Posts by Jemulov

    How about the chainsaw cuts the WHOLE tree down. Similar to the Timber mods.

    We had 2 threads suggesting this very thing last month. You do realize the chainsaw makes short work of trees and that this functionality is already covered by the very mod you are talking about. Someone suggested going into the Timber mod and adding the chainsaw to the list of axes that do this. This thread has necessary information.


    Alblaka already said he isn't going to add this feature anyway.

    I agree with Shadowclaimer here, cobblestone is raw building material and is converted into all other cosmetic building materials EXCEPT sand and sandstone. Logically if you grind up gravel you would get sand anyway. < :wacko:


    I understand the original intent, you get flint occasionally from digging out a gravel block, so you should be able to convert all your gravel into flint through some process. I think splitting it into sand and flint is more useful. You can then use gravel as a raw material in glass production.


    EDIT: Even after previewing my submission I had no clue what I was saying.

    Even if Alblaka wanted to merge IndustrialCraft with the other 2 tech mods, there would be no point. They don't want their mods to be co-dependent.


    Each of them understands that many people who use their mod also use additional mods. That's why they cooperate on some level by using Forge. They aren't interfering with each other, which is a good start.

    I like these ideas, but not necessarily the recipes for them. A better, and quicker way to hydrate coal dust for fuel, a different way to process meats, and a quick mistake fixer for water, coolant, and electrolyzed water cells.


    You could go as far as turning any piece of meat into jerky and stack them together. Like how cans used to work. You have 3 separate meats and consolidate them into 1 stack of jerky.

    I think what Thunderdark is going for is some method to irradiate materials in order for them to undergo atomic transmutation through radioactive decay. The way uranium degrades into lead over time.


    The thing is, this process does not require electricity, but high-intensity radiation. The kind only highly radioactive materials can provide. As far as that's concerned, all we have to work with currently is the reactor vessel and uranium. I think this is a clever idea, and if Thunderdark could properly enunciate it, his idea may be feasible in IC2.

    what i'm trying to get at is, that compressing doesn't take much energy, and there's what... 4diffrent things to compress?
    sure, there's only so many things to smelt with an induction furnace or crush in a macerator, but that has to deal with o-so-important metal.
    and* im pretty sure everyone else would agree that the dev's time would be better spent on fixing bugs and working on T4 tech than on 'the thumper'

    Agreed, just because somethings might get faster, more efficient upgrades, doesn't mean everything should. There are less things to compress than there are to grind and smelt, therefore, higher-tech options of them exist.

    Sounds like you just want to dumb down the entire power infrastructure into a single block that can do everything.

    I don't think it would be dumbing it down at all. You still have to provide wire that can handle the different voltages, as well as provide materials to up the voltage and storage capacity, and change the face of the output with wrenches.


    Dumbing it down would mean having 1 block handle everything automatically without any user input.

    I have a reply in that thread on page 2 suggesting something similiar : http://forum.industrial-craft.…ead&threadID=929&pageNo=2


    Currently the most recent reply. Is that what you're talking about?

    He's talking about a modular energy storage device, one that you can throw your spare batteries and energy/lapotron crystals into and use like a Batbox or an MFE Transmitter. The alternate effects being that your crystals and batteries become charged, but taking them out also removes their storage from the unit's capacity.


    I think this is an all-around great idea and can see this as a replacement to our current energy storage devices. Not necessarily with the same recipe or number of slots that Hotbread came up with, mind you, but the concept is sound. Instead of having 3 different blocks for your energy storage, you have just ONE block and put better batteries in them and perhaps put in a transformer to change the voltage I/O. It's quite versatile, and you can tech it up by replacing the storage with better, higher-capacity components.

    It's already insanely easy to farm trees with a chainsaw. It's as fast, if not faster, than cutting them down with a diamond pickaxe, you don't ever have to make another one, and recharging it isn't a hassle.


    I really want some realistic tree felling, I really really do, but I understand there is extreme difficulty in transforming blocks aligned to the grid into a free-floating entity governed by physics to mimic a tree falling sideways. The reason trees haven't been able to fall so far is that to do so would require a complete rewrite of the game engine to allow for trees, and floating landmasses to fall, and somehow realign themselves to the world grid to keep the processing load down. I don't know much about programming but I do understand the difficulty with having to work within limits. That's why there is a timber mod, someone wanted a better way to do it.


    If you want the chainsaw to function like an axe does in the timber mod, then look up how to integrate the chainsaw into that mod. I'm certain there is a way. (for those of you who don't know, you can place a ladder on the side of a tree to climb up it and chop it down from the top. I know this isn't the same, but it works.


    I'm posting this in both chainsaw threads to hope for some amount of finality on this issue, and to draw attention that there are 2 threads in existence ?(.

    It's already insanely easy to farm trees with a chainsaw. It's as fast, if not faster, than cutting them down with a diamond pickaxe, you don't ever have to make another one, and recharging it isn't a hassle.


    I really want some realistic tree felling, I really really do, but I understand there is extreme difficulty in transforming blocks aligned to the grid into a free-floating entity governed by physics to mimic a tree falling sideways. The reason trees haven't been able to fall so far is that to do so would require a complete rewrite of the game engine to allow for trees, and floating landmasses to fall, and somehow realign themselves to the world grid to keep the processing load down. I don't know much about programming but I do understand the difficulty with having to work within limits. That's why there is a timber mod, someone wanted a better way to do it.


    If you want the chainsaw to function like an axe does in the timber mod, then look up how to integrate the chainsaw into that mod. I'm certain there is a way. (for those of you who don't know, you can place a ladder on the side of a tree to climb up it and chop it down from the top. I know this isn't the same, but it works.


    I'm posting this in both chainsaw threads to hope for some amount of finality on this issue, and to draw attention that there are 2 threads in existence ?(.

    well this would all be well and good but why not start with some lower level things like a lava 'detector' so you dont happen to fall into lava and a scanner that would detect certain ores that you set it to and tell you where the closest one is like the 'rare' diamond

    When I revived this thread it was in the hope of keeping the topic solely on antimatter, how it is incorporated into the game, and how its mechanics affect gameplay. If you want to make a different suggestion like the lava detector, which is a nice idea but not about antimatter, you can make a separate thread for it and we can discuss it there. I would like to add that we have an Ore Density Scanner as well as an Ore Value Scanner, both of which can help to triangulate diamonds if used in unison.

    I think for T4 we should have power transfer take the form of a beam of raw energy from point A to B with matter-energy converters. This way we don't have to muck about with so much HV wiring. Instead we'd have to worry about coherent beams of deadly high-energy electromagnetism. I like your concept of Iridium crystals. Gives it that scifi-tech feel much like di-lithium crystals do in Star Trek.


    Also how much is 10kk? is that 10,000? or 10,000,000?

    I M I
    AMA
    I M I
    Where M=Advanced Machine, A=Advanced Circuit, and I=Iridium Plate. It would create an Antimatter reactor, which is fueled with UUM and Uranium Cells. Each piece of UUM and Uranium would create a whopping 10,000,000 EU. And it would output T4 energy. (2048 EU)

    A matter-antimatter reactor is a T4 machine, and should cost much, much more than a Mark V nuclear reactor with tricked-out cooling setups. Think more colossal undertaking requiring stripping mining several million cubic meters worth of raw materials.

    Ok, time out. 8 rubber tree saplings? That's enough for your own small grove of rubber trees adequate enough to supply you with several stacks of rubber if you have the patience to just plant them. The terraformer should only be used to change the biome the blueprints we currently have are adequate for making forested areas where rubber trees can spawn.


    However if rubber trees don't randomly spawn in the irrigation or cultivation setting I think it should be added. Plants are plants.

    Whatever the experience angle is I do hope the IC2 team makes it optional. I've never liked the idea of XP in Minecraft and would hate to see the mods follow the game into that direction. The 'experience' is gathering the resources to build the thing, not some arbitrary number because I've done an arbitrary number of things.

    I don't mind the addition of XP to the game, but I do see your point. You can measure how far you have gotten in Minecraft from the materials you have collected. It's even more pronounced this way in IC with having to gather up lots of resources just to get 1 more high-tech thing. I'd hate to see XP as a limiting factor in the game, but since it's here, at least we can use it's mechanics in IC hopefully in a way that makes it a fun to play mod.

    I know this thread is a little dead, but I'd still like this idea thoroughly explored without sidetracking it with talk about chunk updates and how the physics work.


    The basis of using resources for fuel (mining coal, pumping oil, refining uranium, etc.) is that it provides more energy than you (the person gathering the resources) put into getting them. Oil, coal, uranium, and wood are all products of stellar fusion when you get down to it. Oil, Coal, and wood are all products from organisms that grew and sustained themselves by using sunlight to convert water and carbon dioxide into glucose, and Uranium came from the isotopic transmutation of the stellar implosion and resulting supernova that preceded then coalesced into our current star system today. Theoretically antimatter can be made if enough energy were put into the system by natural means (like some sort of stellar phenomena) then captured and contained to ration out in a reaction chamber. I can understand where you're getting this notion that making antimatter from scratch should be more costly than the energy provided by it, it should be. Getting antimatter that is readily available (or at least accessible) only costs you the necessary tools and transportation to acquire it. But I digress...


    I'm all for seeing antimatter in the mod, how you utilize it and contain it is debatable. There are many different ideas people can have for it, and different ways to interpret them into the mod's balance. I suggest we follow a few basic rules to wrangle in the variety of ideas, and below them are a few game mechanics I have added as my own suggestion using these rules as a guideline. I'm not saying it has to be this, but I think they properly emulate antimatter in Minecraft. My ideas come from Star Trek's antimatter concepts, but not specifically built around them.


    ##Matter and antimatter will react and annihilate each other when they come in contact:
    -This means if a player touches it, steps on it, hits it with a tool, fires an projectile at it, or places a block on it they should either die or be extremely hurt without specialized armor, (like the quantum suit, or nano suit) which would be destroyed/damaged instead but protect you a little from the energy released.
    -Contact will annihilate the matter and antimatter in question, making you extra careful not to screw up getting it.
    -Harvesting and moving it should require special tools that manipulate it in such a way as to prevent this.
    -Losing containment should very catastrophic, much like an overheating nuclear reactor, but far worse. There should be no fail safes like reinforced stone in IC1 or the proposed iridium stone in another suggestion thread. You lose containment, it's like a blow out sale: everything must go.


    ##Antimatter should be EXTREMELY rare and inaccessible but generate huge amounts of energy:
    -Finding that 1 block of antimatter in the middle of an unforgiving place like the deep (now dark and scary thanks to 1.8 ) parts of the earth near the bedrock or the ghast and lava-ridden nether should be a rewarding experience for the player, as is developing the technologies to harness it's power.
    -Making even a single containment vessel should be something that requires a lot of development, we have force fields and matter generators, both of which require a ludicrous amount of resources, why not use these as a basis to guide harvesting, containment, and reactor recipes.
    -The required teching and resulting energy usage should be such that it makes nuclear reactors seem like furnaces in comparison.
    -Antimatter should react with matter generated by the matter generator not just anything you have at hand. A precise and costly addition to the very precise and costly work of obtaining antimatter. It certainly helps to have scrap from a recycler in this case.