Posts by Ranakastrasz

    I would agree with this compromise here, with the exception of the hydrated coal dust. Macerating Charcoal into a dust, then running it through some other processes to make it into Carbon plating seems fair (Then again, it would push regular coal into the Fuel/diamond creation aspect, which then actually lowers coal's value).


    I agree as well. However, The only reason it lowers coals value is it removes a monopoly owned by coal.


    It is a lot of fun discussing a real issue in the game in a locked thread IMO.

    I agree with the 'charcoal dust' idea except for the part where you can use it to make diamonds. Growing diamonds just isn't a good idea.


    So how about instead, macerating charcoal creates Charcoal Dust Scrap, which 4 of creates Charcoal Dust, which can then -ONLY- be used to make hydronated coal dust and carbon nanofibers. No diamonds, or gunpowder. (well, maybe gunpowder. Not exactly sure if it's OP to get cheap TNT.)


    If you read my previous post, You will realize that if you want to do that, you need to also redo the scrap system, as you can already grow diamonds simply by scrapping reeds and using scrap boxes. You even get a ton of other useful stuff too. This would actually not be much different, aside from the increased time cost and ofc using some nonrenewable resources, such as flint and obsidian/bricks


    Personally I would really rather have macerating charcoal into coal dust back, thinking about it, unless something is done to revamp the scrap system.

    Personally, I would agree with being able to do this, if only because the argument of *WE DO NOT GROW DIAMONDS* is not, and hasn't fora long time been valid, due to scrap boxes (a fundamentally flawed object if I do say so myself)


    I would like this to be possible, with the old idea of getting *charcoal dust* which you need like 4 of to get coal dust.

    The wiki is fail in this matter. Isnt clear yet for me which machines accept which voltage. I know that Mass fabricator and induction furnace accept MV, but i am wiring everything else at LV.


    True, and even knowing the (unstated directly) tier of a machine isnt even enough, especially in that power usage doesn't seem to be much of a guide, since an induction furnace takes 16 EU/s, whle a miner takes 22 Eu/s, and Im pretty sure induction furnace takes T2 (and is T2, but miner is not, Normalization please, and allow em to take crystals/laptron as well)

    (May not really be the right forums, but I suppose it could be moved, I think this is the best location)


    I would have added this to the breaker thread, except it is locked.


    I would note that after blowing up two MFEs, a MFSU, 2 macerators, and a mass fabricator, along with making a hueg hole in my wall/basement (indirectly, since you cant really overload an MFSU) I realized an issue with the wiring paint system. Basically, you CANNOT have two adjacent cables not connect when placed, no matter what, because they are always black on placement. I would ask to be able to paint cables before placement, except I know why that is not doable (requires usage of the damage data, which is used by mineforge IIRC) (machines as well, except you cant paint them anyway)


    So, I think the only solution to this is to "unplug" (using a chainsaw I guess) all the nearby power sources, and drain them all via stacks of batteries/crystals/Laptron crystals.


    Any other ideas

    When I use Hover mod on my electric jetpack, with my quantum boots enabled, I can take off with the jetpack, and then use the quantum boots to get a huge height boost, despite being off the ground already. This only works once however, unless you land.

    hiya, just want to propose some interesting items/effects:


    1) Visual display of jetpack fuel (some small bar) indicating how much fuel you have left without opening inventory.
    Why: I freaking love jetpacks, but hate falling out of the sky on longer high use trips (AEther mod I am looking at you)


    I would like this.This is partially already the case due to a bug, as armor bar is almost completely taken over by the effects of a Bat-pack, jet-pack, or similar, and hence you can use it to see how much fuel/energy you have left.



    5) Heat detector
    Use on a reactor to get its hull heat. It would be good for any reactor that's not a Mark I-EX and has a cycle time.


    The addon section has the Thermometer, which does this already. Note that addons may be added to the mod official at some point, possibly in each update.

    Sweet, nice addon :D
    Though I'm a very wire happy person, so no real use for me :P
    Great addon though.


    I personally use it to mass charge equipment, such as my mining drill, chainsaw, batpack, E-Jetpack, Laser, nanosuit, and anything else I might need to charge.
    I would have found it useful earlier to charge batteries easily via this, as it nicely replaces mass battery charging from MFEs from IC1.

    I personally agree with the idea of wrenches when failing simply dropping the base resources (requiring you to reassemble it ofc) so as that it is merely an inconvenience rather than a significant loss of resources. This would actually be rather simple to do, just by changing the drop data for the machines (although drills and TNT would drop the stuff as well, which I would want as well)


    Also, Crystals seem kinda useless to me as energy storage as well, in that batteries are superior in every way, aside from energy storage. The only use could be to transfer small quantities of power between systems in your backpack, but obviously the laptron crystal does this way better, namely because it stores so much more power, while the energy crystals do not really fill any nitch.


    I would like T2 and T3 machines to take power from Energy and Laptron crystals, including the miner(I claim it to be T2, and it ought to take T2 power level as well, since it takes about 22EU/s, at least with best equipment), Induction furnace(takes only 16EU/sec, yet is higher tier than miner, what gives?), Terraformer (t3, right? hearing that it consumes 250EU/t makes me pretty sure its T3), field generator (I'm looking into designing whole new control system using an item interface like the reactor has) (but not the mass fabricator, which you would absolutely never have somewhere without wiring, while the rest could be)

    Actually, after Drashian actually implemented it as an addon, despite it being a joke, and not in the slightest practicle, I have to say, What we really need now, is solar panel hats.


    You just take 8 solar panels and stick them together around a nano-suit head-piece, and any time you are out in the sunlight, it will charge the helmet (8EU/t ofc) (retains underwater breathing ability) and can be stuck in a machine to discharge it, similar to batteries or whatever else. Also, it will, if full, and you have equipped anything else that uses power and is not full, it will charge those instead.
    Makes for a good way to keep your bat-pack running even when stranded away from civilization, since all your equipment will automatically recharge (extremely slowly ofc, 160 EU/second, so it would take ~6 minutes to charge a batpack)



    This is actually an idea suggested by my friend when we were having too much fun talking about industrial-craft.