GregTech recipes? YES, PLEASE!
As soon i manage to get a working IC² , GT , NEI and "MakTech" i will get it working.
GregTech recipes? YES, PLEASE!
As soon i manage to get a working IC² , GT , NEI and "MakTech" i will get it working.
My opinion : Greg is helping IC because GT currently is dependant from IC and if IC development stops/slows down, GT development gets hindered.
Latest from IC experimental : we are getting laser api, so does it mean we are getting special lasers anytime soon? [for GT]
Suggestion : Make quantum-nano technology ring which "miniaturizes" the effects from armor and hold all of them in only one item.
That would be the Quantum Ring, allows you to fly (gravitational fields), defend yourself (forcefield and tesla), sprint faster (by creating gravitational fields [again] towards a direction).
Its recipe would be the whole special armor set + some end-game stuff. That is intended for people who wants to use other kinds of armor and still have the special effects the armor gives.
Want me to make a "GregTech" set of recipes (intended for use with GT items and fit its tech tree) for balance decisions?
Not to mention everything GregTech related is already enough separated in FOUR threads :
[Addon][IC² 1.106 - 1.118] GregTech-Addon: Taking Industry to a whole new Level of complexity!
Mainthread for releases, bug reports and other random stuff. Links for wiki is also on it.
[GregTech] Suggestion Thread & TO-DO-List
Guess what is this thread for.
[Reactor Designs] The GregTech-Thread for Reactor Designs! (Please dont spam me like Rick, with tons of noobish Plans, PLEASE!!!)
Reactor plans involving GregTech components.
[GregTech] Science! Show and discouss concepts of Machines, and their underlying Math
GregTech "Science", for crazy machines, like my iron-magnesium-silicium generator using obsidian (from lava), involving the electrolyzer.
This one is kinda forgotten, as nobody has enginerred GregTech recipes enough to make a fancy machine, like i did.
http://gregtechcommunitywiki.wikispaces.com/
Community-driven wiki, created by kenken and managed by him and me (organizer). Many forum users are slowly documenting stuff there.
What?
wat?
We all know south korea is growing economically, but thats it. Its cultural references are not as influent as japan anime/manga, for example.
Nice, does this mean you're taking the Reigns GregT?
Probably no.
That one is IC² with Greg's help, and thats it for now, i think.
Thunderdark and Player are still "developing" IC².
chargers ??? copy this mod ?? [ADDON] [MC v. 1.6.2] Aroma1997s Portable Recharger
Mods copies things everyday. Get used to it.
Also, his chargers are going to be WIRELESS, which will use a block's storage somewhere to recharge your stuff, anywhere.
What I tell about your Watermill is that they are Zero Point Energy Generator ... And that cost is extremly low for 4 EU/t you know ? Try making the same with a Biofuel Factory + Semi Fluid generator, and realize how much time you spend harvesting plants, not even couting the price of this generator ...
Even unmanned watermills are, but those has a tiny output. At least those are balanced enough and "quite" makes sense on an universe with infinite water.
You can even say that watermills generate energy using the infinite property of water.
To extract water, pumps use redstone engines which are perpetuum mobile's on their own (remember the principle of their work?) or TE liquiducts which cost even less resources and energy (just wrench them and they'll be supplying water). Thus it's no more of an exploit than the aforementioned devices are.
BC =! IC , just that.
Yeah, I know all that. However, that still doesn't answer any of my questions: Why does it matter? Or, to put it another way; how does it add any fun or enjoyment to the game, especially when one could just plop down a solar panel instead? Does it produce a LOT of energy in the rain? Is it cheaper/lower tier then a solar panel? Is it better then a solar panel, if you compare it to how unreliable the rain is against how reliable the sun is?
Theorically, hydroelectric powerplants stores rainwater using dams (and a river to supply it) and in terms of energy generation, cost and availability, it is much more worth.
It won't.
Most mods does not generate over pre-existing worlds , unless activated in a config, if there is one.
You can use world editing tools to prone your base and let the map regenerate.
I suggested bacteria because it's something I've been thinking about and wanting for a long time, and finally got around to posting it.
And then you all screwed the pooch and took it way beyond into the realm of clearly never going to be implemented.
Greg can consider the two points :
Basic simple fermentation device and Complex advanced fermentation device.
Whether to implement is his decision. We are just giving out ideas for the complex one as it has a bigger area for "ideas".
Also, why does having a 'realistic' water generator that uses, of all things, RAIN to generate energy, matter? I really don't understand why people see realism as so damn important in Minecraft...
Because the rain is the main cycle of energy generation through water.
Sun -> Thermal energy -> water boils -> water goes up (gains gravitational energy) -> water condenses into rain -> water falls down into landscape, which doesn't lose all of its gravitational energy and that can be converted into energy until it reaches sea level.
Energy stored in water as gravitational energy can be used all day long, while a river exists.
You did not understand the concept of "realistic" watermills. Such a watermill would work with a huge tank/lake being filled by RAIN. And this would be even more laggier than solar pannels (assuming you'd need more to generate the same power), if you wanna make special bloc to calculate the tank/lake size, speed of refilling etc.
All others kinds of "Advanced" Watermills are pretty much exploits-generator that you can use anywhere. In this case, why not just adding an expensive generator that generate EU without ANY requirements ? That sounds stupid, but it's basically the wame thing.
Zero Point Modules Energy Generators?
But really, real hydroelectric powerplants would only be possible if the player could actually build a MASSIVE multiblock structure.
Like RC tanks, but extended to the limit, alongside having its top collecting water, like GT drains does. That liquid would be called "rainwater".
I think it does make sense since source water blocks have no "energy stored" in them because the water's not flowing. Pumping water being under pressure in pipes (and so containing some kinetic energy) is IMHO quite enough for rotors to convert kinetic energy into electrical.
Not possible (without exploits) due limitation of laws of physics. You can't get more energy from pumping water than you used to pump that water in first place.
And so, harvesting ressources of any kind should be more difficult, and leads most of yout bacterias to the death
This.
To achieve "material extraction" from bacterias you would need high reproductibility + mechanical resistance + genetic affinity to an element, otherwise you would end up killing ALL your colony.
SpawnX, that's what Extra Bees and GT's crops are for.
I did have the idea of having some kind of nether bacteria, which slowly consumes sulfer/netherrack VERY slowly, and produces lava, but did I mention that it's slow?
That should really be the extent of materials made by bacteria... Maybe lithium and sodium. Their main attraction should be energy generation, not materials.
Bees main attraction are honey and such, however they also produce random materials...
Why bacterias would be different?
Their main is to decompose organic matter into burnable fuel. However if you use some genetically enchanced bacteria, it can extract tiny amounts of elements from organic matter and condense them.
Some bacterias has 300 times more an element than in environment, like arsenic, for no apparent reason. We could extract that.
Nether-aligned bacterias would produce tiny amounts of phosphor and sulfur, alongside fuel from decomposed organic matter.
Bacterias wouldn't be as OP as bees as they requires decomposable matter to work, instead of flowers that lasts forerver.
Something I've been meaning to suggest for a long time, but never got around to it:
What about, when you implement your own fermentation device, adding a system of inoculents somewhat similar to Forestry's bees?
Inoculants would be created either in petri dishes in a special, unpowered breeder machine, and stored in refrigerated storage closets, or you can simply plop the inoculant's source straight into the fermentation device and let it grow. These inoculant would have specific stats associated with them, such as species, what that species gives, yield modifier, temperature tolerance, resistance, virility (which would change based on how well you take care of the innoculant) etc. Combining innoculents will cause the two to begin competing with eachother, with the winner being determined by a combination of virility and resistance. However, there is a change (dependent on the species) that the losing side will randomly innoculate the other with one of its traits.
You would be able to scan a petri dish in the computer cube or with a special tool to be able to see its traits.
There should also be a way to multiply an innoculant onto multiple petri dishes, possibly at the cost of virility.
You would get innoculents from specific items marked as harboring a specific type of bacteria or fungi or whatever, such as rotten flesh or dirt or grass or mycelium or leaves, basically anything that could potentially harbor something microbial. Even netherrack and end stone. These all need not have a unique species associated with them, but there should be enough variety as to give the player actual choices, and things to breed.
Perhaps there could also be a way to make innoculants mutate, such as randomly over time or with a special machine?Also, the fermentation device itself could have a temperature control you could adjust, which would affect the innoculent currently in it at the cost of more EU being pumped into it, dependant on how much you deviate from the biome's ambient temperature. (Also, perhaps if the fermentation device detects an opaque block above it or no sunlight hitting it, then it would go to a default cold 'underground' temperature) Putting the temperature higher is basically always better for yield, as the increase in energy speeds up microbial respiration. However, putting it too high will cause your innoculant to slowly (or not so slowly, if you really crank it up) loose virility, and if virility reaches 0, it dies and the device is considered sterilized. Also, making the temperature higher will generally cost more EU then putting it lower. However, putting the temperature lower can, depending on the species, have one of two effects. Either the innoculant will slowly die, like with heat, or the species will go into dormancy, and not produce anything but still remain alive.
Basically, bacteria breeding, so we can build our very own super bacteria resistant to anything and collapse the world, lol.
Uh, back to reality, bacteria breeding so it can work faster/better/yield byproducts on fermentation devices (or anything that requires them).
Sidenote : Organic matter, alongside carbohydrates (main component of any living thing), has other elements in very tiny amounts, even uranium!
Those elements could be extrated using bacterias that has a genetic affinity to uranium. However that would require a significant amount of decomposable matter.
Sidenote 2 : There are bacterias that produces energy from light... that affinity could be mixed in, to increase overall bacteria reproduction rate.
Bacteria breeding, the new "breeding" system.
It would be very cool to see bacterias that "extracts" any kind of element from organic matter and "condense" them.
Note that it wouldn't be able to get specific stuff like "quartz", "lapis" and such. It would only be able to get elementary stuff, like Uranium (U), Iron (Fe), Mercury (Hg) and other elements.