Add Chambers mod
Opened this issue ยท 7 comments
As much as omnifactory is a challenge about automation and creating a fully functional factory, sometimes some setups needed are not only unnecessarily large and complex, but also laggy, the main case being Draconic Evolution Fusion Setups, having dozens of these, can, undoubtedly cause sometimes immense lag when directly looking at them or instead simply being within render distance can cause these. So I suggest adding a mod to rid of these issues, that being the Chambers mod: https://www.curseforge.com/minecraft/mc-mods/chambers.
This mod not only adds a single Block version of the otherwise possibly 5x5x3 (max size of a draconic fusion setup), it also adds a single block version of the atomic reconstructor and empowerer. (though PAuto Extended Crafting does remove the need for such block)
As much as building and setting up 20, 30, even 60 draconic fusion setups can be part of the experience of Omnifactory, this mod could help within endgame and post source performance.
"But how would it be balanced? People when reaching fusion wouldn't make a single setup, instead just using the one block!" Well, limiting the block to need items that are only craftable via fusion (most likely wyvern or awakened cores) and materials only easily accessible post tank (neutronium, omnium, and others) would most likely balance the block, making it so only when you have achieved tank, then the black is reasonably craftable in large scales, as that stage is the one where the player will most likely make the most amount of fusion setups.
I support this.
What I would do to balance/gate it is put it behind a HOTU, and add an item via ContentTweaker where you can break down a heart into a decent amount of "Heart Fragments" (16?) and use one of those to make a DE chamber. It would ensure that you know how to automate one at least, even if you did only follow a guide.
Placing so many setups is just tedious.
The Atomic Reconstruction Chamber Tanji mentioned is quite nice, albeit kind of funky to automate, and yeah the Empowerer would need to be removed.
It sounds interesting, but there are definitely balance implications and significant changes to current gameplay it would introduce that we would need to consider. I also don't know that I want to completely eliminate building fusion setups post-tank.
As a fairly new mod I am only just now hearing of, I also have no context as to the quality of the mod itself or how well it integrates with the other mods in the pack. From the looks of it we would also be using a small portion of what the mod offers.
I've been using it in the past 2 runs I've done, it's a nice simple mod. Pretty high quality imo, for what it is. Planning on checking out the Fusion Chamber when I get to it. As for using a small portion it's not really the case as it's tiny to begin with. Not like adding something like Forestry and only using 2 items ;P
The balance worries are in fact something that could break or make post tank and the mod itself, but mine and smudge's idea of requiring post tank materials, draconic fusion materials and HoTU's make it atleast somewhat more balanced hopefully.
The worries you have with "using a small amount of the mod" is sensible and a real thing, but there are also other examples in omni of taking a mod and using a small amount of it, the biggest one being Ender IO, where Omni removed all machines and only left few of them and left mainly conduits. Along with it, most of the other chambers the mod adds cannot or will not be used in an Omni run, as seen with Compact Machines 3 and the Field Projector/Large Field Projector or the Actually Addtions Compost Chamber.
Could you not just add a new multiblock in multiblock tweaker to do the same thing instead of adding a whole new mod?
As was discovered recently, this mod does not support higher power requirement recipes, and does not have config options to have the machines support those recipes, therefore, I believe that it will not be included in the pack, as not all recipes in the pack will work with the mod.
Yes, various people were testing it out in Discord a while back and came to the conclusion that the hard-coded internal recipe cost cap of this mod made it unsuitable for our needs. @lesdmark 's suggestion of a MBT machine is perhaps an option to consider in the future, but we would have to figure out how we'd want it to work and implement it from scratch.
For now, I'll close out this issue.