[WIP][Gregtech][Addon] Food Industry

  • New Machines:
    Industrial Fermenter (somewhat like Forestry Fermenter, but with more uses)
    Freeze Dryer
    Serum Extractor (Infuser?) for Serum production. Serum is industrial potion. Serum can be injected using syringe.
    Medical bed. Can be used at any moment (not only an night, does not reset your save point, but still counts as bed), you need to put some serum in it to make it heal and/or satiate you while consuming EU and materials.


    New Recipes: Image attached.


    Serum effects:
    Healing Serum: Regeneration I
    Nutrition Serum: Replenish 2 hunger bars
    Stimulant Serum: Speed I, Haste I
    Painkiller Serum: Slowness I, Health Boost I


    Medical Nano Armor: auto-uses healing serum when you're hurt.


    Concept is raw and I suck badly at texturing, so any help or advice would be gladly appreciated.

  • Textures? I've heard "Sirus"?


    Also, nice concept you got there. Finally one of my (old) suggestions are coming to life.


    Waiting for it :3


    Edit: It is too late in the night for me to give some suggestions, so i will do tomorrow maybe.

  • I can't be bothered to do yet MORE texturing, but I recommend GIMP and here are my templates:
    https://www.dropbox.com/sh/hks2yp1q1a0njdm/L2W0AeQc8d


    If you use them, or any of the new textures, please give credit where due.

  • More ideas to be implemented:
    Replace Iron Furnace with Gas Furnace (same cooking speed, but with gas fuels instead of solid ones), add more fuel gases and their production chain.
    Gas Furnace fuel values:

    • methane - 110 items
    • town gas - 73 items
    • enriched water gas - 44 items requires crude oil cracking, idea killed by the lack of crude oil.
    • hydrogen - 36 items
    • water gas - 30 items


    To get some town gas you'll need a coke oven (not RC one, much better):
    Hollow multiblock structure 3x3 4 blocks tall made of firebricks (cook vanilla brick again to get one) includes coke oven hopper on top (call it material input hatch), fuel gas input hatch on bottom (yes, it can be self-sustaining if you want), and firebox in front. Produced gas is auto-ejected into pipes connected to any block of 2 middle layers. Firebox acts like RC solid-fueled firebox producing heat depending on fuel fed into it. After the oven is hot enough, gas production starts (the hotter the oven, the better result you get). You put coal dust into the hopper and get 1 coke coal and 10-25 (depending on heat) gas per 4 dusts. Hydrated coal dust produces blue water gas instead of coal gas, lignite produces ashes instead of coke.
    Crude coal gas proceeds into condenser (optional, yields tar which can be distilled into creosote or used for asphalt pavement for faster movement) and purifier (hollow multiblock made of lead-plated bricks) to become useful town gas. Purifier can be fed with lime dust if available.
    Blue water gas can be centrifuged into hydrogen and carbon dioxide (4:2:1).
    Town gas can be centrifuged into hydrogen, methane and nitrogen (20:10:5:2), some byproducts are wasted).


    死! 冬! 運命!

    The post was edited 3 times, last by malcanteth: cuz i can ().

  • reminds me of some GT suggestion ... I know it's extremly long, but if you want Ideas, take a look at the GT thread (even the TO DO list, given Greg isn't implementing those ^^). There are tons of stuff Oil-related missing in IC².


    Soon with Molten Salt Reactors, right ? :D
    NERF THA FUSION REACTOR!

  • reminds me of some GT suggestion ... I know it's extremly long, but if you want Ideas, take a look at the GT thread (even the TO DO list, given Greg isn't implementing those ^^). There are tons of stuff Oil-related missing in IC².


    Been there, done that. Those suggestions can be divided into two large groups: poorly described and supreme advanced tech involving for the sake of supreme advanced tech.

  • Wow I thought this would eventually happen, a modding the mod that is being modded by another mod :P.
    Nonetheless sounds awesome and can't wait to see it!


    P.S. I f you need any help you can just ask me. I am familiar with the IC2 API.

  • Wow I thought this would eventually happen, a modding the mod that is being modded by another mod .
    Nonetheless sounds awesome and can't wait to see it!


    P.S. I f you need any help you can just ask me. I am familiar with the IC2 API.

    I'm not really modding GT, but designing my addon to fit well into GT theme. Thanks for your offer, but as for IC2 API there are alot of opensource addons to learn it. I wish GT API had any examples.

  • Here's an idea for the Industrial Fermenter, which I suggested for Gregtech earlier:


  • Been there, done that. Those suggestions can be divided into two large groups: poorly described and supreme advanced tech involving for the sake of supreme advanced tech.

    For what I remember of mine, some weren't in those 2 groups ... Like the Oil-related stuff I suggested myriads of time especially.


    Soon with Molten Salt Reactors, right ? :D
    NERF THA FUSION REACTOR!

  • Here's an idea for the Industrial Fermenter, which I suggested for Gregtech earlier:


    I came up with the similar idea:
    Your bacteria colony has following stats: growth rate, resistance, population. You get your first bacteria from rotten potato or mycellium (requires forestry moistener), it can turn plant material into biomass, processing speeed depends on population size. Population growth occurs only during fermentation. Random mutations can occur as well as instant death of several species. Mutations can be basic (stat change) or advanced (changes food and products). The bigger population you have, the less mutation of a single specie affect.
    I scrapped this idea because:
    - no ideas for population control, you'll get unlimited source of useless bacteria liquid (yes, bacteria colony is liquid in my vision).
    - no ideas for reactions except realistic ones I put into OP.

    For what I remember of mine, some weren't in those 2 groups ... Like the Oil-related stuff I suggested myriads of time especially.


    Yep, those are pretty cool except the part where you don't have much oil in GT.

  • Doublepost because I prefer to separate my plans from discussion.
    Coke oven inventory cannot be accessed while it's hot (i.e. you cannot put more ingredients or extract solid products during the process). Also this oven can be used for charcoal production. 15 wooden logs -> 5 charcoal + 1 tar. (balanced around mass. if balanced by volume, charcoal outcome should be 10x more). Charcoal processing lasts 2 minecraft days (1 day for coke).
    Tar should be used in boat recipe. Also torches can be made with wool/cloth + tar, creosote or oil. If coal torches disabled, you'll have to use lava, furnaces and daylight as your stone age light source. I'll add gaslamps as torch alternative. Gaslamps would not consume any fuel except gas cell used in crafting. First screenshots are coming soon.


  • - no ideas for population control, you'll get unlimited source of useless bacteria liquid (yes, bacteria colony is liquid in my vision).
    - no ideas for reactions except realistic ones I put into OP.


    1. You could make population growth a bell-curve function instead of a linear one, that way once the population reaches a certain threshold growth will stagnate until the population goes down again. This also have the benefit of being kinda sorta realistic. It also still allows the player to pump out the bacteria, if they so choose, but also doesn't force them to.


    2. My pleasure.


    - Dirt gives some of the most versatile but also inefficient bacteria, capable of consuming almost anything with even a silver of organic matter in it and turning it into biomass. This includes: Wood, dirt, (leaves behind sand as a byproduct) all foods and crops, seeds, saplings, leaves, meat, scrap, etc. They also take a LOT of negligence to kill accidentally, as they go into a dormant state when not fed rather then starving. They'll still loose most of the population, but enough will remain that they can spring back qiuickly and easily. Basically, these are great if you essentially want an alternative to the recycler for organic things, but if you want to power your base with bacteria you should probably look elsewhere.
    A few example mutations these could have would be yielding clay as a byproduct from dirt, or consuming sand and organic matter and turning it into dirt.


    - Grass gives bacteria which are better for specialized, efficient energy production from plant matter. These have high biomass yields, especially once you start to specialize them to a specific food type, but are fragile, with high sensitivity to starvation, temperature fluctuations, competition, basically everything.
    A few example mutations would be higher yields from specific plants, such as only oak saplings or spruce wood logs, as well as some by products from specific plants which are applicable, such as water from cacti.


    - Netherrack gives access to bacterial strains which consume netherrack and/or less efficiently sulfer, and produce lava. These could also have some special requirement conditions, such as requiring the player to turn the fermenter's temperature up to 11, thus making it require more power or they might only be capable of surviving in the nether.
    There could also be specialist/mutation-only strains which produce certain nether-specific resources either in addition to lava, or as a replacement. Some examples: a strain that consumes redstone or gold + sulfer/netherrack, and produces glowstone. A strain which produces mercury as a by-product from netherrack, at the cost of less lava. Or strains which distil coal, gold, or redstone from netherrack more efficiently then a centrifuge, but at the cost of less or none of the other resources.
    There could also be species which consume lava instead, and produce resources from it, such as the centrifuge products more energy-efficiently or with higher yield, or they could produce netherrack.


    - Ores could have a very low chance of giving bacteria whose unique biology makes them need that ore's products to live. This makes them very efficient at extracting metals from ores, which can be used to your advantage to increase ore yields by centrifuging/electrolyzing the metal out of the bacteria after letting them do their work, though it does take time and you loose any byproducts that the ore might have given in the Industrial Grinder. These bacteria also have the advantage of being very well adapted to long periods of stavation, making them almost completely unaffected by starvation but they are also slow to multiply, making them easily out-competed.
    These could almost be considered mutations unto themselves, but some mutations they could have are allowing extraction of metals from stone/cobblestone, or specialists in yielding more of the ore's byproducts, at the cost of primary metal yield.


    I could continue, if you'd like. There's still Endstone.

  • He means giving more byproducts (for example, gold from copper ore) by reducing the main metal output (copper in this case).


    Actually, both of you are right. I was thinking that the bacteria could receive mutations which either allow byproducts to be made, or which allow greater main metal yields. (But not both at the same time.)


    These mutations could be selected for by feeding the bacteria different things, such as, in the case of copper ore bacteria, copper dust to select for more copper yield, or gold dust for gold.

  • Do you have any plans for forestry-like multifarms? I am thinking of adding them to my mod, and I don't want to trip on your feet


    No plans for farms.