(I cannot believe you deleted the whole first thread based on where in the name I placed the word "suggestion" I worked for 3 hours on this thing) Is this the right way or what? How about a reply instead to clarify? like "hey you need to move the word suggestion 4 words to the left in the title or we can't read it"
This is a complication of ideas I got when playing the mod presented in as professional a way as I can
1 Make it possible to charge normal machinery using Energy Crystals.
Energy crystals should be possible to place in normal machinery for the sake of players being able to perform remote operations like operating miners in remote locations without needing to pull a cable all the way there.
1.a Make it possible to charge MFE units with Lapotron crystals:
The fact that a lapotron crystal contains the diamond from the energy crystal makes the difference between the two crystals completely arbitrary in the first place. Making it possible to place a lapotron crystal in an MFE unit would allow the MFE to serve as a generator in remote camps without the need for players to bring the very expensive MFS unit who's loss in case of an accident or creeper attack would be unacceptable
Bringing crystals to remote operation areas to keep them supplied would efficient energy is a good concept but currently you end up having to use terribly expensive equipment to perform it. Bringing an MFE and 6 energy crystals to fill it costs more than an MFS units and no one wants to build more MFS than they need so carrying one of those around would not be desirable either
2. Give luminators battery slots, make them store more power, make them drain less power and make them charge faster
Currently luminators are a great idea. I installed 4 in my base and charged then with a battery. Less than an hour they where all dark and I had a creeper in my power central.
Charging luminators take a terribly long time to do. Combine that with the fact that they run out in 40 minutes means that if you plan to use them independently, you're going to end up spending a lot of time running around charging the damned things.
2.b Give us a battery with 50.000 power.
This is a build on the aforementioned issue where I really feel that there is room and need for a battery in between the current weak RC batteries and the expensive energy crystal
I feel that the promised battery pack is insufficient unless the battery pack itself is to serve as a battery that can be placed into devises with only the option to take out the RC batteries rather than a requirement
3. Make it possible to place reactor chambers on previous mounted reactor chambers.
Lets face it. A fully upgraded nuclear reactor looks like shit. Like a freaking plus sign, its standing on one of the chambers and one of them is covering the screen. My suggestion is that you should be able to mount chambers on other chambers and have them count towards the reactors total chambers. This way you can build the reactor in the shape you like rather than the current system where only 1 shape is functional.
3.a Make it so an overheating reactor doesn't melt reinforced glass and stone.
That's it. No specific motivation on this one. I just feel like they should be able to handle it. I mean the nuclear explosion can barely get through 1 layers of the stuff so why should the heat be able to melt through 2 layers?
4. Make a high tier tool that can get into the personal safe or remove the personal safe all together
The personal safe is kind of special. It stands out from all the other items in the mod because its not an item. Its a plugin in itself. It forces chest protection on all servers running the mod regardless of whether the owner wants it or not. Its as if they added a power shield that prevented block breaking and pvp combat within a large area. It should be possible for pvp servers to run IC without having chest protection forced on them. Therefore I feel that IC should either remove the safe all together or add a high tier tool used to break into them. For example a small explosive charge made with gunpowder and other materials.
5. Give the low-focus beam on the mining laser greater range.
Currently the low focus beam has 1 less range than bare hands or a mining pick which just seems very out of place. I mean I can physically hit a block with the mining laser but the beam fire from it can't reach the same block.
5.a make the mining laser work under water.
With these 2 features the mining laser will be able to replace the drill as a mining tool.
6 Re-balance the canned food and the canning machine
The canning machine is a very viable machine in this game but not when its only purpose seems to be to make you eat your own tin. Tin is by far the most used material in the mod and making us eat it 3 bars at a time is unreasonable.
Food already stacks and have been able to stack for over 6 months. The canning machine does serve a purpose though by making it possible to stack different kinds of food together.
Here is my suggestion:
1. You should be able to make 8 tin cans for 1 tin bar.
2. Give the canning machine room for several food items at the same time. 4 would be a good number
3. Re-balance the amount of food required per tin can. 1 tin can should equal 4 full hunger on the hunger bar
8 cookies per tin can
4 melon slices/raw chicken/raw fish/rotten flesh per tin can
2 apple/raw pork/raw beef/bread per tin can
1 Cooked chicken/cooked pork/cooked beef per tin can
1 cake per 2 tin cans
1 golden apple per 3 tin cans
7. Make fuel cans more balanced when compared to charcoal
Currently 1 fuel can takes 6 coal and a lot of work to make. That is 6 real coal and not 6 charcoal. Real coal that can be used to make diamonds and carbon fibres. It provides about as much energy as 20 pieces of charcoal however it only stacks as one at a time which means that while you can only add one of these to your generator at a time. You can add 64 charcoal to the same furnace for over 3 times the energy and a fraction of the total work.
So 1 Fuel can = 76.000 Energy
64 charcoal = 256.000 Energy
I suggest that the hydrocarbon fuel is made using 16 coal instead of 6 but that a fuel can instead grants 256.000 power or more instead of 76.000. This would mean you have to spend less time running to your generator to switch them but you also get more energy out of your precious "real" coal.
I also suggest that compressed coalclump is made with regular coal dust rather than hydrycated coal dust because that stuff is a pain in the ass to make really. With the water buckets and such
8. Make it possible to use water/lava cells for all recipes that require a bucket of water or lava
Just for simplicity really.
9. Make it possible to "program" the pump to fill water cells when placed next to the miner
Because sometimes water cells are nice to have and they are a pain to make so there should be the option to have the pump gather water, lava or both when placed next to the miner.
10. make teleportation use less power.
This is just personal preference really. I placed 2 teleporters with about 1000 blocks distance between them and then stepped on one of them just carrying average stuff, nothing special and it took 2 million electricity to make the trip. I feel that if the teleporters are to be anything other than a gimmicky thing but have real use then lowering the cost by 75% would be useful. Just personal preference though.
11. Give tesla coils basic configuration
The problem with tesla coils now is you have to press a button to zap things and they will zap the owner as easily as any enemy.
I would like it so that when you use a freqTrans on a tesla coil then the tesla coil will recognize you as friendly and not zap you when you go near it. To prevent other players from messing with the tesla coil it should be required take down and place the tesla coil again before a FreqTrans can be used on it again. It should also be possible to set the tesla coil to zap either mobs or players or both. Perhaps through the recipe you build it with or redstone current.
That's it. I'm sure I forgot about as much as I added.