It has been my experience on Alice thus far, that Tinkers tools that have been modified to run on RF have a huge problem: If the charge on the tool is not 400,000/400,000, and it is being supplied energy from a Capacitor of any kind, the use animation resets. Disabling the charge feature of Capacitors while mining returns the dig animation to normal, and you can mine without issue. However if you have your Capacitors enabled, you're going to have a bad time. The tools have (according to the Energetic Infuser) a maximum rate of 75 rf/t. My hammer is consuming ~2k RF per action, and while it returns to full charge it stalls. Much suck. I've bugged it on the Tinker's Construct thread.
This seems to be a common problem with tools that run on RF; the powering up seems to have priority over any other operations like breaking blocks. This also happens with Redstone Arsenal tools, although it is much less noticeable because they use much less power per usage. I don't think there is anything we can do about this ourselves.
Yeah, I didn't think there was, mostly I'm mentioning it so that people are informed and can decide if they want to Fluxify their tools or not. I'm posting about it in the Tinkers' Construct thread in an effort to get them to up the RF/T charge rate. Regular Flux tools use less energy and charge at 1600 RF/T. Tinkers' stuff charges at 75 RF/T and (in the case of the Hammer) uses a lot more.
Well, technically we could adjust it. I found the variables in their source code that need changing. -shrugs- But my understanding is we don't do that, lol.
Yeah, we already wanted to edit the source of TConstruct. Helpfully, their script to actually compile the mod or set up the things we need to edit it at all, doesn't work.