Sorry that I haven't been around everyone, Here's a quick reply catchup lol. I've actually been playing Minecraft, No intention on Abandoning this or the topic just was taking a quick break.
Tesseract's did something similar to this back in 1.5, when there were 3 different kinds of Tesseract(Items, Fluids, and power). I don't think it does that anymore, but if I remember correctly it was a flat percentage. The distance system seems a tad pointless and more difficult to code.
Also, there are Extra Utilities and MineFactory Reloaded cables that transfer RF. Are you planning on altering their behavior as well? Other than that, it sounds like a great mod.
It's not something that I would ever use as the only medium to long distance power transfer I ever use is for Pumps or Quarries. I rather enjoy sending fuel around rather than power.
Hmm, I do see this as a problem; I will see what I can do about this. I'm unsure of what I should do though; I'll think about it.
It sounds cool... but why do you mention Ender IO and Thermal Expansion?
First off, Ender IO is but one mod that uses the RF system, which is a part of Thermal Expansion.
Secondly, I REALLY like that you aren't adding another generator... there are too many mods that add RF generators.
Thirdly, unless you mean you are editing tesseracts from Thermal Expansion, why add them? TE Tesseracts do cause a loss of power when using it to send power.
Forthly, overloading. I love it. As long as there is a vast array of energy conduits, e.g. leadstone, hardened, redstone, resonant (double redstone), and infinite (uber expensive) that allows any amount of RF transfer.
And finally, power storage. If you are going to add energy storage. More is MORE! With mods like Big Reactors producing more than 1kRF/t there needs to be energy cells that can store something massive like 100,000,000,000,000 (or just something big)
As a tack on note, if you are trying to balance TE more, maybe you could make an add-on that adds "breakdowns" to the TE machines, that can be fixed with augments (giving people like me, who don't bother going above basic, a reason to do so).
E.g.
Machine with no augments will work for 15 cycles and then break down
1 augment = 32 cycles
2 augments = 1.5 stacks
3 augments = no breakdowns
Or something.
1. I'm just mentioning as an example, I will be making support for multiple mods not just Ender IO.
2. I find no reason for there to be more in the first place. I'd like more machines.
3. Editing. Also I feel that its a bit too weak of a cost.
5. I won't be adding power storage the system will be adapted to Ender IO's, Thermal Expansions and etc.'s Power Storage.
Lastly I'm not trying to balance TE more I'm more trying to balance RF as a whole, I feel it's lack of loss anywhere in it makes it an end all power system that is just straight overpowered. My example of this would be the flying rings from ExU making jetpacks and other ways of flying that have a cost pointless; Now I wouldn't say RF makes all other power systems pointless but it's darn near close.
For item and fluid: Within say 100 blocks make tesseracts free, bit harsh punishing someone for cleaning up their builds instead of pipes everywhere. After 100 blocks one standard power draw at BOTH ends(80-100rf/t, low enough so u can put a couple of engines down). Across any dimension ramp up power to maybe 500/t.
Power tesseracts should take a big chunk of the power(10-20%) to run and not be allowed to carry items and fluid at the same time.
My tired brain is trying to comprehend this but I cant I will re-read this in the morning and give a better response in an edit.
Guys, remember the
last time we had a
debate about RF? That didn't really end up too well. I think all opinions that any of us are going to have were already covered by those threads, and I'm sure we don't need that shitstorm again.
Fun fact this isn't a debate, I'm creating this and asking the community what I should do to change it. I also mentioned that I'd rather no one actually say "WHY ARE YOU DOING THIS" and just ignore the topic if you feel that way. I don't want any debating, flaming or conversation about why it is or isn't overpowered. If you even read the topic you would have noticed that this is potentially a mod; Hopefully you will re-read this as I enjoy your work and would like your opinion on this (Again please try to not skim).
Personally I like RF how it is, and dislike the older EU, and MJ systems. I think because RF and TE werent so complicated in there energy system it made YouTubers and players want to use them more so. If you want more of a challenge just use IC2 with GT.
All the things you talked about are just nerfs to the way RF works and make it more similar to other tech mods.
It's your choice to play the way you like, The way I like is like how EU and the older system's functioned. This would be a mod for the people who think the same as me. There is no right or wrong way of playing when it comes to that, just what you like (Take note of this Gideonseymour I'm not asking for a debate, I'm just wanting to help people like me; I'm not trying to shun anyone).
TE is too easy. It removes all thought process in a game that is about building. Rather than needing to build a piping system to process all of my ores, I can drop two blocks down by each other and it magically handles everything.
Posting one of them myself:
I'm from the BTW community. Building challenges are what I'm all about. Having something so dumbed down to the point where I don't have to think to design something like an ore processing system kills all fun for me and I view it as treating me like a child who is unable to perform simple addition, hence my hatred of TE. Mods like BTW, GT, RC, RoC, and ReC bring a challenge to MC for me, and that challenge is building a system to do a single task.
The argument of "if you want challenge go play GT" is absurd. There are plenty of people, including myself, who would like a challenge outside of just GT. And there is absolutely nothing wrong with that, and this proposed mod seeks to do just that. That's one of the reasons I use RoC and RC extensively; they add difficulty to the game and aren't GT.
And as a note since acronyms are constantly being thrown around, I use RC to refer to RailCraft, and RoC to refer to RotaryCraft.
1. I agree that TE is too easy hence my reason for trying to complicate the power system and hopefully get rid of the overstoring of power (I feel that RF is just MJ with power storage and no overloading which makes it horrendously overpowered; power storage alone makes it bad).
2. I too like a challenge and that why I dislike TE as it is currently as well as RF.
3. GT... I like it better before alot of the changes to it. I like Red Power Era GT more.