single UI, with detailed graphs and stats for each item. Unfortunately, it has a quite severe performance issue right now, and I haven't seen the dev in 2 days. Hopefully it gets fixed soon and uploaded to CurseForge.
One thing I find perhaps hyperbolic about this pack is the removal of Infinite Disks. The two main arguments for this decision from the ATM team is are that the more item types there are in a disk, the worse the performance will be; and that it's "too overpowered". For the former, the rationale is that if a feature does not work as intended and can be broken, the player shouldn't be given the option to use it in the first place. Firstly, I don't like it when people tell me how to do things; secondly, the barrier at which performance is seriously hit is nowhere near what's practical (the limit for total *item* - not fluids, chemics, or whatever - types in an AE2 network is like 800k, let's use half of that as a ballpark, which would still be way too much of a hyperbole); thirdly, if it's really that big of an issue then… slap a big warning sticker on it? Oh, and if this is a concern for *items*... why are the other types of Infinite Disks also hit? They just don't even have a lot of types? For the latter… how exactly is an elegant solution to storage overpowered? If the recipe is too cheap for what it does, then buff the recipes. And calling it “overpowered” in a pack where you produce items in the hundreds of millions, oneshot basically everything ever, and literally incentivized to scale…. having such a handy options hurts the experience of absolutely no one. The double standards is strong with this one. But, alas, I'm no modpack developer, I'm just a rando with too much time on hand and too strong of an opinion; I just reenable Infinite Disks for myself and I am happy in my little world.
While the solution to some automation challenges were indeed cumbersome, be that as it may, it was still technically possible with RS. And the amount of challenges it could solve has increased a *lot* from RS1.
**2. What RS2 needs improvement on**
Still, not all of the automation tasks are solvable completely with RS.
Really, it comes down to crafting: RS still lacks more advanced crafting options: crafting with fluids directly instead of a bucket; crafting with reusable items, and crafting recursively. Things such as converting Honey fluid to Honey Block at a large quantity, or even simply keeping my smithing templates in stock prove to be quite the burden. Note that Ultramega is developing a new tool for RS called the Step Crafter, which aims to solve the needs for reusables/recursive recipes.
Another issue that hasn't been touched on a lot (because I haven't seen anyone take RS to scale yet) but is quite severe is Cable Tiers' performance issues. I am very concious about my TPS and tries to keep it as healthy as possible, and in my Spark profiles, Cable Tiers often sit right at the top. And somewhat unfortunately, to quote my good friend Wraith at the Refined Mods Discord, "the sad part is that I know people that could fix the lag effortlessly but it's impossible to motivate them and they're insufferable to work with".
**3. Misconceptions about ease of use vs ceiling of complexity**
Only after having used RS2 very extensively and engineered my way through various mods in this pack have I realized that the stereotype of RS being an easy to use, entry-level solution to mass storage and not fully supportive of automations task is a vastly wrong one, and needs correction.
My thorough experience with the mod has helped me form my belief that RS is very lax when it comes to what you do with it - it will not try to assist or stop you, and whatever the consequences of your actions are will be paid by yourself. Want a thousand Mega Autocrafters running concurrently? Want hundreds of Network Transmitters? Your choice. Will it brick your world? Will it bring your TPS down to 2? You're the one discovering that out.
Next, if we take a look at [the Refined Storage design
One thing I find perhaps hyperbolic about this pack is the removal of Infinite Disks. The two main arguments for this decision from the ATM team is are that the more item types there are in a disk, the worse the performance will be; and that it's "too overpowered". For the former, the rationale is that if a feature does not work as intended and can be broken, the player shouldn't be given the option to use it in the first place. Firstly, I don't like it when people tell me how to do things; secondly, the barrier at which performance is seriously hit is nowhere near what's practical (the limit for total *item* - not fluids, chemics, or whatever - types in an AE2 network is like 800k, let's use half of that as a ballpark, which would still be way too much of a hyperbole); thirdly, if it's really that big of an issue then… slap a big warning sticker on it? Oh, and if this is a concern for *items*... why are the other types of Infinite Disks also hit? They just don't even have a lot of types? For the latter… how exactly is an elegant solution to storage overpowered? If the recipe is too cheap for what it does, then buff the recipes. And calling it “overpowered” in a pack where you produce items in the hundreds of millions, oneshot basically everything ever, and literally incentivized to scale…. having such a handy options hurts the experience of absolutely no one. The double standards is strong with this one. But, alas, I'm no modpack developer, I'm just a rando with too much time on hand and too strong of an opinion; I just reenable Infinite Disks for myself and I am happy in my little world.
While the solution to some automation challenges were indeed cumbersome, be that as it may, it was still technically possible with RS. And the amount of challenges it could solve has increased a *lot* from RS1.
**2. What RS2 needs improvement on**
Still, not all of the automation tasks are solvable completely with RS.
Really, it comes down to crafting: RS still lacks more advanced crafting options: crafting with fluids directly instead of a bucket; crafting with reusable items, and crafting recursively. Things such as converting Honey fluid to Honey Block at a large quantity, or even simply keeping my smithing templates in stock prove to be quite the burden. Note that Ultramega is developing a new tool for RS called the Step Crafter, which aims to solve the needs for reusables/recursive recipes.
Another issue that hasn't been touched on a lot (because I haven't seen anyone take RS to scale yet) but is quite severe is Cable Tiers' performance issues. I am very concious about my TPS and tries to keep it as healthy as possible, and in my Spark profiles, Cable Tiers often sit right at the top. And somewhat unfortunately, to quote my good friend Wraith at the Refined Mods Discord, "the sad part is that I know people that could fix the lag effortlessly but it's impossible to motivate them and they're insufferable to work with".
**3. Misconceptions about ease of use vs ceiling of complexity**
Only after having used RS2 very extensively and engineered my way through various mods in this pack have I realized that the stereotype of RS being an easy to use, entry-level solution to mass storage and not fully supportive of automations task is a vastly wrong one, and needs correction.
My thorough experience with the mod has helped me form my belief that RS is very lax when it comes to what you do with it - it will not try to assist or stop you, and whatever the consequences of your actions are will be paid by yourself. Want a thousand Mega Autocrafters running concurrently? Want hundreds of Network Transmitters? Your choice. Will it brick your world? Will it bring your TPS down to 2? You're the one discovering that out.
Next, if we take a look at [the Refined Storage design
philosophy](https://refinedmods.com/refined-storage/design-philosophy.html), while the main characteristic of it is indeed simplicity, it should "still allow for complexity". What does that mean?
That means using the minimal toolkit the mod provides, you are incentivized to use your ingenuity to come up with answers to logistics challenges. Let me demonstrate my argument with a few examples.
As I've mentioned previously, RS does not have native support for recursive recipes, which makes the solution for crafting smithing templates quite... interesting. [This](https://postimg.cc/XBYzkL03) is my solution. We employ an external crafter like the Crafter from RFTools, and supply it with ingredients via [Super Factory Manager](https://postimg.cc/CZmDqpww). We make good use of the Detector (RS equivalent of the ME Level Emitter) to put a threshold on when the SFM should run. A convoluted, but functional, solution, imo.
Another contraption I'm quite fond of is [my Draconic Evolution fusion crafting setup](https://postimg.cc/vxRm10xd), courtesy of my good friend Rhys for the [idea](https://youtu.be/BMnkMR1sgsA). Traditional setups employing Modular Routers has that slight delay between the Router transferring items and the crafting, and this system helps eliminate that as much as possible. We turn the Injectors into the storage of a subnetwork via External Storages, allowing instant "transfer" of item and energy when they are put into the Interfaces of the subnet. Since the Injectors should only hold the single item while the Fusion core sometimes need to hold a small stack, items should be inserted into the core last, which is possible thanks to External Storages' priorities. In the [patterns](https://postimg.cc/2qQYcCVQ), Certus Quartz is used as redundancy to ensure all 12 Injectors are filled before items are sent to the core.
These 2 are just the best examples I have that illustrate my point: very much contrary to the usual thought that RS is a "baby mode" storage, it very much *can* automate complex tasks if you put your head into it.
**Conclusion**
I don't ask for people to have to like RS2, or even give it a try (unless you're really an opponent of it - then get a grasp lol); the taste is ultimately up to the player. Instead, my goal is for RS2 to be recognized, be understood, and be respected - for what it actually is, not what people remember it as.
**tldr** RS2 good thumby
https://redd.it/1otk6dj
@MinecraftModded
That means using the minimal toolkit the mod provides, you are incentivized to use your ingenuity to come up with answers to logistics challenges. Let me demonstrate my argument with a few examples.
As I've mentioned previously, RS does not have native support for recursive recipes, which makes the solution for crafting smithing templates quite... interesting. [This](https://postimg.cc/XBYzkL03) is my solution. We employ an external crafter like the Crafter from RFTools, and supply it with ingredients via [Super Factory Manager](https://postimg.cc/CZmDqpww). We make good use of the Detector (RS equivalent of the ME Level Emitter) to put a threshold on when the SFM should run. A convoluted, but functional, solution, imo.
Another contraption I'm quite fond of is [my Draconic Evolution fusion crafting setup](https://postimg.cc/vxRm10xd), courtesy of my good friend Rhys for the [idea](https://youtu.be/BMnkMR1sgsA). Traditional setups employing Modular Routers has that slight delay between the Router transferring items and the crafting, and this system helps eliminate that as much as possible. We turn the Injectors into the storage of a subnetwork via External Storages, allowing instant "transfer" of item and energy when they are put into the Interfaces of the subnet. Since the Injectors should only hold the single item while the Fusion core sometimes need to hold a small stack, items should be inserted into the core last, which is possible thanks to External Storages' priorities. In the [patterns](https://postimg.cc/2qQYcCVQ), Certus Quartz is used as redundancy to ensure all 12 Injectors are filled before items are sent to the core.
These 2 are just the best examples I have that illustrate my point: very much contrary to the usual thought that RS is a "baby mode" storage, it very much *can* automate complex tasks if you put your head into it.
**Conclusion**
I don't ask for people to have to like RS2, or even give it a try (unless you're really an opponent of it - then get a grasp lol); the taste is ultimately up to the player. Instead, my goal is for RS2 to be recognized, be understood, and be respected - for what it actually is, not what people remember it as.
**tldr** RS2 good thumby
https://redd.it/1otk6dj
@MinecraftModded
And I probably missed some too. Luckily, they're pretty niche.
https://redd.it/1otto30
@MinecraftModded
https://redd.it/1otto30
@MinecraftModded
It’s rare to see this level of dedication in modpack design even creating a building contest with custom builds.
https://redd.it/1otxby4
@MinecraftModded
https://redd.it/1otxby4
@MinecraftModded
Reddit
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