Add a GUI to set the scan area/range and you sir have yourself a great idea.
Posts by CiderCraft
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Like... a bed... with some batterys wired to it?
The last time i tried, applying electric current to myself, it did NOT heal me XDA bed, with the Fixatron 2000, Mk III BoneMender, running Plague-Be-Gone and Steve's Anatomy 0.7 beta*, and other medical machiney stuff.
*Patch notes 0.7b
Fixed the following bugs:
-Steve walks in circles after use (ensure legs are same length)
-Unable to interact with objects after use (arms are no longer considered foreign objects)
-Sometimes removes Steve's third "leg"
-Rare zombification (Venom removal software no longer replaces blood with yoghurt)
-What are knees/elbows? (Removed vandalism from english language pack) -
Not in compendium, can't search for bed. Everything open to debate.
Name:
Healing bedDescription:
Bed with build-in medical HAYO! Heals you when you sleep in it. Can be used at any time. 20k internal storage, 1k used for each point (half-heart) of damage healed. Accepts LV.Recipe:
Haven't a clue. For now, feather, wool, planks, re-battery, circuit:
FWW
PPP
RCR -
Nah, ignored by Albalaka. Bad sign.
Until I hear otherwise, I'll assume the devs have just not got around to reading it yet.
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i love the way you can use energy storage units to trigger switches by emitting red stone signals when full or empty. would it be possible to add the same functionality for chests.
this would be insanely usefully for my suc reactor i have had issues where the server will crash because my ice machine will fill the storage chest and start dumping blocks onto the floor. allowing chests to emit red stone when full will allow easier automatic shutdown circuits for machinesI'm assuming you're using buildcraft (if not, skip this part), if you're using version 3+ you can add a logic gate to the pipe as it enters the chest, which can detect if the chest has space for items (can specify which item if needed) or if it is empty/full, and emit either redstone or a pipe signal, either of which (pipe signal will need another gate) can be used to either disable your ice machine or reroute overflow to a recycler/lava disposal.
Failing that, try slowing your ice generator if you're producing far more than needed.
As for the idea itself I can see it working on personal safes, would give another incentive to make them in SP rather than basic wooden ones.
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I suggested a month or so ago redstone cables like the rp2 redstone tubes.
Found your post (eventually), so apologies for the repeat suggestion.
If Alblaka has decided this isn't going to happen, then fair enough.
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I believe that no need in much new collors. Need only one redstone dye, wich will be painted in parralel with any existent dye and do not replace it.
Signal moves: from/to color1RScable to other color1RScable, to/from clearRScable, to/from surrounding blocks, but not to/from color2RScable.
Visual: enabled/disabled contrast red stripes under color spraying.Will twice ease redstone use with ic2. And it will be justified addition to RP2 pipes, not concurent to them, since it will allow to move rs signal in existent EU cables and will be CF compataible. But in same time will allow more convenient using rs in case if RP2 is not installed at all, compact, vertical and hidden redstone providing.
Apologies if I misread anything, I think you're saying redstoning cables would work as an additional flag on them, separate from colour? If that's the case that's great, and I believe would reduce extra items to one (redstone painter).
As for signals being able to be separated by cable colour (RP insulated wire style?), neat if possible, but i'l be happy even if it just behaved like redstone dust.
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So you mean like the RP-Redstonetube carrying Redstonesignals and Items but with electricyty and Redstonesignals instead.
Completely forgot those, but that's pretty much the idea.
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Detector cables are on if there is (are?) EU passing through, but my in my idea the EU and redstone do not interact. The plan is for the cable to behave like a redstone conductor (dust, RP redwire), rather than a source (torch/lever).
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Found nothing similar via search or compendium, so apologies if I missed it.
Name:
Redstone-coated cable insulation / Redstone doped paint.Describtion:
Not sure how possible this is, but the basic idea is to allow cable insulation to be either doped or coated with redstone, or add a redstone doped paint, which would also allow glass cables to be redstoned. This would allow this cable block to carry, in addition to EU, a redstone signal to adjacent redstoned wires or redstone-able blocks.Recipe:
Several potential methods, rubber+redstone = redstone insulation, insulated cable+redstone = redstone insulated cable, apply redstone with rightclick, new cutter mode or redstone painters* (painter+redstone+optional dye).Example use:
Reactor connected to MFSU via redstone insulated cable. MFSU set to emit when full, which will disable reactor until there is room in the MFSU.* Granted, this would require doubling the number of painters, and deciding wether or not this could be applied to CF blocks, but makes the most sense to me.
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Isn't there an explosive mode for mining laser?
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I wish I wanted to switch to 1.2 when the mods get updated, but frankly there's not much there that I want and apparently far more problems.
Even when the mods I use get updated to 1.2, unless there's a feature on the level of say macerators/rp wire/bc pipes in one or more of them, I'll be quite happily sticking with 1.1
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Quote
HELP: Suggestions
First of all make sure that your suggestion isn't posted already.
Search results 1-20 of 118 for "lightning rod".QuoteDenied Ideas
Power Generation
...
Lightning Rod/Weather Machine
Lightning Rods (1000 times. No)
Sorry, been asked (too) many times already. -
Sorry I was referring to the conditional support range, and having to check every connected scaffold whenever there's an block update near one to see if any are now out of the new support range.
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Ah, I see what your saying, you think powered rails are to OP and should be balanced out by requiring EU to function
I tend not to think about what's OP and what isn't, more what feels like it makes technical sense and doesn't feel too much like magic (pretty much why I use crossover small electrics instead of redstone engines for BC).
I just like the fact that IC adds a cost to automation, and I personally enjoy creatively using the mechanics of IC to add a cost to things it doesn't really touch. Things like minecarts, yeah I could just drop a torch to power those tracks, or I could look at the toys IC gives me and think "How can I set this up so that I have to put work into a system to get a reward?". In this case, "How can I set up my railway, so that I have to power the tracks with EU for my carts to move? EU-Detectors and either lossy lines, or EU consumers along it will simulate trains using EU to move."
Furnacecart + railcraft batboxcart combined into an electric loco bulling a train of chest/tank carts? Would be nice if it was possible to connect trains. Given that we can't, a combined furnace+batbox+chest/tankcart would be my second choice, third would be EU-powered (however it was done) tracks. Unless we get any of those, I'll have to stick with my 'third rail' system.
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The two main things I'm hoping for are "stick to wall", and "look industrial". Anything beyond that is gravy.
Your numbers feel about right, It's iron, so probably stronger than wood, but it's iron, so heavier than wood. Makes sense that a scaffold held up from below would be able to support more than one simply bolted to the wall, but could be more difficult to code.
I need to get my thinking helmet on and come up with something else now, this is going great!
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with moving items you can make endless cycle using RP or BC pipes
Derp, good point.
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Very interesting!
What if by default, it's in 'generator' mode, and moving players, mobs or possibly items flowing in water cause it to generate a little power, and when redstoned it changes to 'conveyor' mode, using a little EU to move whatever's on top of it in the direction it's facing? -
Even if supplying EU to the track made the cart faster, why not use high speed rails? You get similar results and no EU loss.
That's the thing, this is a case where I'd 'want' some EU loss - personally I think everything should cost something.
Until we get EU-powered tracks, the plan for my setup (and possibly a workaround for your powered rails) is to have an IC2 cable running along the track, and where you'd normally have a redstone torch to power your rails, have an EU detector cable instead. Then use luminators and distance loss to light the track and simulate power being used by the carts. -
Unless I'm very much mistaken, as far as I'm aware electric minecarts are planned for some time in the future.
Your second idea is something I keep thinking about myself, simply because I'm trying to stick to a self-imposed "nothing free" rule. I'm avoiding minecarts altogether right now (even though i have Railcraft installed doing nothing), because until I get around to setting up a detectorcable system to power the relevant tracks, powering them costs nothing.