More "generic" recipes

  • IC2 in current stage miss few "generic" recipes.


    Coding every possible plant clump recipe combination to allow different plants stack is not way (anyway this wont work with buildcraft autobench), may be recipe to convert any plant into plant chunk?


    Shapeless 1:1 any plant into plunt chunk, and recipe to use plant chunks to craft plant clumps.
    This will make automated biofuel factory a bit easie.


    Sand+Gravel+Water into clay using both cells\blocks (it crafted from UUM)\bukets.


    Clay block to clay
    Clay to clay Block


    Glowstone to glowdust
    Glowdust to Glowstone


    Charcoal into normal coal (may be redstone + charcoal == coal or something like this, currently charcoal only 4k energy and nothing more)

    • Official Post

    IC2 in current stage miss few "generic" recipes.


    Coding every possible plant clump recipe combination to allow different plants stack is not way (anyway this wont work with buildcraft autobench), may be recipe to convert any plant into plant chunk?


    Shapeless 1:1 any plant into plunt chunk, and recipe to use plant chunks to craft plant clumps.
    This will make automated biofuel factory a bit easie.

    This would actually end up with one more recipe than the current system. As it is, it's 1 recipe per plant > plant clump. With your system, it's 1 recipe per plant clump > plant chunk > plant clump. The only benefit of this system is you can stack it for later processing. But even with the buildcraft system, this leaves you with an extra autocrafter to worry about.

  • This would actually end up with one more recipe than the current system. As it is, it's 1 recipe per plant > plant clump. With your system, it's 1 recipe per plant clump > plant chunk > plant clump. The only benefit of this system is you can stack it for later processing. But even with the buildcraft system, this leaves you with an extra autocrafter to worry about.


    What (I believe) RawCode is saying is that, to get the entire list of recipes for every possible permutation of plants -> plant clumps (which includes mixing) would require a large number of recipes. Specifically, there are cactus, seeds, reeds, and saplings (the recipe doesn't differentiate between any of the 3...) meaning 4 different materials. That said, you need 8 of a specific plant to make the clump. Hard-coding each of these means 4^8 or 65536 different recipes. Instead, having each one be crafted into this supposed plant "chunk" then into the plant clump means only 5 recipes - one each for the different plant and then the 5th for the actual clump.


    As for the concern for BuildCraft autocrafters, yes, it's another step in the refining process. However, I feel that adding the ability to mix-n-match plants for biofuel otherwise is better in the long run.

  • There is two ways of improving biofuel productions:


    1) Special machine to convert any plant into plant chunk


    2) Proxy recipe to do this


    Machine is much more funny, it will make production chain longer and allows more automation.

  • macerator is fine.


    but, may be add special machine to work with organic matters, may be organic extractor or something like this, to work with resin\rubber and plants.


    non organic and fuel at later stages of production will be processed with normal extractor.


    this can be done by adding t1 t2 extractors.

  • I'm sure Al is all up for adding superfluous machines. I support the macerator idea, could potentially compress them after into bio-pellets, they are fairly common these days in combi-fuel plants.

  • with macerator we will be able to constantly pump items into machine without user interaction, this will improve production alot.


    1) Collect items into chest
    2) Pump into macerator constantly
    3) Anything dropped harvested with obsidian pipe and returned to system
    4) Chunks send into autobench for clumps
    5) Compressor
    6) Extractor
    7) We got fuel