Posts by MatLaPatate

    I'll probably just wait for the oil gen, until then, sry tinpinchers

    You know, that wassn't really planned, you should do it anyway ... ^^ More seriously, I guess if it's really coming, we'll have to wait a long time, as for Industrium Conflict :/

    as for advgen, it's 25% more eu/tick but it still burns for the same amount of time
    that, and it produces scrap at about the same rate as a recycler
    what's there not to like?

    Okay, I thought the time was reduced ^^
    And ... it's already better than normal Generator but, who would burn 1 Coal to get 5000 EU + 5000/(20*12.5)=20 second burning = 2-3 scraps ? It seems good (essentially because it's the first time I calculate numbers of scrap produced ^^) but the Slag generator isn't available at the beginning because of adv. machine + adv. alloy ... in fact, my first generator is Geogen OR Watermill and after I get enough ressources to get a slag generator for example, I'm rushing to get a CASUC ... (or their new form)
    You're right, your Slag is good as it is now, because it balance a bit the game ... but normal gen are sooo UP, I'd like it to be even better.
    That's my personnal opinion: maybe you could ad a little feature, making it working a bit as the Wood Gasificator: it could produce a very small amount of gas, maybe 20 time less than WG for equivalent Fuel ... but also working with Coal or whatever.
    (Then if you add a way not to waste tin, it could be great creating Gas + Charcoal from Wood then Scrap + EU + even more Gas from Charcoal ^^)

    Notice that when I mention a special generator, that was because I thought (and think) it shouldn't be able to burn in a slag generator: have you ever seen gas burning leaving (big, because smoke contains particles, but so little ...) solid materials ?

    While I mentioned a "new gen" to burn this gas (could be more efficient, and output more EU/t), I thought about the "Oil Generator" mentionned by Alblaka (without name) wich is supposed to be coming in few updates ... But for the time being, you'll have to create one your self if you want some ^^

    Edit; In my opinion, the Slag Generator should produce more EU/Fuel (If I'm right, it's just more EU/t for the time being) because Normal Fuel are UP, and burning Coal is useless when you can get the same amount of energy with a solar pannels working 3min 20 sec :/ (And I spoke about the worst generator ever ... )

    I hate to break the news to Al, but as someone mentioned before, turning rocky rust into ferrous metal without a reducing agent is magic.

    Yes but you can imagine macerator contain tank filled with reducing agent ... and this is not the important thing. When he said "to keep awy from magic", he didn't mean "to be more realistic" . As PotatoSomething said, it's MINECRAFT, the game where you can carry 36*64 m^3 of rock with your little hands ...

    When Alblaka sayd he do not want to deal with magic, he means he didn't want to implement non-technological features. What can be considered as "unrealistic" in IC² can't be considered as "magic" but as "coming from Science Fiction".

    mostly a look thing

    In my opinion, you should add usages for PvP ... as example, making the chain unbreakable with a small TNT, but not stopping the explosion. Maybe adding a special Tool, or using the Cutter (for cable Insulation) that could break it in no time, and non counting protection like Faction [I know, it's probably very difficult to code]. The Barbed Wire seems to be good as it is supposed to work.

    And it already suggested and ignored, even if that type of Idea could be interesting. I guess it's much harder to code than Q-Suit.


    I would prefer speak about Exoskeleton: this wouldn't be a multi-structure armor, but an armor that provide you Bonus (Speed *5 when running, Jump to 5 blocks high (this one wouldn't be bigger than the Q-Suit jump because of the weight of the Exoskeletton ^^, Strongness (make you able to mine faster, even with Electric Tools and to have a 2-hearts damages bonus, and what you want for the "Helmet", from integrated OV-scanner to Q-Helmet like effects, adding Thermomete from Addon for example).
    Apart from giving you bonus (bigger than Q-suit does, but massively consuming EU), it COULD provide you armor, up to 100% resistance, as the full Q-Suit does, but with a different system.

    There would be a GUI for each pieces of that armor, in the one you could put 3 types of materials, wich would have different effects:

    -Reinforced Composite Material: it would be made only from Advanced Alloy, Reffined Iron and Carbon Plate). It would protect you from 75% of the damages(when fully worn), but the RCM (of each pieces)would be damaged.

    -Advanced Quantum Material: It would be made from Iridium plate essentialy, and would consume even more EU than the Exoskeletton alone, but would protect you from 100% of the damages, as the Q-Suit does, but with DAMAGING the AQM (however, veryslowly, it would be like 20 times the diamond armor resistance, but decreasing faster because of this 100% damages absorbed). What would be the point of it, if it's not unbreakable while Q-Suit is ? this would be protect you from ABSOLUTLY all damages. Even from hypothetics I-Conflict weapons. And it would also be more useful to mine, because the Body-Exoskeletton would provide Energy to its armor layer if needed, but also to your DD or ML. In PvP it would be a way of being invicible according you've the Iridium plate to craft the AQM again when broken [So that would be incredibly costfull, and would make player producing more and more UUM to be able to beat their oponent: the final Weapon-race].

    -Energetic Nano Material: This would be the unbreakable material, assuming all damages absorbed would reduce energy ... but you've read it. All damages absorbed. Wich means it won't absorbed all the damages. This material, when fully used in your armor, would provide you 50% armor, and consume energy, of course.

    To work properly, it would need 2 Material for each pieces, exept the body armor needing 4.


    Recipes:

    Reinforced Composite Material:
    :Intergrated Plating: :Intergrated Plating: :Intergrated Plating:

    :Refined Iron: :Coal Chunk: :Refined Iron:
    :Intergrated Plating: :Intergrated Plating: :Intergrated Plating:


    :Intergrated Plating: = Adv. Alloy, :Coal Chunk: =Carbon Plate

    Put that in your compressor, and it'll give you the RCM. Repairing enabled.

    Advanced Quantum Material:
    :Iridium: :Coal Chunk: :Iridium:

    :Intergrated Plating: :Advanced Circuit: :Intergrated Plating:

    :Iridium: :Coal Chunk: :Iridium:


    Obviously because of the Adv. Circuit, do not put it to the compressor this time ^^
    Repairing enabled here too.


    Energetic Nano Material:
    :Coal Chunk:
    :Coal Chunk: :Advanced Circuit: :Coal Chunk: --> :Compressed Coal Ball: (no name for the time being)

    :Coal Chunk:

    :Compressed Coal Ball: :Compressed Coal Ball: :Compressed Coal Ball:

    :Glass Fibre: :Energy Crystal: :Glass Fibre: --> :Intergrated Heat Dispenser: (=ENM)
    :Compressed Coal Ball: :Compressed Coal Ball: :Compressed Coal Ball:


    :Energy Crystal: is a lapotron.


    Exoskeletton parts:

    Helmet: Store 2000 000 EU
    :Iridium: :Advanced Circuit: :Iridium:
    :Energy Crystal: :Nano-Helmet: :Energy Crystal:
    :Advanced Machine: :Force Field: :Advanced Machine:


    :Force Field: = Reinforced glass


    The helmet would also have an (or some) empty slots in it GUI for OV scanner, EU-reader (used by right clicking nothing [in your hand also])

    "Chestplate": Store 10 000 EU

    :Advanced Machine: :HV-Transformer: :Advanced Machine:

    :Iridium: :Nano-Bodyarmor: :Iridium:
    :Iridium: :Composite Armor: :Iridium:


    :HV-Transformer: =MFSU

    "Leggins": Store 3 000 000 EU

    :Advanced Machine: :Energy Crystal: :Advanced Machine:

    :Energy Crystal: :Nano-Leggings: :Energy Crystal:

    :Iridium: :Iridium:


    "Boots": Store 3 000 000 EU.

    :Intergrated Plating: :Electric Jetpack: :Intergrated Plating:
    :Energy Crystal: :Advanced Circuit: :Energy Crystal:

    :Rubber Boots: :Quantum-Boots: :Rubber Boots:


    NB: If not precised, a picture symbolize: 1] What it symbolyze higher on the post. 2] What it seems to be.
    Helmet not being "Helmet" is intended, because it's the only piece we can call like that.
    Boots have :Rubber Boots: in the recipe while :Quantum-Boots: already got, but the Exoskelleton is heavier. That's also why it need an electric Jetpack just for jumping.


    When fully worn, the suit provide an additional effect: because it's huge, and it makes Steve incredibly strong, it can help it to handle 9 stack more. So it add a line of slot in your inventory.

    Consumption Info: when running, the Leggin drains 512 EU/t. The Boots drain 25 000 EU per jump. The Chesplate drains basically by itself 10 EU/t (because it helps a lot for handling) and 500 Additonal EU per block mined (+ your Tool consumption. Mining Laser do not count, breaking block with it will drain EU normally). The Helmet consume as much EU as Q-Helmet does, + additionnal consumption for RightClicking with any Tool in the GUI)

    When fully worn, the whole suit has the same level of energy. It means that if the Leggin consume 1 000 000 EU, the Bodyarmor will see it Energy decreasing by (10/18)*1 000 000, the Leggins by (1/6)*1 000 000 etc ...

    Of course, energy consumption from type of material used as armor is added to the general consumption.


    I know, this is a big overhaul, and it seems there is a big risk that some person argue against but ... I guess it's still better Multi-Tile armor ^^

    Quoted from "MatLaPatate"
    Seems to be a recurent Idea. However, I like it. But assuming it make you able to produce even more EU per uranium, I think it should absorb a very low amount of heat per tick compared to what could do components of equivalent cost.

    Hmm, have you noticed the part where it REDUCES eu output of reactor?

    It seems I didn't. Even if I would prefer components absorbing very few heat, but able to turn it into more EU.

    It gives you a H-Cell and an Aircell. The Aircell can then be used in the Scubahelmet. Ofcourse you could get the Aircell by compressing Tincells, but its more fun with a Centrifuge.

    Lol. And more hard to get with a centrifuge, according to what I "hear" about speed, EU-consumptin ... you should create a special O2 cells, maybe able to refill more "bubbles" because ... I don't see he point to get some with Centrifuge actually ^^ (Maybe it's intended, because creating aircells is not the point of Centrifuge because of production of Hydrogen and others instead ...

    Rotary Macerator:

    These single-tile, directional blocks will consume some amount of power every tick that they can, regardless of whether or not they perform any work. (this should be a common theme for multi-tile machine components, as they are not intended to be machines unto themselves, but merely pieces of a larger machine.) Every tick, or every so many ticks, they will check the tile they are facing for any items which they can macerate, and if so, have a percentage chance of macerating them. For one such macerator, the percentage would be something like a 25% chance every so many ticks, applied to one item in the block it's facing. (which should logically be air, and any other blocks, including maybe BC pipes, would get MACERATED!)
    This may not seem like much, but the cool thing about these macerators, is that putting more facing the same tile will cause their percentages to stack, causing two rotary macerators to have twice the percentage of macerating an item every check, with four of them facing the same tile giving a 100% chance of macerating every check.
    These are well-suited for what I call 'chute macerators, which are simply a downward tube with four of these facing the center, thus all you have to do is throw in a steady stream of items, and they'll fall to the bottom macerated.

    These should, of course, be decently expensive, and be fairly EU-intensive, but should give the potential for higher efficiency and speed compared to normal macerators.

    Have a look for Advanced machine (I dislike it but ...). It already contains an advanced macerator.

    And I'll leave EU/t and checks/t values up for discussion, though I believe that it should be something like one check every twenty ticks, allowing four to provide one macerated item every second... Which, would make them 20 times as fast as a single macerator. Therefore, to make them more efficient as well, they should have 15-16 times the total EU/t consumption, which is 30-32 EU/t in total, which is about 7.5-8 EU/t per rotary macerator.

    According to the actual Overclocker upgrade system, increasing the speed by 20 would be 60 time more consuming, not 15 ...

    Another method of macerating, these function in a way similar to the rotary macerator above, but instead of being faster and more efficient then a normal macerator, these guys have a percentage chance to provide greater yields from your ore.
    Assuming these utilize the same system as the above, these will instead have a flat percentage chance to be macerated every check, regardless of how many are facing the same block. Instead, grinders have a 25% chance of producing an additional product from whatever is being macerated, with every additional grinder increasing this percentage by 25%, AND the fourth one will add an additional 25% chance to provide TWO additional products from maceration. There should, obviously, be exceptions to this extra maceration stuff, such as ingots and glowstone. (unless glowstone maceration is nerfed later)

    Machine giving extra loots are already denied/ignored ... I'like too having machines more expensive, EU-consuming and working more slowly that gives you extra-loots but ...

    If these multi-tile machines are implemented, a way to transport items around (without relying on other mods) would certainly be very useful, while also adding additional depth to the automation aspects of this mod, in my opinion. (And even compared BC/RP pipes/tubes, I think this convey/chutes system I've thought up has more depth to it, if not quite as versatile.)

    Most of the people on this forum would probably answer you: IC² is not for automation. But I simply don't understand the point on what you suggested. I mean that I would like too a little part of automation, but having advantages on BC/RP: it could be done inside your machines, assuming you're able to manage others problems it can occured (EU-consumption or more)

    Motors would (obviously) require EU to run, and accept up to a maximum of 5 EU/t worth of load per motor. (Hooking them up to copper cables should be fine, though)
    Additionally, every conveyor belt would have a different amount of EU/t it would require for every block running on the motor;
    For tin, this is 0.1 EU/t per block
    Iron is 0.25 EU/t per block
    Gold is .5 EU/t per block

    So, basically you're suggesting something quite like RP/BC pipes, but consuming EU ? What would be the point of it ?

    Aaaand, now, I can't think anymore, for some reason... If these ideas aren't totally bashed to pieces by tomorrow, I'll continue this.

    I guess you could stop here, or at least try to post shorter messages ^^


    In a general way, I'm not against what you suggest (especially because I already suggested things similar in a few points) but I guess this is not the general feeling (Yes, I'm afraid I've used to time the word "general") and Multi-Tiles Blocks where already denied/ignored depending on the case :/

    I agree on the fact a Windmill rework including some multi-block system + higher cost + higher malus beause of block in the area would be good ... Especially because I hate Windmills tower (uggly, unrealistic [I mean for balance, I don't care about realism in a general way] and kinda OP when used in Tower ... The thing I hate too is the "race to the sky" because of the EU-generation algorythm (I like the fact it's depending on how high it is placed, but it should be limited to something like 120 in my opinion).