Hi, currently tuning the balance of this mod is a bit difficult due to low-value items. If I set conversion efficiency to 10% and burn a cobble, I can either set it to always give 1 or always give 0 EMC. If it always gives 1 cobble becomes disproportionately powerful, and otherwise it becomes worthless as an EMC source. I propose a few additional config options to fix this issue.
- Stochastic EMC rounding - If enabled, items with fractional effective EMC will have a chance to round up depending on the remainder. 1 EMC cobble at 10% efficiency would have a 10% chance to give 1 EMC and a 90% chance to give 0 EMC upon burning. This could also be applied to values exceeding 1, so 2.4 EMC would be a 40% chance for 2 and a 60% chance for 3. This may require a lot of rewriting so alternatively:
- Global EMC multiplier - This is an easier fix, if I set my efficiency to 10% I can simply increase all EMC values by a factor of 10 and the problem is eliminated.
- Control of Energy Condenser speed - Currently the Mk1 condenser always burns 1 item per tick and the Mk2 burns 1 stack per tick. It would be nice to have control over their speeds, as slowing them down (multiple ticks per operation) would be a useful way of further nerfing low-value items like cobble (especially as I intend to limit the amount of condensers available in our world, and remove Mk2 condensers entirely). Speeding them up (multiple operations per tick) could also be useful to some people, although the Mk2 already more or less solves that problem.
Thank you for the consideration!
Hi, currently tuning the balance of this mod is a bit difficult due to low-value items. If I set conversion efficiency to 10% and burn a cobble, I can either set it to always give 1 or always give 0 EMC. If it always gives 1 cobble becomes disproportionately powerful, and otherwise it becomes worthless as an EMC source. I propose a few additional config options to fix this issue.
Thank you for the consideration!