No, its not dead, its just college has taken over my life right now. Considering the scope of this mod, my unfamiliarity with minecraft code, and my workload, don't expect to see this mod anytime soon. Suggestions might as well be closed for now until I can get everything together. You can expect something after winter break, because that's the only foreseeable time I'll have the freetime to get this done.
Still open for suggestions from anybody!
Perhaps. I already have recruited a few programmers from around my college. Once we get some of our code going you can join in. Be prepared for numerous email updates, so go ahead and shoot me your email in a PM.
So you cant get a net energy gain with the fusion reactor if i understood it correctly? Then why build it?
Its a breeder reactor for heavy metals and a gambler machine for high EU in the long run. Eventually I'll implement iron, tin, and gold along with uranium produced in the process. So its less of an EU machine and more of a materials machine. Real fusion reactors have little to no energy return, so I felt I should do the same here. And make my own unique version of a fusion reactor in the process. If you want an EU fusion reactor, go see Greg's model. Mine is a heavy metal machine like an old star.
Its also a way to get EU back for other processes in the mod, but that's not the reason its implemented.
I have one thing I wanted to suggest.
Railcraft adds the tunnel bore, which overlaps a lot with the laser miner.
Buildcraft has the quarry, not overlap but same deal.
would be really cool is a multi-block entity that you can sit in and
aim. THAT would be amazing, and that would be the reason I download this
:). Quite a few mods i've seen have multi block entities, and ICBM has target able railguns so I imagine it's possible.
would jizz my pants if there was a 3x3 cool looking machine that I
right click, hop into, and start aiming my mining laser, which then
outputs the resources out of it's ass end into a pipe/chest. It would
require power to fire, etc. Right now I do love the idea of the mod though, and I wish you the best of luck!
Ignore the random copy/paste formatting crap
I do like that, actually. Its very similar to how it was back in that Rock Raiders game, too. The problem is I have NO idea how to even start making multi-block entities like that, but I guess I'll learn. Its getting to the point where this mod might need multiple coders. I am just a beginner, if even that, and a lot of this is beyond me as to where to even start to code. I don't even know if its possible to connect energynet wires and buildcraft pipes to entities, but maybe a platform that the entity sits on.
I don't suppose anybody knows any shells that make mod making easier so I don't have to painstakingly directly code everything?
Most likely hydrogen. I'm pretty sure it's hydrogen.
Okay, yeah, that's obvious enough, but I don't want to go running around for another entire ore is what I'm saying. He still hasn't told us how to get it.
You just have to finish your Addon. Then i will make mine load after yours, and use your Items. Then i will no longer load my Cell-Items, if yours are there. Of course you need to use the Configsystem of Forge (The Configuration-Class), because i dont want to write a new Configparser. Better Idea: Add your Cells to the Oredictionary and use the same names as me. This way we get even better Crossmod-Compatiblity. I will add it to the OP.
"container_1h" for Hydroniumcell
"container_1d" and "container_h2" for Deuteriumcell
"container_1t" and "container_h3" for Tritiumcell
"container_1he" for Heliumcell
"container_1xx" for "xx-Elementname"-Cell
"container_2h" for a Cell which contains H2
"container_2h_1O" for a Cell with H2O (the Watercell)
"container_1he3" for a Cell which contains a Heliumisotope with an additional Neutron (Helium 3)
And i will also no longer use the Core+Addon-System, as its too much work. I just make Configs to disable the Craftingrecipes if needed.
I used Deuterium + Tritium, because you will get Helium + Neutrons (which will be converted to Energy). I made sure to have a general Idea of how Fusion works, before creating nonsense (I know Suns can create Iron, but thats too much for now), but i could later make other Fusions possible.
1.3.2-Only, due to the fact that Forge 4.0 is a massive Overhaul of everything. But hey, its now SMP without Doublecode!
Sounds good. Yours features an actual EU production system, mine features a breeder reactor. I guess if your addon is installed I will add other chances to produce deuterium and tritium is reaction processes (not realistic at all), or maybe use those as fuel for bonus EU generation at less efficiency than your monster of a generator. Such fuel would also increase chance of getting helium fuel and heavier metals.
Just a note, I may actually do something where a running fusion reactor creates a "sun" entity that generates light and radiation. If I somehow figure out the code for that, I'll let you use it as well so you can add something similar. For the effects only, really. And if you feel like jumping into a sun.
As for helium, I was thinking of maybe making it so that if you eat it all ingame sounds increase in pitch temporarily (yeah, I know it makes YOUR voice higher not other things, but w/e). Perhaps throwing helium cells at things causes them to float up to the ceiling then fall (take that, creepers!) Also, balloons are cool man. Don't diss the balloons.
So what is this hydronium? Its not an ore, is it?
I fart in your general direction, good sir.
Joking aside, perhaps we can make our Addons compatible? Mine is still only in the planning stage, of course.
The fusion reactor is kind of ridiculous. More risk and less reward? You have to rely on a random chance of getting a fuel cell? Real fusion reactors would be like the Rocket Science ones (very sad to see that mod fall behind) and mad science fusion reactors should give boatloads of power at the risk of turning the surroundings into a rapidly expanding plasma cloud.
It's not that I dislike the idea of making liquid nitrogen and all, but the fusion reactor just seems to be missing a niche in the power section.
Well, yeah, it is. Its not made to compete with the nuclear reactor, its made to accommodate it. We COULD make realistic fusion reactors that are much safer than nuclear reactors, but also keep in mind to this date in real life we have yet to make a viable fusion reactor. That is why I plan to make this one so inefficient. Plus, this is minecraftia, so I wanted to make the fusion reactor as unrealistic as possible.
Furthermore, if you look deeper at what this addon is doing, you realize that with the refrigeration unit and fusion reactor you are essentially using EU to produce more EU. We all know that is free energy, and not a lot of us like that. I want to eliminate the chance of getting it easily. The fusion reactor is ultimately just something you can have sitting on the side, an investment so to speak (like it is nowadays). If it turns out something like nuclear reactor fuel, you just turned a 12800 EU process (refrigeration unit) into 10000 EU (burning hydrogen fuelcell) + 2500 EU (burning helium fuelcell) into 1 million EU. 1E6 - 12800 + 10000 + 2500 = 999700 EU gained from a gamble at 0.01% chance (5% * 20% * 1%). With water cells you gamble improves to 0.02%. Seems a little unfair, but helium fuelcells can be produced by refining helium cells with 4 hydrogen fuelcells (just came up with that, crafted at a crafting table), and then you still have 0.1% chance (10% * 1%) to get the 1 million EU fuel at the expense of 64000 EU (12800 * 5). You get more helium cells that way than by normal fusion processes, but it costs more EU in the long run. If you take in the expense of hydrogen fuelcells though, its much more expensive. Thus, using straight helium fuelcells is discouraged.
If that still doesn't satisfy you, think about it like this. Taking out the chance of nuclear fuel, the fusion reactor is giving back EU lost from the refrigeration unit, since each hydrogen cell gives 10k EU and each helium cell gives 2500 EU, which almost matches the 12800 EU used to produce a single unit of helium, hydrogen, or liquid nitrogen. Of course, the chance of getting back all that energy is 1% (5% * 20%), 2% with water cells. Getting back the hydrogen cell's worth, 10k EU, is 5% (10% with water cells).
I will definitely add in different reactor parts that increase the chance of getting nuclear fuel at the expense of greater heat generation or reduced EU yield. As one would imagine, such parts would be quite expensive. Ultimately, a maxed out fusion breeder reactor and refrigeration unit could produce around low to medium voltage and churn out nuclear fuel at 10% (20% with water cells). Such a reactor would be incredibly difficult to maintain, but what fun is the reward without the risk? Thus, this thing DOES churn out crazy amounts of EU.Quote
I do have time for doing that. However, next week school starts again, so I hope to be able to finish most work this week. Also, by drawing up ideas, do you mean making sprites or having ideas? English is not my native language, so I'm not entirely sure.
Both, really. Draw up sprites and pixel-art of the items already proposed. Might as well start now while we have free time.
Quoted from "I don't now"
I could probably help you with some of the textures. I made a texturepack, an IC² texture pack , the some textures for For The Trees , the textures for IdnCrops and the textures for some of one of my friend's mods (most of them are not released)(I didn't make the sprites for the mobs however, I'm terrible at spriting anything that complex).
That would be nice man. Do you have time to start drawing up ideas now? We really aren't in any hurry though, because this will probably get implemented at least after 1.3.2 IC2 update.
Definitly like this idea. Maybe I can scrap my plan to build 25 nuclear reactors with each outputting 2000 EU/t just in my basement.
In what way? I mean, you could make fewer ones since you could cool heavier reactors faster, but the fusion reactor is NOT meant to generate large amounts of power. Maybe medium voltage at most.
I like ALMOST all of this, but the fusion reactor shoul melt everything within ~5-10 blocks into lava instead of exploding. Also the way you suggest the fusion reactor is by no means realistic, but it might be quite fun anyway.
Nah. The vanilla reactor already does that and thats not nearly as spectacular and risky. Well of course its not realistic. Reality in my minecraft? Yeah, rich. Fun is the key here. Honestly though, the crafting process for a fusion reactor will stay somewhat close to reality and differ enough from the nuclear reactor to distinguish them.
Helium? Refridgeration? THINGS TO COLLECT AIR? Now, if you liquidize oxygen, it makes potent rocket fuel. And thee Hydrogen also does (maybe? not a rocket scientist). So... maybe talk to crazycrafter?
Yeah I thought of that, but I have absolutely no use for it at this point. I mean, we could use it as a buildcraft fuel that burns at efficiency of oil. If you are suggesting rockets though, I am not making an entire rocket science mod myself. We have enough of those already.
The person who suggested a fusion reactor for IndustrialCraft the very first time (it was me, it was the 8th suggestion, it was before fission reactors were implemented) approves of this!
Wow I'm talking to a real vet here. This thread is getting some attention, that's good! More attention, higher chance of it getting implemented sooner.Quote
The very first person to suggest balloons for IndustrialCraft (again, me, it was part of said fusion suggestion) approves of this and suggests using helium in that recipe.
Ah crap, I forgot to add in the part about using the empty balloons on a canning machine with a helium cell to yield the balloon that you can actually place in minecraftia. Thanks for pointing that out!Quote
I vote for the sun, not the explosion.
Yeah, I was thinking along the same lines. Thing is though, this entire addon is really just many different addons thrown together, all that revolve around liquid nitrogen. Its going to be a lot of work, so some things may or may not be cut out.Quote
There are quite some people who don't use buildcraft at all, so you might want to think of a buildcraft-free way to deliver liquid nitrogen without so much trouble. Maybe if you place a Zeream-Cryogenic Atmospheric Refrigerator right next to a coolant-using block it doesn't need cells and just ignores the hydrogen and helium in the atmosphere while pumping liquid nitrogen into the block?
You see, I guess I could do that, but the whole point of the addon revolves around liquid nitrogen, a new buildcraft liquid. I mean this won't stop me from trying, but all versions will be made in mind with buildcraft compatibility first.Quote
Live long and prosper!
Yeah, thanks! While you're here, and since you're a vet on fusion reactors it seems, can you give some more input in regards to the fusion reactor? I'm still stumped on the reciepe.
With regard to the supercoductors, I just thought I would suggest a slightly different method of keeping them cool.
Maybe you could have a block that pumps the coolant into it?
If you have the coding ability, you could possibly even have the cables resemble redpower liquid tubes or buildcraft waterproof pipes.
If you did that, you could use a recipe like this:
c a c
c a c
c a c
Where a is anything you want, for balance reasons, and c stands for cell.
The coolant block could act a bit like the accelerators from redpower.
Just an idea.
you could possibly even use the coolant block as a part of the recipes for the lasers, or as a required block to keep them cool.
you could also use them to cool down nuclear reactors?
I don't really get what you mean. Do you mean have the buildcraft pipes connect directly to the superconductors to supply coolant and thus the GUI in each cable? Or do you mean each cable has a separate cooling unit next to it which is supplied with the buildcraft pipes? Or, do you mean that the cooling unit merely has to connect to one part of a string of superconductors and it cools the entire chain?
The first one is what I plan on doing, the second one is sort of redundant since everything could be taken care of in the cable, and the third idea is quite interesting indeed, but a little OP in my opinion (since these are ridiculous cables after all).
The reason I worded it in a way where you actively put the coolant is for those who don't want to use buildcraft with this addon (which, I may just give up on because you'd be stupid not to use it with this addon). So, I'm just confused as to who is confused here, you or me.
Though, efficiency boosting is not really what I have in mind here (at least in regards to the cables). The point is that if you aren't cooling your cables and they have electricity flowing through them, they fry.
Custom coolant block with higher cooling values, huh? Well, its a great idea. On the other hand, the 1.3.2 update of IC2 is probably going to contain triple efficiency coolant blocks (reactor system is getting revamped), so we could just use that. Or just use the integrated heat dispensers.
A few notes:
1. I guess it makes sense that this should be a coolant for Buildcraft engines, but I don't see it as a useful mechanic at all. Water is about the easiest resource to obtain, and with a dedicated pump (or, even simpler, the Aqueous Accumulator from Thermal Expansion) there really is zero need to make this a coolant for engines. If it produced an efficiency boost or something, that would be different, but I see few plausible ways this can be implemented without it being a redundant feature.
2. There are already Buildcraft and Industrialcraft addons that touch on the subject of fusion. This is a crowded field which is already kind of redundant given that an efficient nuclear reactor already produces endgame level power.
3. While MOAR LAZORS is always a sound policy, there are already BC Quarries, RP Frame+BlockBreaker combos, CC turtles, Railcraft Tunnel Bores and IC Miners which automate the mining process. I don't think that calling other autominers "inefficient" is the best way to justify why your suggestion is better (I will repeat that I am already well aware of the awesomeness of having lasers do everything)
4. Fire extinguishers? How often do you have random blazes that can't just be punched out?
5. If your mod is already compatible with BC pipes, then why implement a chemical vat? Just use tanks.
Yeah, I know. Like I said, its really sort of pointless, but I thought it was a fun idea for those who want to try it. Fires can already be simply punched out, so it turns the extinguisher into more of a fun thing and a snow machine.
Liquid nitrogen is also used to exclusively work with some things to reach their full potential. For example, at full power the laser rig works like the handheld mining laser and mines entire tunnels within seconds. Keep in mind, full power is 2048 EU per tick with gold pipe supplying liquid nitrogen to cool it. At the lowest, its more like a quarry with a combustion engine or two, running with 128 EU per tick. Plus, EVERYONE has their own miners in their mods, each with their own advantages and disadvantages. I merely just pointed out that the railcraft tunnel bores are crazy inefficient because it takes a long ass time to make such a small corridor with such expensive fuel, and almost every other mod out there does it more efficiently (better is arguable, you're right). I pointed out RP frames since those are crazy expensive (well, this will be too), and to me they just look UGLY. For some that's cool. Oh, and like you said, WE ALL LOVE LAZ0RZ! But, in honesty, if you combined this with RP frames, then you could have a badass moving laser platform, or even make orbital laser bombardment platforms in the skies!
To give you a comparison between the quarry and the laser rig: the quarry can do any size of shaft, while the laser rig can only do at most a 7x7 tunnel in front of it. The quarry collects the materials, the laser rig really just blows them out of the way since it can't collect them after it mines them. The quarry only digs down, the laser rig can mine in any direction. The quarry works at a steady pace, while the laser rig can work very, VERY fast, and has crazy long ranges (I'm thinking of making the beam to the loaded chunk boundry so you don't have to move it). It takes a pretty high amount of energy to make a quarry run at full power, while a low power laser rig can remove at the same speed of said high power quarry. And the best part: quarries cant vaporize mobs, but LASER RIGS CAN! So, the general idea behind the rig is that by the time you get it and can run it at high power, you're bored and rich and don't need every single block you mine from automatic mining anymore.
I love the efficiency boost idea! Most engines, machinery, and moving parts work better at cooler temperatures where wear and tear and friction are reduced, so introduction of cryogenic coolant should cause an efficiency boost. Suddenly this mod has potential!
Really? Fusion threads? I didn't see any of them on here. Well, since its talked about so much, I felt I'd do my own thing. Whether I do it BETTER than others is up to my effort, the final product, and the users themselves. I have in mind less of free energy and just another breeder reactor that might make miniature suns where your house used to be. Plus, this all just stemmed from its potential ravenous need for coolant to work in the first place. Same thing as the fire extinguisher. Its just there for fun.
The hardest part about this is working out the kinks of this mod so there is some incentive to use it over others. Like you said, water is abundant, but I find its a real pain make the pipes to the source, pump the water, and THEN cool things. Its even worse when you want to have really fast pumping, in which case you need steam engines (which require annoying occasional maintenance) and combustion engines (which require an even MORE annoying new network of pipes to get both coolant and fuel). See where I'm getting the want for this more efficient and alternative way to obtain coolant? I mean, if you already have infinite water generators like the Aqueous Accumulator (I don't have that mod, so probably why I'm making this), then you wouldn't need or want this, right?
At the end of the day though, its all user preference.
The chemical vat is supposed to be carry-able, tanks are not carry-able with the liquids (last I checked, anyway). Vat isn't place-able in the world (since its essentially the same as a bucket), and tanks are.
I may make the laser platform have a 2nd tier laser in its GUI as well, one that the player can't actually use but boosts efficiency somehow. Just an idea I came up with.
Sounds pretty HAYOish, I like yr ideas!
About the super conductor recipe, maybe the recipe could be like an up grade to glass fiber, like this:
g=glass fiber o=gold c= clay
For max eff. insulate with rubber 4x
Haha, thanks. I don't expect many people to get into this because I have several walls of text up there. All the input helps.
Yeah, I was thinking glass fiber cable, but superconductors don't really work like that (now granted, fiber optic doesn't transfer electricity either, but whatevs). The reason I suggested clay (or some forged equivalent of it) is because the superconductors of today, the ones that only work at cryogenic temperatures, are actually ceramics instead of metals.
I like the use of gold though! I also got my math wrong on how much rubber it would need, thanks for that.
So really, I was thinking of something more along the lines of clay + 4 copper dust + 4 gold dust = some special ceramic we'll make up a name for, which is then forged and then used to craft the interior of the cable. The exterior of the cable can be some sort of coolant plate from a reactor or cells so it accepts liquid. Like so:
Superconducting clay (c = copper dust, g = gold dust, k = clay):
c g c
g k g
c g c
Any forge: superconducting clay -> superconducting ceramic
Possible (but expensive) cable idea (s = superconducting ceramic, a = adv alloy, c = cell):
a c a
s s s = 4 cable. Add 4 rubber to it and you are good to go.
a c a
Unjacketed, if you are within 16 blocks of it, it kills you instantly
without armor. (as in, 1 heart of damage per tick, or 20 hearts every
Each cable would have its own GUI with like a 2 buckets of storage. For every 100 or so ticks it consumes one bucket. How the melting thing would work is that while it has buckets, its the 4096 EU/t cable, while not, its an insulator at 5 EU/t (instantly melting the cable).
What do you think about that?
Fusion Reactor (lets face it, WE ALL WANT ONE IN OUR BASEMENT)
- system works in much the same way as the standard nuclear reactor, except hydrogen is "free" (machine that makes hydrogen, the refrigeration unit, is endgame, so not really). All other reactor parts (besides nuclear cells and maybe reactor chambers) are compatible.
- NOTE: Fusion reactors are very inefficient, dangerous, and are essentially eyecandy, but if properly maintained have potential rewards.
- requires refined hydrogen fuel cells to run
- much higher risk and lower EU generation than standard nuclear reactors. Each hydrogen cell only produces 2 EU per tick, so if you really want EU you have to place them together. Keep in mind, they retain the same heat value as their nuclear counterparts. Also, each hydrogen cell only produces 10k EU. I will not make this any lower since it costs 12800 to make one by default, yet chance to make them is quite low. On the same token, really only a minor energy gain should be possible this way.
- Spent hydrogen cells sometimes (20% chance) turn into helium cells which produce 0.25 EU per tick and do not multiply with other cells, double heat value of hydrogen cells. As withhydrogen cells, 2.5k EU.
- Spent helium cells rarely (1%) become enriched uranium cells. C'mon, everyone knows the sun is what generates heavy metals! Risk for reward type scenario; leaving these in your reactor increases the risk of meltdown, but you might get useful stuff out of it!
- Much lower heat tolerances before going critical. Reason behind this is that you require a very high energy reaction to get fusion going in the first place, so default heat value is high, and total heat tolerance is low.
- may make it so that since this reactor requires a high starting heat value that it needs a dedicated "kickstart" before energy can be produced, you guy's choice
- can be supplied with water buckets, ice, and liquid nitrogen cells / vats to lower heat values, the same as the vanilla reactor
- likewise, you can supply it with lava and increase the heat value (perhaps part of kickstart method?)
- Cannot have an expanded inventory (well, I'll let community decide on that last part).
- make it so that upon going critical, instead of just a nuclear crater, make a large sphere (maybe 15 meters in width) out of a special "sun" block which acts just like lava but has no flow value and crazy-high heat value. Further, a different block at the center of the sun (yes, where your reactor used to be), can cause the area (maybe all 9 surrounding chunks) to be filled with "intense solar radiation" causing all mobs to receive 5 hearts of damage per second. May have it also so that said blocks disappear over time, and once all block have disappeared around the core, the core will become a useless brown dwarf, with the same blast and mining resistance as bedrock. Or could just
make a bigger explosion.
- MAY make it so that solar cells can be placed inside a running reactor to boost EU production by 0.5 EU/t, for those lazy people and those who don't want to use up space.
- note to try and make compatible with nuclear control
- no, there will be no hydrogen bombs. While I think griefers and griefing is hilarious, nukes already make things bad so no point in
making them worse.
- So it boils down to fusion reactors being less of a viable energy source and more of a high risk way to get fuel for the nuclear reactor, with some EU on the side. Coupled with the refrigeration unit, its a gamble to whether you can get free energy or not.
- No idea to even start with the recipe, I'll have community help me with that one. You guys can make custom blocks and parts relevant to standard fusion reactors or fusion materials processors. Just don't deviate too much from fusion reactors, since I don't want to completely recode the entire nuclear reactor class from the bottom up.
The mystical superconductor wire
- for all your petawatt laser experiments!
- if not already official, planned, or in some addon, this will be crafted with reactor parts, special carbon fiber, diamond, and or clay mix which is then jacketed with rubber. Safe amount of rubber is 8 per cable?
- has EU loss of gold cable or HV cable.
- will melt if not cooled with water or liquid nitrogen
- holds up to 4096 EU per tick
- Community, help me with the recipe on this one. Yes it should obviously be more expensive than glass fiber cable.
Heavy-duty industrial mining laser rig, fresh from HAYO Sciences!
- a long time ago in a galaxy far far away, there was this stuff called LEGOs, which is basically the real life equivalent of minecraft (not really). Everybody played with these. One franchise spawned from LEGOs was called "Rock Raiders," which along with the "Space Police" sets
from the 80s and 90s is probably still the coolest LEGO set ever made. It had its own crappy (and wholeheartedly under appreciated) video game, but one of the coolest things was mining materials and making machines and mining more ore (think minecraft except only 2 resources instead of infinite and its an RTS), but with LASERS! So, that's the inspiration for this.
- So this would be a place-able block that uses coolant cells, requires coolant and accepts high voltage to extreme voltage, and somewhere has a mining laser (yeah, the handheld one) involved in the GUI or crafting.
- like a buildcraft engine, depending on EU its running at, more or less coolant would be required. If it gets too hot without coolant, it explodes like a lightning creeper or worse.
- In the GUI it would need a lens crafted with glass or diamonds, depending on width and power of beam. Type of aperture depends on how much EU the laser uses and how long said lens lasts.
- Example lens recipes (g = glass, p = glass pane, d = diamond, r = reinforced glass)
low focus, high spread, low durability, slower
p g p
g g g
p g p
low focus, high spread, high durability, slower
d r d
r r r
d r d
high focus, low spread, low durability, faster
g p g
p p p
g p g
high focus, low spread, high durability, faster
r d r
d d d
r d r
- I guess we'll define high focus as 3x3, medium focus as 5x5, and 7x7 low focus
- Whichever direction you face when you place it, the laser output will face you (like pistons).
- This thing would mine slow to fast based on the amount of EU and the aperture setting you have the beam on.
- Also has higher range than the mining laser so that you can actually leave it alone and have your giant tunnel mine itself. Thus, ridiculously fast automated tunneling!
- In short, an endgame fancy sci-fi way of making giant tunnels, shafts, and killing creepers with STYLE! Not like a miner, since this, like the regular mining laser, destroys a fraction of the blocks it places.
- on supplying a redstone current, the output face changes. If there is a block in front of the face, then it simply switches to another face. This way you can make a super awesome rotating laser (dont destroy your base)! If people think this is dumb, then simply supplying redstone will shut it off.
- I'll let you guys decide on crafting recipes for this as well.
- Yeah, pretty neat, huh? Yeah, I saw this on the forum somewhere, and since I didn't feel like necrobumping I decided to implement it myself. It fits quite well with these addons, so why the hell not?
- Recipe (t = treetap, v = vat, f = fuel canister, r = rubber 0 = placeholder)
0 t 0
r v r
r r r
0 t 0
r f r
r r r
- loaded in the refrigeration unit or canning machine unit by canisters of liquid nitrogen, coolant cells, or snowballs
- Canister holds 32 sprays, liquid nitrogen fills 4 units, coolant 2, and snowballs 1.
- when used acts like CF, but instead of laying an area with foam it "extinguishes" all blocks in area and has a 50% chance to cover a block with snow (nitrogen creating snow out of air you say? LOGIC!).
- Blocks already covered with snow have small chance (1-10%?) of generating a block of snow (can be turned off in config).
- can harm mobs and players if directly sprayed with this, for maybe a half heart worth of damage per spray.
- when spraying lava, will turn lava and lava underneath it into
obsidian. Would make underground excursions and obsidian mining safer.
- to actually make these more useful, there will be an option in config to allow the user to turn on or off "fires" with any explosion (if that
is possible). Ex. if a block explodes, surrounding blocks have around a 33% chance to catch fire, with flammable blocks like wood having double the chance. Would increase explosion lag, probably, which is why it would be optional. ...unless this already exists, since netherrack catches on fire when next to an explosion. Derp.
- Yeah I know this basically makes the snow terraform blueprint useless. I don't care, because this is far more useful than that is.
BONUS: BALLOONS! (if people are really nice to me and help me with this instead of letting the thread fester):
- Yes kids, balloons. Place-able entities like paintings. Only, when they take damage, they go POP and no more balloon. An incredibly rare creature. GONE. YOU MURDERED IT!
- paint-able with the painter!
- maybe if someone helps me with all this crap, I'll make it so that when you right click a placed balloon it will take you higher and higher, pop after rising 32 blocks or hitting a ceiling, and then make you fall to your death. Not so curious george / dumbo after all.
- stack-able up to 16
- Recipe (r = rubber, s = string, d = dye, 0 = placeholder)
r r 0
r r d = deflated balloon, useless until inflated
0 s 0
- canning machine: deflated balloon + helium cell = inflated balloon
Zeream's Advanced Science Addon for IC2
Alright, here is the story behind this. No, its not at all like the industrial gasses mod that got canceled (alright, yeah, it kinda is, but I don't care since this is going to be MY addon), since this is more about buildcraft liquids and SCIENCE! The inspiration behind this mod comes from a few things:
First, what kind of industrial facility, mad scientist, or anything these days is complete without liquid nitrogen? Its literally the liquid of SCIENCE and PROGRESS! Second, with the new reactor components on the way and probably much heavier reactors requiring much higher cooling values with higher EU output and risk, this allows one to maintain very dangerous reactors in a slightly more realistic way. Plus its buildcraft compatible, and who doesn't like more buildcraft liquids? Third, I felt that water as a coolant in creations was nice, but with numerous tiers of fuel and a single tier of coolant made it pretty stale in some respects and limited creativity.
Now I don't believe in free energy as much as the next guy, but there really wasn't a way to gather nitrogen in any real way besides the air. I don't feel like implementing some type of new ore, and getting nitrogen in mass quantities from dirt is just retarded (because everything that uses dirt in a recipe is retarded, including the terraformer, which is an utterly pointless machine). So, the only option left was to get it from the air. That's how we get it anyway, but not without cost. High voltage requirements for high grade coolant is what I have in mind here, coupled with an mid / endgame recipe for the machine that creates it.
I also feel like adding some other sciency additions to this mod, like dedicated laser mining rigs and fusion reactors. And yes, I realize that the majority of the stuff here is not really useful, but its still fun!
So yeah, this mod is still completely in the planning stage. I'm completely new to minecraft modding, but I have 2 years of javacode under my belt so it won't take long for me to pick up. (plus with all those programs that make addon and mod making easier). While I learn the kinks to that, I thought I'd brainstorm with the rest of the community to see what everyone likes (and hopes that the almighty Alblaka implements this if it actually garners some success). Don't be afraid to tell me if any of this is already planned in vanilla IC2. Also, new ideas for this are welcome (as long as it uses liquid nitrogen). REMEMBER: NOTHING IS FINALIZED!
I need help with this mod!
I need someone to help make block textures since I'm terrible with pixel art, and someone else to make sounds for the new machines!
As a notice ahead of time, I'm sorry if this is chock-full of grammatical errors and stuff. I typed this all at like 4 AM while sick with the flu. Keep with me here.
- the star of this mod, introducing an all new sci-fi-esque cooling agent, liquid nitrogen! Everything in this addon revolves around this liquid.
- can fill a cell to create a cooling cell! Also, cooling cells are now STACKABLE up to 64! Yay! Now crafting those reactor parts and overclocker upgrades is no longer painful!
- transportable by buildcraft waterproof pipes
- can cool buildcraft engines with double (or more, debating) the coolant value of water. Note to make compatible with buildcraft-ic2 converter mod because I like that one.
- used to cool various creations, such as superconductor wire, nuclear and fusion reactors, and much more!
- used to load the fire extinguisher
- can only be carried by hand in special containers, which I get to next.
- when poured from a vat (right-clicked in world) will cover all surfaces it travels across with snow and freezes water and lava. Source block evaporates after a few ticks. Same (or less for balance?) spread value as water. May or may not make it so that the liquid harms you on contact.
Helium and Hydrogen:
- Additional materials as part of this mod.
- Hydrogen is primarily used as fusion reactor fuel (addressed later), but it must be refined first. It is worth 10k EU.
- Helium is used in balloons. It is also reactor fuel, but it must be refined first. It is worth 2.5k EU.
- Both are produced only in the refrigeration unit.
- extractor: hydrogen cell -> hydrogen fuelcell
- crafting (h = helium cell, f = hydrogen fuelcell, 0 = placeholder):
0 f 0
f h f = Helium fuelcell
0 f 0
- The above reciepe is used for balancing, since helium fuelcells by themselves have a chance to make uranium when spent in a fusion reactor. As such, they should not be easier to get than hydrogen fuelcells.
- Hydrogen fuelcells and helium fuelcells are used as the fusion reactor fuel.
- Basically the same thing as a bucket, except that it can hold more liquid and more volatile liquids. For example, since liquid nitrogen vaporizes on contact with atmosphere it needs an enclosed container, thus the vat.
- can hold up to 4 buckets
- Will act similarly to the painter so you don't mix liquids accidentally.
- shapeless crafting: filled vat + cell = empty vat + desired cell <- inefficient, intentional since steve is clumsy and for balancing
- canning machine: filled vat + cell = partially filled vat + desired cell <- efficient, intentional. For example, if water, you get water cells, lava makes lava cells, and nitrogen makes cooling cells.
- canning machine: empty or partially filled vat + cooling (or water or lava) cells = filled vat
- refrigeration unit: empty vat or partially filled nitrogen vat = filled nitrogen vat
- Crafted like so (i = refined iron, 0 = placeholder):
0 i 0
i 0 i
i i i
Refrigeration unit (better name pending):
- liquid nitrogen and hydrogen (and sometimes helium) can only be obtained by the Zeream-Cryogenic Atmospheric Refrigerator (better name pending).
- the good news: Since air is free, so is liquid nitrogen! Not really, requires EU to work.
- recipe (w = windmill, c = cell, k = coolant cell, q = canning machine, a = adv circuit, m = adv machine):
k w k
c q c
a m a
note: Needs a windmill because its the only fan block in minecraft which is used to cycle air into the machine. Canning machine is part of this because this shares many of the same functions as one, as you will later read.
- works like the recycler in that it has a chance of generating liquid nitrogen or hydrogen successfully. NOT like the recycler in that it doesn't need item stacks for fuel.
- accepts 32 EU/tick normally, upgradable like other machines. Based on community response, may boost this to 128 and make it treat as advanced machine upgrade values, or accepts 512 with no upgrades at a fixed efficiency.
- one cycle of operation takes 32 EU per tick, one operation unupgraded is 20 seconds long (will have community determine balance value), making each complete operation worth 12800 EU. If made to work like an adv machine, will take 5 seconds per operation at 128 EU per tick (still 12800 EU), and as HV machine will be set at 2 second per run (still roughly 12800 EU per bucket).
- Has interior storage tank at 16 buckets, so the machine will continue to run until full of liquid AND all items in input slots have been taken care of, until it runs out of energy.
- buildcraft liquid compatible. Encouraged, actually, since it makes pretty much everything in this mod really hard to maintain without them
- efficiency based similarly to how windmills work with surrounding blocks, but restricted to blocks above the machine instead of all around it (since it sucks air in and doesn't rely on air currents).
- if you place a water cell in the hydrogen slot of the refrigeration unit, it will have an increased chance (10%) to generate a hydrogen cell. (NOT buildcraft compatible, because it still needs the cell!)
- standard chance to get a bucket's worth of liquid nitrogen per operation is 66% (close to our atmospheric value, but I'll let community debate the chance).
- hydrogen fuel is byproduct of same process to get liquid nitrogen, but chance to be produced is 5% each cycle. Yes, standard atmospheric values label hydrogen at 0.00005% of our atmosphere, but nobody wants to wait 2 million machine cycles to possibly get it. Yes, you could get it from water, and this thing does that. Kinda.
- helium cells are a byproduct, have a 10% chance per operation of getting produced in hydrogen slot.
- GUI works like so: You have the standard 4 upgrade slots and EU storage slot. Then you have 2 input slots and 2 output slots; one for liquid nitrogen and one for hydrogen. Hydrogen is NOT treated as a liquid, and such requires a cell in its input and will put a hydrogen (or helium) cell in the output, which can be refined further into a hydrogen fuelcell. Liquid nitrogen IS treated like a liquid, so cells or vats in its input slot will be filled and turned into coolant cells / filled vats.
(further stuff on next page)