AE2 powered suit lol... is it the "charger" block?
The MPS can use the stored energy from portable cells or wireless terminals. Without using it up, so: Endless buggy power with an AE2 tool in inventory.
AE2 powered suit lol... is it the "charger" block?
The MPS can use the stored energy from portable cells or wireless terminals. Without using it up, so: Endless buggy power with an AE2 tool in inventory.
I made a list with a few Ideas i had, sorted from easy to complex.
- Maintenance needed covers
Send out a RS signal when there is a Maintenance Problem in the machine it is attached to.
- Plasma cutting mining tool
3x3 area Jackhammer needs Nitrogenplasma as fuel. (But Fusion Reactor needed first.)
- IC2 Steam compatibility
GT Boiler can produce IC2 Steam/Superheated Steam (Larger change for the Large Boiler to get Maintanance Damage when using normal Water instead of distilled Water)
GT Turbines can run on IC2 Steam/Superheated Steam and give back Distilled Water/Steam.
- IC2 Heat-units/Kinetic-units compatibility
- RS Logic Covers
RS Input/Output/And/Or/Timer/Conducting Cover to attach a RS logic to GT Blocks.
A combination of Redlogic and Buildcraft pipewires.
- Moduar Armor
A bit like the Factorio Armors. Place in Hotbar, right click to open a inventory grid.
Additional with weight and processing power.
Protection by inserting Plates.
1000 armorpoints give 50% damage reduction, 2000 armorpoints 75%, 3000 armorpoints 87,5% (Diminishing returns. A bit like the Armor in Diablo3 works.)
All GT Plates can be used, for example: An tungstensteel plate adds many armorpoints but a lot of weight. Steel medium armorpoints, medium weight. Aluminium low Armorpoints, low weight. Carbon Plates medium armorpoints, low weight.
High weight brings slowdown and additional hunger. Platings need to be decided by slots used, armorpoints, weight. (Moderate protection without slowdown or immortal but slow as hell.)
Batteries can be inserted to power electric Parts.
Motors: Speedup to Counter weight and more. Higher level 2x speedup but 4x energyuse to save slots.
Pistons: Jumpboost (uphill assist?)
Field generators. Shieldpoints like the TC runic shielding.
Some sort of Jetpack components. more of them = faster flying.
Itemmagnet/automatic tractor beam?
Can supply GT electric tools with Energy?
Electrolyzer for underwater breathing.
All Electric Components need processing power coming from circuits.
Autofeeder feeding you with canned food or other processed foods (energy bars, flud foods?)
IV dip to automaticly or on Hotkey apply potion effects.
Multiple Leadplates/Dense Lead gives Hazmat Suit effect, but low armorpoints and high weight.
IC2 Nightvision.
An low tech/Bronzetech version that only can use Plates and not Electricity.
5 Tiers of Electric Modulararmors with bigger Grids each level.
Balanced around Nano/Quantum Suit, maybe replacing them. Superman like abilities possible but whould use as much energy as an Fusion reactor can produce.
- Research
A bit the basic idea of TC Research only with Technical/Industrial Setting. Also ways to allow specialization on MP Servers.
Machines have to check a split set of Recipes. First the current global recipe set, second a central control Block in the Base with an certain range that has a special recipe set.
The central Controller is bound to the research the Player placing it has done or saves recipes on paper/datastick/dataorb that can be put in there and even traded. (Player learns or has to keep researchnotes)
Maybe even a way to implement Speed or efficiency Research for Players. Like a research reducing the EBF energy usage by 2% per level, or another rising the Steam Turbine efficiency 3% per level with an max
of 10 levels and some sort of global limit of researches.
The Controller has different Tiers: Wood, Bronze, LV, MV, HV,... for bigger range, higher level Researches and more efficiency.
Every player has 1-2 free controllers and can get a few more for an expensive price.
Researches need certain materials to be done and special machines. Up to an fully equipped Lap with cleanroom and many machines in the end.
Special crafting table for Crafting of machines. Boni on Tools when research has been done for that.
While I do, can it be recharged by EU?
I only see TE recipes on the jenkins.
I just updated my own server with the newest version and still can't place the powerarmor into an MFE or MFSU. It runs on the allmighty power of AE2
The file goes into the config of MPS.
The jenkis of MPS has recipe files for Vanilla and TE.
GT5 Recipes for Modular Powersuits:
With GT recipes and the best Batteries deactivated i do not consider it OP anymore. In many points worse as the QSuit and much more expensive.
Does someone want GT recipes for Powersuits?
Reading this i thought: Why isn't GalacticGreg a server only mod... Well, something to do the next weekend.
Somehow i turned 750k slabs i had into this (Recycling of them got disabled. Damn it Greg...):
GC compressed plates to disable:
Copper, Tin, Aluminium, Steel, Bronze, Iron, Titanium
Not sure about Meteoric iron or Desh. NEI shows normal Plates instead of compressed Plates and i have none to test.
Heavy Duty Plates, wafers and Solars still need Minetweakering.
No, NEI is failing hard here.
Just tested in Creative: Electic Compressor from GC uses 4 ingots for 2 compressed plates. For desh and meteoric iron it is even showing 1 ingot to 2 plates, but it really uses 2 ingots for 2 plates.
New Version uploaded.
Another idea for a new server sometimes in the future: Reduced Oregen close to spawn. Disable/nerv oregen, pregen 1 km around spawn, reenable normal Oregen.
Also i'm thinking about ways to force specialised bases. Like everyone can still do everything, but much less efficient. Then split everything in 10-12 Jobs. When you are of a certain job you can do it again with normal efficiency. 2-3 Jobs can be choosen at the same time.
Like:
Crop Famer (Only ones to use Harvesters and Scanner)
Miner (Only ones to use better Drills, Miners, Miners Backpack/Portable Cell)
Ore Processor (Only ones to use Orewashing, Thermal Cent or Universal Mac)
Bee/Tree Breeder
Chemist
Hightechler
...
That combined with some good way of traiding should lead to the creation of an real traiding town.
Not everyone whould like that since it limits the gamepay, but i hope to hear some other opinions.
I think that is a way to make playing together on a server ore important.
I allways did that a bit by myself a bit by for example not doing crops but bees. So i can sell beestuff but must buy cropstuff. I also tried to start the Playertown a few times or to make resource transfer easy by starting a rail network. I just never really made it to get others involved.
BTW: I do not know a easy way to implement something llike that. Maybe with some combination of Minetweaker, HQM and/or some custom Mod.
576 heat should be 1152 Hu/s So more or less the same as my setup. i would like to have an setup that get's me 1200Hu/s then i could go to 1800EU/t with only 2 secondary reactors.
Yes, AE2 import bus with fuzzy upgrade. I take them out at 75%, put them into the secondary reactor, cool them down to 25% (cooling them to 0% is more difficult/slower). I reach 1100-1200HU in the secondary reacor that way. (Does anyone know a more efficient Design for cooling coolantcells?) The 25% cooled down coolant cells go into an hopper above the primary reactor. A comperator on the hopper stops the reacor once there is no cool coolantcell left.
Turbines now with Condensers. I wonder if i really get all water back.
http://imgur.com/a/sPjmQ
I have no idea how exactly these condensers work. i pump some distilled water directly out of the second stage turbine but that only gives back ~10% of the Input.
And i finally finished a complete cycle without changing something and storing all the produced Energy.
480mio EU from 4 Quad Mox Rods. So 480mio EU /(10.000sec*20ticks) = 2400EU/t if nothing changed there.
Oh, i forgot to check this thread again after posting.
Yes, the primary reactor is only heating up 60k Coolant cells. The heatplating is there to fill up the not used slots, making automation easier. The 79% come from preheating i wanted to go up to 84% but left a bit safety for now. The effective Heatoutput is ~4kHU but since it is going into the Coolant cells it is not visible. I even could put in much more Mox to rise the output, but no way to use the heated coolant cells that fast.
The main problem is to get enough distilled water to run the turbines all the time... 40 Solar distilleries can't keep up. Not even close to keeping up.
Also good is, should automation fail, only the primary reactor is in danger of blowing up and that reactor is relativly cheap resourcewise.
Hmm, looks like a reason to come by again for a bit.
Jep, strangly it worked inside my workspace without that option, but i plan to make it work.
What about modpacks? I know there are modpacks that may be interested on this.
Also, moving it to GT area.
Sure, free for every Modpack to use.
I vote for asteroid dimension worldgen, for our rarities we used to find on GT4 end.
Of course the veins will be considerably smaller (almost non existant because of lack of asteroids aswell), but that would be a good thing.
I'm looking into doing that, but the Asteroid Dimension worldgen is different than Moon or Mars, so that is a maybe for now.
I vote for Github too.
Once the mod is stable i will put it online i guess.
Couldn't you make it use the moon and mars stone textures instead of regular stone and red granite?
That would increase the amount of Ores from Gregtech again by 1k for every Type of stone Texture.