Posts by Ranakastrasz

    I guess you can cap it by that way, or a hard cap.


    Theohypatechnically you could shoot an infinite amount of mobs with one arrow that way- until it hits the void, the edge of the map, or the 200 mob hard cap.


    Heh, yea. Actually, Make it deal a small amount of direct damage to players with energy armor, instead of piercing them, before vanishing.

    Would be cool if it had a type of piercing effect. If it hits one mob, and hits the ground, you get the arrow back (not guaranteed, but fairly high). However, if it hits two in a row you lose it, guaranteed.


    Woo, technological bows.


    Lol, periecing arrows. 80% chance on hit of creep to pierce, 20% chance to be destroyed. After pierce, can hit anouther creep, with same chances.

    Heheheh... Whoops, forgot to get the link. *facepalm*


    Much better, and will certainly go into my next industrial-craft run. Although I suppose my argument somehow left out that it was specifially on the coal useage for the arrows in this, which, since that mod most certainly disallows making carbon plating or fibers, it would not help with that.


    As for an on-topic suggestion, If the arrows were to (usuaolly) drop from mobs that you hit, rather than majickally breaking and vanishing like normal flimsy fragile arrows, then I would see that the cost would be reasonable.

    This is industrial craft, replacing sticks with carbon fiber is not industrial, forget the bow, and add a rocket launcher


    I have seen higher tech bows, which most certainly were not made from sticks and string. So yea, this point is invalid.


    As for The coal cost, this is one of the infuriating problems with the *no, you may not grow diamonds* thing, with no obvious solution.


    No, you may not take charcoal, and grind it into dust, even though in all other ways it is identicle to coal, because it would be far to easy to make a huge tree farm, make a ton of charcoal, grind it up, then start mass producing diamond cheaply (you have to use the far more expencive method of mass fabrication)


    So, as a result, anything and everything else that requires coal dust, cannot be made with charcoal either, including fuel, (which would otherwise be a competitor to geothermal, since it's output is probably sufficiently high to make up for the loss in tin) Gunpowder (although you also need to use redstone) Single use batteries (yep, I still make mass charcoal and burn it from redpower trees, because I cannot use it any more efficiently) and Construction foam (also uses non-renewable clay, redstone, and water, possibly tin unless you use a buildcraft setup to make it go at a reasonable speed)


    And now this, which would probably be fine if you could grind up charcoal into Charcoal dust, and then use it for everything EXCEPT for making industrial diamonds.

    Again... you only need it for the jetpack. Producing EUs via the Generator is a lot of work instead of just using reneable sources (although a Green-Generator is reneable, but I refer to Wind, Water and Solar. Technically the problem with Biofuel is that you need to can 6 cells into a Fuel-Can. This means, since 1 Cell 1/4 Tin 1,5 Tin you invest for about 18.000 EU, while with Lava you invest 0,25 Tin for 20.000 EU. But again Lava won't power your jetpack and whatever you might need fuel in the future.


    Yea...


    The thing is, electric jetpack is better in all ways except for height. It can even go up while in *control mode*


    I really wish machines would just drop empty cells in adjacent chests. I mean batteries did that in Ic1, why cant cells do that in Ic2?

    Teleport cables is and will always be a no.


    There is a kinda of "Superfuel" already in the game... just got to know what to do. ;P


    Yes, well, If the wiki had info on how fuel filling worked, energy, and all those mechanics, I imagine we could make it. Otherwise, people have to stuff a ton of random things into the canning machine, asking *But will it blend?*
    Shame Im too lazy to re-download the minecraft decompiler and spend an hour figuring out how the fuel system works. I will have to hope someone who knows how it works already will fill out the info, even the basics, instead.

    I think you dont get cells back because of the difficulty in doing so programatically. If the cells were cheaper, say, 64 per 4 tin, I would not have an issue at all. As it is, while it is fine for lava, plant power is not worth it last I checked.

    Name: Export and capacity Modules
    Description: The new upgrade modules add quite a bit of useful functionallity, but lack in one place compared to the existing (and mod added) advanced machines.
    Capacity. Specifically, The induction furnace can store two stacks of dust and smelt it up rapidly. While we can now make it smelt even faster, proposteriously so, It cannot have expanded capacity.
    Also, a macerator cannot process a whole stack of ore, because each ore gives 2 dust. (advanced machines adds the rotary macerator which has two output slots, and centrifugal extractor with 3, for three rubber per resin)


    So, three new upgrades.


    Input capacity, which adds an additional imput slot, and has a maximum of 8 in a stack, two stacks do not have any more effect.
    Output capacity, which adds an additional output slot, Also max of 8.
    (It will still only process one ore per cycle, so stack them overclockers!)
    Exporter module, which will automatically put the finished product of an operation in an adjacent chest. (like a miner)


    This would allow your production to ramp up, as well as possibly allowing early setups to include a few capacity upgrades (I certainly would add an extra output for my macerator, and two for my extractor, and possibly 6 extra imput for my recycler, if possible)


    Recipies.


    Input capacity
    (uses a normal chest)
    :Refined Iron::Electronic Circuit::Refined Iron:
    :Refined Iron::Personal Safe::Refined Iron:
    :Refined Iron::Refined Iron::Refined Iron:


    Output capacity
    (uses a normal chest)
    :Refined Iron::Refined Iron::Refined Iron:
    :Refined Iron::Personal Safe::Refined Iron:
    :Refined Iron::Electronic Circuit::Refined Iron:


    Exporter module
    (wrench is pistion, circuit is advanced circuit)
    :Refined Iron::Electronic Circuit::Refined Iron:
    :Intergrated Plating::Wrench::Intergrated Plating:
    :Refined Iron::Electronic Circuit::Refined Iron:

    Seriously? Bumping is a bannable offence? I thought that bumping a thread again, as long as it wasn't, say, a year old, and you have something useful to add, and was not already majorly rejected.


    Or, I suppose we could make a whole new thread on the same thing, to get feedback from other people, when barely anyone replied before, instead of making a new post, without the old info, and cluttering up the forum MORE!


    Now, as for feedback.


    The machine would be almost impossible to balance. Either it needs a massive energy consumption, making it impossible to use early game, or low energy consumption, making it silly powerful late game.


    Thing is, when you have massive energy to spare, you probably also have at the very least, some reasonable armor, and on your way to getting quantum armor of invulnerability.
    If it is available early with lowish power consumption, it might be useable early, but be too powerful with armor.


    So heres an idea.


    Consumes 10k Eu for 1/2 heart restore to one target. chooses a random damaged target in the area of effect (so dont try to heal while fighting mobs, they will heal too). Has a chance to fail if the target has armor, equal to the percentage of armor reduction the target has.
    Can use overclockers, with the speed boost reducing the cooldown, and once it gets to 4x rate, dropping back to 2x rate and one heart, etc, increasing heal rate until a capacity of 8 hearts per second (unless overclockers cant stack high enough) (imagine the power consumption however)


    This would make it usable early, but also upgradable late game, to heal rapidly using massive amounts of energy.
    Oh, and if you put two healing fields overlapping, they will both refuse to function, and possibly explode. (to avoid stacking)

    Name: Machine Overclocker behavior tweak.
    Description: Imagine if, overclockers made a machine act similar to an induction furnace once installed. (or rotary macerater, centrifugal extractor, singularity compressor)


    Each overclocker would cause the machine to require energy maintenance (1 eu/tick/5 overclockers, rounded up if required) and had to charge (say 30 seconds per overclocker, 6 seconds to discharge)
    Also, the energy cost increase from overchargers would be reduced slightly. (20% say instead of 30%)


    This would make it so you can set up an advanced workshop only if you have enough power to have already been able to support induction furnaces.


    (all numbers are open to change, I just used some arbitrary values, so dont reject on grounds of imbalance, just on concept. Probably make the values to match the stats of the induction furnace at whatever current level gives the same speed)

    Name: Machine Energy Demand Tweak
    Description: Back in IC1, your macerator, furnace, and so on, would refuse to run UNLESS it already stored enough energy for a full cycle (1 item process). This meant that it would not waste energy, (if say you were to remove the item while it has not enough power) but this is a minor detail.
    This would have a second effect in IC2. Have you ever tried to run a macerator, with sound on, without quite enough power. (If you have, I want you to tell me if you still have the ability to hear.) The constant loop of, Power up, try to run, turn off, etc, which on it's own is O.K., but with sound, tends to deafen anyone nearby. Now, if we required it to stock enough power to run first, then I imagine this problem would go away. One thing to note is that unless your machine has enough power storage available, it would be unable to run. (overclockers here)


    (also, fixing the sound volume issue would help)

    Well... I you heat clay to get bricks. Why should you macerate them to get clay again?. You need at least water, but even this won't turn the materials back. And I see no real reason.


    First you macerate clay-blocks into clay-dust (2 of them). Second Clay-Dust is totally useless if you don't plan to make CF-Pellets. Why should you want to macerate bricks back into clay? The only real reason of clay to exist is to turn it into bricks. Well... that's if you don't plan to create tons of CF-Pellets.


    To fix mistakes?


    Accidentally smelt a ton, and considering that clay is a finite resource (unless you have an uber mass fab setup anyhow)

    I think this is a good idea.


    How about also combine clay dust with a bucket of water/cell, (with the same 8x recipie as coal dust) to get clay back. Although, Dont you get 2 clay dust from clay? It would have to remain even, so 2 dust + water = clay, 8 dust + water = 4 clay.



    Edit: And while we are at it, why not macerate glass into gravel, and flint into dirt.
    Then, compress flint into gravel, and gravel into cobblestone?


    That way, we have a whole cycle for those materials, and have a way to make renewable dirt and gravel, because, actually, some people do use them.


    Once you do that, so we can make a supply of gravel, Add back the synthetic clay recipie, with a bucket/cell, 3 sand, 1 gravel, -> 8 clay balls.