No idea if the question has been asked, but how much player input would building this generator require? It certainly looks very cool, and I am sure producing a whole lot of power is very satisfying. But I can see building it getting somewhat boring if all I have to do is place 1500 blocks in exactly predetermined locations. If I can influence the effect based on how I build, that would be very interesting.
The only things that have only one allowable location are the magnets themselves. The rest of the rules are more general, like "the setup must have X" or "the reactor must be (ideally completely) surrounded by neutron absorbers".
As for a power use, I feel automated resource generation is not very interesting and also probably redundant by the time you acquire this thing. How about large scale mining, autobuilding or terraforming?
Mining is already covered, at thousands of ore per second.
I am toying with autobuilding, but it will not require this kind of power.
That said, I can imagine some potential things that will.
My main concern is that ReactorCraft
only adds reactors, not machines, and is not required for RotaryCraft. Therefore, if I add such extreme-power machines to RotaryCraft, they will only be usable with ReactorCraft installed, and this is a major problem.
You could leave open one ring in the casing so you can see some of the blades moving.
You would be able to see all of them looking in lengthwise. Holes would be very noticeable.
Also, you can also see the blades from the front and back.
Main point is, the model will take less polygons, and will take less fps.
I thought you mentioned the fps taking a dive while looking at them.
The act of having a render at all is most of it; the actual polygon count (per turbine) is only about 400 (which may sound like a lot, but compare it with a spider which takes ~60). The main problem is that a special TESR fires every render tick; this is most of the load, even if the render code does nothing.
Back to your idea, I like it.
It seems to use plasma, there seems to be a couple of mods around using plasma.
Perhaps it is interesting to think of a universal plasma framework? Like liquids?
example: I could try to create plasma with Atomic Science's fusion reactor and siffon it to your device and have some additional config file define the resulting effect.
I have designed it not to, as I am concerned with issues of realism and balance. Given this reactor's extreme power requirement, I am likely to get blamed if, say, AS plasma is not as difficult as mine. As for realism, it would open up the possibility of, for example, magic bees producing it, something I most certainly do
not want.
Because of the large turbine count, I am toying with the possibility of a "high performance turbine" that only works on the fusion reactor, thus necessitating fewer turbines and helping with the FPS.
The other main render load - the plasma entities in the ring - cannot be avoided; they too fire every render tick, and the only way to make that less intensive is to cut plasma density, which kills reactor efficiency.