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Weylin

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Posts posted by Weylin

  1. Let's say you forgot to include a fairly critical module on a fairly expensive cart.

    How do you reclaim the modules, to either repurpose them or create a different setup?

    For example, placed a galgadorian drill onto an advanced hull, and had everything except the bridging module necessary to make it through caves.

    This would be a devastating mistake in survival mode, and just plain annoying in creative (Gotta sift through all the modules again to remember what you need)

  2. And we lost a mars rover about a decade ago to a single instance of an engineer not converting feet to meters when reading a blueprint.

    Metric is the majority standard, but not universal.

    I was just thinking of that. See what happens when when you don't have universal standards? :P

  3. I'm actually in favor of having all the mods settle on one type of power API, and having an agreed upon standard for what should cost what in energy, so you don't get inadvertent duplication exploits, or one mod being rendered pointless because another does it better and more cheaply.

  4. What Alex said is what I'm confused about.

    They can just... not use bluetricity.

    Micro blocks, Redstone chips, and Redstone wires

    ^these alone are sufficient to include in the pack, all the bluetricity machines would be redundant.

    Those 3 things add soooo much to the game, and while I could maybe add it on my own for me and my friends, it just seems like it would be best for the mod pack to have it by default.

  5. It's not added because RedPower doesn't support UE, which is what Voltz is based on.

    I don't even know how UE has any bearing at all on RedPower since it uses Bluetricity to power its machines, and I only had microblocks and redstone devices in mind, which have nothing to do with UE at all.

    I could be mistaken, and if I am, tell me why. I just don't know what UE has to do with mod that doesn't even touch it.

  6. RedPower adds so much in the way of redstone features, both functional and aesthetic, that I find it a bit of a shame that this isn't part of the pack by default. Not all parts, mind you, but the microblocks, redstone wiring, redstone logic wafers, wireless redstone, and computers.

    This is a fairly recent mod pack, so I'm not sure what all they have planned.

    Vanilla redstone just really takes away from the whole feel of the mod.

    I mean, a bit of redstone dusted across the ground to activate a rail gun? Hilarious :D

  7. Sorry to double post, but here's an update. I tweaked the design a bit, and got it working with an overall gain in energy generation.

    It turns out that I had the things too far out, and that the outer ring was not generating any meaningful amount of heat at all.

    This diagram below is basically a cross-section of the inner chamber.

    The top of the containment right under the water NEEDS to be made of electro magnetic coils, NOT the glass variant, as it doesn't seem to heat the water.

    The bottom and sides may be composed of the electromagnetic glass, however. (This may be a bug)

    14t33ad.png

    Plasma likes to spread out about 4 blocks outward, so this setup gives it more surface area to work with, and if I'm not mistaken, works better than the one shown in the tutorial, without the need of pistons and flowing water.

    Just use water on top of the electromagnets, and given the space on this design, the still water will re-fill any gaps created when it evaporates into steam.

  8. Just to test it, I made a large fusion generator, with 8 large turbines (72 turbines), and superconductor wiring feeding back into the power buffer battery box.

    The containment chamber is a doughnut 1 layer thick, and 3 blocks out. All turbines are spinning.

    The insides are filled with plasma and flames, and the turbines are all spinning.

    The power being generated seems to be only barely enough to sustain the reaction, and in fact, the battery eventually runs dry after a long time of usage.

    There is no net gain of power.

    It is literally more feasible to get power from heat generators (which are OP and should be removed imo, since lava never cools down, it's a more sensible heat source than anything but possibly solar power)

    Am I missing something critical, or is fusion power supposed to be posing the problems it does now, with it taking more energy to maintain the reaction than is actually gained?

  9. The only relatively clean weapons are the poison explosives, everything else turns the landscape into swiss cheese.

    What mostly bothers me is that weapons with more of an 'anti-personnel' role end up turning the entire visible landscape into swiss cheese or worse, while often times leaving an enemy still alive.

    With certain weapons, it is OK that they do damage to the terrain, but it would be best if they only damaged terrain under certain situations, like being buried under several blocks.

    Is there a way to configure the damage to entities and terrain?

    The amount of collateral damage caused by explosives is obscene, made even worse when it flat out permanently destroys naturally generated terrain so that it can't be picked up and filled back in. (How does one 'destroy' dirt or sand? I've never seen sand vaporize into sheer nothingness from an explosive, just dispersed a little.)

  10. When all pieces of a nano suit are worn together, to have 4 different modes that can be cycled through.

    Armor mode - Provides a boost to protection. (This would be the default 90% protection)

    Travel mode - Like the quantum leggings, maybe less powerful, armor rating would reduce.

    Stealth mode - Always in 'sneak' mode regardless of what you're doing, high power drain, armor reduced.

    Strength mode - Provides a 'strength' potion effect, high power drain, armor reduced.

    Yeah, I'm ripping of crysis here, sorry XD

    I'm not entirely sure if this is possible either, for the game to detect if a full suit is being worn, and to force a player into sneak mode.

    Not even sure if it is possible for armor to change on the fly either.

  11. I have no idea how to program a computer, but I could manage wiring logic circuits together since it's a bit more visual.

    It would be best if you still needed to make the logic gate slabs, but they could be placed in this device.

    What kind of crafting cost should such a thing have, though?

  12. Device with a large UI grid which allows you to place various logic circuits together in a condensed space.

    Gates can be placed on the grid and rotated.

    Lines can be made to connect the gates in different ways.

    Color coded nodes can be placed on the grid, and will receive or output to the corresponding wire in a bundle.

    The device can be given a name which prints on the surface so as to explain its function at a glance.

    The device would take up an entire block, and can be directly connected to jacketed and standard cable from any side

    Entire circuits could be condensed into one of these, for example, a 7 segment decoder

  13. There's this interesting package of software I stumbled across a while back (It used to be called crocodile clips)

    It has various simulations, from chemistry to physics to electronics.

    It's completely free for use at home, they get their money by selling it to schools.

    The circuit simulation software isn't necessarily the best (It had trouble with circuits which utilized inductors and transformers, but even professional simulators seemed to be unable to work in that respect)

    I thought some of you who are more technically inclined might find this interesting, and if you know of any similar programs which are better, please share :D

    Here's the link to it: http://www.yenka.com/

    EDIT: They seem to have recently added a restriction to the home license, you can't run it during what would normally be school hours 8:30-3pm

  14. Teleporting batteries around seems to be the method of choice for long-distance power at the moment.

    It's hard to resist a battery transport system when you have these ridiculous zero-penalty things in place like teleport pipes and ender chests.

    They may have a fairly high upfront cost, but it literally makes fiber cables and EV step-up/step-down power stations entirely pointless.

  15. I'm wondering if it would be best to just disable condensers and tablets entirely.

    On the other hand, what if transmutation took time depending on the amount of ECM?

    What I mean is, to convert one thing into another would be done at a gradual rate, similar to converting cobblestone into diamonds, but in reverse, so that it would take like 30 minutes to fully convert a diamond into cobblestone.

  16. This mod would allow you to place ceramic insulators which will visibly attach to solid surfaces, fences, red power microblocks, and railcraft posts.

    With an adequate stack of wire in inventory, a user would right click one insulator, then go to the next one and right click again to link the two.

    There would be a maximum distance between insulators (16 to 32 blocks or so, depending on the type).

    When linked, the insulators will have a curved lined drawn between them in the color of the wire used, similar to that of the fishing pole, and will appear as a much more aesthetically pleasing power line when set up properly.

    -Power transmitted by this method would have a much lower loss of EU over distance.

    -Cables that are used this way cannot be insulated and will harm players who come near the line.

    -Cables can be directly retrieved by using cutters on one of the insulators (make sure the power is off!)

    -Low, medium, high, and extreme voltages would have different sized insulators.

    -High voltage lines would have a wider damage radius, and thus transmission lines would need to be higher up to be safe.

    Ceramic insulators and transmission lines:

    16lbsw4.jpg

    And here is a terrible picture of what it would look line in the game... note my inability to draw ceramic insulators after 50 tries:

    2czx76a.png

  17. I was thinking that, but that might be deemed as too overpowered, and would discourage experimentation.

    One thing that is really missing though is knowing how good the environment is on a certain crop, you have no idea of what the actual air quality and nutrient levels are, or how much weed-ex a crop has.

    Being able to scan a partially grown crop that's still in the stick, if possible, should probably require a fully charged energy crystal or somesuch.

    Right now I have all these damned green colored reeds (sphax texture pack) that crossbred from stickreeds, have literally been there for 5 hours, one 4th have iron ore, another 4th have gold ore, another is left as is, and the other is under the light level of a redstone torch.... and still none of them have reached the final stage of growth.

  18. I would like to be able to make an android factory, with each of the units needing to eat coal or batteries to keep running (they'd eject depleted batteries), and they could all be commanded from a central control.

    General controls, nothing too specific... Go to X,Y, harvest logs within 50 meters, place logs in chest at or nearest to X,Y,Z

  19. A scanner that is used by right clicking on a crop stick as you would with a hydration cell.

    When clicked, the scanner will print text telling you the air quality, soil depth, hydration, fertilization, and light level.

    An alternate mode could tell you what precisely is even growing in the crop, or possibly only display 'key words' or 'traits' to give you a hint of what it may need, but this would come at a much higher energy cost than simply scanning a seed bag that has been collected from a mature plant.

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