Laser heat printing
Still need colored "paint", like i suggested on the GT thread.
If it required all 16 dyes (spray cans) it would make dyes more useful (if it reduced energy cost)
Laser heat printing
Still need colored "paint", like i suggested on the GT thread.
If it required all 16 dyes (spray cans) it would make dyes more useful (if it reduced energy cost)
Nitor gives a lower 2-3eu/t, but will drain the local aura with 25-50% less yield per vis then an absorber, but has considerably cheaper and simpler recipe.
I think it should be 250-500% more efficient than the absorber, as the absorber drains vis at a much higher rate, disrupting nodes.
The nitor should be a tiny passive generator that will slowly degrade your vis source if you don't regenerate it.
High Temperature super conductor : HgBa2Ca2Cu3O8 (134 K - wiki) , how about adding this to the game as an alternative for iridium in superconductors ?
Barium is either made with UUM or extracted from nether quartz in very tiny quantities. 64 Nether quartz dust -> centrifuged for 2 tiny barium dusts (and other quartz components).
Also the conductor is made by an advanced chemical reactor, which allows the mix of up to 8 chemicals, resulting up to 9 outputs. [aka allowing the decomposition or "fusion" of elements]
mercury Cell + 2 Barium cell + 2 calcium cell + 3 copper ingots + 4 compressed air cell = 1 superconductor ingot (HgBa2Ca2Cu3O8), which can be used in the superconductor recipe as iridium replacement.
Oh god, that would be hilarious!
You'd have to decide on a place to get infinite fire from, though... I can think of burning netherrack, blazes, torches (lol) and nitor, netherrack might be nice as a low-yielding infinite heat source for a steam boiler (the new upcoming bronze boiler, maybe?) and entrapping a blaze for infinite energy in some kind of mob dynamo sounds delicious. Nitor just sounds rather cheap, unless the generator cost was comparable to or greater then a solar, and had the same or lesser yield... Or maybe it could even be a variation/upgrade of solar panels?
"infinite heat source" ? Geothermals, just like i suggested some pages ago.
Nitor, given the generator will slowly consume aura vis to keep the nitor supplied, and a living blaze seems to be fine.
Even though there are lots of "Unrealistic" stuff on Minecraft, it is a simplification of reality.
Guess how you get "steel", for example? By mixing iron and carbon, like real industries does.
But they are heavily specialized mods, not simple tool mods like the one suggested here!
Only valid tool, would be titanium tools, and for that, greg could add it himself.
Maybe titanium could be that faster than diamond, lasts for much more, has highest enchantability.
When mixed with TC3 thaumium ingots it produces Titamium ingots a Light-strong-magically imbued material that can be used for even better tools and armor.
The Problem with it was, that the Wikipedia Page on it listed no uses for it. Not even one single good use.
Zinc-Steel alloy is used on civil construction as a strength resistant material. It is used as a tight net to hold rocks when building containment walls.
Maybe Zinc Ingot + Steel Ingot = Zinc-Steel Ingot, used for stuff that requires higher material resistance.
Not to mention that chrome, titanium and silicon are also alloyed with steel for the same reason (however zinc is cheaper).
Silicon when alloyed on higher percentages it improves magnetic behavior. Might be useful for electromagnetics?
Suggestion :
Dye-powered Obscurator.
Since obscurator consumes silly amounts of power to obscurate single blocks, how about making it consume dyes when available ?
Obscurator when coloring a CF block, will try to use available dyes in the inventory, all 16 colors are required to do so.
It will first try to consume from spray cans, if not it will try to use normal dyes, if not able then it will use energy.
Suggestion 2 :
Titanium tools/armor.
Faster than diamond, lasts longer than diamond, protects more than diamond (22 armor points, 4, 6, 7, 5), high enchantability.
Titamium tools/armor.
Faster than titanium, lasts longer than titanium, procets more than titanium (23 armor points, 5 ,6, 7, 5), higher enchantability.
Titamium is produced by mixing 1 titanium ingot with 1 thaumium ingot in the alloy furnace. Titamium is also used on Magic Energy converter recipes.
Titamium, if inserted to a magic energy absorber, will absorb 100 atmosphere vis, transforming into Imbued Titamium Ingot.
Imbued Titamium tools/armor
Faster than titamium, lasts longer, protects even more (24 armor points, 5, 6, 8, 5), highest enchantability.
Imbued Titamium ingots/plates can be used for high-techmaturgical stuff.
Who would make a mod for a mod for a mod?
[1.5.2 SMP/SSP] FrogCraft 1.1 - Bring industrial chemistry to Minecraft!
Both requires GT (and IC²) , so they are basically a mod of a mod of a mod.
Greg, do you consider adding some form of GUI to the machine boxes (input/output/storage) and to the solar covers (showing how many energy is being outputted)? It's really hard now to distinguish between plain, LV, MV & HV solar covers...
I got a way to distinguish between these solar panels :
Add 4 colored pixels to their textures at the corners : green, yellow and red for LV, MV and HV solar panels, respectively.
For machineboxes, use portable scanner.
Another suggestion (for 1.6.2+) :
Juggernaut armor,
Made with nano suit and some Osmiridium plates (Osmium and Iridium mixed in alloy smelter).
Each part of the armor will increase player's health and armor.
Since item atributes are a bit buggy (aka not showing extra health directly), it should work like this :
Helmet : Increase/add effect 22 (health boost) by 4 and armor by 4.
Chestplate : Increase/add effect 22 by 7 and armor by 7
Leggings : Increase/add effect 22 by 5 and armor by 5
Boots : Increase/add effect 22 by 4 and armor by 4
Total : effect 22 (health boost) 20, totalizing 80 extra hitpoints and 20 Armor points (diamond equivalent).
Boots will have Haste III by default. Able to recharge tools.
Another variation would be "metabolic suit", which gives players haste (mining speed) and speed (movement), by 20 and 4 respectively.
20 armor, will recharge tools.
Suggestion 2 :
Increased difficulty : will reduce natural regeneration by 4. [If a server admin wants to disable it just do /gamerule naturalRegeneration off]
New mob : Radioactive Creeper (Nukreeper), will blast off with a explosion power of 1/2 nuke.
It spawns at night, but only below Y 55. It is a radioactive mutation of normal creeper. Its spawn rate is rare, and it has 80 hp.
If it gets charged (lightning), it will have 4 times the explosion power.
This addon is cool. I hope that it develops well.
Suggestion: Synthetic Paint/dyes, that can be used in-place of any dye. Including the production of Titanium Dioxide for the White paints/lighter paints, and an ore, likely Ilmenite, that can be processed into Titanium Dioxide (and byproducts). However, this would not break GT balance, as the titanium would still have to be separated from the dioxide via whatever process, and an industrial blast furnace is still required to produce the titanium ingots, if a user wants to do that. It would just make the raw form a bit more common, but that is nothing to worry about (as using different mods/addons that add their own ores, including multiple types of Copper/Tin, even some Aluminum and others, does not break balance via adding more ores).
GT already has spray cans which extends dyes usage by 16, like painter, but for recipes (and coloring blocks in the world).
Oh oh! Something very important -- how does Biomes O' Plenty affect GregTech ore generation?
GregTech ores are biome based, thats true, however, all valid BoP and EXBL biomes will spawn them.
Desert-like biomes will spawn rubies (like wastelands and mountainous deserts).
Forest-like biomes will spawn bauxite...
Minium stone is balanced enough for me. Half a stack o wood per ender pearl, stack for gold, seems expensive enough. That said, I said 5 diamonds for an energy condenser (and 4 for the next 39) was fine too
EE3 mixed with ANY tech mod is OP, simple as that.
You should have posted this on GregTech suggestion thread, instead of creating this one.
I'm going to try using a Teir 5 Blaze soul
Why are you using such OP mod
, there are many better ways to get energy than using it.
Instead of blaze rods, try getting a wood farm -> charcoal -> generators.
Or you can try one of my (not so) famous Windmill Farms. [Link is at my signature]
Also, as much as I want to go to Germany, it's a very big country to look for a dragon
Expecially when it is a Virtual Dragon, like the ender one.
If it were a real one, you would certainly know its location from anywhere in the world. ![]()
Suggestion : Efficiency Upgrades for other machines :
Macerator/Grinder : Tungstensteel Grinding Head and Industrial Diamond Grinding Head x1/x4.
Compressor/Extractor: Tungstensteel Machine Hull and Titanium Machine Hull x1/x1/x4 (x4 for implosion compressor, if there is a way to reduce ITNT amount)
Centrifuge : Magnalium Turbine Rotor and Tungstensteel Turbine Rotor.
Recycler/Electrolyzer : Tesla Coil x4 and Tesla Staff.
Suggestion 2 : New Upgrade, Tesla Coil Security Upgrade.
Recipe : Tesla Coil + Lock Module.
Will shock anyone that tries to open the protected machine, except the owner, using its internal energy storage.
Damage : Energy Stored / 10000. If damage dealt would be higher than 500 HP , then it instantly kills the target, ignoring armor and effects.
How so? Surely if everything was a 20th of the speed, it wouldn't matter?
Reducing time required will also reduce energy costs by the same amount.
It's the times which I have no idea what to set to. Which are the main recipes which are used early on that take a long time?
The configs states the output (for assembler), use langfile to discover what "item_GT.xxxxxxx.ID" is.
Input for electrolyzer and centrifuge.
Time is stated in ticks. divide values by 20 and you will have quick machines =) [Might cause some loops, regarding hydrogen,methane and electrolyzed water, but thats up to you]
You can modify "assembling" "centrifuge" "electrolyzer" recipes time required in the dynamicconfig.
"platesneededfor" false for everything, to not require plates on early stuff...
... the config is way too long to me to list here, you have to find out by yourself =P (or use my edited config as a guide)
I do use GregTech Intergalactical. Just suggesting something for the future of IC2.
The future of IC² is a bit darky in my opinion, unless alblaka comes back to the modding community or GregoriusT takes over IC³.