Posts by abculatter_2

    At the risk of getting my head bitten off I'll ask this question here anyway...


    Busy with config settings that disable the changing of other mods recipes for people who want to play normal easy modded MC but still have the option of a late game challenge. I've gone through all the configs and I've managed to reverse everything except the gears. I've searched around but no one seems to be able to help so thought I'd come straight to the horses mouth as it were...


    Is there a config line to reverse the changes to Buildcraft's Wood, Stone and Iron gears?


    You should already to able to use the normal BC gear recipes.

    Tier 4 Tech: Electrical Plasma Drill, which uses high amounts of power to induce plasma inside rocks, instantly fragmenting them.
    Caution advised when using against metallic rock. [Instantly melt the ore into nuggets]


    Tier 2-4 Tech: Geothermal Miner, which uses different types of drills and pipes to drill deeper and deeper into the minecraftia's bedrock. Geothermal wells must be made on geologically active areas generated randomly on the world, otherwise they will have dramatically reduced generation.
    Requires constant supply of water to produce steam, which will be used to generate energy.
    Every block dug deeper costs more and more energy, but also increases the heat provided by the geothermal well. Tier 2 uses the diamond drill to dig up to 2000 blocks. Tier 3 uses the iridium one to dig up to 5500 blocks. Tier 4 uses the Electrical Plasma Drill to dig up to 12000 blocks.
    Steam generation = (Depth^1.1) / 50 , EU cost per block dug = Depth^1.2 * Drill modifier [1 for diamond, 0.9 for iridium, 0.8 for electrical plasma]


    I know this has been suggested before, but I just wanna say that this is a great refinement of the concept and I hope it gets implemented soon.


    Anyway, I had my own idea: Glowsticks.
    Basically these would act as a throwable torch, in that when you right click with them they fly into the air and wherever they land produces a glowstick block with the light level of glowstone.
    As for how to make them, I'm not totally sure what would be best, to be honest... they should be easy to mass-produce, though. (therefore preferably not made of something like glowstone...Although, that could be a high-yielding alternative recipe) I was thinking that, you could combine water with compressed air/oxygen, to get hydrogen perioxide. (I'm sure there are other uses for perioxide) This is combined with a plastic rod or plate, to produce an Unfilled Glowstick. Then, use a series of steps in the chemical combiner to make something approximating this compound, preferably using cheap and easily renewable materials, such as carbon, water, and compressed air. (Hydrogen is kinda expensive eu-wise, though I suppose you could use that as well) This should give you a pretty good amount of Diphenyl Oxalate cells, which are then combined with the Unfilled Glowstick from before, to produce let's say 4-8 glowsticks.

    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: