I'm pretty sure you need the whole hazmat suit to protect from radiation, as gamma radiation will easily go through anything but lead and similar materials.
Posts by SpwnX
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I'd say the E-Net is good to go already, especially since the E-net was last touched 35 builds ago (as of time of posting). It seems pretty stable and much more optimized.Although the way it works is a bit silly at the moment. I still want the new e-net proposed by me (keeping the great performance the current e-net has).
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Can't you just have water in the right tank of the second canning machine, put a CF sprayer/pack in the left most slot, and CF powder in the middle slot to fill the sprayer/pack directly instead of making fluid CF? I personally have not tested it, but remember something about it a while back, if it works it would cut down the setup by 1 canning machine and 1 liquid ejector.
I think not, because the modes are different, and fluid enrichment (process to make CF) uses water on left to make liquid CF on right.
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There is a liquid ejector upgrade if i'm not wrong.
Since you lack liquid transporation (which is very common on tech packs), do it this way :You need 3 canning machines, 2 liquid ejector upgrades, CF powder, water cells, CF spray/backpack.
Ejector upgrades must be set to output to left or right, depending on which way you set it.
Canning Machine 1 (cell extraction) + ejector + water cell -> Canning machine 2 (liquid enrichment) + CF powder + ejector -> canning machine 3 (cell filling) + CF spray/backpack
Like this :


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For air polution (not radiation, as it is not chunk-wise, concentrated in a specific area) the thaumcraft idea would work.
The more polluted the chunk, the less crops will grow, efficiency of coal-fired generators are reduced... sight is reduced... -
And then reactors also generate radioactive water which you have to managa too.
Nah just kidding, industrial pollution is a whole another concept which I think would definitely prove a good challengeBut yeah, I would love to play IC² with a radiation mechanic

Radioactive water could be implemented together with air, with same mechanics and that water wouldn't be collectable, unless someone uses a special pump called "radioactive water treatment pump", which uses terra wart and lots of energy to collect and clean up that water.
Swimming in radioactive water would be as harmful as breathing radioactive air, therefore it will depend on RL.
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Seems like a pretty interesting mechanic. I think the numbers should be that without machines or a massive storage of nuclear stuff, nothing should really happen. But once you get a reactor going or have some fuel cells you need to take some measures against the radiation. Maybe also adding reactor components which don't manage heat, but isolote against the massive radiation?
That what the lead blocks around the reactor are for.
Therefore you have to wear a hazmat suit to manage a working reactor (and the components), or you will get too much RP and get sick.Edit : Added some more mechanics, regarding too high radioactive air levels. [5% lower or one level, whichever is bigger]
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Try using IC² experimental versions and see if it fixes the problem.
The API got overhauled, alongside many new features (and a WIP energy network, beware). -
does not matter as long as you can drop everything to chest and die near bed.
You could also make chests be a radiation source, depending on amount of items, just more trouble to code.
If that happens, a lead chest would be necessary to store all nuclear crap. -
I don't agree that nukes should generate radiation by default, as they are now crafted with just thick neutron reflectors and some advanced circuits and machines casings (I think), no radioactive materials at all. Though, if possible it could generate different amounts of radiation based off how much of different types of radioactive materials are present in the GUI.
Ops, forgot about that rework. I just think that it shouldnt generate at all, as whenever someone puts radioactive material in it, is to explode it!
Added Fuel cells values. (double and quad are just x2 and x4) -
Ionizing radiation, gamma, was the only one taken in consideration as it is the major one, the other types would only add pointless complexity.
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Currently, radiation is a mere wither III effect, which doesnt explore the full effects of radiation poisoning effects. I propose some changes.
Radiation Points (RP): A new way to determine the amount of radiation a player has received and the effects of it.
Every second, the player can absorb RP from either "Radioactive Air" (Blocks in the world are the source) or by items in the backpack.Lets start with RP source blocks :
All Radioactive Blocks "produces" Radioactive Air blocks.
Radioactive air has a Radiation Level (RL), depending on how close to a source it is.
Example :
Uranium ore has a RL of 3
Side view :











































= Uranium ore:Empty Cell: = RL 0 (Common Air block) :Intergrated Heat Dispenser: = RL 1 (Radioactive Air 1) :Intergrated Plating: = RL 2 (Radioactive Air 2) :Iridium: = RL 3 (Radioactive Air 3)
Radioactive Air is produced/renewed by radioactive sources every 5 minutes (or by block placement/activation).
It takes the same amount of time to a radioactive air block to decay 1% or one level (if the source is missing), whichever is bigger.
That way, if you mine an uranium ore, it will take 15 minutes to the radiation around where it was to vanish completely.Radioactive Air will try to spread through blocks, given enough radiation level :
Example :
:Nuke TNT::Compressed Plantball::Tin Ore::Tin Ore::Tin Ore: :Iridium::Intergrated Plating::Intergrated Heat Dispenser::Empty Cell::Nuke TNT: = Radioactive source of 7 (or an Radioactive air 8 ):Compressed Plantball:= RL 7 (Radioactive Air 7) :Tin Ore: = Any Block (different from lead as it will be used to block radiation)
Radioactive air RL lowering (farther from source) is 5% or 1 level, whichever is bigger.
Example :
:Nuke TNT::Iridium::Intergrated Plating:...
:Nuke TNT: = Detonation center of nuke with 64 Pu (RL of 13824) :Iridium: = Radioactive Air of RL 13132 (5% lower than center) :Intergrated Plating: = Radioactive Air of RL 12476 (5% lower than previous air)
Radiation Source Level of blocks:
Uranium ore : 3
Nuclear Reactor : 15 * Number of Active Cells [Therefore, Reactors with more nuclear fuel will yield more radiation]
Uranium block (GT?) : 40
Active RTG : 20
Detonated Nuke Center : RL of radioactive material * stacksize
As mentioned before, Lead blocks will completely block the spread of radioactive air by source blocks(effectively confining radiation, if the area is completely isolated with lead blocks).Now, Item RP Sources Radiation Level:
Uranium Ore : 2
U238 : 2
Tiny U235 : 8
U235 : 72
Fuel cell (Uranium) : 30
Depleted Fuel cell (Uranium) : 40
Tiny Pu : 25
Pu : 216
Fuel cell (MOX) : 650
Depleted Fuel cell (MOX) : 750
RTG Pellet : 100Radiation Points Absorbed every second :
Radiation Level of Air block in the head + Sum of RL of radioactive items in the backpack (stacksize does matter)
RP absorbed is reduced by 95% if a full hazmat suit is equipped.Radiation Points dissipation :
RP naturally decreases 0,005% of total points, rounded up, or 1 point every second, whichever is bigger.
Eating Terra Wart decreases RP by 1% or 200 points, whichever is bigger. [Prussian blue]Radiation Points Effects :
RP < 25k - No Radiation sickness, no effects.
RP > 25k - Radiation Sickness I : Mining Fatigue I
RP > 50k - Radiation Sickness II : Slowness and Mining Fatigue I
RP > 75k - Radiation Sickness III : Slowness and Mining Fatigue I , Nausea for 10s every minute
RP > 100k - Radiation Sickness IV : Slowness and Mining Fatigue II, Nausea for 20s every minute
RP > 125k - Radiation Sickness V : Slowness and Mining Fatigue III, damage equal to poison I, Nausea for 30s every minute
RP > 150k - Radiation Sickness VI : Slowness and Mining Fatigue IV, damage equal to wither I (will eventually kill the player), permanent nausea.
RP > 175k - Radiation Sickness VII : Slowness and Mining Fatigue V, Blindness I damage equal to wither II, permanent nausea.
RP > 200k - Radiation Sickness VIII : Slowness and Mining Fatigue V, Blindness II, damage equal to wither III, permanent nausea.Radiation Points detection:
Geiger Counter, while inside inventory, will measure the air block radiation level and your current RP. It is an electric item and will use 0,1 EU/t to do so.
If possible, when a geiger counter is available, a small HUD will appear on the screen showing the info. -
Adjustable (Regulated) engine is on to-do list and will appear after adding GUIs.What if all electric engines are adjustable? The only difference would be the maximum input/output.
For example you could adjust the LV electric engine to output between 0,1 MJ to 12,8 MJ (with accordingly EU consumption) same thing for the other engines, but with higher limits. -
True. Mg/Si ? Is that new ? Mn is missing! and Al! and ... wait, Lava contains tons of other things

Quite old, before windmills required assembly machines and the "new" electrolyzer has been implemented.
Lava + GT thermal boiler + Lava filter = Obsidian + Steam (get back most if not all EU) + tin + copper + electrum
Obsidian dust + Electrolyzer -> Iron + Magnesium + Silicon -
Talking about lava, that fabricator might cause a loop with GT thermal boiler.
Or at least make the generation of iron/magnesium/silicon (tin/copper/electrum) using very few EU possible. -
There's nothing wrong with cheaper versions of Greg's stuff

Indeed, just pointless work to code an already existing feature.
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Thats why you should check IC² (and GT to avoid unnecessary duplicates) blocks and features regularly, considering LS is an IC² addon

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Endless RTGs are fine IMO, as they require way too much fuel to generate considerable amounts of energy and that fuel is only breedable through reactor cycles, something that takes a looong time and uses limited resources (uranium).
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Since Geothermals are nerfed in IC2_exp, (from 20 000 EU to 12 000 eu from lava bucket),
Lava Fab will produce 1 lava bucket from 15 000 EU.No... and there goes the loop with lava again.
@about frames: Yeah, thats obvious, but who knows when stargates and such things will come...
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If you think a bit, GT has the functionality of IC², BC, RP2, TE and some other mods, but improved to be lag-free and efficient
[Although expensive]