Posts by engineer404

    Sounds cool but one problem. What if someone spawns in a desert or a taiga biome? They wouldn't have the resources to make a radiator or something like that. They would die really quickly and wouldn't really be able to do anything about it.

    They could:
    a- get out
    b- start a fire *AHEMSTICKBASEDFIRESTARTERAHEM*
    c- make fur clothes
    d- you do not spawn in deserts.

    OK, I've checked and nobody's suggested this before, so here it goes:
    Have you ever thought that it was stupid how Steve can simply walk around in near-Arctic environments, through snow and freezing cold water, and not even shiver?
    As far as I'm aware, there is no mod that adds a "temperature bar". Here's how it'd work:


    -You have a bar with flame and ice-drop icons
    -When you heat up (By being exposed to the sky in a desert-type biome, being near a source of flame) you gain more flame icons and lose ice icons.
    -When you cool down (By being exposed to the sky in an Arctic-type biome, being near a source of cold) You gain more ice icons and lose flame icons.
    -Having a full ice bar will slow you down, make you nauseous, and freeze to death.
    -Having a full flame bar will set you on fire.
    -You have a separate "Thermal armour" bar, which can be increased by wearing "fur armour", Fur Hood, Fur Coat, Fur Trousers(/skirt?), Fur Boots (Fur being a drop from wolves, making the killing of said wolves necessary), made from wool and fur. They reduce the amount of transferred heat or cold.
    -Radiators: Blocks or wall-mounted blocks (like luminator models) that provide a moderate (read: non-set you on fire) source of heat. They are powered by electricity and can be turned on by redstone. Can be disabled.
    -Steam Radiators: Like standard radiators, but have a different texture and run off of RC steam. Supply with coolant or water to cool. This feature can be disabled.
    -Electric Firebox: RC compatibility block. Runs off of electricity.
    -Tiny Electric Firebox: Generates very small amounts of steam in return for a fairly decent amount of power. For radiator powering.
    -Extremely Low Pressure Boiler: Only one boiler can be placed, cheaper and smaller than a low pressure boiler.
    -Heated Suit: Actively stabilises temperature.
    -Wetsuit: Hazmat upgrade, Contains: Snorkel (Replenishes bubbles if near block of air), Wetsuit (Thermal Insulation), Wetsuit Leggings (More speed whilst swimming), Flippers (Better diving)
    -Desk Fan: Small blocks or wall-mounted blocks (like luminator models) that provide a small source of cold. They are powered by electricity and can be turned on by redstone.
    -Air Conditioner: blocks or wall-mounted blocks (like luminator models) that provide a moderate source of cold. They are powered by electricity and can be turned on by redstone.
    -Nuclear reactors are affected by temperature. Could become new way to cool reactors?


    These have not been EVER suggested before, neither has there been a mod made that has all or any of these features (except maybe mo' creatures, which adds a fur suit). Please tell me what you think.

    So, I thought of some tweaks to make unnecessary items and machine unnecessary, and to make the game more balanced:


    1. Unstackable, decaying food. As far as I am aware (correct me if I'm wrong) no-one has EVER thought of this idea. Here's how it would work:
    -while in your inventory, food will "decay" based on a further value, and this could be configured. So, for example:
    -An apple would have a high decay value, owing to its status as "fresh". It would take damage a lot quicker.
    -This would encourage players not to keep food on them, since it wouldn't be possible (would it) to make chested food decay. Tinning food would become a necessity for long-term mass-inventory food storage, making canning machines (a useless waste of space) into something very important.
    -You might also be able (possibly OP, but who knows?) to build a "refrigerator" block to regenerate decayed food. It would need to be powered, have a 3x3 inventory, and run off of low voltage current. Possibly a freezer unit as well. When the refrigerator is unpowered and has no stored power, food would decay in it. A "freezer" along the same vein might be more expensive to run and build, along with the ability(?) to make water cells into ice blocks.]
    -Ice cream?


    2. Torch burnout to encourage luminator use. (possibly suggested before) Torches would go off, and have to ignited by a flint and steel. Burnt out torches would emit the same light level as a redstone torch. Luminators should act more like actual lightbulbs, as in:
    -Change the models to resemble a lightbulb
    -Craft paper into a lampshade to prevent touch-damage from lightbulbs
    -Lightbulbs on the side of walls would look like how they do now.
    -(IK, already suggested, but) FLASHLIGHT? You know how they go.


    3. I know this has been suggested hundreds of time before, but... configurable Qsuit food regen, or at least disabled on HARD difficulty.


    4. Remove the F3 information with xyz. Leaving Debug Information in the final game is pretty lazy *AHEMJEB* and it needs to be removed.
    -Instead, let players create satellites that provide your world with GPS coverage. Modular satellites (VSWE style) would add a great new mechanic to the game, and there hasn't been any suggestions like this.
    -Portable GPS devices that give you your current xyz coords
    -Weaponized satellites?


    5. Swimming depletes more hunger and is slower
    -Craft flippers out of rubber (or use rubber boots) to swim faster
    -Snorkel helmet: Be 3 blocks away from air and you'll be fine! A cheap man's ScubaHat


    Please give a rating, ik some of these have been suggested before, but... here.

    What are you going to use it on?


    -typical conversation if infinite XP farms are allowed.


    Its Fire aspect or flame, power is for bows, you can only get either sharp, BoA, or smite on a sword, and the max level for enchants is IV.


    But yeah, the Xp from IC2 machines is VERY easily abusable, and an Ultra-pick is actully better than the drill, which equates to about a lvl 15 enchant, not counting the wood-level durability only made up for by the rechargableness.

    What did we do before buildcraft? we used cells. Buckets and cells. If the mass fabricator had an internal storage tank, this suggestion could be feasible. OH GREGTEEECCCHHH

    After some time radiative isotopes will break the tank and be released on the enviroment, better not doing it. Thats why actual waste (UF6) tanks are not thrown into the ocean and have long-term maintenance.


    Really? well then, I am in a whole LOT of trouble. anyone have a nuclear-waste-from-bottom-of-ocean retrieval ship I can borrow?*looks back at reactor* WOW that's a lot of output. what the.... ok, that's WAY too much waste... *turns back to SpwnX* aaaand a processing facility too? come to think of it, I never even built a reactor.... ok, WHERE IS THIS WASTE COMING FROM?

    nuclear electricity ha had the least amount of fatalities in any power industry.
    oil, coal, gas... all have had over 1000 accidents. nuclear has only had about 20 or 30 accidents. bear that in mind when evaluating the safety of wombat nuclear power, as it is actually te safet form of generation. waste? douse it in water for about 5 years, then seal in a tank and throw in ocean!

    It doesn't need to have something visible it could be like in that... Magicraft..or smth when you purify crystals they pollutes environment (aura) so bat thins starts to happen to avoid it i usually build those filters which forms chimney like structures so power plants could become nice with filters on top, my idea in this post that it is quite possible without heavy changes just add pollution level var to every chunk, trees could reduce it (if not too high cause the pollution can kill even trees and hurt player) so for ex nuclear explosion could set that var really high, you wouldn't even need radiation it just be high pollution and while you are in chunk you are getting poison and stuff.. So go someone start making addon while ic team decides this idea.


    ThaumCraft?

    I support this suggestion, and, like i-conflict, it has indeed been promised for a future release of Industrialcraft. So, let me get this straight...


    NUCLEAR REACTORS and GENERATORS create NUCLEAR and AIR pollution
    WINDMILLS will be buffed
    NUKES create fallout
    CROPS drain "ambient water" and DESERTIFICATE nearby areas when unfertilized
    There will be a GEIGER COUNTER to measure ambient radiation
    HAZMAT SUITS will protect from air/radiation poisoning
    When UNPROTECTED, high air/radiation poisoning will give you poisoning
    and POLLUTION will reduce crop growth


    Let me suggest something:
    AIR FILTER: Powering it will reduce ambient AIR pollution
    LEAD SHIELD: Reduces ambient radaiation

    It appears that using a Universal Wrench from UE on an IC2 machine will cause the machine to drop what it would if it were broken by pick and the MACHINE WILL NOT BE REMOVED. Say you used it on an indution furnace. It would drop ADVANCED MACHINE BLOCKS. AN INFINITE AMOUNT OF advanced machine blocks. It also works with lesser machines, so the macerator will drop standard machines. What's more, any addon-items will drop THEMSELVES. Infinite High Voltage Solars, anyone?
    You MUST RECTIFY THIS IMMEDIATELY or at least TALK TO CALCLAVIA ABOUT IT. If this is to do with IC2's side, then please fix it. If not, I will inform Calclavia.


    EDIT: It seems that UE bug reporter only accepts crashlogs :p

    OK, sweet. Also, a few suggestions:
    with the "factions" system, you could look at the code from the latest snapshot and see how mojang coded the coloured armour, though I think they're using Hexadecimal code. Don't know if it's readable by minecraft in it current state, and use it for dying banners and composite vests. As for indestructo-armour (nano/Quantumsuits) make them at leat 50x more energy consuming. As well, since we have not real ETA on when Industrium Conflict is coming out, maybe add guns? You could remodel the mining laser projectile into a more 3d entity, reskin it, remove the modes (although maybe semi-auto, auto, safe, and tri-burst would be good modes), change the code for collisions, account for gravity, make them release 20 smoke particles on landing (FM, looks great), give them a bow animation (no gun mods do this as of yet), make them use a "magazine" of 30. cal, 45. cal, 50. cal ammunition with DURABILITY (FM, really useful), and make new crafting recipes for all of them, preferably multi-stage, since guns are OP. And tanks. we have walkers, so why not APCs, tanks, Flak cannons, bombers... make it less futuristic, more modern. End of stream.
    ,

    Quote

    Let's say you have that ultracomputer with unlimited computation power. In that case, you coud calculate, let's say, the 10^10^10^10^10^10^ most probable scenarios and could effectively predict the future, but there would be a chance that what happens wasn't calulated. Also, you couldn't be sure what exactly would happen, you just know some possibilities.

    Precisely!