RSInfinityBooster
TemperedFool opened this issue ยท 14 comments
CurseForge Link
https://www.curseforge.com/minecraft/mc-mods/rsinfinitybooster
Mod description
Adds an infinite range card and dimension card for longer range access.
Why would you like the mod added?
Has come up a few times in Discord; potentially worth a look, and if it isn't lag/crash inducing may be worth adding.
I would be for this, nice QoL in E6 and a nice challenge item for E6E in the future. We might even gate it behind some stuff in E6, kinda like the flight trinket
According to chatter on the discord, it looks like the default recipe requires a nether star and some netherite ingots. Doesn't seem to bad for E6. It can indeed always be gated a little harder if need be - maybe a bucket of ether gas?
How about a quantum entagleporter in the recipe?
Too bad the Mek quests are literally giving those away for free
Normally I'd agree though
Or can we save continuing down the path of "combining multiple mods into a single recipe" for expert mode where that kind of progression is more expected?
I'm just saying let's not get ahead of ourselves in our desire to have that next amazing Enigmatica Expert pack and remember this is still meant to be the "beginner friendly" normal version, right?
I realize saying this after we've already gotten some multi-mod merging on other recipes, but what if instead balance could come from within the mod itself:
The above shows the mod is configurable on power consumption. Could be the balance is on power consumption rather than forcing the player's progression in another mod?
Of course this is assuming there is any need to balance this mod? It's more QoL and not really game breaking in terms of "so overwhelmingly strong" that the player feels no liberty to try/explore other mods, right? (And, yes, it's so nice of a QoL item it'd be perfect to gate in Expert mode like the infinity card in E2E ๐)
Imo the recipe is fine for normal mode - I do think I said that ^_^ - and the ongoing cost is actually the interesting part. If it's configurable, that's even something we could turn up for Expert.l, but for normal I think it's reasonable to just throw in at default.
Someone made a comment I read somewhere that we'll also need to turn up the size of the energy buffer for the RS controller - something to confirm and then adjust before adding this.
Having another big power drain would be nice. I like the idea of making it costly to run.
Oh, I totally agree TF, I think this item is just a purely nice QoL for normal mode. I'd love to see it added unaltered as well.
The rest of all that was if there was a need to push for a balancing that I'd suggest looking at the power option rather than "what random hard to make item can we jam in the recipe with Kube?" ๐
Having another big power drain would be nice. I like the idea of making it costly to run.
I like this. If you want infinite range, and cross Dim access, then you better build a Nuclear Reactor
I like the power req in theory but keep in mind that occultism offers access anywhere storage for no continuous cost