Posts by leagris

    Considering you can stand one pixel away from it and not burn, yeah it is kinda.


    Quantum size is a common limit of simulated environments.
    You may consider Minecraft is quite rough in here because it is made of cubic quantum of 1m³ where, these cubic units properties only can be differentiated by painted texture and sometimes an ⅛ spatial arrangement.
    But, it does quite better than non-voxel based environments.


    Well back on topic about fluid temperature, one thing needed is field effects, where you or other entities could feel and interact with blocks outside their position.


    Somehow, light is a field effect even in Minecraft and it involve some yet still imperfect but heavy computation and data handling in itself. Light field quantum being of only two variety (block light sources or artificial light, and sunlight) with 15 levels each.


    If you where to simulate field effect of heat or temperature, then you may find a very rough and unfinished implementation with biome property but, this heat field effect only exist in and horizontal 2D space of column properties.


    Having lava from pools and other containers with heat field effect at a distance would require expanding and linking some properties to near-by blocks, even vanilla air blocks.


    I don't know if its possible or not too heavy to extend vanilla blocks with like using damage value of air as a rough temperature estimate or attaching tile entities to air blocks where some heat or other field effect could be stored.
    Another possibility would be to duplicate air, fluids and all blocks where an entity can pass through and interact the field effect.


    Even current fire propagation in Minecraft is limited by the lack of heat field data and effect. Fire can only propagate by connected neighbor blocks.


    Field effect and properties may be an easy thing in static environment. But you would need to compute the whole field at each block change.


    Consider a dispenser with a lava bucket inside:
    Each time the lava source block spawn and de-spawn from the dispenser, the game engine would have to recompute the heat field properties of each near-by blocks. Then you are not modifying one block (the lava source location) but an whole 3D space around.


    If light levels where YUV component based (Frequency, Saturation, Intensity) it would be possible to encode heat as light level given an infra-red frequency and adjust intensity to distance with same 3D diamond shape distribution as current in-game light levels.
    It would allow ultraviolet and higher ionizing EM frequency light levels to be used by IC2 nuclear blocks emitters.


    There is a mod work in progress with colored lights, unfortunately it is not very well supported and it encode light to the limited visible R,G,B components where chrominence (frequency), bandwidth (saturation) and luminance (intensity) would enable a very extended light field definition from radio waves, infra-red, visible light, ionizing light.


    Doing wireless Redstone as infra-red or radio EM radiations would be insanely heavy on light level updates, through very realistic.

    Lots of things could add a bit of flexibility and movable to GregTech.


    Flexible pipes hoses, plug one end, move other end and plug. Display as an entity, link two pipes or EU plugs.


    Same with EU cables: flexible cables, same use as hoses.


    Either fixed length, excess length lies down and coil randomly atop blocks or wall mounts, ceiling hanger.


    Winding reels are either blocks containing a given length of retractable hose/flexible cable.
    Socket faces as pluggable socket and may accept reel covers as winding cable/hose.


    Can be screwed to any machine/hard cable/pipe and transform a face into winding cable/hose.
    Machines default output face becomes a socket face. May accept additional socket covers to allow passing power/items/fluids


    flexible variant of cable/pipes may have length, rate, heat or various limits. (would not pump lava out of a flexible hose, would not wind meters of not so flexible ev-cable).


    Allow single block GregTech machines into Minecarts (movable IDSU, e-furnace, steam boiler, crop harvester...


    Flexible are point2point unless connected to socked/reel boxes where multiples can connect to.


    Flexible require air, water blocks or open doors/gates to pass through (force doors and gates open when a cable/hose pass through)


    Walking/swimming over a flexible may cause player/monster damage and or unplug/rupture (beware of cable mess)

    I have a suggestion but forgot for a long time to request.The suggestion is:
    disable the vanilla glass plate recipe
    Add a recipe that allow the glass plate can be made by machines
    Allow the glass plate as a cover


    I like it :)


    Though, we may still have an early game costly crafting table and furnace smelting recipe for glass like:

    • some more efficient recipes for bronze age
    • and a very efficient recipes in extruder.


    Reinforced glass may benefit a bit of rework to fit the above.


    Recipe proposals:


    Prepare Murano (Basic Glass Blend) with:

    • 1-6 silicon oxide or crushed glass cullets (macerate, hammer or hand break a glass pane)
    • 1 Niter
    • 2 Ashes


    Yeld: 9 Murano Blend dusts
    Allow:

    • 2 Blend dusts in furnace yield 1 vanilla glass block
    • 2 Blend dusts in Smelter block molding yield 1 vanilla glass block
    • 8 Glass panes in Extruder block shape yield of 3 vanilla glass blocks.
    • 6 Blend dusts or glass blocks in Smelter plate molding yield 8 vanilla glass panes
    • 3 Glass blocks in Extruder plate shape yield 8 vanilla glass blocks


    Prepare Crystal glass blend (Requirement for colored blend and glass) with:

    • 1-6 silicon oxide or cullets
    • 1 Niter
    • 1 Ashed
    • 1 Lead dust


    Yield: 9 Cristal Blend dusts
    Allow: colored Cristal Blend with pigments and same smelting/extruding as above


    Plate cutting of a vanilla glass block yield 4 glass cullets and near-by player glass shrapnels damages ;D


    Special: Pyrex blend (required for reinforced glass)

    • 1-4 silicon oxide or cullets
    • 2 Bore dusts
    • 1 Sodium dust
    • 1 Potassium dust
    • 1 Aluminum dust


    Yield: 9
    1 Pyrex blend in a Blast Furnace (bronze-age compatible) yield 1 IC2 reinforced glass

    How about adapting the Distillation Tower not just for distilling oil, but also for distilling things like liquified air and other random solutions?


    Yes sure, once Distillation Tower become modular with input hatches and different output feedback hatch (undistilled), condensers and exhaust may be possible.


    Now I don't understand what you mean by distilling compressed air, unless you like to get back some Nitrogen for some huge cost. I am not sure of the distillation process for air or such gases.
    For now, GregTech air (compressed) is only O2 and does not include or mean any amount of Nitrogen, CO2 and rare gases.


    There may be some good ideas about more gases tech, but for what I know of Forge Ore Dictionary, there is no distinction between gases and other fluids.


    So lets concentrate on my initial proposition to modularize the Distillation Tower, open new enhanced perspectives with it and hope Forge to evolve with a more attuned Ore Dictionary in future versions.

    Current distillation tower has one all-purpose device with these caveats:

    • Can only work with cells contained fluids
    • Output inventory is downward of a real distillation crackling heat gradient
    • Each product goes to same output


    Reference of a real distillation tower gradient:


    I propose splitting the multi-block distillation structure into multiple devices/machines:


    Bottom to top:

      • 1 to 4 (1 per side) Material input hatches (accept fluids and cells)
      • 1 Energy input hatch
      • 1-4 Material output hatches (dark ashes, tars and possibly non-distilled feed back from condensers)
      • 1 to 4 Heaters
    • 1 to 4 Condensers (1 per side, 4 per floor)
    • … Condenser output only one material/fluid type depending on floor height
    • … It would be possible to build shorter distillation towers or skipping condenser floors, missing intermediate not condensed materials fed back to base output hatches.
    • Top of tower consist of a light gas exhaust hatch (Methane or Hydrogen) witch must either be pumped-out or produce a 6 block height flame.

    Let's say one built a one first/lower condenser floor only Distillation tower, feeding oil would only output Diesel at the condenser and exhaust light gases.
    A Distillation tower without condenser at all would work, but only output light gases and feed-back a portion to base output


    Advantages over current Distillation tower:

    • Accept fluids as input
    • Allow incremental design
    • More realistic
    • May allow more material input (not only crude oil but seed-oil, biomass, tars… and output (Resins, Lubricant oils, heavy to light fuels, Butane, Propane, Ethane, Methane, Hydrogen, Helium)

    If you need to dust grind some alloy like bronze, you get faster processing in grinding full blocks rather ingots. Even after accounting for the compression of ingots to blocks.


    Compressing ingots to blocks with an extruder, is much faster than in a compressor.


    (bug or intended?): The Universal Macerator does not buffer stack its output slot.