Posts by Nightdagger
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Yeah. Ouch. I'm not sure who was living there, but that looks like someone took the coolant out of a fully loaded reactor and turned it on. I guess by comparison my roof getting burned and my diamonds getting stolen are petty shit compared to the nuke near spawn and the massive crater not far from that.
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Umm...yeah, just because a couple of mod developers said it "may be possible" doesn't mean it is, or that it would work well, or that it wouldn't require two metric assloads of work to make it happen, or that it wouldn't cause all sorts of performance issues or other sorts of utter strangeness making it happen.
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Well, setting up the watermill farm does technically require 2 diamonds for the handsaw to cut the silicon boule to make the blue doped wafers for blutricity, but then again you can also keep using that handsaw, so I don't know if that really counts.
Definitely a nice system though, and now that blutricity is somewhat portable because of batteries, a good way to get power underground without having to move pumps around.
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Well, yeah, it's always been "possible" to transfer between the nether and the overworld. However, it's not really possible to have the Nether loaded while you're in the overworld, or vice versa, unless you're on a SMP server and someone else is in the other dimension. That's the thing that's boggled people who look at the nether as a source of power generation...yeah, it's essentially an easy source of infinite lava, but you have to BE there to tap it, which means you can't just conveniently pipe the lava into a tank at your base and make cells from it there, any lava cells you craft have to be done on site. The Ender Chest mod makes it a bit easier to get them home, is all.
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That would get the hull heat to 9000, but the moment you stuck the HD back in, it would start pulling that heat out of the hull and distributing it to parts, reducing the hull heat. The wait time is necessary to allow the heat dispenser to evenly distribute the heat between the hull and the components. Also why it's more efficient by far to just use the heating configuration to heat the thing up quickly, then switch it to the charging configuration to maintain it.
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And, like Alblaka said, note that 1 Trade-O-Mat requires 3 redstone, 8 refined iron, and 16 wooden planks, whereas 16 pieces of reinforced stone will cover five times the area with full blast protection for the cost of 16 smooth stone, 3 refined iron, 3 bronze, and 3 tin.
You guys are overlooking the fact that while the individual items have a higher blast resistance, the stone is cheap to make and covers a larger area. 1 PC or 1 ToM can cover 1 block with full blast resistance. For roughly the same cost, you can get 16 reinforced stone and cover 5 blocks 3 deep, which gives full blast resistance. 5 times the coverage for the same price...no contest.
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This idea was prompted by a discussion going on elsewhere in the forum, so credit to Bluehorazon for sparking the idea and getting me thinking about the specifics of it.
As of right now, once a player has enough of an energy surplus and scrap surplus to produce a mass fabricator and keep it running and supplied with scrap full time, they've pretty much got it made. A couple hundred solar panels, a wind farm, a reactor, and a cobblestone generator, and you can just sit back and watch the UU matter roll in, then produce as many diamonds as you want from that! Or you can craft the whole quantum suit! Or...well, then what?
Now, bear in mind that the mass fabricator is essentially creating matter from energy. This takes it out of the realm of science and quite healthily into the realm of SCIENCE! And when you're playing around with the laws of physics...things should not always be cut and dry.
I propose that we add a bit of a "mad scientist" feel to mass fabrication. For example, you let the mass fabricator run, and instead of producing UU matter, which can then be used with a reliable recipe to create whatever you want, after a certain amount of time it produces something random. The amount of energy consumed should be proportional to the item created, so if it creates a block of wood it should do so after only eating maybe a thousand EU, but if it creates an iridium ore, it should consume millions. If left to it's own devices, this continues, for as long as the thing is powered...every once in a while, it spits out something random. Or, some random event occurs...like, for example, one of the ideas that Bluehorazon had given would be for a dozen chickens randomly appear out of nowhere, because the mass fabricator randomly created them. Or a freak snowstorm in an otherwise temperate biome. Or, in a rare event, a nether portal is opened nearby, or perhaps just a rift big enough to let a single ghast loose to wreak havoc in your factory. Who said SCIENCE was totally safe?
Now, the mass fabricator's UI could also have an input slot. This input slot could be filled by an item that you've previously acquired before, making it sort of a "target" item. Putting something in the target slot would greatly increase the chances of the mass fabricator replicating that item for you, at the standard energy cost of the item. However, it could still potentially freak out and give you a random item, or a random event, because when dealing with weird science, nothing should ever be certain.
Now, the kicker. This would allow for truly "secret" recipes, something that a crafting guide plugin could not teach you how to make. You could potentially add new and interesting things to the game, and the only means of acquiring these things are to play around with your mad scientist's toy and see what happens!
This would give players a reason to build mass fabricators, a reason to keep them running, a reason to make sure they're well enclosed and defended, remove the tedium that starts to set in once you have a few stacks of UU matter crafted, make quantum equipment harder to get and therefore a more attractive (and well-deserved) goal, and give a way to add truly secret stuff into IC2 that can't just be plugged into a workbench in a certain recipe and give the same results every time. In short, it would make the endgame of IC2 a lot more entertaining, because even with a full workshop of advanced machines and several nuclear plants operating, you'd still have something to do, because who knows when you might discover something you've never seen before that's been hidden in the depths of IC2's bag of tricks?
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Agreed, it adds a certain "mad science" feel to the whole process. Love it!
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I'm sorry, but...I'd rather build a solar panel or a windmill than pay someone for 1 EU/t. That's about enough to keep an induction furnace hot.
If you're going to charge for energy it should be for total EU, not an allotment over a period of time. Which, as I understand it, is exactly what the Energy-O-Mat did, and will do when it comes back. For now, yeah, sell batteries or energy crystals with the Trade-O-Mat and let them charge their power grids with that if they want. Hell, you can even charge extra and put a Trade-O-Mat there to give people a refundable deposit if they return the empty battery!
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Maybe instead of increased drilling speed or "magic" AoE drilling, it functions as an actual drill. In that, you point it in a direction, click and hold the mouse, and it destroys the block in front of you. And the one behind that. And behind that. And that. And so on for about 16 blocks, which is as far as the drill head can reach.
Would make a useful way for boring scouting holes for mining operations, or tunnels for industrial blasting.
I know the mining laser already does this, but it can also be used as a weapon and boasts a bunch of other functions, and has a chance of destroying the blocks it mines. This could be a high material cost, but low EU cost, option for boring neat 1x1x16 holes to toss dynamite in or ram explosives through for blasting.