Posts by abculatter_2
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What about removing the furnace recipe for charcoal, and instead implementing your own wood burner, similar to the Coke Oven? This would produce charcoal in batches of up to a stack, but takes an entire Minecraft day (Or half of one) to process, effectively nerfing wood as a fuel source and buffing coal in the process. This would even have a realistic basis, as charcoal IRL takes a long burn time in an oxygen-deprived environment to be made.
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Theorically, hydroelectric powerplants stores rainwater using dams (and a river to supply it) and in terms of energy generation, cost and availability, it is much more worth.
There's a problem with that, though; Most hydroelectric plants rely on MASSIVE drainage basins, covering hundreds of square miles at least. (And I'm not referring to the lakes or rivers themselves, mind you. Google drainage basins if you need explanation.) Although they do generate a lot of electricity, they require a very large area to be draining into them. There is no way to simulate drainage in any form in MC, so the only way to truly simulate this would be to make it require MASSIVE tracts of land, making it basically an alternative solar panel that's MUCH less reliable. Or you could make it produce more energy per square meter then it would realistically. Which is the whole reason you even want this system, as opposed to the current one.
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Yeah, I know all that. However, that still doesn't answer any of my questions: Why does it matter? Or, to put it another way; how does it add any fun or enjoyment to the game, especially when one could just plop down a solar panel instead? Does it produce a LOT of energy in the rain? Is it cheaper/lower tier then a solar panel? Is it better then a solar panel, if you compare it to how unreliable the rain is against how reliable the sun is?
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I have a question about that whole water tower idea...
Since it seems to basically use the sky as a resource, why would I make that instead of solar panels?
Or, even better, why would I make that instead of windmills? Especially the compact windmills that this thread is supposed to be about.Also, why does having a 'realistic' water generator that uses, of all things, RAIN to generate energy, matter? I really don't understand why people see realism as so damn important in Minecraft...
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Orrrr, something I came up with on a walk, why not add bacteria as an optional/alternative step in ore processing?
For example, you could get a bacteria from iron ore which is effective at accumulating iron. This allows you to get more iron from your ore, while still allowing you to get a small amount of nickel and maybe tin. However, without breeding, these would be less effective then a grinder, with the only real advantage being that they can be acquired at a lower tier and cost less EU. This gives an incentive to breed them, so you can get yields equaling or surpassing technology.
Or, you could use bacteria to get different yields from your ores. For example, using a gold-accumulating bacteria could allow you to find miniscule gold impurities in iron ore (and perhaps even in cobblestone?) at the cost of other yields, as well as biomass. This could also be applied to other materials as well, and if the bacteria can extract from cobblestone then it should obviously be slow and take a lot of biomass with little yield. Perhaps it could also output sand or silicon as well.
And yes, this is much like your suggestion, SpawnX, but this at least has the potential to be non-infinite, for people who play without cobble generators. It also adds a bit of extra complexity and logic to it.
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SpawnX, that's what Extra Bees and GT's crops are for.
I did have the idea of having some kind of nether bacteria, which slowly consumes sulfer/netherrack VERY slowly, and produces lava, but did I mention that it's slow?
That should really be the extent of materials made by bacteria... Maybe lithium and sodium. Their main attraction should be energy generation, not materials. -
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 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.
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Thank you for reminding me on that. I wanted to use the JackHammer as Chisel.
I love it!
Though, I was hoping for a tool which could be used on a block in the world, and will convert that block into its chiseled form. For example, smoothstone, when rightclicked with said tool, would be turned into stone bricks at the cost of durability/eu.Also, could you add some items, specifically eggs and pumpkins, that should be food to the list of cannable foods? This would make canned food a bit better, while also making the items which should be edible, edible without making them free food.
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How about adding manure to the game. Animals produce manure (it just appears randomly around animals) and you can fermentate it to produce Biogas which can be burned in the Gas Turbine.
It would probably be a LOT simpler to just go the way of MFR and make a special machine which detects animals above it, and outputs shit accordingly.Though, in all honesty... No. Just no.
Might be a good thing to suggest to Power Crystals, though. (the maintainer of MFR)