(Suggestion) Mad scientist machines

  • My first post here, be kind ;)


    These machines serve no real useful purpose, but they'd be fun!


    Idea one - Lightning tube
    Set up by placing glass tubes between two Van der Graaf generators, crafted thus:


    Glass tube:
    3 reinforced glass in a line
    pretty simple


    VdG Generator:
    :Tin Ingot: :Tin Ingot: :Tin Ingot:
    :Tin Ingot: :Refined Iron: :Tin Ingot:
    :Tin Ingot: :Tin Ingot: :Tin Ingot:


    tin around refined iron


    What it does: when enough current is available to one GdF, electricity arcs through the tube to the other one. Wastes ALOT of energy, 50 EU/tick* length of tube. (so a tube 2 blocks long will consume 100 EU/tick, 3 long=150EU, etc.)
    For the Minecrafter who thinks his factory needs more of an insane villain vibe...


    Idea two - Lightning Generator (Not a lightning rod!)


    Lightning Generator:
    :Rubber: :Tesla Coil: :Rubber:
    :Refined Iron: :Advanced Machine: :Refined Iron:
    :Refined Iron: :Energy Crystal: :Refined Iron:
    Lightning Generator causes lightning to strike random location
    within 32 block radius every 5 seconds when powered by redstone during
    rainstorm. Consumes 100,000 EU/strike.




    Targeted Lightning Generator:
    :Rubber: :Tesla Coil: :Rubber:
    :Advanced Circuit: :Advanced Machine: :Advanced Circuit:
    :Refined Iron: :Energy Crystal: :Refined Iron:
    ( :Energy Crystal: =Lapotron Crystal)
    Targeted Lightning Generator causes lightning to strike hostile mobs
    within a configurable radius. Has a five second recharge time, must be
    powered by redstone during a rainstorm, consumes 100,000 EU/strike. (Perhaps it should have hostile, passive, neutral, and anything that moves targeting modes)


    Cloud maker:
    :Refined Iron: :Wind Mill: :Refined Iron:
    :Refined Iron: :Water Cell: :Refined Iron:
    :Refined Iron: :Water Cell: :Refined Iron:
    Cloud maker causes rain when powered by redstone, cost 5eu/tick to
    maintain storm, also consumes water cells (I'm thinking 180
    seconds/cell)


    As I said, they serve no real purpose - except for wasting millions of EU, and making an army of lightning creepers!


    Naturally someone is going to say this should be used to turn zombies into (tame) Frankenstein monsters, but I wanted to keep the idea simple to code, as in not mess with mob taming or AI. Perhaps this is more of an addon idea, but I hope you'll consider it, Alblaka. Thank you for reading, and thanks for the awesome mod!

    • Official Post

    Cloud maker would have a purpose, make wind mills gain 20% production boost.[ it means that cloud maker would need an insane EU/t cost or it will be overpowered.]
    [And that could be also used for griefing, indirectly. Rain makes solar panels NOT produce energy.]


    Lightning maker too, prevent mobs from getting near your house. Or set a forest on fire (or someone's wooden house haha.) [ I mean it can be used for griefing, unless those lightnings doesnt make fire as normal ones does.]

  • Welcome to the forums.


    VdG Generator - Eh... I think Al is holding off on aesthetics until the base system is working fine.


    Lightning Generator - Honestly reminds me of the Tesla Coil aside from the must be raining and targeting random spots, I think Al doesn't want to touch the code for lightning, though.


    Targeted LG - Tesla Coil with upped EU cost.


    Cloud Generator - Like this one, I've begun using Windmills a lot lately to try them out.

  • Hadn't thought of griefing since I don't do SMP, but with the energy cost, it is not an easy thing to use - there are much easier ways to break things if you want to be "that guy". The targeted generator is precisely an upgraded tesla coil (there is even one in the recipe) but can a tesla coil make a lightning creeper? I don't think so :) Coding the strikes shouldn't be hard, several other mods do it (EE's storm ring, arrow mod's lightning arrows).


    I am a realist, I know the odds of any given suggestion actually making it into a heavily-developed mod like this, I just thought it would be a lot of fun to play with lightning :D


    Thanks for the polite tone of the replies, I was bracing for a minecraft forum style shoot down...

  • Hadn't thought of griefing since I don't do SMP, but with the energy cost, it is not an easy thing to use - there are much easier ways to break things if you want to be "that guy". The targeted generator is precisely an upgraded tesla coil (there is even one in the recipe) but can a tesla coil make a lightning creeper? I don't think so :) Coding the strikes shouldn't be hard, several other mods do it (EE's storm ring, arrow mod's lightning arrows).


    I am a realist, I know the odds of any given suggestion actually making it into a heavily-developed mod like this, I just thought it would be a lot of fun to play with lightning :D


    Thanks for the polite tone of the replies, I was bracing for a minecraft forum style shoot down...

    Nah, I tend to take suggestions here and on the MCF with a grain of salt.


    Actually, looking at the decompiled MC I have here, "breaking" the lightning code to originate from the block wouldn't be too hard, as opposed to forcing the lightning to strike one specific spot (a la Lightning rods). Considering the code (mind, my Java is rusty), essentially forces the lightning to strike pseudo-randomly, I can't see anyway that that can be hijacked, but in reverse, it might work. Of course, the block could call the lighting class/method with the block as the forced point-of-origin as well.