api prevents a mod author from inventing creative ways to produce and consume BuildCraft power. There is nothing in the BuildCraft power design that limits how a mod produce or consume power. Make a "big reactor" mod. Use MJ to power an Airplane. Add a battery.
The perdition in machines is the only "forced" element and that was an attempt to add game play to transportation as well. The idea was to add a problem that the player could solve by being creative with the pipes, gates and wiring. It asks the player to think before placing the pipes.
Was it the best way of doing it? Maybe not. A little bit of idle loss in a few machines becomes more of a gimmick when you have 3-4 RailCraft boilers running at 20% capacity in your basement. But I still think it is better than boring RF.
Perdition is forced on to the mod authors who wants to use BC's API.You make it sound like the BuildCraft Power Api prevents a mod author from inventing creative ways to produce and consume BuildCraft power. There is nothing in the BuildCraft power design that limits how a mod produce or consume power. Make a "big reactor" mod. Use MJ to power an Airplane. Add a battery.
The perdition in machines is the only "forced" element and that was an attempt to add game play to transportation as well. The idea was to add a problem that the player could solve by being creative with the pipes, gates and wiring. It asks the player to think before placing the pipes.
Was it the best way of doing it? Maybe not. A little bit of idle loss in a few machines becomes more of a gimmick when you have 3-4 RailCraft boilers running at 20% capacity in your basement. But I still think it is better than boring RF.