Posts by SegFaulter

    This time, I have a more reasonable suggestion...
    Have you ever had to use a calculator for a complex mathematical problem, but it is a pain to open the program and lag out Minecraft as you accidentally input the wrong number, have to backspace it and start over, then fail to copy/paste/remember the output?
    Well, Gregtech adds computer processors, data storage circuits, and lots of other stuff, so why not a Calculator?
    It would be crafted with 4 Data Storage Circuits, an Advanced Circuit, 2 Rubber, a Refined Iron plate, and a Computer Monitor item (or smaller monitor, if available). Recipe could be assembled like so:


    D M D
    D A D
    R I R


    D = Data Storage Circuit
    M = Monitor
    A = Advanced Circuit
    R = Rubber ball
    I = Refined Iron Plate


    This device operates similar to the Cropnalyzer, except that it can only take Batteries as a power source, and has a number-pad/buttons/display instead of a display for crop information, and many other changes. If a button for a number is pressed, the number is input into the top display, similarly to any other calculator. In fact, it would function exactly like any other calculator, except that it is virtual and saves time. It also wouldn't use a lot of power, maybe 8 EU per Operation.


    It would be a perfect tool for those who need to find just how much Chrome they need for a Fusion Reactor before building it. The best thing about it is, if someone doesn't need calculators much/at all for anything, they don't have to craft one.


    Also, it would be awesome if you could make an Advanced Graphic Calculator, that can be used to simulate the construction of multiblock structures. It could tell the user just how many resources they have (in black numbers). It could also detect the needed resources in the user's inventory, and subtract that from the total needed resources, and display the final result of remaining resources left, as green numbers under the black numbers. And, when simulating Blast Furnaces, it can take a variable minimum-temperature, allowing for random assortments of different casings/coil upgrades, and always displaying the most efficient assortment of casings/coils possible.


    Those would be awesome. Thank you for reading, and I really hope this gets considered.

    Ah, thank you all for the help. That is exactly what I was looking for. I guess the Crafting Table II and Crafting Table III mods may have been in that video I saw, as part of tekkit/technic. The Rock crusher, sadly, only crushes one item at a time I see, but it was what I was looking for, I guess, as the GUI looks identical to that which I was looking for.

    Two Usurpation soldiers, armed to the teeth, parachute down behind Wolverine, who lunges forward and twists his claws into the first Usurper's torso, severely wounding it. As Usurper 1 spills dark-blue blood onto the asphalt, the other one arms its Overmodified/WayTooOP CS-BNG and fires directly at Wolverine. Both Wolverine and Usurper 1 are killed, as their atoms are split into a proton/neutron soup in the explosion of green plasma. Usurper 2 is slung off of the building by the explosion, and he eventually lands in a fountain somewhere a few blocks away. Usurper 2 is overwhelmed in pain, and passes out temporarily.
    Meanwhile, both the RED Soldier and Ethan are in the crater (made by both rockets the Soldier shot at the ground) outside Big Ben, fighting. They are both out of ammunition, but the Soldier wields the rocket-launcher as a bludgeon, and deals a blow to Ethan's left shoulder, which is instantly dislodged. Ethan uses his Right arm to remove the key from an incendiary/explosive grenade, of which he drops into the sewers exposed at the bottom of the crater. The Soldier hits Ethan in the head with the end of the rocket launcher, and his skull is busted by the hit. His brain is crushed and he dies instantly. As soon as the RED soldier begins to laugh, the incendiary grenade detonates, and the smirk is wiped from his face - in a massive burst of superhot liquid sludge and fire, that is - and him and his smirk are consumed in the inferno. Cascading explosions ring out for miles along the sewer network. Usurper 2 awakens, from the sound of the explosions...

    I have been recently looking for 2 things added by mods. I do not know the mods they originate from, nor really anything else about where they come from. So, I came here to see if anyone knows, and if anyone can point me to where I can find the mods that add the stuffs.


    -First is some kind of grinding machine. I do not know what it is powered by, but I do know that it has a 3x3 input, and a 3x3 output. Between the inputs/outputs, are 3 ''progress-bars'', that look like the IC2 macerator progress bars, but they are aligned with the top/middle/bottom rows of the input/output grids. I guess it is some kind of machine that grinds 9 items at a time, and it is probably slow at doing so.


    -Next is some kind of crafting table. It works like any other crafting table, except that it can craft ingredients of its recipe, or ingredients of the recipes of ingredients of the main recipe, and it shows you options for what all it is capable of crafting, of which you can select any. For example, you can input 6 copper cable, 9 refined iron, 2 redstone, and 6 stone, and it will give you the options of an electronic circuit, a machine block, stone bricks, or a compressor (that is what you are attempting to craft) - where, with a normal table, you would have to first craft the circuit, then the machine block, then those together with the 6 stone, to make a compressor.


    Any help would be very helpful. Maybe I am not the only one with this issue of not being able to trace those stuffs to their source mod, and if so, others with that problem may come here and find the answer.
    Thank you.

    Virtual reality, inside "Virtual reality" , lol.


    Imagine, a virtual dimension, where players can get in, fly, destroy blocks, build, but its all fake, as once the player leaves the dimension his inventory goes back to what it was before going in.
    Virtual dimension could be programmed to have different generations (space, nether, overworld, end, skylands, whatever pleases you).


    That makes me thing about all games, which we can get lots of things, be "rich", be "powerful", but those things are just values on a data center... not real, in any way.


    It wouldn't be any virtual dimension or anything, simply a simulation, to make one feel not so ''cooped-up'' if they choose to live in a base, rather than in a wooden shack, throwing snowballs at creepers and zombies to keep them away from the door.
    It would offer no advantage of any kind in-game, and by some may be considered a ''waste of time and resources''. But there has to be something for people to do when they cheat in a bunch of expensive stuffs reach endgame, or atleast something to make it be cool-er than boring-ness.


    The whole point is, whenever you use GOTO, you will get attacked by a Velociraptor.


    Why?...

    I have gotten the idea of building my industrial-everything underground. But it is so dark/saddening under there.
    So, I got an idea, for a suggestion... Have you ever seen those digital picture-frame-things that some people have, that cascade from picture-to-picture every few seconds? Well, what if you add a big industrial variant of something like that (multiblock), that is kinda like a painting, but made of blocks, needs power to operate, has a basic control-''computer'', and etc.? It would be similar to Nuclear Control's Industrial Information Panel, except that the computer is not part of the ''frame''.


    Usage: The user finds ''holographic-image-chips'' from dungeon/chest loot, and creepers drop them rarely. The chips can be put into the computer, up to 16 of them. An overlay, like Glass, can be selected to make the screen look more realistic. The user can set it to 3 different modes: Single-image (only one image; uses first one in inventory), Cascading (goes from image 1 to 2, then 3, all the way to the last one and then back to 1 and repeat), and Shuffle (Changes images randomly). Modes 2 and 3 can take a timer-setting, from 1 second to an entire hour, and anywhere inbetween.


    Display: The screens would have a holographic-effect, kinda like the End Portal blocks, so moving from left to right will make the "stuff" in the holographic image move. Closer objects move more than farther objects, so that it looks realistic. Overworld-images with clouds would have clouds that always move, but simplified (just an animated image; no actual 3d-box or rendering/randomization; it loops like a GIF image; but the image moves like other image-aspects (trees, etc.).
    It may be laggy though, so the user can set it to a ''simple'' display mode, that just shows an image on the screen.


    That way, we can have screens, that appear to be just like windows, simulating an Overworld field with trees and clouds, when living in an underground industrial-base. Or, we can have a wall of screen, that looks like a nether-area, with reinforced-glass overlays, inside a large workshop/factory suspended a few blocks over a Sulfuric-acid ocean created by industrial pollution.


    Reason behind this addition suggestion: Because a stone/stone-blocks/CF/Reinforced-stone wall doesn't look interesting enough, and makes some people/people bored to the point of quitting Minecraft for a while. Also, holographic fake-windows look cool.

    From this document:


    So NO Hi-Tech equipment!


    That's why the insides/openings/outsides/even the cables to the machine have to be coated in a magnetic-shielding material, that also has to be capable of shielding against electric charges. That way, the bees are perfectly safe. There could even be used some kind of lens-contraption that routes light around a system of corners, so they can be safely monitored. The machine-stuffs that have to be inside the bee-chamber are controlled via a similar system of gears and shafts, made out of... ALUMNIUM (because it can't conduct magnetic fields well), and are guided by a computer-controller that uses the camera(s), to see what it is doing.
    It would then probably have to be a multiblock-machine, so that the magnetic/electric field/charge/flux containment can be 100%, to keep the bees safe even while they are working outside the main hive. The machine would also need plenty of plants or other stuff related to the bees' preferred environment, to keep the internal-environment bee-friendly, because their souls/thoughts/emotions would be depleted if they were just stuck in a large metal box with a few flowers and constant, blue-ish fluorescent lighting. Also, fertilizer and water would be needed for the plants, if there are plants, with more or less, or none, depending on the plants or stuffs. Products would be that of a normal apiary, but also a miniscule amount of waste would be produced (else the soil for the plants/stuffs would expand and eventually turn into a soggy mess of waste that kills the plants/stuffs and makes the bees unhappy).
    All of this would be very expensive, so it fits Gregtech perfectly.
    Maybe, a tier-2/3 apiary/equipment could also be added; including a ''reinforced apiary'', made out of metals or other industrial stuffs, and reinforced frames that last for a very long time. Maybe the more internal space of the upgraded apiary, could allow bees to produce slightly more, or some other effect to them that comes with extra room. Of course, it would still need some scented wood-plating for some parts, to make the bees feel more at home, as a metal box isn't fit for a bee "dynasty"/colony.
    Or we could just give the bees magnetic-shielding armour and an included-with-the-armour ender-stuffs-based GPS device...



    Speed would also be a valid distinguishment, i think.
    Molecule speed is different of total speed anyway.


    Or Atomic size filtering. Anything bigger than oxygen doesn't go through.


    EMP could severely damage the field (or destroy it temporarily, alongside partially draining internal storage)


    It could use some-thing to detect the phase of the atoms, and if it is Bose-Einstein-Condensate, Solid, Liquid, Plasma, or that other weird proton/neutron soup, or the even weirder quark soup even hotter than the proton/neutron soup, it doesn't go through.
    Because Boron is smaller than Oxygen, but nearly as hard as Diamond, and if crystalized/denseified/made properly, could be used in a waytoopowerful-Railgun of sorts (using an iron ''shell'' that holds onto the back of the boron missile, connected to the end of the railgun via a nearly-indestructible quantum chain, so as to let the missile be launched as if it were magnetic, but not, HAYO! (well, the iron could follow the boronic-missile, it would just me crunched against the forcefield upon impact as the boron passes through)), to pierce the armour, kill Steve and his Battlesuit-AI-Module, pierce the other side of the armour, and exit the planet's atmosphere, all before that guy standing at the back/control-interface-room of the railgun/railgun complex realizes that the entire thing even worked.


    EMP, however, could have a field-collapsing effect that disables the armour slowly, and at that point, any damage received slightly damages the armour-suit, with it acting slightly stronger than Diamond armour.

    There is not really any benefit, it still cooks all items at a set speed for each item.
    For more speed, I suggest that you make more blast furnaces, so that you can smelt more items at the same time, without quadrupling energy consumption for overclocking.

    The Forestry mod adds bees, as we all know, and they are a pretty interesting feature. However, we still need to make the equipment for them out of wood and plant products, even when we have finally reached endgame and have a few fusion-reactor-powertowers that power an industrial-everything that produces Iridium at about 1 per tick. That isn't too industrial-like, to still have to go chop down trees and bonemeal-farm grass to get seeds and flowers, just for the bee-stuffs.
    So, my suggestion is, for some kind of more industrial bee equipment - more specifically, an ''Industrial Alveary'', that can require electrical energy to supply bees with light (allows non-nocturnal bees to work at night, as long as enough flowers/flower-beds around the Alveary have enough light too), or adjust their climate, or other energy-requiring stuff. It could also have a few slots for ''industrial bee-frames'', that have a much longer life than normal frames, and are made out of industrial materials. Maybe even the chemicals from seeds could be extracted/replicated into industrial variants that are used in the production of such equipment/frames.
    That would be cool - as then we would not need to make apiaries/alvearies out of wood products, and we would no longer rely on any plants, except for the flowers that the bees pollinate. Because really, who likes having some soggy/decaying wood piles that used to be the center of bee-stuffs, sitting next to their HAYO!-ish industrial complex?

    I have a somewhat simple solution to the bronze conflict:
    -New config option, something like ''BronzePer3Copper&1Tin=#''. It can be set to any number. The number determines how many bronze dust/ingot are crafted, per craft of 3 copper/1 tin dust/ingot. All recipes including the mixing/separating of Bronze will balance off of this, like so:
    -All recipes that create bronze from 3 copper and 1 tin dust or ingots, will always give an amount of bronze equal to ''#'' (if # is set to 4, then 4 bronze per craft).
    -All recipes that separate bronze dust into copper/tin, will require # of bronze to separate into 1 tin/3 copper.


    That way, people can have 2 bronze per craft, and no exploit, or 4 per craft, and still no exploit. It also allows for easier balancing - only one variable has to be changed, and a dupe-loop can never be created by changing that variable (unless a mod is installed, that has bronze recipes out of sync with the config, and its recipes are not modified/overwritten to sync).


    Also, another config option, something like ''AllowBronzeIngotCrafting=(true/false)'', would be nice - its purpose being, if set to true, allow the crafting of bronze straight from ingots, and if set to false, the Steve-mixing-copper-with-tin-as-if-it-were silly-putty (crafting with ingots) recipes would be disabled. That way, balance can be further manipulated - for more realism, bronze would have to be made from dusts (set to false), but for more ease/simplicity, bronze could be quickly made from ingots aswell (set to true).


    I really hope this idea won't be overlooked, like most of the others that I have shared. It really is one of, if not the, best way(s?) to fix the argument about bronze.

    You know that luminators consumes less energy than what you suggested ? ^^


    But luminators have this ''effect'' where they consume sh*t-tons of power, to do nothing really but build up their massive internal storage (100k EU, I think it is?)... A simpler 16 orso EU storage would be much better, as all you'd have to do is flip a switch to turn the lights on or off nearly simultaneously, and you don't have to run 5 nuclear reactors at 2,337 EU/t to fill up the storage in your house's lamps.

    What about depleted Thorium cells? They could be centrifuged to return a few resources, like a Tiny Pile or two of Neodymium Dust.
    Neodymium could be used in magnets to make Motors and Generators - it would require, say, only one ingot of Neodymium-Iron-Boron magnet, rather than 2 standard magnets. Magnet-generators would be a standard component of Windmills and Watermills, and Motors would be needed in Macerators/Grinders. (maybe a Tier-0 hand-powered grander could be used in place of a macerator, until the user has the resources to make a macerator? The grinder would have a crank and a grinder-head required in 2 slots, and each would get damaged as it is used. There could be Flint, Iron, and Diamond variants of the grinding head, and each would have different durability (and the stronger ones can grind stronger objects, like a diamond grinder can grind diamonds, but a flint grinder can't).
    That would be awesome. It would add so many new options for new players, and the tech tree would have a nice addition or two. No more boring monotonous stripmining and yawning as the ores make their sluggish way from the input chest, to the Industrial Grinder array and to the dust output chest, would be necessary.

    Two suggestions:
    1. Laser Crystallizer machine - uses lots of power to use special lasers to form a dust into a crystal shape. Turns 1 dust into its gem, no dust is wasted. More expensive than implosion Compressor.
    2. Overwriting of ICBM mod recipes, to use GregTech and IC2 stuffs. Also, in the future, possibly make Antimatter/Red Matter explosives create-able out of antimatter/red matter stuffs?
    That would be nice, because then, we could turn our entire world into a Glowing radioactive wasteland, and use the light and gamma radiation to make lots of energy for thousands of years! HAYO!


    Cool idea. Just don't let it become powerful, as people will stop using Nuclear Energy, and seek that as an alternative.


    For energy production/consumption, I advise that you make a special machine that can transform the immense power to/from IC2's EU or Universal Electricity's KW, or other forms of energy from other electrical mods. Or, just add your own cable that can transmit, say, 8192 EU/t, including storage systems that can output any voltage, cycling between tiers (32, 128, 512, 1024, 4096, 8192, and back to 32 and repeat) when the change-output-voltage button is clicked.
    And don't forget, when a new ship is made, it has to have a bottle of champagne busted open on the hull. Just because.

    This seems like a nice idea for a mod. Here, I'll dump some ideas.


    First of all, the player could first, to start off, make a small ''shuttle'' that uses Electric-jetpack ion drive technology to move the shuttle into a new dimension; Space. This is done by flying above Y=300, and triggers the movement to Space.
    Space is an empty place. Once the player leaves Minecraftia, and goes to Space, they can look down to see Minecraftia. Minecraftia is at 0,-something,0. If the player drops below Y=-16, and X is between +100 and -100, and Z is between +100 and -100, the player goes back to Minecraftia. There are also stars, and one nearby that Minecraftia orbits (actually its just there for aesthetics). The rest are rendered like night, but standing still.
    There would be 3 major things in space: Planets, Asteroids, and Ships.
    -Planets are visited similar to returning to the Minecraftia, but the X and Z bounds are different, to need the player to be within a 200x200 square above the planet elsewhere in space. Upon entering, they go to the planet. Some contain no life, some contain basic life, some contain simple NPCs (villagers or savages, sometimes an empire here and there, with castles), intelligent life (better NPCs than simple ones; they have technology resembling that of the cold war, and usually treat you as a nuclear ICBM or an alien invader who wants to destroy the world and take everything), and advanced life (About as advanced as the Gregtower, but an entire world of it. They detect you and will find and kill you, and the chances of not being killed are slim, unless you have good skills and armour and etc.. Even if you get past security, they will hunt you, and as soon as you leave, they will probably pursue you to get your resources and destroy all of Minecraftia.) Worlds have some different ores than Minecraftia, and each one has different ratios. Some planets are completely uninhabitable, kinda like Neptune, but may have oceans of molten metal/diamond, that can be used for all kinds of HAYO! stuff.
    -Asteroids are simply large clumps of different space-rock, with different ores in the rock. There are many types of space rocks, and they can be made into dust, centrifuged and electrolyzed to get resources. The ores in asteroids resemble the rock that makes up the asteroid, except that they have the ore lines/texture visible over the rock texture. Sometimes you may find an abandoned base, with some cool stuff. And sometimes, you may encounter a Zombie Astronaut in the bases, or a bunch of them. And they are hostile.
    -Ships are large ''ships'', are mobile (can move) via controls on the inside, or by the AI of the NPC(s) controlling the ship(s). Sometimes, you may find an abandoned ship, that you can raid and/or take. Ships can only move in space, and they can not move above +300 Y or below 0 Y. They also have waypoints for some planets, in the control station/control hub/whatever, and the ones revealed are always random. But, the Minecraftia is always present on the ''radar''. Ships of more advanced races may have NPCs that greet you and help you and etc., while others are hostile and try to kill you. Usually, most low-tech NPCs will be violent and try to kill you, for fear that they will be destroyed if you are not burned to a crisp - in contrast, more advanced NPCs are more helpful and greeting, because they know that if you do anything hostile, they can crispifry you out of existence by only pressing a few buttons or saying a command to a computer.
    The player should be able to dock their shuttle in a ship IF its bay is open (if it is abandoned, it may require exiting the shuttle, going to an airlock, releasing it, going in, closing it, and proceeding to power-up the ship and open the bay, when you go back to your shuttle and dock it in the ship). Also, the player can move around inside the ship.
    I recommend that you don't make ships large, as they would have to be entities, and entities cause lag when they are huge and/or have several thousand pixels/faces.


    Another cool thing would be a planet defense system, using entity or block-based beam/laser/phaser weapons, as asteroids that are just above/near Minecraftia (or anywhere, but putting it near or around minecraftia or another planet makes sense). The player can craft the weapons, and use a shuttle or a ship to deploy them, where they stay static until they are taken back up or destroyed. They require EU to work, and thus need an IDSU in their recipe, because cables + space = spaghettish nightmare of doom. These weapons will only attack a ship if it attacks the player ship/shuttle or an ally ship/shuttle. (this may even bring the implementation of space-factions, even player-based ones consisting of NPCs and/or other players - which would also be awesome!). Another defense weapon, uses TGBMs (TransGalactic Ballistic Missiles) to destroy ships/faction bases/areas specified on planets. Also a deployable weapon, but it needs ammo and EU to operate. Ammo can be supplied by micro-shuttles, that ship ammo from the control hub, to the weapons. The control hub is another deployed structure that uses EU to use/control lasers/missile launchers/micro-shuttles full of TGBMs.


    Maybe even there could be probes, with sub-space radar and warp-drives, that are launched off into space in search of planets or asteroids.


    Another minor idea, would be Entropic Sludge. It appears on uninhabited planets, kinda like Venus, but the atmosphere is/was tainted by some race that once lived there. The Entropic Sludge is in place of oceans/ponds, and litters the place. It is a useless liquid, but can be put into Reinforced Buckets and dumped out. There is also a chance that, every so often, Entropic Sludge Worms will spawn in the sludge, and swim in it. They only attack something if it comes into the sludge, and when something does enter the sludge, multiple worms will attack it until it is dead. They even eat the dropped items, whether it be one sticky resin or a stack of Iridium Plates.


    I hope that these ideas will help in the development of this modification. Thank you for taking your time to read this and develop such an awesome modification.

    Another suggestion I had. This one is weapons-based.


    First of all, I would like to suggest a machine for assembling explosives, with advanced ratios of materials/items to make different explosives with different strengths/effects/etc. It is the ''Advanced Explosives Fabricator''.
    The GUI would have, at the top, 4 slots - "Casing", ''Combustible'', ''Extra'', and ''Fissile Material''.
    -Casing: The shell of the explosive. Wood/paper-like-stuff for standard explosives, Metal plates/machine block for Nukes.
    -Combustible: The Explosive material. Source of explosive power of TNT, but in nukes, it gives the force that smashes the Fissile Material together. More Combustibles are needed for more Fissile Material, as there is more mass to smash together.
    -Extras: Stuff that adds effects to standard explosives only. For example - Gravel or Metal Nuggets for Shrapnel, netherrack dust/oil for incendiary projectiles. Would not make sense for nukes, as it would be dis-integrated before it can serve any purpose.
    -Fissile Material: The stuff that makes nukes explode. Can be either Uranium or Plutonium, Plutonium having double the strength of Uranium, half of Uranium's Critical Mass, but the same approximate Mass as Uranium. Minimum of 4 Uranium or 2 Plutonium, maximum of 64 for either. Requires 1 Gunpowder (or equivalent combustible) per Ingot of Fissile Material, to give it enough force to smash together.
    Different amounts of materials determine effects of the explosive produced. For example, 1 Gunpowder in a standard explosive makes a weak explosion, but a whole stack would be extra-ordinary. One Uranium/Plutonium would make a ''dud'', and wouldn't do anything at all, but a whole stack of Plutonium would nuke all of Minecraftia (or just seem like all of it), along with the users' computer Processor/RAM. One oil cell would make a small incendiary effect, but a whole stack would make an arrow-speed wall of fire, expanding in all directions until it extinguishes (goes out of range). A wooden casing on a Nuke would not be enough to keep the parts in their right places, and they may fall out of place and the nuke may fail, but a metal casing on a standard TNT would likely stop most of the explosive force.
    Those 4 slots are just for ghost items, and take on a ghost item based on the item and the number of the item that the user places on the slot. Under those 4 slots are 2 3x3 grids - one on the left for inputs, and one on the right for outputs. When a recipe is set, and materials are added, the machine will consume the amount of ingredients set to produce an explosive, and keep on until it does not have enough ingredients left to make another.



    Another idea I have is Napalm, and NapalmPacks. Kinda like Construction Foam, just more like snow, and requires fire to set it aflame (throw-able flammable objects, like matches or a more industrial single-use fire-starting device?). Also requires a more advanced tool to spread it, rather than just a CF sprayer. A possible upgrade to the sprayer could make it spread burning napalm aswell.



    Again, I just thought that this may be a nice idea. If not, atleast it has been read, and thus will modify someone's ideas about what to add/suggest in the future. If it causes something to be added, that is cool/has an awesome purpose, then the purpose of this reply has been fulfilled.