[GT-Suggestions] I still look at this Thread when I got out of Ideas for new things, yes really I do that. Even though I don't edit this Post anymore.

  • I know other people have suggested other ways to get Plutonium, but I wanted to throw my suggestions in too, perhaps they are good, but of course, they could be terrible too, and I'm okay with that. I appreciate people reading and thinking about it whatever way, so thank you for doing so regardless of your thoughts on my idea.


    There exists a way to produce only Thorium with Uranium, via the route of producing 8 Depleted Isotope Cells from Uranium & 8 cells and then centrifuging them out 2 at a time to produce 4 Thorium per Uranium Ore. I feel that it would be nice to have a straightforward way to get Plutonium from Uranium while avoiding the waste of unwanted uranium cells.


    Right now, as far as I know, the possible ways to get Plutonium from Uranium are:


    1.) Centrifuging 16 Uranium Dusts with 21 Empty Cells yields 16 Uranium Cells, 4 Thorium Cells, 1 Plutonium Cell, and 1 Tungsten Dust.


    2.) Pulverizers from Thermal Expansion have a 10% chance of giving a pile of Plutonium Dust when used with silk touched Uranium ore or Nether Uranium Ore (does not require silk touch). Gregtech's own excellent Industrial Grinder gives 2 tiny stacks of Plutonium dust per silktouched regular Uranium Ore or Nether uranium Ore


    3.) Use of Re-enriched Uranium Cells from a Breeder Reactor in an Industrial Centrifuge. 8 Re-enriched cells nets 4 Thorium Cells, 3 Near-Depleted Uranium Cells, and 1 Plutonium Cell.


    4.) The only 1:1 conversion to Plutonium is via direct conversion of Uranium by crafting it with 8 UU Matter. While this is a good possibility if you have a lot of UUM to spare, the fact that it uses so much UU Matter renders it at best a way to store UUM as energy for later.


    As I tend to use Plutonium/Thorium mixed reactors, I generally find that the depleted cells left are usually enough for me to simply centrifuge them and receive back enough Thorium cells - I don't need more of them. So, I always end up with a huge surplus of Uranium I have no intention of using unless I have to, and far more Thorium than I would ever need. Maybe this bothers other people, maybe it's just me, but I've thought up a set of solutions that may be interesting. Here they are, moving from a relatively simple base to options of further possibly complexity.


    (Simplest) Allow crafting 2 uranium ingots or dusts with a cell to produce a Transuranic Cell. Centrifuging one of these will yield a Plutonium Cell.


    (More complicated) Transuranic Cells can also be placed inside a breeder reactor. After receiving a certain number of pulses, a Transuranic Cell becomes an Enriched Transuranic Cell. Enriched Transuranic Cells could then be centrifuged to produce a higher yield of Plutonium than a Transuranic Cell alone.


    (The most complicated) An Enriched Transuranic Cell could be placed in the breeder reactor for another cycle, and in turn after it has received the requisite number of pulses, changes into a Highly Enriched Transuranic Cell. From here, you take it and centrifuge it - :) Where else? These Highly Enriched Transuranic Cell could yield the highest level of Plutonium, and in addition provide a source for other potentially useful Transuranic Elements, such as Neptunium and/or Americium Cells.


    Neptunium Cells could possibly be used as a fuel that is used purely as a breeder fuel, producing heat & pulses, but no energy. Americium, used in real life in smoke detectors and ground density detectors could possibly be used as an analogue as an an ingredient in a ground density detector (maybe combined with a Computer Cube?), giving some text data to the player about the possibility of open caves, water, and lava below. Something I thought of that would be more fun would be to use Americium as a crafting component in producing a Nuclear Metal Detector. The player could carry in their hand, walk around with, and have it squeal when it detects metal in the direction & nearby vicinity the player is holding it. Using such a strongly powered tool to look for metals would carry a cost to the environment directly beneath the player's search area. Holding it over grass could turn it to soil. Plants, flowers, and leaves directly beneath the Detector would break without dropping an item. Highly flammable blocks like Netherrack may even catch fire.


    (and a bonus mostly unrelated idea) Allow compression of Plutonium dusts into ingots, and in turn, crafting of Plutonium blocks, Plutonium blocks would appear silvery-green, but give off a faint greenish glow detectable in lower light levels (along the brightness of a redstone torch, perhaps, or maybe simply appearing faintly lit without producing light.) The block alone wouldn't cause harm, except possibly when a player decided to use a the Nuclear Metal Detector in its direction (boom!)


    Crafting two such Plutonium blocks together would result in the production of the block Demon Core. The Demon Core is an actual subcritical mass of Plutonium that accidentally became critical twice after World War II. You can read a short bit about it on Wikipedia. Placing a Demon Core would produce temporary (lasting only while placed) negative effects like the aftermath of an in-game reactor explosion, but without the explosion. I thought it might be entertaining for some scenarios and maps, useful in others (placing a surprise deep pit around your base filled with water and demon cores would be far more memorable than an instakill), and also a way of offering a challenge to overcome for other people.


    Anyway, I've edited this a few times to be sure I clarified a few things, and I've of course written too much. Thanks again all who have sat through my suggestions and read. They are just some thoughts and suggestions - I'd love to see any or all of it it in GregTech..Whether it does or doesn't, I'll continue to enjoy the new ways of doing things that GregTech offers. Thanks for making the mod, GregoriusT.

  • Copying a suggestion I like from here: http://forum.feed-the-beast.co…-ideas.14163/#post-163232


    "You know Gregtech's freezer item? It's one of his many machines with casings. Now, you may also be aware of his other gaseous cells, like Hydrogen that can be created from Bauxite electrolysis. These can be stored in Railcraft tanks through use of the Liquid Transposer. But how does it turn gas into liquid?! I believe the current setup seems a little bit unrealistic for a game in which you create a fusion reactor by hand. So why not use the Vacuum Freezer (yeah I actually did look it up) to turn the gaseous Hydrogen to liquid Hydrogen, which can then be sent through the Liquid Transposer.


    Not only does it provide realism, but it gives the Vacuum Freezer a use! "

  • Here's a suggestion I have for an issue I keep dealing with with your automation. I keep getting this issue where if I want to have small electric buffers going into a machine that cannot be configured to pass electricity I have to wire another line from my eu storage or a line (usually the one at the start of the first buffer) to the electric translocator that's extracting the materials from the machine in order to have the automation continue.


    A possible solution I thought for this was a new cover that made the side of the machine behave like the output side of a buffer when electric conductivity is enabled on the block. This way I could attach a cable from the side of a buffer with an eu output cover on it and wire that right into the side of the next translocator without nearly as much issue. Thanks for reading.

    • Official Post

    Here's a suggestion I have for an issue I keep dealing with with your automation. I keep getting this issue where if I want to have small electric buffers going into a machine that cannot be configured to pass electricity I have to wire another line from my eu storage or a line (usually the one at the start of the first buffer) to the electric translocator that's extracting the materials from the machine in order to have the automation continue.


    A possible solution I thought for this was a new cover that made the side of the machine behave like the output side of a buffer when electric conductivity is enabled on the block. This way I could attach a cable from the side of a buffer with an eu output cover on it and wire that right into the side of the next translocator without nearly as much issue. Thanks for reading.

    To simplify, an energy conduct cover, allowing a face to output energy. Right?

  • Would it be possible to add different sets of recipes to a machine with upgrades, while still using the same meta-ID or meta-tile-entity or thingmabob that most modders use to differentiate machines with the same block ID apart?


    If so, then wouldn't it be possible to create a machine that when given a Maceration Upgrade, Extraction Upgrade, Centrifugal Upgrade, etc. would be a Macerator, Extractor, Centrifuge, etc. respectively? Maybe even have different GUIs?


    This is possibly a stupid IDea due to the 32768? 65536? meta-values a block could have, and the 3k+ IDs a block could have, but it would be interesting to see a base machine that when given certain upgrades in-world would do different types of processing.

    • Official Post

    Suggestion : Matterfab upgrades.


    Allow it to receive upgrades :
    Steam upgrade , all steam gets converted into EU with default conversion (2 : 1)
    MJ upgrade , all MJ gets converted into EU with default conversion (2.5 : 1)
    It probably accepts UE energy so i don't think it needs an UE upgrade.
    Vent covers reduce energy required by 1 - 2,5% (4 overclocked vents would reduce by 10%)
    Conveyor covers would work the way they do (outputting UUM/inputting amplifier)
    Allow it to use liquids as amplifier (excluding water and ice).
    For example 1 bucket of lava would be worth 50k amplifier (1 diamond dust), 1 bucket of oil 250k, 1 bucket of fuel 1M, 1 bucket of creosote 25k...
    Efficiency upgrades (when charge pads are installed), reduce 0,5% of energy required, maximum of 10.
    Overclocker upgrades , reduce 2% of energy required, but increases amplifier usage by 100% , maximum of 10.
    10 overclocker would reduce 20% energy usage but makes it consume 11x amplifier

    • Official Post

    Liquids in a mass fab? Reactor bits in a mass fab? Totally cool. Need to be in vinilla iC2 :thumbup:

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(


    I see this too much.

  • Maybe it will eat up an iridum plate from your inventory whenever you upgrade them? Or some other material depending on the upgrade.


    And also: fix yo forum, imer!

    • Official Post

    I don't get how you mess up the Quotes that way. That doesnt happen to me.

    The Forums do it for you.
    You are just lucky :P

    • Official Post

    Those upgrades are supposed to be used on GT MatterFab. IC² mass fab doesn't need any of these as it is P.

    Dang, I was looking forward to getting UU-Matter even easier

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(


    I see this too much.

    • Official Post

    In case of Transformer Upgrades I would ofcourse nerf the maximum Input Voltage of the Matter Fabricator.

    Better not. I don't think you want tons of newbs spamming "Why it exploded?" when they connect HV to their matterfab.
    What about covers?
    Conveyor can work good on it.
    Also liquid amplifiers is not a bad idea. =\

  • Another cover suggestion: cover like the Redstone Machine Controller cover except that for each pulse of redstone the machine performs 1 operation. This would be great for autocrafting for getting only the right amount of materials into the crafter.


  • Also liquid amplifiers is not a bad idea. =\


    An idea I had not too long ago was to add a liquid recycler, which allows variable (and configurable) conversion rates of various liquids. This would then produce liquid scrap, which can be either condensed into normal scrap/scrapboxes or piped into a matter fabricator for amplifier.
    Additionally, putting scrap/scrap boxes into the recycler will liquify them, and piping the liquified scrap into a semi-fluid generator would create the same amount of EU as in a generator.


    EDIT: Also, to those who say that scrapping water is OP, the config option is there for a reason, and on top of that the only difference I see between that and cobblestone scrap production is that water causes less lag.