Posts by abculatter_2

    Dont worry, Nitrogen will get a bit more complex next time. Compressing Air -> Turbines is also very Fun, but you only get 200EU per Cell, so it's worse than a Watermill with 500EU (and since its made of 2 Windmills its even more expensive), I will maybe use Air as an amplifier for Gas Turbines and Diesel Generators.


    But remember that you're getting the equivalent of 16 watermills from one turbine, AND you don't have to worry about dealing with buckets. :P


    Its use as an amplifier sounds much more appropriate, certainly, and I'm looking forward to both that and the complexities you have planned for nitrogen.

    A few interesting cross-mod consequences to the new gas turbine;


    Singularity compressors can supply at least 2 turbines with enough compressed air cells to run forever.


    Pulverizers, thanks to dupe bugs, can provide enough saltpeter to supply, on average, 1.875 turbines with nitrogen forever, while also generating a huge amount of sand. (what a perfect matter fab combo...)


    And even without dupe bugs, one can easily just macerate or pulverize cobblestone into sand, autocraft it into sandstone, and then pulverize that for the same yield, minus the excess sand.


    Also, endermen farms can now be used as GREAT infinite power supplies, thanks to getting 5 nitrogen per 16 pearls.


    If these are underpowered in comparsion to Sugar Canes, then its good. I thought they were all a bit to overpowered.


    Well, according to my math, which I'm not trusting but was probably close, you need about 9 electrolyzers to deal with constant output of sugar carbon from a single centrifuge. This would be capable of producing 16 methane every 20 seconds.


    if you used those same 9 centrifuges to make any of the other plant to methane recipes, you'd create 9 methane every 250 seconds.


    Which is a rather large difference...


    Personally, I wouldn't mind seeing some kind of nerf to the carbon to methane conversion, but the only idea I can think of for now is some kind of new production facility, meant solely for combining/altering/whatever chemicals.

    The various new ways to produce methane seem rather underpowered, compared to wood and sugar cane...
    250 seconds for all plants seems like too much to me, and it seems like it would be far more effective to simply use good old sugar and charcoal, but when I do the math it seems like the hydrogen requirements actually makes the two about the same to each other, comparatively.


    Can someone else confirm this?

    Another option, if you wish, and is quite related to your generator idea:
    Burning things in a steam boiler, then using the MJ produced from that boiler to produce magma from cobblestone in a crucible, then burning that magma in geothermals (especially if you use a computer-timer and a bunch of dispensers under pumps with lava buckets to make more EU, but that's nearly impossible without logistics pipes or insertion pipes, to my knowledge) will actually allow you to create significantly more EU then you would be able to in a normal generator. (Examples: 28,800 EU from a single piece of charcoal/peat, 324,000 EU from one can of methane)
    I should also mention that those numbers assume a maximum-sized, max-heat low-pressure boiler, which will take a few hours to get to, but isn't too hard if you only do one boiler at a time.


    Additionally, if you'd like to skip over all that forestry gobbledygook, I have recently designed a turtle program specifically designed to accomplish the same purpose as an arboretum, but in a far more efficent manner, and without the humus requirement. :P
    Although, I should mention that it currently requires misc peripheral's charging station, and requires a somewhat specific setup, but it's specifically designed that once it's plopped into the turtle as its startup program, it's completely, 100% autonomous.
    It also shouldn't be TOO hard to make it work with a charcoal chest, either.

    Thanks for the reply ThunderDark, I'll go ahead and reply in the order you did;


    1. Mkay, cool, that's useful... But how do the force fields consume said energy? Do they require maintenance costs and, if so, how much per block, per tick, assuming they consume energy per tick? Do they require more energy at start-up, and if so how much is that?


    2. Mkay, cool, I'd be more then happy to fill that in for you if you'd be willing to supply me with the info. :P


    3. Eeheheheee, perfect... >:3


    4. Oh, yup, just looked in my history for the season... It was season 2, not 3 like I thought. lolderp...


    Also, do you have any plans for implementing an automatic extraction mode, one which will automatically consume the energy required to both create and consume the forcicium on its own, acting essentially like a less-efficient version of the Force Generators of old? Or do you make the process purposely inconvenient?

    What i read was saying to combine thorium and plutonium to make depleted uranium(which would also be a waste, but since *Plutonium makes more Eu than Uranium* it would be a waste. Btw, Greg, i saw on etho's channel that still lava makes a tungsten cell. Fixed?


    Depleted uranium can be easily re-enriched in a breeder reactor, yielding a normal uranium cell.


    Uranium cells can be crafted with 1 UUM to create a plutonium cell.


    If the conversion was 8 thorium + 1 plutonium = 8 uranium, this means that, if you did not use the above plutonium enrichment, you would be spending 8 + 4 = 12 uranium cells worth of fissionable materials to create 8 uranium cells, which if you take into account uranium's 25% chance of becoming depleted, you would actually be getting, on average, a number approaching close to 11 or so of uranium in your reactors. So you'd really only be loosing 1 uranium cell worth of EU if you used the uranium cells as-is.


    However, if after breeding the uranium, you spend 8 UUM to turn all of the cells into plutonium... Now you've got 8 plutonium for the price of 1 plutonium, 8 thorium, 8 coal dust (or 16 if the process starts at near-depleted instead), 8 UUM, and a breeder reactor.


    That now means that you've got 4 * 8 = 32 uranium cells worth of fissionable material, for basically 133,333,328 EU, assuming default config. (I'm also, by the way, not factoring in the cost of potential EU along the way, since I know that this is bigger then that) Which looks like a big number, but 8 cells of plutonium will yield 160,000,000 EU with an efficiency of 1. 8 plutonium cells with 7 efficiency can produce 1,120,000,000 EU.


    And, by the way, I would also like to mention that this is renewable, with any source of blaze powder or coal.


    So yeah, slightly different proposal; surrounding 1 plutonium with 8 thorium would yield 8 - 10 'enriched thorium' or something, which would have the exact same stats in a reactor as regular uranium, but without the ability to be upgraded by UUM to plutonium. This would allow you to waste some EU, in order to get the left-over EU five times faster. In addition, if the recipe gave you only 8 cells, then perhaps the enriched thorium cells could have a percentage chance, based on the reactor's current heat level, of yielding a depleted uranium cell after being depleted. in a 0 heat reactor, perhaps this could be 5-10% or less, but would scale up by, say, 5% every 1500 - 3000 reactor heat, perhaps up to a maximum. This would mean that, if one can properly manage the heat level within their reactor, they could greatly multiply the amount of EU they get out of their thorium, which would thus also multiply EU out of coal even more!
    Miscalculate the heat level, however... Well, I'm sure you're all familiar with what happens then. :P


    Also, if this seems too imbalanced, perhaps another way to nerf it would be to make enriched thorium give more heat then uranium, despite having the same EU yield?

    Suggestion :
    Allow ALL centrifuge recipes which needs cells not necessarily require them. Then any cell byproducts wont be produced.
    This is good for people which doesnt want some cell byproducts. [For example Si and O2 cells are useless to me]


    How would the centrifuge know what you want? What if you wanted, say, the water from sugar, but not the carbon, how would it know that?
    Plus, that is why he added the extractor recipes.



    Also, I had an idea regarding the recent bronze nerf... Since this is meant to only remove an exploit, why not also add a config option which halves (or, if you can't halve, round up) the bronze requirements of all forestry recipes?
    So, for example, machine casings would be like so:
    XBX
    BXB
    XBX


    Gears:
    XXX
    BGB
    XXX


    B = bronze
    G = gear


    Carpenter:
    XBX
    gCg
    BXB


    C= casing
    g= glass


    etc. etc. etc.

    @above, converting plutonium into uranium in any way is a waste altogether. Plutonium makes more Eu than plutonium.


    I said Thorium.


    Thorium to uranium, not plutonium to uranium; the plutonium is in there BECAUSE it's more advanced. Greg seems to like the idea of different nuclear cells having a loss of energy when you convert between them, and I especially agree with that for this recipe, since you're taking Thorium, which is renewable with a blaze farm, and converting it into normal uranium... Which can then be converted into plutonium in turn, so that may be somewhat difficult to balance around, depending on Greg's overall opinion on the idea.

    Here are some screenshots
    extraction Mode = use a lot for Energy to Extract forcicium from space time ;)


    You really need a wiki, so that people know about things like that... The only reason I've never gotten into MFFS is because it cannot be sustained indefinitely without infinite automatic mining.


    How much EU/MJ does it use per force? Will the extractor automatically use the force and, if not, could you add an automatic extraction mode in the near future? Or is it meant to be inconvenient?


    Also, just how much force, in exact number do all your machines use? I saw your 'number of blocks * N = force used' equation for projectors, but what is N? And I forget if you have anything else which runs off of force, apologies for that, but what are the numbers for those as well? I'd like to know just how much EU or MJ I'll need to keep a force field running forever, and it would also be nice to know if it's better to use MJ or EU.


    Also also, do mobs spawn inside of the radius of a mob killing projector? Just curious... ;3

    Do you have any plans for being able to upgrade thorium calls into uranium cells?


    I was just thinking that perhaps some kind of combination of plutonium + thorium = depleted uranium; originally as one plutonium surrounded by eight thorium would yield eight or nine depleted uranium. This would cause the recipe to be a lossy one, even when taking into account uranium's 25% chance of reverting to depleted, with the recipe loosing 1-2 uranium cells-worth of EU (depending on whether the recipe yields 8 or 9 uranium) + 1 UUM


    Although, one obvious problem with this would be the fact that you can easily just enrich the uranium, combine it with UUM, and BAM! Four times the energy from thorium... However, this would also generate massive mounts of heat, which brings its own design challenges vs burning the uranium as-is.


    If you don't like turning thorium into so much plutonium, though, then you can always either bring the uranium yield way down, or you could add a new enrichment process for thorium, or simply a new form of throium, which would yield a cell equivalent to uranium in all ways EXCEPT that it cannot be upgraded to plutonium.
    Or you could just make the recipe yield two plutonium instead of uranium. (or three plutonium, if you don't think the operation should be at-loss)

    That sounds interesting to me ... but I think it's too small to be even seen by devs :/

    How would that change anything?


    (Also, just a little observation, your message was made at exactly 4:20pm)


    EDIT: also, alternatives to having to craft the stuff with fertilizer may be to macerate uranium into dust, then you could have different 'grades' of radiation; simply tossing the dust onto a cropstick will provide a permanent and powerful radiation effect, causing all sorts of FUN and PROFIT for anyone brave enough to face the Random Number Gods' whims!
    Alternatively, one can craft the dust on its own to break it into four dusts, which will still provide a permanent effect, but 1/4th as powerful. They can also be stacked on top of each other in a single cropstick, up to a maximum of 4.
    And the third option, is to take a small pile of uranium dust, and craft it with eight fertilizer, which will provide eight Fertilizer-X. (Or maybe U, or 92)
    This is the most controlled version of them all, and although it's not as powerful, it also has a slight bent toward improving crops rather then being completely random. However, its effects are not permanent, and will very slowly dwindle to nothing over time, as well as being depleted any time nutrients are depleted. It will also provide plant nutrients in the same way as fertilizer.