Posts by abculatter_2

    Just as a continuation of the earlier discussion of adding a GT-equivalent to Ferrous Ore for nickel + platinum, I suggest Garnierite (http://en.wikipedia.org/wiki/Garnierite)


    I don't much mind how it's implemented beyond that, honestly. Though it is of note that jungles currently do not have a GT ore associated with them, and neither does extreme hills, though those do have emeralds already.


    There's also Pentlandite (http://en.wikipedia.org/wiki/Pentlandite) which is apparently also a ore with small amounts of cobalt, and Limonite (http://en.wikipedia.org/wiki/Limonite) which is really more of an iron ore then a nickel or platinum ore.


    Greg implemented nickel ore very soon after this post, so really completely redundant now

    Another interesting design I got from one of the other ones that were posted here, a nice way to get rid of the ridiculous amount of thorium I'm sure you have:
    http://www.talonfiremage.pwp.b…f91fab4w01bgp0h7pam2cy4n4


    And if you don't care about the little bit of lesser efficiency, you can add this for higher output:
    http://www.talonfiremage.pwp.b…2zhrivgr67rrobkj94v3q6q68


    Also note how nice and neatly it can be automated! :P


    Though, these do obviously rely on lead being plentiful and not very useful.


    EDIT: Higher efficiency!!1


    ]http://www.talonfiremage.pwp.b…erwz4jg17in4g7jxi0gqm0pog Just tested that in-game, didn't work...

    A nice, simple reactor you can easily produce fairly early on in the game:


    http://www.talonfiremage.pwp.b…6omkbiavg0nhdbp21c531whz4


    And, as an added bonus, it can easily be swapped out to a thorium-only design:


    http://www.talonfiremage.pwp.b…q49xf3ych1g1b6cy2x96eomww


    Note that I have tested this design in the GT computer cube, and can confirm that it is completely safe. I've also been using the first design in Singleplayer for several hours now, with no problems at all. (I actually have it situated right next to my MFSU)


    -snip-


    This.
    All of this.
    I've been wanting a mod to add oil shales and sands ever since I found out that the Traincraft oil blocks could be processed into oil... WHY DOES IT TAKE SO LONG?! :c
    Also, I wholeheartedly agree that the distillation tower REALLY needs to be kicked down a tier or two, preferably with the ability to upgrade it for more yield/better efficiency.

    That really doesn't sound complicated. It sounds like just adding more things for the sake of more things, without adding any really new functionality. (You even call the machines "advanced electrolyzer" and "advanced alloy furnace", and say how their functionality is exactly the same, just moar bettar.)


    EDIT @ POST DIRECTLY ABOVE: Okay, an ingot melter sounds alright, it is a unique machine that can have some good creative uses, not to mention cool points. I can see some use for that in alloying and storage.


    How about, instead of adding the same machines you already have but 'moar bettar', why not add something which is entirely new, and let the old machines keep their functionality? For example, you could just add Nitric Acid and Hydrochloric Acid as new recipes in the chemical reactor, with Nitric acid being Nitrogen Dioxide + Hydrogen, and Hydrochloric Acid being Chlorine + Hydrogen. (Note how both of these require materials that are only really commonly available later in the game, and the second one gives a use to a currently useless item) Nitric acid is, according to a quick glance over wikipedia, a reagent in explosives, dyes, fertilizer, and rocket propellent, all of which have potential use in-game. Hydrochloric Acid, meanwhile, is used to clean steel before further processing, is a component of PVC plastic, can be used to make zinc chloride for batteries, and can be dumped into oil wells to help dissolve rock for subsequent extraction.


    Nitric Acid and Hydrochloric Acid are both components of Aqua Regia, and could be combined in a chemical reactor over a very long period of time. (to encourage overclocking) a cell or more of this could be combined in a crafting table with an ingot of iridium and an ingot of osmium, to yield an Osmiridium Cell, which then has to be smelted in a very high heat blast furnace (Think full chrome casings) over long periods of time (again, to encourage overclocking) to yield an empty cell and 2 Osmiridium Ingots. You can then use this ingot for whatever it is you want it to be used for, and Greg gets to save a few more block IDs for things even cooler then a new alloy furnace, such as stargates, oxygen concentrators, starbase control centers, advanced alien race's ruins, and moon cheese!

    Okay, explain to me this: What will spending Greg's time to make your advanced alloy furnace provide to gameplay? How is it better then, say, nuclear boilers? Or the whole assortment of first-tier bronze machines which Greg is currently working on? Or whatever else Greg has planning for the near future? What will your alloy furnace do, other then energy efficiency? Considering that the alloy smelter already consumes pathetic amounts of EU, this is a rather weaksauce reason to add a new machine. If you want it to add new alloys, why not use the blast furnace? Just kick the alloy's heat requirement up to 11, and that's basically exactly the same challenge to the player as adding a new machine, but with much less work. Are there any other reasons for it?

    Basically, a transposer with a "metadata less then or equal to" or a "metadata greater then or equal to" setting. Which would be awesome to have for nuclear reactors, would make the vacuum freezer cool down recipes much more useful.


    Also some other fancy magic tidbits which we can pretty much already do with nuclear control.


    EDIT @ ABOVE POST: If you want more production, build more alloy furnaces. Simple.

    I think it should be 250-500% more efficient than the absorber, as the absorber drains vis at a much higher rate, disrupting nodes.
    The nitor should be a tiny passive generator that will slowly degrade your vis source if you don't regenerate it.


    High Temperature super conductor : HgBa2Ca2Cu3O8 (134 K - wiki) , how about adding this to the game as an alternative for iridium in superconductors ?
    Barium is either made with UUM or extracted from nether quartz in very tiny quantities. 64 Nether quartz dust -> centrifuged for 2 tiny barium dusts (and other quartz components).
    Also the conductor is made by an advanced chemical reactor, which allows the mix of up to 8 chemicals, resulting up to 9 outputs. [aka allowing the decomposition or "fusion" of elements]
    mercury Cell + 2 Barium cell + 2 calcium cell + 3 copper ingots + 4 compressed air cell = 1 superconductor ingot (HgBa2Ca2Cu3O8), which can be used in the superconductor recipe as iridium replacement.


    Well, remember that Crystal Clusters are very easy to spam if you have automining capabilities... Although, I do like that idea for the dynamo, too.


    Also, +1 to superconductor replacements!


    EDIT:
    MatLaPatate: Great minds think alike. :P

    lol, okay. :P


    Also, I'd like to point out that the point of this addon request was not to debate whether aluminium really should be stronger then iron, but rather a suggestion for making tools in Gregtech more varied and balanced, by 1. increasing the EU cost of all electric tools, making them less useful unless you have a lot of EU, and 2. adding new and more varied options for tools which do not consume EU, which make durability-using tools more attractive as an actual option.
    Aluminium tools were, to me, just a nice mid-tier tool tier to provide an alternative to iron/steel, especially for if Railcraft isn't installed for whatever reason. Invar was kinda a meh idea, though I still think it could be used as a nice early-game way to prolong the use of your iron, either by giving it more durability or by allowing the player to make more tools out of their iron. Magnalium is basically the same logic, but for aluminium.


    EDIT: Oh, and I'd also like to re-iternate @ above, that iridium tools are more of a joke, since i just KNOW someone would suggest it if this add-on was ever made. (Or maybe hopefully integrated into GT, maybe? :D) It would probably be better to just make it an iron-level tool with fortune III.

    Aluminium can not always be used as an Iron replacement. It depends on which purpose the Iron is having in the Machine.


    If someone still wonders why Aluminium needs a Blast Furnace while other things dont need it, it is due to HOW the Blast Furnace heats the Metal, as it is not just boiling the Metal to let it cool down in a mold. There is a reason why it is called "Blast" Furnace, as it is a blast of heat, instead of cooking the Metal up.


    True, however, it seems to primarily be used as a structural component (Machine hull, machine casing, etc.) which means that it must have, in Gregtech, structural properties at least comparable to iron.


    Also, I'm not sure how that second part is relevant... Interesting, but still...

    I said infinite fire source, not infinite heat source. :P


    We've already established that your geothermal idea is awesome, and there's a very good chance that Greg will implement it. This is a new kind of generator, which exploits various sources of infinite fire rather then the heat of Minecraftia's core. Also, I like the slow draw of vis idea... It would have to be cheaper then an absorber/converter or more efficient to be practical, though.


    EDIT: Maybe a generator, some thaumium/platinum, and some circuits/other odds and ends will give you a Fire Dynamo, which will exploit various forms of infinite fire for fun and profit, at various yields and environmental costs.


    Examples:
    A block of burning netherrack underneath it (or simply placing a block of netherrack in the slot, whichever is easier) will create a trivial 1 eu/t, but with the relatively mundane environmental cost of occasionally causing fire nearby.
    Somehow trapping a blaze inside of it (maybe it will automatically trap any blazes it finds in a smallish radius?) will give a much better 5 eu/t, but causes the generator to require occasional maintainance, or the blaze will escape.
    Nitor gives a lower 2-3eu/t, but will drain the local aura with 25-50% less yield per vis then an absorber, but has considerably cheaper and simpler recipe.

    Even though there are lots of "Unrealistic" stuff on Minecraft, it is a simplification of reality.
    Guess how you get "steel", for example? By mixing iron and carbon, like real industries does.


    That's kind of my point, though. It's inspired by reality, but ultimately it's a game.


    If it's a big deal to people, though, then there's always the option of adding aluminium-steel alloy... Though, again, it doesn't make that much sense when you compare it to other recipes that use aluminium as an iron replacement. It's just pointlessly contradicting Gretech's internal logic because it's 'unrealistic'...


    EDIT:
    Oh, and I should mention that Railcraft steel tools/armor would be considerably more durable then aluminium as well, making them actually better. Aluminium would be an alternative, if you don't want to use iron, plus aluminium would probably be faster as well.


    I was thinking about a generator like this:
    http://www.youtube.com/watch?feature=pla…SNZWilLAU#t=45s


    Skip to 0:45


    Oh god, that would be hilarious!


    You'd have to decide on a place to get infinite fire from, though... I can think of burning netherrack, blazes, torches (lol) and nitor, netherrack might be nice as a low-yielding infinite heat source for a steam boiler (the new upcoming bronze boiler, maybe?) and entrapping a blaze for infinite energy in some kind of mob dynamo sounds delicious. Nitor just sounds rather cheap, unless the generator cost was comparable to or greater then a solar, and had the same or lesser yield... Or maybe it could even be a variation/upgrade of solar panels?


    invar is rather soft vs steel and iron. Aluminum-magnalium-iridium even more so.


    Floating Castles. Three iron ingots, on a construction made from four cubic meters of wooden planks (made from a single cubic meter of log) compressed into a one meter space, and two sticks for a pickaxe. Solid diamond pickaxes. Zombies. Generators without a wire coil, or really much of anything in it, except maybe orcish ingenuity...


    Matter Fabricators. Infinite energy/water.


    Point is, Minecraft, IC2, and even GT are not realistic interpretations of reality, but are rather games intended for enjoyment by doing that which is impossible in the real world. Yes, it draws inspiration from reality, but loosely.


    My intention with the tool values are to provide something that is balanced to the amount of effort that the materials require to acquire. Invar is intended to be an upgrade to iron, which requires either cross-mod usage (TE pulverizer) or decently advanced technology to acquire. (The fact that TE adds its own, easier method of acquiring invar made it a little hard to decide on how to balance this against the GT way of getting invar...) Aluminium is a mid-tier material which requires a lot of energy to refine, it is therefore better then iron, but I tried not to make the values TOO over the top, since it can be plentiful once you get a good source of power. Magnalium is more to give more uses to the alloy, and also provides a way to put a little more effort and varied materials into your tools for the reward of lower aluminium costs per tool. Iridium is just supposed to be ridiculous, given its rarity and value.


    I actually have considered your point before, and thought about also suggesting alloys be added specifically for tools. Though, if you look at and compare the ways the metals are used in-game it really doesn't make much sense, according to GT's internal logic. Also, they would take up additional and unnecessary item IDs.



    Who would make a mod for a mod for a mod?


    I would, if I were better at motivating myself. :P
    I might get around to making this myself if no one else wants to do it.


    But they are heavily specialized mods, not simple tool mods like the one suggested here!


    Well, another important component of this mod is the final sentence of my post, (a doubling or tripling of EU consumption for electric tools) which basically turns this into a rebalance of tools in GT, meant to make durability tools more attractive vs electric ones.
    If it's not possible to adjust the EU consumption of electric tools, then this mod doesn't really have much point...