Railcraft

Railcraft

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Engines seem underpowered

Lightwave413 opened this issue ยท 11 comments

commented

I know that in the end, the only mod you can balance against is your own, but it seems off that your biggest, most expensive engine is evenly matched (by which I mean i gave them both the same amount of Steam and they produced about the same amount of power (though the engine took much longer to do it due to its heatup/cooldown)) with Thermal Expansion's cheapest dynamo. Any user in a modpack would have no incentive to use your engines.

Close this if you disagree, I just feel this point needed to be made.

commented

It's a fair criticism.
I don't speak for CJ, however I feel that Railcraft is a bit about doing things big rather than the
easiest way.
After all, rail lines can just be replaced with teleporting mods/tesserects. However those mechanics are uninteresting to me.

commented

That's one of the points of Railcraft. It is much more expensive than other mods, and @Yopu has a very good point. You could replace 90% of the point in Railcraft with things in mods like ThermalExpansion and save time and resources, but where is the fun in placing down 3 Tesseracts instead of a complicated rail line? Railcraft never balanced itself against other mods like ThermalExpansion and I think it is doing very well having been balanced in itself.

commented

I agree, this issue should be closed.

commented

I think I'll let @CovertJaguar weigh in on this before it gets closed.

commented

Ok, lets make one thing clear. My engines came first. Thermal Expansion's Dynamo's came much much later and were undoubtedly 'designed/copied' specifically to be more OP than my engines. Attempting to match anything in Thermal Expansion is a fools game. Every time me or anyone else has tried it, TE just buffed their version to maintain the same power difference. TE's popularity is a direct result of this active effort to leach players away from valid mechanics in other mods by offering a slightly better version in their own. I have no intention of playing their game.

commented

I know your engines came first. Back in 1.4, I had a great setup with them, I had more power than I knew what to do with. I also know that the dynamos can get incredibly powerful now. I was only thinking that with the switch to RF, buffing the engines may be something you'd want to consider.

commented

No point, as stated above. It would just give TE a reason to buff theirs even further.

commented

My final suggestion before I give up on this subject is this:
Add a config option that sets the base power of the Engines.
I:BaseEnginePower=20
or something like that.
Have the max RF/t of the engines based on that (Hobbyist is set to it, Commercial is set to 2x it, etc).
Important: Changing the config option doesn't change the Steam/Power ratio, just changes how fast the engines will make that power.

commented

That wouldn't be too difficult to implement. I could likely knock it out
tomorrow. It'd be up to @CovertJaguar if we do it though.

commented

I'd be willing to look into how much work it would be.

commented

I suppose you could, but its probably not as simple as just scaling the output. You'd also need to scale the capacity and who knows what else...