Posts by abculatter_2

    How about some scientific alchemy? Using a nuclear reactor, or a special one, you could transmute mercury into gold, or lead into gold. You could even make a philosopher's stone type material. It has been theorised that the fluoride salt of the super heavy element with Z = 126 could produce the energy required to transmute elements into some other element. It's pretty powerful, but would it matter because it's endgame?

    You see how there's now a bunch of plasma cells?

    Now, what machine in Gregtech produces plasma?

    And doesn't that machine also allow for the combination of materials?

    And hasn't that machine had just such a feature as you're requesting accepted by greg for awhile?

    He means giving more byproducts (for example, gold from copper ore) by reducing the main metal output (copper in this case).

    Actually, both of you are right. I was thinking that the bacteria could receive mutations which either allow byproducts to be made, or which allow greater main metal yields. (But not both at the same time.)

    These mutations could be selected for by feeding the bacteria different things, such as, in the case of copper ore bacteria, copper dust to select for more copper yield, or gold dust for gold.


    - no ideas for population control, you'll get unlimited source of useless bacteria liquid (yes, bacteria colony is liquid in my vision).
    - no ideas for reactions except realistic ones I put into OP.

    1. You could make population growth a bell-curve function instead of a linear one, that way once the population reaches a certain threshold growth will stagnate until the population goes down again. This also have the benefit of being kinda sorta realistic. It also still allows the player to pump out the bacteria, if they so choose, but also doesn't force them to.

    2. My pleasure.

    - Dirt gives some of the most versatile but also inefficient bacteria, capable of consuming almost anything with even a silver of organic matter in it and turning it into biomass. This includes: Wood, dirt, (leaves behind sand as a byproduct) all foods and crops, seeds, saplings, leaves, meat, scrap, etc. They also take a LOT of negligence to kill accidentally, as they go into a dormant state when not fed rather then starving. They'll still loose most of the population, but enough will remain that they can spring back qiuickly and easily. Basically, these are great if you essentially want an alternative to the recycler for organic things, but if you want to power your base with bacteria you should probably look elsewhere.
    A few example mutations these could have would be yielding clay as a byproduct from dirt, or consuming sand and organic matter and turning it into dirt.

    - Grass gives bacteria which are better for specialized, efficient energy production from plant matter. These have high biomass yields, especially once you start to specialize them to a specific food type, but are fragile, with high sensitivity to starvation, temperature fluctuations, competition, basically everything.
    A few example mutations would be higher yields from specific plants, such as only oak saplings or spruce wood logs, as well as some by products from specific plants which are applicable, such as water from cacti.

    - Netherrack gives access to bacterial strains which consume netherrack and/or less efficiently sulfer, and produce lava. These could also have some special requirement conditions, such as requiring the player to turn the fermenter's temperature up to 11, thus making it require more power or they might only be capable of surviving in the nether.
    There could also be specialist/mutation-only strains which produce certain nether-specific resources either in addition to lava, or as a replacement. Some examples: a strain that consumes redstone or gold + sulfer/netherrack, and produces glowstone. A strain which produces mercury as a by-product from netherrack, at the cost of less lava. Or strains which distil coal, gold, or redstone from netherrack more efficiently then a centrifuge, but at the cost of less or none of the other resources.
    There could also be species which consume lava instead, and produce resources from it, such as the centrifuge products more energy-efficiently or with higher yield, or they could produce netherrack.

    - Ores could have a very low chance of giving bacteria whose unique biology makes them need that ore's products to live. This makes them very efficient at extracting metals from ores, which can be used to your advantage to increase ore yields by centrifuging/electrolyzing the metal out of the bacteria after letting them do their work, though it does take time and you loose any byproducts that the ore might have given in the Industrial Grinder. These bacteria also have the advantage of being very well adapted to long periods of stavation, making them almost completely unaffected by starvation but they are also slow to multiply, making them easily out-competed.
    These could almost be considered mutations unto themselves, but some mutations they could have are allowing extraction of metals from stone/cobblestone, or specialists in yielding more of the ore's byproducts, at the cost of primary metal yield.

    I could continue, if you'd like. There's still Endstone.

    Here's an idea for the Industrial Fermenter, which I suggested for Gregtech earlier:

    Something I've been meaning to suggest for a long time, but never got around to it:

    What about, when you implement your own fermentation device, adding a system of inoculents somewhat similar to Forestry's bees?

    Inoculants would be created either in petri dishes in a special, unpowered breeder machine, and stored in refrigerated storage closets, or you can simply plop the inoculant's source straight into the fermentation device and let it grow. These inoculant would have specific stats associated with them, such as species, what that species gives, yield modifier, temperature tolerance, resistance, virility (which would change based on how well you take care of the innoculant) etc. Combining innoculents will cause the two to begin competing with eachother, with the winner being determined by a combination of virility and resistance. However, there is a change (dependent on the species) that the losing side will randomly innoculate the other with one of its traits.
    You would be able to scan a petri dish in the computer cube or with a special tool to be able to see its traits.
    There should also be a way to multiply an innoculant onto multiple petri dishes, possibly at the cost of virility.
    You would get innoculents from specific items marked as harboring a specific type of bacteria or fungi or whatever, such as rotten flesh or dirt or grass or mycelium or leaves, basically anything that could potentially harbor something microbial. Even netherrack and end stone. These all need not have a unique species associated with them, but there should be enough variety as to give the player actual choices, and things to breed.
    Perhaps there could also be a way to make innoculants mutate, such as randomly over time when specific criteria are met or with a special machine?

    Also, the fermentation device itself could have a temperature control you could adjust, which would affect the innoculent currently in it at the cost of more EU being pumped into it, dependant on how much you deviate from the biome's ambient temperature. (Also, perhaps if the fermentation device detects an opaque block above it or no sunlight hitting it, then it would go to a default cold 'underground' temperature) Putting the temperature higher is basically always better for yield, as the increase in energy speeds up microbial respiration. However, putting it too high will cause your innoculant to slowly (or not so slowly, if you really crank it up) loose virility, and if virility reaches 0, it dies and the device is considered sterilized. Also, making the temperature higher will generally cost more EU then putting it lower. However, putting the temperature lower can, depending on the species, have one of two effects. Either the innoculant will slowly die, like with heat, or the species will go into dormancy, and not produce anything but still remain alive.


    How are you getting the 8 dragon eggs?


    1. make a ring of tesla coils, just like the end portal.
    2. place lava underneath it, also like the end portal. THIS IS IMPORTANT!! It's probably also a good idea to just put lava everywhere you can, so long as it's exposed to the coils.
    3. Now, the wiring has to be done very carefully, or else you'll just die: start with the coils farthest away from your power source, and make sure all of the coils are connected BEFORE you put in the last one. Oh, also, the voltage has to be at least 512 eu/t. Minimum. Yes, I know the wiki says they'll explode, but they shouldn't if you do it right.
    4. Step through the portal you just made and kill the ender dragon.

    EDIT: Oh, also, I just remembered: You cannot do this in a creative world, nor in creative mode. Has to be survival.

    So...it's more of a catalyst than a reaction.


    It would make more sense, and I actually think it would work quite nicely if mercury from redstone entrifuging was replaced with something else, or if its yield was drastically reduced.

    And also if Thaumcraft 3's quicksilver was made incompatible with GT mercury, or required something like 8-16, maybe even 32 droplets instead of 1.

    And now another suggestion: Since you made the bronze blast furnace able to make steel with charcoal, could you please allow the Industrial Blast Furnace do so as well?

    Also, what about making Energium Dust require the Chemical Combiner with redstone + gemstone dust, where gemstone dust can be 3 ruby dust (cheaper on redstone and shortest amount of time to make, overall most efficient), 4 diamond dust (Or more if you feel it necessary, especially if you make the ruby recipe 4 dust instead of 3. Takes a long time and thus eu, overall the least efficient recipe), 2 sapphire dust (an average recipe in terms of efficiency, obviously cheap resource-wise but still takes longer then ruby dust)