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Some mods in modded minecraft had that and it's a very punishing mechanic unless implemented well.

It eats all of your power and usually also very expensive items very quickly usually. Assume you have like 600RF/tick generated, common with certain generator constellations. 1 tick - 1024 RF and one input consumed, crafting fails due to not enough power. 1 tick wait, 1 tick, 1024 RF and one input consumed, ... This can void 10+ items / second, which can hurt very badly. Even for common items in fact.

It also tends to kick you while you're down, because it only kicks in if everything else is already failing. Then the only thing to continue functioning is the thing voiding your energy and your expensive items. Or even worse, if you did one miscalculation about your power grid, and then all of your resources are gone, often before you can react.

It can be interesting in the right packs, but it is Gregtech level hardness.



GT:NH has “easy mode” enabled in some regards - it won’t finish the craft but it WILL wait for power (actually keep trying) - so if you fix the power problems you can finish and not lose the mats.

May or may not apply to multi blocks.


I didn't finish GT:NH but if I ever set aside enough time to play a GregTech build again, GTNH is on the very short list.


It's extremely well polished, and I've played enough that it's nearly impossible for me to play Minecraft without playing GT:NH, as the moment I start a vanilla play through I find myself adding mods to make it easier and then I realize I'm just rebuilding GT:NH - badly.

It really is about the journey; GT:NH isn't played to be won - instead, the win condition is continually moved out so you can keep playing.


Multiblocks power fail and void, but then your machine shuts down until you restart it. This is much better than suggested above, where you'd void over and over, but it can still utterly mess up a large craft being orchestrated thru AE2, which is still waiting forever for he failed craft to submit a part back into the system.


Yeah people talk about GT:NH being this super tedious hard pack, but it actually has tons and tons of quality of life fixes to the various mods that make it up - and voiding materials is something that is almost nearly gone (iirc very early on a single block, even steam, losing power would lose the materials, which made learning early steam (especially the alloy smelter) really painful).


GT:NH is a very interesting software project in itself, a long-living open source environment with devs maintaining forks of a lot of mods included in the pack and backporting features and fixes to 1.7.10, custom tools for development/planning and a lot of spreadsheets with data


They got Minecraft 1.7.10 and mods to run on modern Java. That's amazeballs.


GregTech doesn't use RF though, at least it didn't. Machines pull packets of amps through the wires from the generators/batteries, the whole system is pretty interesting. Also high-level circuits have to be manufactured in cleanrooms with a pretty complex tech chain.


I think GP just used RF as an example and was only referring to GT as a comparison in difficulty.

GT's system of only pulling power on-demand is very nice though; no wasting fuel


Oh GTs power is absolutely not RF. Back in the day, even GTs power could be cruel though. You could over-volt your machines and thus void machines you spend literal days on crafting. And the cables in the process too. And you could lose your entire infrastructure once it rained and you had no roof :)


Out of curiosity, which mods are this cruel? I've been playing GT (modern) lately and even it doesn't void your machine's items unless you break the machine itself.


Oh this was in the days of yore of modded 1.4 and early 1.7. I don't remember specific mods, I just remember the pain and frustration of this happening.

I'm currently playing Stoneblock 4 and have been playing GT:NH and Nomifactory some time ago, and the more modern mods have learned a lot from those old janky things. Heck, back in the day every mod had a different power system and you needed a nonsense amount of conversion infrastructure, unless the modpack did a lot of work to combine all of this somehow, haha.




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