Disable RF cost by tier.
Yamza opened this issue ยท 8 comments
I am trying to balance Woot against a typical mob farm.
Ideally low tier mobs should be RF free, since say a resturbed mob spawner costs no power, and spews out ~5 mobs every minute or so with just some GP. Building a structure for the farm is fairly negligible (stone, vector plates). Killing the mobs Is also fairly simple and quick using a Mechanical User with a Tinkers Scythe.
I want Woot to compete with this so that people will prefer to use the less demanding farm. I have been messing with the configs to attempt to reach this, however if the RF cost is set to 0 then Woot does mob kills every tick, even if the tick rate is 160. The best I've come up with is making the RF cost as minimal as possible (320rf/t for enderman), but would prefer it to be able to work with no RF for T1-3 mobs.
I do like that it can farm bosses, and I am trying to set it such that it requires a certain power upkeep for a duration of time (30 minutes for a dragon, 2 hours for chaos). I was able to get this to work to my satisfaction.
I'm trying to see how I can do this with the current code.
The problem is mainly that Woot is based off power usage, so have 0 power basically tells the code that the recipe finishes immediately.
So one option would be for me to add something to say :
if it is a power free tier, then the recipe still says you need 10KRF and 100RF/tick, but I would just magic up some create RF/tick and not used it from the stored power.
There are two issue here:
1 - the top and gui will still show power required, so they would have to be modified
2 - you would get free usage of the upgrades as well, including the mass and rate upgrades
So it would be possible, but it might not be very neat.
Would it at least be possible to set them to 1RF/t or something close to insignificant if it's not possible to completely disable them?
So I think what I can do the makes the most sense and doesn't break the code, is when I calculate the final power recipe, I can set the total power = spawn time, which will cause the power per tick to always be 1RF/tick when the tier specific config value is set.
eg. (made up values)
Enderman - no upgrades 320 ticks 320 RF @ 1RF/tick
Enderman - rate I upgrade 160 ticks 160 RF @ 1RF/tick
Enderman - mass III + rate I 160 ticks 160 RF @ 1RF/tick
So the factory always costs 1RF/tick at your chosen tiers, regardless of what upgrades you have.
New config options added which all default to false.
# Limit the power requirements of Tier I to be 1 RF/tick
B:tier1lowpower=false
# Limit the power requirements of Tier II to be 1 RF/tick
B:tier2lowpower=false
# Limit the power requirements of Tier III to be 1 RF/tick
B:tier3lowpower=false
# Limit the power requirements of Tier IV to be 1 RF/tick
B:tier4lowpower=false