Posts by I don't now

    Name:
    [Some ideas for the pollution that is planned for IC²2.0 according to a comment by The Allmighty Dragon Lord Modderator on Industrial BlaBla]


    Description:
    Ablaka stated that pollution was planned for IC² 2.0 and it didn't seem to be a joke to me. I have some ideas for it:


    • Different kinds of Pollution
      There should be three different kinds of pollution: Air, ground and water. Air pollution would be decreased by green plants, especially trees, and certain crops. Ground and water would be cleaned by certain crops. Of course, there should be a cleaning machine I'll explain later. Pollution would decrease their respective crop quality (for example, if your air is polluted heavily, the air quality would be bad, even if all blocks around the crop would be air and it would be on y=256). Examples for polluters would be using fertilizer or opening scrap boxes for water (because it seeps to the ground water), opening scrap boxes and crafting/placing solar panels for ground, crafting/placing solar panels and generators for air and nuclear explosions (both reactor and bomb, however a reactor explosion would be worse) for everything. Air pollution would make the sky and the light coming from it darker and maybe even causing you to be hurt when it's very bad if you are in the sunshine (you know, ozone depletion). But when the air pollution is that bad, green plants in sunshine would clean the air faster because they get more ultraviolet light.


    • Cleaning Machine
      The terraformer should be able to reduced pollution. It would have to be encased in the stuff it should clean (except 1 block because of the cable). So dirt/grass/that snowy stuff grass turns into when a snow layer is on top of it for ground, water for water and air for air. It would also need a special TFBP so it knows what to clean. Or maybe the terraformer could be used for this purpose.


    • Local pollution
      Pollution should only affect the chunk it was caused in, except air pollution, which should be global. Nuclear pollution should affect all chunks that were damaged by the explosion. Water pollution should spread to neighboring chunks if there are connected bodies of water.



    • Pollution by Solar Panels
      Without something like this, solar spamming would probably become a even bigger problem if/when pollution is added. So, for realism, balance and reducing the number of solar spammers, crafting and/or placing solar panels should pollute the ground and the air.

    Recipes:
    ( :Electronic Circuit: =empty TFBP, :Compressed Plantball: =sapling, :Coal Chunk: =carbon fiber mesh, :Bronze Shovel: =stone shovel)


    :Compressed Plantball: :Compressed Plantball: :Compressed Plantball:
    :Compressed Plantball: :Electronic Circuit: :Compressed Plantball:
    :Compressed Plantball: :Compressed Plantball: :Compressed Plantball:
    Air cleaner TFBP
    :Coal Chunk: :Coal Chunk: :Coal Chunk:
    :Coal Chunk: :Electronic Circuit: :Coal Chunk:
    :Coal Chunk: :Coal Chunk: :Coal Chunk:
    Water cleaner TFBP (The carbon meshes are used as filters) (I know i's way more expensive than the other recipes! The developers don't care anyways.)


    :Bronze Shovel: :Water Cell: :Bronze Shovel:
    :Water Cell: :Electronic Circuit: :Water Cell:
    :Bronze Shovel: :Water Cell: :Bronze Shovel:


    Ground cleaner TFBP (It digs the ground away, washes it and replaces it so fast that you can't see it and so it isn't even computed by the game)


    Thanks for reading!


    PS: Check out this suggestion too! (I would have put this into my signature, but it has too many characters)

    Science Log, Stardate 187.30 after first attack.
    A few minutes ago a rescue pod with a message arrived. I'll install the teleporter in the facility and fill the pod with the most important untelportable devices. After I sent the rescue pod back, I will teleport the other devices to Leo17453. Then I will install a timer which will stop the reactors cooling after I teleported myself to my new friend's base. It's a bit sad that the facility will be destroyed, but I have no choice. At least I have the research results. Well, back to work!
    **END OF LOG ENTRY**

    Science Log, Stardate 179.73 after first attack.
    After the explosion of the power plant many spambots came to the town. As they didn't come to the radiaton-shielded facility, I suppose they get attracted by radiation or other kinds of energy. If just my radio worked! I don't even know if anyone else survived... In the last days, seismic activities got stronger, I even had to emergency-shutdown the faciity's mark II once, because it almost exploded! A mark II! I hope I won't have to leave the facility, but I'm running out of food. I will try to send a message including a captcha using a frequency loop, even if it will contaminate my food. It's my last hope!
    **END OF LOG ENTRY**


    *START OF TRANSMISSION*
    Is anyone out there? If yes, please send someone with a teleporter! Mine doesn't work correctly anymore, it can't send anything, it can only receive transporter signals. Well, I hope it can. The coordinates of the antenna are 5899218,117,9442321861! I'm alone and running out of food. I'm sending my log too.
    *END OF TRANSMISSION*

    THANK YOU DEVELOPER(S) OF INDUSTRIALCRAFT AND INDUSTRIALCRAFT²!!!!!!!!
    THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU!... I did not use copypasting and/or capslock for this!

    I don't like the sprites. I made new ones.
    The seed analyzer's GUI has DNA instead of the compressor's arrow.
    The machine's textures are:
    first column: first texture: seednalyzer's inactive front, second texture: seednalyzer's side, third texture: seednalyzer's inactive top, forth texture: seednalyzer's bottom
    second column: first texture: seednalyzer's active front (on the screen there are DNA and lines of text), second texture: seednalyzer's side, third texture: seednalyzer's active top, forth texture: seednalyzer's bottom
    third column: first texture: library's front (with levers on both lefts:), buttons and the input), second texture: library's side, third texture: library's top (on the screen there are a bar graph of the GGR and lines of text), forth texture: library's bottom

    Hell, we're probably better off it the author of that mod takes my code and uses it to improve his stuff.

    Do you know japanese? No? Then we have a problem. That's the actual reason why I suggested this - the mod is on a japanese forum and I don't know if it is updated to 1.2.5.
    But you could at first improve the look of your HUD to something like this:


    The most important things are the lines! (Sorry for the bad picture, it's just a draft)
    The tool you are holding should have such a line to the text with the required information.


    Thanks for reading!

    Log entry, stardate 125.27 after first attack...
    They infiltrated the city's computer systems... The Trade-O-Mats only sell kitchens! I have to get back to the facility. I hope they didn't program the mass fabricators to produce Hose Crimping Machines. *Explosion in Background* Oh no, the compressors got overcharged! I have to deactivate the reactor instantly! Where's the remote...
    **END OF ENTRY**

    The black cell is neither coalfuel cell nor h. coal cell, I checked that. Maybe for future oil?
    There is a active texture for the tesla coil, it just has no difference and it is used neither when the teslacoil is redstoned nor when it fires. (machine2.png, second column, the textures below the 6 first tesla coil textures, in my texture pack there is a difference)

    Might require a somewhat minor rewrite, but if the machine system behaved like the nuclear reactor system, players would just have to build the machine components (gears, grinders, electric units, etc.) and place them into the machine block to build their machine. Those machine components could wear down as the machine is used, and eventually need replacing with "spares". Seems extremely balanced, and Ilove the idea of one machine design being more efficent than another design.


    Normal machine block should probably have a 5x5 grid, while the advanced machine block, with its stronger, thinner hull, can have a 10x10 grid. Placing machine blocks together could incrteas the size of the grid, allowing the construction of macerator-electric furnace combos.

    This would be the machine block Alblaka explained us in the old MCF IC1 opening post! If you would be able to make a cake machine that way, of course. HI-JOE!

    As I suppose the solar panels are more than 4 blocks away, you hook up the TIN cable coming from the solar panels to the batbox. Otherwise all the EU from the panels is lost. But make sure the energy from the generator does not flow through the tin cable! Otherwise it will melt.

    Name:
    Wrenchable ITNT


    Description:
    In version 1.337b, the ability to wrench ITNT and nukes was removed because you could remove them by punching them. The problem is that you can activate ITNT by left-clicking. Do you see the problem? If you want to remove a block of ITNT, it explodes. The solution would be to re-enable the ability to wrench ITNT, which is my suggestion.


    Recipe( :Coalball: =flint, :Nuke TNT: =TNT, :Bronze Dust: =bronze ingot, :Force Field: =nothing):
    :Coalball: :Coalball: :Coalball:
    :Nuke TNT: :Nuke TNT: :Nuke TNT:
    :Coalball: :Coalball: :Coalball:


    :Bronze Dust: :Force Field: :Bronze Dust:
    :Bronze Dust: :Bronze Dust: :Bronze Dust:
    :Force Field: :Bronze Dust: :Force Field:

    A few mills wouldn't lag, and if you use better than wolves you need only 1 to power your entire workship if I remember correctly. But if you use hundreds like many IndustrialCrafters do it will lag badly if the mills have a complicated model.