I've been thinking about how to rebalance RF (I would like to say right now I do think RF is overpowered compared to how MJ used to function as well as how EU functions; However you can argue that RF on it's own is balanced) so it's not as set and forget as it is now, A good example of a working version of this was Old School Buildcraft and Industrialcraft. I'd like to discuss our options on what we can do to change this other than making a direct copy of IC for RF. My current Idea(s) are as follows:
Dependent on community response to this this will either be made or not. I have not worked on this at all as I want this to be a community venture where we all come up with Ideas on how to rebalance this. Please not that I do not want this to be a topic about "Why is it overpowered" or "Why does it need to change". This would be a unoffical patch not a CHENGE IT NAOW topic. This topic is more for people who Think like me, If you do not like the idea you do not have to be apart of this as it's purely optional whether or not you have this installed at all.
Previous notes, If something has (Core) in its name this will be in the main addon but if it has (Additions) it will be in the addon that requires the Base mod.
Configuration (Core & Additions):
Type: Function
Function: I will be making it so you can turn on and off each and every feature of the mod through the configs.
Cables (Core):
Type: Tweak
Function: Loses power over distance, making Tesseracts more useful.
Note: Cables refering to all Mod's cables that are support TE, EIO, etc.
Tesseracts (Core):
Type: Tweak
Function: Tesseracts would have Two Modes in the Config:
1. Tesseracts consume 1/50th the amount of power over distance than Cables (This accounts for Interdimensional power consumption so if you were to put 1 Tesseract at X and in the Twilight Forest you put it at the same Spot it wouldn't have any power loss over distance but if you did the same in the nether because of how distance works in the nether that might not be true).
2. Tesseracts would require power but only if it's going between Dimensions, If power is being sent through it if you wanted it would take from the power being sent (If it required Hypothetically 100 rf/t and your sending 500 rf/t through it it would only send 400 rf/t but if for example you were sending 90 rf/t and it needed 100 the tesseract would just consume the power and not function). Dependant on the dimension it would require more or less power. Supported would be: The Deep Dark, Nether, Mystcraft Dimensions (Based off of Instability the more unstable it is the more it would cost starting at an already high cost) and the Twilight Forest.
Tesseract Sapping (Core):
Type: Tweak
Function: Tesseracts moving Energy Cells would sap the amount of power of it equal to the distance it is moved like in Mode 1. If an Energy Cell is being Moved and is Empty sapping will not happen. If your making a self-assembling structure that will require power and will be moving very far away, it might be a good idea to have a form of power generation being moved over as well. Another option would be to have all of the parts dis-assemble and re-assemble on spot and use a Slip-Gate so you can move the Powered Cell over then try to keep it maintained with something. If an Energy Cell is being moved and is Empty through a Tesseract it will not cost anything to transport it as long as its empty.
Note: This is a toggleable feature but it is recommended if you don't want people abusing Tesseracts and going around the whole limitations set by this mod. Note that the Slip-Gate would not have this feature.
Power Storage (Core):
Type: Tweak
Function: All power storage will now based on how much it can hold slowly lose power making you require to keep up power generation to keep storage full, this includes being in an inventory. Batteries will not be affected by this due to their lower storage sizes as well as keeping their use (to not remove their use all together). The loss on a Storage Unit will not make it's previous tier more useful as the power loss isn't enough to make that an issue.
Overloading (Core):
Type: Tweak
Function: Overloading would be a new feature to Cables, if you were to try and push over 4x the maximum amount of power a cable can handle through the cable it will explode. This makes using Energy Cells a way to make a Buffer for this.
No Cross Dimensional Travel (Core):
Type: Tweak
Function: This would be disabled by default but this would make it so you can turn off Tesseracts being able to go cross dimension, Ender Tanks going Cross Dimension and Ender Chests going Cross Dimension. This is mostly for something I'd like to add to make it something more desirable and harder to do.
Power Transition Conduit (Additions):
Type: Block
Function: Power Transition Conduits are a stronger version of conduits that could only connect to conduits, these would lose Massive amounts of power over distance however they do not have a Maximum on how much power they can transport. This allows you to move the power to other Energy Cells over short distances (As I said you cannot connect them to anything but Conduit making them unable to connect to Tesseracts or anything around it) (Obviously if your using these the amount of power your moving wouldn't be dented because of how gross the amount of power being generated is, examples: Big Reactors and Reactorcraft (No I am not bashing them I am saying they produce a mass of power)).
Note: This is to work around for the Overloading feature where some power production will produce so much power that no one energy cell could handle being a buffer for the amount of power output let alone pulling the power out quick enough to not let it fill first, allowing you to connect multiple power storage's.
Slip-Gate (Additions):
Type: Block
Function: This would function like a Tesseract however this would require a massive amount of power per tick to function. This would also have the additional function of being able to teleport players (This is to make it not only have a positive towards the Tesseract but also make it something players would like). If you put a Magic Mirror from Thaumcraft onto a Slip-Gate it will make it beable to transport essentia using power instead of Iter. If you have Iter and Potentia Jar's nearby (Also Infernus if your have Forbidden Magic) you can hook up essentia conduits to the Slip-Gate to make it require less power. Slip-Gates all though Two-Way have an important feature, Only the Entrance needs to be powered so if your sending something to somewhere if you have no intention of sending it back through the other side of the Slip-Gate only the Entrance will need power.
Note: Teleportation, Magic Mirror and Essentia Power Lowering features will be toggleable in the config. This would beable to go Cross Dimension even if the Tesseract is not being allowed to. Something I want to mention, the whole Thaumcraft thing is just sorta a fun side thing It will be off by default its more because I stole the Slip-Gate name from Quake and Slip-gates are part Magic part Machine in Quake so I said why not.
Explosive/Malfunction (Core):
Type: Function
Function: The Explosion/Malfunction functionality from Buildcraft will be adopted to mods touched by this mod. Based on your options in Buildcraft it will set this. Note that this will be disableable just like everything else.
Note: This will be disabled if Buildcraft isn't installed.
Dependent on community response to this this will either be made or not. I have not worked on this at all as I want this to be a community venture where we all come up with Ideas on how to rebalance this. Please not that I do not want this to be a topic about "Why is it overpowered" or "Why does it need to change". This would be a unoffical patch not a CHENGE IT NAOW topic. This topic is more for people who Think like me, If you do not like the idea you do not have to be apart of this as it's purely optional whether or not you have this installed at all.
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