Posts by SegFaulter


    +1. I support these ideas.
    And I have a suggestion: Gas Pockets, that appear in the same shape as ore deposits, but contain a gas in the area. Opening the cavity improperly might make the gas leak out like TE Energized Glowstone, but with a finite-liquid logic that makes it not infinite (ex. drilling into the top of a gas deposit, and the gas leaks out of the shaft upwards into the air, all the way up to the top of the world, and adds to the pollution counter). Gases explode violently if they are too close to Lava/Fire/Torches/etc., and some can explode if shaken or disturbed with too much force, like a Jackhammer used to break into the cavity, or an explosive device exploding a few blocks away. They can be harvested with a special Drill or Pump.
    Maybe there could even be added a machine that creates vibrations in the ground that are almost undetectable by Humans, but can be used to find the general location of Caves/cavities in the ground/Gravel/Dirt/etc., which would help find gas pockets/caves/ravines/etc,. It should operate by sending out a vibration, then waiting a few seconds, and if a gas pocket/cavity/etc. is detected, the GUI displays the distance to the cavity, but not the direction or coordinates. (it would also be slightly inaccurate, and may not find a cavity/find one that doesn't exist) Triangulation using the machines, similar to finding the focal point of an Earthquake with 3 different seismograph stations, would be the best way to use the machine. It would not be OP, because it is still difficult to use, and you need to run the machine in 3 or more different spots to properly triangulate a gas pocket/cavity. The intensity of the vibrations can be increased to increase accuracy and range, at the cost of more power usage, and some minor negative effects like Mini-earthquakes, cave-ins, Nausea, Combustion of Explosive Gas pockets due to the force of the vibrations, jamming/breaking of machines, slight scrambling of the placement of nuclear reactor components (components falling out of place), etc,.

    This is the cheaper version? Dear Ghu. Do people really think of "cheaper" as applicable to designs using iridium neutron reflectors? I think of them as beginning at "expensive" and progressing rapidly to "obscene...."


    The six iridium neutron reflectors used in this design take 48 beryllium cells to produce, which by my reckoning means processing either 768 ender pearls or, by the mineral route, a bare minimum of 310 emerald *ore*, processed in an Industrial Grinder to get the 464 emerald dust needed.


    How does a GT-oriented Minecraft world expect people to acquire these sorts of raw-material supplies?


    NEI

    Another idea: Make an API for Worlds/moons, Factions, etcetera., So that we can make custom worlds/factions.
    It would be very user-friendly if, say, the Planets and Factions are loaded from a folder of files, that are kinda like config files - for Planets, they have a line for Name, Size, Gravity, Climate, and Worldgen-features; for Factions, there would be Name, Ship color 1 (plating), Ship color 2 (window tint), Ship Color 3 (Corners/edges), Ship Color 4 (Something else), Firepower color (color of shots), Weapon 1 type (Primary weapons, fires often with medium/low power; can be Phasers, Turbolasers, Machine-gun/Automatic/Bullets, etc.), Weapon 2 type (secondary weapons, fires with high power but not as often as primaries; can be Photon Torpedos, Missiles, V2 rockets, etc.), Weapon 3 type (megaweapon, heaviest damage; fired least often and only by some ships that are ''big'' enough; can be something like an Isolytic Sub-space Weapon (like a Warp Drive exploding, but with intent on using Sup-space tear to deal damage), Nukes, 500 Cal., Etc.), Flag/Symbol Image name (put in another folder), Rarity (how common they are at start), Starting Strength (how powerful their forces are at first), Political positioning (Peaceful or War-hogging or somewhere between those, Starts as enemies with set faction(s), etc.), etc.
    That would be very useful, so that people could make custom Factions and Planets, and share them, or install them as packs, and much more. It would also make Fred Trek much more popular, as it would be much more User-friendly.

    another idea: crafting of spawn eggs with UUM!


    That would be too OP. Spawn eggs are for creative mode only. It should be an addon instead, so that those who want to cheat to get stuff fast, can install it, while those who want to use 8 days IRL to get a Generator or a Stone pick should use GregTech Intergalactical.
    Or, it should be disabled by default.

    :thumbdown: :thumbdown:


    But in real-life, there are machines made specifically for One purpose. For example, slaughterhouses for Chickens and for Cows; never are the two both put in one processor. It would be more industrial-like, to have machines specialized for a purpose, rather than hobbyist small-scale machines for hobbyist applications.

    Which is precisely why I said to EXPAND it. Having pollution only come out of multiblock machines (and only a limited amount of those machines!) is not exactly very complex. If all the fuel burning machines produced pollution, and it had negative effects, then it would actually be kind of fun.


    Especially in Multiplayer!


    C4: Not very useful. Why would you put in electricity infrastructure just to blow it up?


    C4 wouldn't use an infrastructure in the detonation; simply linking a Dynamite-O-mote to a ''receiver'' that is ''plugged'' into the C4. The Receiver could also be upgraded with a Quartz-based electric clock, to detonate after a set time (beginning the countdown either when the Dyn-O-Mote is triggered, or the Red Button is pressed in the Timed C4 Detonator's GUI). Alternatively, if it is struck with Lightning, Wirefire, or a Machine Explosion, then it would detonate.

    To keep you safe from radiation you must use a lead box (tool box + 8 lead), has 27 slots, able to carry any radioactive thing (including UE ones).
    Also, greg you could make uranium/thorium/plutonium stuff radioactive giving wither II/I/III respectively.
    Thorium is Harmless, Uranium should just give you hunger, and you can eat more plutonium then Pure Caffiene before dying, perhaps this:
    Thorium = Hunger 1
    Uranium = Hunger 5 >
    Plutonium = Hunger 5 + Wither 1


    Thorium is infact (almost) harmless. You could carry a lump of it in your pocket, in real-life, and it would not harm you much at all from radiation, if at all. The radiation may give you cancer, say, after a few centuries orso of constant exposure - but the radiation is not nearly as bad as the radiation given off by Microwave Ovens, Plutonium, the Nazi ''Bell'' device, Flerovium, Microwave Ovens, cell phones, the Sun, Nuclear Waste dumps, Microwave Ovens, et cetera...
    By the way, Microwave ovens In Real-Life have a small amount of Thorium in them, for the Magnetron to work. Could the crafting recipe for Microwave Ovens be changed to require a lump of Thorium?


    Greg, what about adding an alternative assembling machine recipe for Advanced Circuit Parts, which uses nether quartz instead of lapis.


    But Lapis Lazuli is a Current-storing ''Capacitor'' material, required for the circuit to operate; without it, the Advanced Circuit could not store energy/values and could not work/process data. Instead, I think that Quartz could be combined with a Circuit and something else, to make a Clock, instead of the magic Gold-and-Redstone recipe we have currently. Or it could be used for basic devices that need to calculate time. (but for more advanced machines/devices, a more advanced ''atomic''-clock-device should/could be used, for the better accuracy required for such high-tech applications...)

    Machines involving mobs are kind of denied because devs don't wanna make the game lagg for nothing. Not like they respected it with CFoams but ... ^^


    It would not lag much at all. It would simply act like a Dispenser, that uses Chicken Eggs like Chicken Spawn eggs, after it is finished Incubating the eggs. Only condition would be if, say, there were already several hundred chickens in the area, but that would lag anyways.

    :(


    If you had read the post rather than googling ''Crocoite'', you would have gotten the point that it is not at all OP. It can not be processed properly without a Very advanced machine, that uses a Very high amount of Energy, produced by a few Fusion reactors or two hundred million DDoS Fission Reactors. It could also be used as a Dye, if not used for Chrome production. Also, I thought it would be nice, as a kind of ''reward'' to the player for Defeating the Enderdragon, getting Jetpacks and a Rockcutter, combating Endermen/avoiding them intelligently, building a Fusion Reactor, and all of the other things that must be done to get to that point, because once the player has gotten all of that, their reward is nothing but a lot of EU and a handfull of Iridium nuggets.



    So I hear you are adding pollution? Good, let's expand that:


    All fuel burning machines (including vanilla furnaces) will output pollution into the atmosphere. It will linger on the highest point possible (blocks block pollution, but it does move) until it gets to the highest point (254) where it gets added to a local "smog" counter and a global "greenhouse" counterPollution can move, but it does so slowly.Pollution can "collect" where if it gets too low, you will start to asphyxiate (unless you have a gas mask)Special pipes can move pollution preventing it from collecting in your home.Radiation adds to a local "fallout" count and a global "bluehouse" counterRadiation is produced from exploding nukes, improperly-contained nuclear reactors, and whatever other modders choose to put into an API. Unlike pollution, these immediately get added to the counter.


    Pollution does have other drawbacks though:
    Special tools can measure all of the counters.The smog counters go down naturally.Foliage in loaded chunks adds to the reduction by a very small amount.A very advanced GregTech machine can directly remove it.A "Smog Filter" can be placed. Pollution piped into it will be "filtered" reducing the amount of pollution that gets into the atmosphere, and into the Smog Counters.Having too much smog can cause two events.Local "Acid Rain" will cause acid rain around the immediate area. This will infertilize farmland, destroy crops, and destroy grass. It can also damage mobs if they aren't wearing armor.Global "Global Warming" will cause heat and humidity to skyrocket globally, making things like Apiculture and Agriculture harder. In addition, it may cause sealevels to rise as ice melts.Radiation counters can also go down, but at a much slower rate.Only a different GregTech advanced machine can directly remove radiation.Properly containing nuclear reactors, preventing them from overloading, and not using nuclear explosives can prevent radiation.Local "Fallout" will cause nearby areas to have radiation effects.Global "Nuclear Winter" will cause heat and humidity to plummet globally, making things like Apiculter and Agriculture harder. In addition, it may cause sealevels to fall as water freezes.Both global events reduce the amount of sunlight reaching the earth, slowing down crop growing. If it gets bad enough, mobs can even spawn.Although you could control Global Warming with Nuclear Winters, it will still block the sun, potentially causing undesirable effects.


    We need this. Now.
    Only thing is, Radiation should probably only be something that slowly kills plants/animals in a region, and Fallout should be like you said, but only caused by the use of Nuclear Weapons or after a Nuclear Reactor explodes without proper containment.
    There could also be 2 types of fallout; Conventional and Nuclear. Nuclear is as described by you/before. Conventional is just that, but without any radiation at all. It would be the effect of using high-explosives like a MOAB or a mountain of Superdense C4 blocks.
    Speaking of C4, could you add ''C4'' as a material, that can be either used like Dynamite sticks, or placed as blocks and given an electric current to explode in a massive chain reaction? Of course, no explosives would set it off, only an electric current would.
    Maybe, Hammers could be used to ''punch'' TNT/ITNT, to make it explode instantly, aswell, taking a pretty size-able chunk of the Durability from the hammer.
    And about Hammers, could you add a hammer, made with 6 Iridium Plates (expensive kind) and 1 Tungstensteel rod, in an Assembling Machine, that has Infinite durability? It would also deal 9999 16 damage to any mob/player hit with it, as a bonus. That would be nice.

    Maybe the Incubator machine could eventually be upgraded with an Advanced Machine block and some other expensive stuff, to make an ''Artificial Meat Synthesizer'' that uses UUM to make meat?
    It would be more practical, I think, if ''grades'' of UUM are also implemented; high-grade UUM being a Solid that can be made into Iridium or even Diamonds, medium-grade being a more ''flexible'' form of UUM that can be made into stuff like Glowstone/Redstone/other less-expensive stuffs, while Low-grade UUM could be a Liquid form, and used to make Wood, or if put into the machine described above, artificial meats/animal products.
    Low-grade UUM would be either one of the two byproducts of High-grade UUM (Med. and Low grade being produced whenever High-grade is, in a mass fabricator), or possibly made separately and more cheaply than other grades.

    So would the chemical separator have all the recipes of the industrial electrolyzer and industrial centrifuge, and then more recipes specific to itself, or would it just have recipes specific to itself, or would it be like a tier above the industrial electrolyzer/centrifuge so similar recipes but different products
    (think sticky resin, some output in a furnace, better output in an extractor, significantly better in a industrial centrifuge...)


    It would have the recipes of the Ind. Electrolyzer/Centrifuge, maybe some more efficiency where applicable (like Rubber extraction), and recipes of its own.

    Suggestion: Crocoite as an End ore
    Details: An ore, in the end. It is a crystalline Ore of Chromium and Lead, and Oxygen, formula PbCrO4. Can be processed only in a multiblock Advanced Chemical Separator (see next suggestion in post).
    Can also be used as a replacement for Red dye.
    Drops/Collection: Can be mined to drop 1 Crocoite lump and 2-5 Tiny Piles of Crocoite dust. If Silktouch'd, drops 1 Crocoite Ore, which can be processed in a Grinder for 4 Crocoite Dust, 2 Tiny Piles of Lead dust, and 1 Tiny Pile of Endstone Dust. Requires something advanced like H2SO4 as the processing chemical. Any other processing chemicals will make it yield 1 Common Dung and a Tiny Pile of Endstone Dust, just for the lulz.


    Suggestion 2: Advanced Chemical Separator (multiblock machine)
    Details: Advanced machine, that can separate any compound/mixture into its basic elements - for example, it could separate Yellow Garnet Dust into all of the elements of the Uvarovite/etc. dusts that make it up. It is a multiblock machine, requiring a structure of Advanced Machine Casings. The Controller block is crafted from 2 Highly Advanced Machine blocks, 1 Ind. Centrifuge, 1 Ind. Electrolyzer, 2 Pump Modules, 1 Computer Processor, 1 Energy Flow Circuit, and something else that is very expensive.
    Operation: Requires 2 metric sh*t-tons of EU per operation on more complex materials, like Crocoite or C132983H211861N36149O40883S693, but merely a few thousand for trivial stuff like Water or Bronze Dust. Adding Heating Coils ''upgrades'' the machine, requiring a little bit more EU to operate, but speeding up operation significantly (more Heat = stuff moves faster = quicker reactions = less operation time). A Catalyst could even be applied, to make the machine more efficient EU-wise.


    Thank you for reading this post, and I hope that you consider the ideas presented.


    You don't have to waste Block IDs for multiple things. For example, look at Railcraft, inc.; they compact every block they add into only 4 block IDs. All Machines, Controllers, Casings, ores, and everything else in Gregtech could, theoretically, only use up one ID slot, if done properly. If every mod developer did that, ID conflicts would become an almost non-existent for blocks. That's another suggestion, for Gregtech, and all other mods, if possible, to compact as many Blocks into as few IDs as possible. Now go spam the Forge forums tell other developers, get the word to as many as possible.




    Just a little suggestion for a new plant: Twig Reeds.


    A tier-1. highly tolerant and fast-growing plant, which yields simple sticks when grown. If you increase its gain high enough, it will usually drop a pile or two of wood pulp as well. Its yield of wood pulp can be increased by placing a log underneath it.


    Good idea. I support it.
    So long as chunks lose Fertilization intensity over time when farmed, unless enough Fertilizer is applied.

    Good suggestion!
    Add some ore contains TiO2 and can be used as white color dye
    And after centrifuge/electrolize you can get TiO2
    TiO2 will need 2500K with 2hydrogen in the GT blast
    Sound good?


    PS: In my server explosives are banned, so it's painful to look for the only ore contains Ti


    Sounds awesome! Now we won't have to kill skeletons and waste bonemeal just to get the white dye for Lime Dye for the Computer Monitors.

    Okay, explain to me this: What will spending Greg's time to make your advanced alloy furnace provide to gameplay? How is it better then, say, nuclear boilers? Or the whole assortment of first-tier bronze machines which Greg is currently working on? Or whatever else Greg has planning for the near future? What will your alloy furnace do, other then energy efficiency? Considering that the alloy smelter already consumes pathetic amounts of EU, this is a rather weaksauce reason to add a new machine. If you want it to add new alloys, why not use the blast furnace? Just kick the alloy's heat requirement up to 11, and that's basically exactly the same challenge to the player as adding a new machine, but with much less work. Are there any other reasons for it?


    You can melt Metals into Liquids, and cool/extract the ingots whenever you want. By default, cooling would take a few seconds, but requires no EU, but an Ingot Cooler module could be applied to cool the ingots faster, at the cost of EU. Also, strong chemicals could be used for alloying advanced stuff like Osmiridium. It could also make Refined Iron directly from Iron dust, for use in alloying stuff like Invar or something else with Iron in it. Finally, it can produce Liquid metals, that can be poured on the ground via Advanced Reinforced Buckets, and used for advanced traps, like dumping it in front of your base's gate to kill attackers, and it can cool into a block of the metal if there is 1 block of Air above it.

    Basically, a transposer with a "metadata less then or equal to" or a "metadata greater then or equal to" setting. Which would be awesome to have for nuclear reactors, would make the vacuum freezer cool down recipes much more useful.


    Also some other fancy magic tidbits which we can pretty much already do with nuclear control.


    EDIT @ ABOVE POST: If you want more production, build more alloy furnaces. Simple.


    About the alloy furnace, a multiblock version could be more efficient and faster, than a wall of the Hobbyist Basic Alloy Ovens standard Alloy Smelters.

    About the idea I had earlier for the ''Reactor Manager'' machine,... after several hours of experimentation and thinking, it seems that there is no Gregtech machine that can extract Vents or Coolant cells while a reactor is running, beyond the configured temperature of the filter-item in any such machine. It simply ignores anything that is not at the exact same temperature of the cell/vent filter item, and happily lets the reactor melt down. So, I would like to propose the idea of the ''Reactor Manager'' machine, which is an advanced automation device that can manage a Reactor in many ways.
    To make the idea better, I have refined the idea of how it works/what it does:
    Operation: The Reactor Manager can remove items from the reactor that are at or below the damage value of a set filter item, to the output-side set for that filter-item. Useful for HVC/DDoS designs, and maybe something else. The machine also checks the core temperature of the reactor, and displays it at the top of the GUI. The operator can set a ''shutoff'' temperature, that the manager will shut-off the reactor at said temperature, until it cools below that temperature. Or, the reactor manager can shut-off the reactor when one of a set filter component, in the reactor, gets to or above set temperature of the filter item, and only starts it back up either when the component goes below set temperature, or cools completely. Useful for Mk II+ designs, especially Mk V, where human error could lead to a massive hole in the ground/base.
    The device can also check for Re-enriched Uranium cells, and shutoff the reactor at the moment that it detects one, and eject all of them that are found, to an inventory at a set face of the device.
    EU Usage: the machine uses 1 EU/t to constantly check the Reactor Temperature and 32 EU to shut off/start up the reactor (if enabled), and 1 EU/t to check components in the reactor and 8 EU to remove components (fresh components can be re-inserted via Advanced Regulator).


    If this device is added, we won't have to rely on RP automation to automate reactors, and we all know how many problems RP always causes between updates, when the developer hesitates to update the mod/decides to skip a few versions of Minecraft, ''just because''.
    Thank you for reading, and I hope that you consider this.

    :whistling:


    Doesn't matter if it was already suggested for IC2, this is an addon of IC2 where it was suggested. And it was suggested for GT machines, not IC2 machines.
    Also, the ''Industrial Blast Furnace'' is mainly for making stuff like Aluminum or Steel, it doesn't alloy much stuff. A Multiblock Alloy Smelter may be able to mix stuff faster, or operate with Liquid metals. Possible GUI, has 3 tanks: 2 at the left, one above the other, with the canning machine combination arrow pointing at a tank to the Right. There are inventory squares next to the tanks Tanks, for inputting stuffs, and a meter off to the side of the input slot(s), showing its progress in ''melting'' the substance. Melting is faster if it is a dust, because heat can be applied to more surface area quicker than to a solid bar of metal. If enough of 2 alloy-able materials are input in both tanks, they combine slowly and are output into the 3rd tank of the right, where they can be extracted as a liquid, or cooled into Ingots or Plates, depending on the Cast that is used.

    1 2 3
    10 11 12
    19 20 21



    Use the 6 chamber slots as a reference.


    I did figure it after a while, but still the machine does not extract coolant cells at the right time.


    So I was thinking more about my previous idea about the next stage of Gregtech (which could actually be getting closer to the space stage) and perhaps there can be things like an Electrolysis Machine for processing some of the rarer items. With these you may need a multiblock chemical reactor that can handle very corrosive things (such as creating Aqua Regia or other extreme acids) or a multiblock Alloy Furnace for processing certain items (such as putting in Iridium and Osmium and then some Aqua Regia to get some Osmiridium). With all of these high tech and powerful machines perhaps this can start to be the bridge to creating devices that are able to be used in your futuristic plans.


    I would like to know if I should continue giving these ideas for this next level or just stop (if I'm just wasting my time haha).


    You should keep giving ideas; ideas are always useful as long as they are logical. Even if they aren't added, they may cause something else that is cool to be added.
    Your idea, for Multiblock Electrolysis/Alloy Smelters is a great idea, and I think it should be included in the future. Maybe the Aqua Regia could be bottled into special Reinforced Spray cans, for spraying mobs/players and dealing heavy damage. Or put into a more brittle container, and thrown for a Splash of the ''Corrosion'' effect, which damages mobs/players at 2 hits/sec, at 1/2 heart per ''hit'' (if the mob/player is wearing non-electric armour, it is damaged heavily, but has little or no effect on the forcefield of Electric Armour)


    On a different topic, Suggestion: Every machine, that has moving parts, like the Plate Bender/Macerator/Compressor/Centrifuge, has a small liquid tank, a few pixels wide, at the right-hand side of the GUI. Under it is an inventory slot. The gauge shows how much Oil (similar to Motor Oil, not Crude Oil) is in the machine. Putting a cell/bucket of that specific type of Oil into the slot, adds the oil to the machine. Each machine holds, by default, 4000 mB, and uses 1 mB per operation (or more, for more time-consuming recipes), but it can have an Oil Tank Upgrade added, to increase the capacity to 64,000 mB.
    Machines do not need the Oil to operate, it just makes them operate more EU-efficiently/faster. Overclocker upgrades have an effect that causes 2x the oil to be used than if the overclocker upgrade wasn't installed, though.
    There could even be another liquid gauge next to the Oil gauge, for ''Used Oil''. Used Oil could be refined back into Oil, at a 4:3 ratio orso.
    the Oil could be made from Crude Oil products and some other hydrocarbons and stuff like that, and alternatively via UUM assembling.