I would definitely like to see this implemented, I've wished I could do this for a while now.
Posts by Cubic Meter
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You guys remember the Omni-Mod? they did it successfully. I mean yeah it was never updated much but they did have uranium with radiation. lag free as well
Yes, but if I recall it was also fairly ugly.
As with radiation, if I am not mistaken is that the game would have to continuously call to a method to check the blocks for the "irradiated" flag which in turn eats up processor power and the game would have to give that single block and definite place inside the RAM instead of lumping everything together into what we know as chunks.
Same case with radiation from Uranium ore.
How do you figure that? If my method was introduced only a few select blocks would need to be updated at a time. If you would use this system for both smoke and radiation you would have a very small amount of blocks that require processing (as much as would be needed for water to calculate) because any space that is fully "irradiated" or "smoke filled" would just be a transparent gray(smoke) or invisible(radiation) solid block that would only need to be updated upon interaction (like collision or removal). This would also make radiation and smoke a building deterrent which would fit as well.
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As an area, yes it has, since no one has been able to produce a lag-free example.
So would this idea qualify as remotely lag-free then? I would assume it would take as much processing power as water physics in order for it to "flow".
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I'd like to add that theoretically generating matter should produce an equal amount of antimatter.
Ah, tis true! Why didn't I think of that... That would make (anti)matter much more dangerous to make if there was a chance of them coming into contact which would result in a "meltdown" of sorts similar to the reactor.
But anyway...
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But wouldn't it require a satellite in space to be a true GPS?
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What if it just killed plant-life and in order to generate glowstone you would have to make a "glowstone seed" that you could place on any natural world block (or just exclude nether blocks) and when the terraformer runs across one it generates a randomly sized glowstone cluster (like you would see in the nether).
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i support this idea 100%. it would be cool to have the aesthetics (and dangers) of industry perhaps radiation as well? it could spread out from the reactor(and perhaps uranium ore as well? that way players would have to construct lead armor or a hazmat suit or something), unless it is contained in an obsidian or reinforced metal container.
I'm pretty sure radiation has already been rejected, read this:
HELP: Suggestion Compendium -
If there was some sort of liquid plasma that flowed from some uber-machine that ate a bunch of EU/s then I could finally build my Tron-esque city with that and obsidian.
Lasers are cool too though.
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I like where this is going.
Same here.
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actually, the funnels at the top of nuclear power plants simply vent steam, not smoke
a nuclear reactor doesn't convert radioactivity into electricity, it simply uses the heat from the reaction to turn water into steam, which in turn turns a dynamo which creates an electric current. If there is any excess steam, it is released through the "smoke stacks"I understand that my description doesn't reflect how a normal nuclear reactor functions but I was also thinking of the possible application of this "smoke" block with other machines that in fact do produce smoke. It is possible that the "smoke" could instead be referred to as "fumes" or "exhaust" to be more generic.
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One thing that has been bothering me since I started using nuclear power is the lack of something to vent from the reactor, as in an excuse to build smoke-stacks. That's why I purpose that nuclear reactors produce smoke when they turn uranium ingots into power. This smoke wouldn't just be cheesy little particles coming from the reactor though, but would instead be a "block" of smoke that generates directly above the reactor.
Smoke would behave like a liquid (specifically water) but would instead flow up eventually disappearing into the sky. Also, whenever the smoke gathers in one particular block to the point of producing a source block (think water behavior) it would make a solid smoke block instead that would allow flowing smoke to build upon until it fills the room. And if that wasn't enough, if you let smoke fill up your reactor room (to the point of occupying 3 or more blocks adjacent or diagonal to the reactor) or if you let it touch any adjacent water blocks (as in you cover the top of the reactor with water and don't let the smoke vent) it would more than double the chance of a reactor meltdown. It would also be un-breathable.
Now this idea is built on one big assumption though: that water can be recoded (with only a tolerable headache) to flow up instead of down. If this is not the case than the whole idea becomes unrealistic(coding wise) and can be disregarded.
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I would definitely have to say that I like the idea of a cheaper machine but more steps to preparing the dirt to bio-matter than I do the opposite. I can see this becoming a early priority when someone is starting on a new world also.
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I don't think it should a naturally generating block, more like:
You make a heck of a lot of matter(which you form into a solid block) and think to yourself "Hey, I wonder what this stuff does if you send it through a teleporter..." -
No finite liquid.
Oil will be coded to be incapable of creating new source blocks.Easy, Minecraftish, Tiki-Style
All right then, you are the coder after all.
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This could be done similar to MFET's energy output via EC manipulator I would guess. It would definitely help with some power grid designs I've attempted to setup before.
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Nikola Tesla would be proud... I can just imagine people making big wooden towers to broadcast energy across their minecraft worlds. I would think the receivers would (just for fun) double as lightning rods as well.
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This definitely needs to be implemented. I've noticed the thing about cans being eaten before and have been wondering when this "bug" (as I assumed it to be) would be fixed since then.
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Do I detect a violation of Thermodynamics? Perpetual motion machines FTW.
That's what Water Mill towers are anyway, why break a good game-play element?
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The idea is that Alblaka could talk a bit to Djoslin and somehow get Finite Liquids integrated into IC2. This way Oil could be directly from FL (which would save Alblaka some coding) and the few machines that use liquids (water for the Water Mill or Reactor and lava for the Geothermal Generator) would have more realistic interaction with their respective liquids.
Examples of this would be:
Water Mills would need finite "flowing" water in order to output power.
Along with this pumps could require EU to function thus forcing players to find ways of making Water mill setups effecient enough to output power and power pumps to sustain themselves.Reactors would need flowing water as well in order to keep optimum efficiency in addition to keeping them stable.
Geothermal Generators would need to be submerged in/consume lava over time in order to produce energy.
EDIT: Apologies for the title issue, I had to re-write the topic a few times and forgot to add the "Suggestion:" tag.