[Suggestion] Heat Recapture module and Efficiency Upgrade module

  • My suggestions for two more modules:


    Heat Recapture Module:
    Designed for early-game use, this device decreases the energy needed to run a machine and is low-cost, but has a strong element of diminishing returns.
    Crafting: Uses 4 tin cable, 1 RE battery, 1 copper cable in the pattern
    :Empty Cell::Copper Dust::Empty Cell:
    :Empty Cell::Lava Cell::Empty Cell:
    Where :Empty Cell: = Tin cable, :Copper Dust: = (Insulated) copper cable, and :Lava Cell: = RE battery.
    Effects: The heat recapture module reduces energy consumption based on the square root of the number of modules in the machine (I believe the overclocker has a similar effect), such that 1 Heat Recapture = 1 EU/t reduction, 2-4 Heat Recapture = 2 EU/t reduction, 5-9 Heat Recapture = 3 EU/t, and so forth. (IE, take the square root of the number of modules, and round up to the nearest whole number).
    I originally named it the heat recapture module because I imagine it generating energy from waste heat produced during machine operation, but reducing energy consumption is probably much simpler to implement.



    Efficiency Upgrade Module:
    Designed for very late-game (think nuclear reactor, or later), this module greatly increases energy consumption of a processor but has a very low chance of increasing its output.
    It is unstackable.
    Crafting: Uses 4 advanced circuits, 1 Recycler, 2 Advanced Alloy, and 2 Reinforced Glass in the pattern
    :Advanced Circuit::Intergrated Plating::Advanced Circuit:
    :Iridium::Miner::Iridium:
    :Advanced Circuit::Intergrated Plating::Advanced Circuit:
    Where :Iridium: = Reinforced Glass, :Intergrated Plating: = Advanced Alloy and :Miner: = Recycler (Although replacing the glass with iridium wouldn't be that bad of an idea. . .)

    Effects: Every time a processor (Compressor, Macerator, ect.) processes an item, it has a 1 in 32 chance of producing an extra item for every Efficiency Upgrade. For example, 32 Iron Ore + 1 Efficiency module can be macerated into 65 Iron dust on average. However, the effiency upgrade is very energy intensive; each one will add between 5 and 20 EU/t to the machine's energy consumption.

  • Effects: Every time a processor (Compressor, Macerator, ect.) processes an item, it has a 1 in 32 chance of producing an extra item for every Efficiency Upgrade. For example, 32 Iron Ore + 1 Efficiency module can be macerated into 65 Iron dust on average. However, the effiency upgrade is very energy intensive; each one will add between 5 and 20 EU/t to the machine's energy consumption.

    Iron ore->2 Iron Dust->2 Iron Bars->2 Iron Dust


    As you can re-macerate the bars back to dust, this can cause an infinite loop of gaining material if it works with a Furnace.


    Also seems a bit overpowered. Chance to compress two Uranium? Two Diamonds? It would also have to ignore anything that can't stack, as well.

    ...What? There's no pineapples here.


    GENERATION Pineapple: The first pineapple you see, copy it into your sig on any forum and add sqrt(-1) to the generation. Pineapple experiment.

  • Iron ore->2 Iron Dust->2 Iron Bars->2 Iron Dust


    As you can re-macerate the bars back to dust, this can cause an infinite loop of gaining material if it works with a Furnace.


    Also seems a bit overpowered. Chance to compress two Uranium? Two Diamonds? It would also have to ignore anything that can't stack, as well.


    According to the minecraft resource calculator, building a single efficiency module requires (among other things) 24 copper dust, 21 iron dust, and 9 tin dust. Because each module only gives a 1/32 chance of increasing your output, it would take 1,818 macerating operations just to break even. Although the possibility of acquiring an infinite supply of extremely common resources makes changing the recipe to require a mass fabricator and two recyclers seems tempting, as does changing the extra resource chance to 1/128. As for the unstackable thing, IIRC the only machine that produces an unstackable resource is the extractor (water cell -> coolant cell -> hydration cell).


    Edit: Using buildcraft quarries, near-infinite amounts of copper, tin, and iron can be acquired anyway; it would take 512 coal dust, with the maximum four efficieny upgrades, to produce an extra diamond, and uranium is rare enough that (imho) there isn't enough raw ore to compress into an op number of multiple extra ingots anyway. In addition, most machines use 2 EU/t to process materials; setting the efficiency upgrade to consume an additional 20 multiplies the EU/t consumed by a factor of 11, which, if my understanding of IC2 energy is correct, increase the energy consumed by a single operation from 625 EU total to 3,438 total.