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Weylin

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Posts posted by Weylin

  1. The cross breeding system might actually be useful and worthwhile if you could convert or use a seed bag to generate a stack of seeds compatible with standard tilled soil so you can mass produce and automate it.

    I understand the cross-breeding process being something to do manually, but once you have a desired result, there's really no way to start producing it on an industrial scale, which is funny for a mod called Industrial craft.

  2. When you finally get a plant you've been after, what is the best way to expand the crop so you can get a whole farm of it going?

    Can it spread to single crops, or do I need to place cross crops on all 4 sides?

    Can it spread to a cross crop on its own or do I need to have some other plant for it to cross with?

    If it's growing to another crop stick, does it need to be fully grown or in the process of growing?

  3. When machines and wires explode from incorrect setups, rather than have a complete loss, can they explode into some of their component materials?

    For example, if a copper wire overloaded, it'd drop 2-3 copper nuggets, and 0-1 rubber.

    If a machine exploded, it would drop, say, 40 to 70% of what was put into making it.

    This seems reasonable. a wire being burnt out never causes complete destruction, usually it pops apart at the weakest point, or it melts and at least could be recycled back into usable wire.

    It would also make sense if you could at least salvage some of the materials from exploded machines, as I really doubt that overloading something would cause complete annihilation, but rather pop and melt any internal circuitry.

    PS. This suggestion is in no way implying that I'm too incompetent to wire machines correctly, I'm beyond that shit.

  4. This is a game I thought might be worth mentioning. It's not on steam, and has nothing advertising it, so you would only ever find it if you were looking for it or got very lucky.

    Allegiance is an old experimental microsoft game that had its source code released, and to this day is developed by those who used to play it back when it was P2P.

    The game is a combination of multiplayer RTS, FPS, and space flight simulation.

    Typically, two teams will choose a different faction, and at peak hours, you can have 20 players per team, with a designated commander handling the teams money and bringing everyone together.

    If you wanna check it out, their main website is www.freeallegiance.org

    Sadly, the player base is dwindling, which is basically a downwards spiral. The only times you can expect to run into a reasonable number of players is when most people in the united states have gotten home from work.

  5. Just FYI...

    THIS is overkill:

    14ue0l2.png

    This, from as far as I've tested, running as fast as possible, and through the night, works just fine:

    rh3hc0.png

    This has just been bugging the hell out of me lately... It's just not necessary unless you're running an electric furnace for a long period of time. This other stuff? They use next to no energy at all, they'll run straight through the night without hardly making even a dent in their internal battery, not to mention the invisible one that solar panels have.

  6. Multi-slot barter machine that allows the owner to set:

    items to sell

    items to buy

    point value for each to allow the barter of various items (ie, iron, wood, and glass tradable for stone)

    minimum tradable stack size (ie, only accepting or selling cobblestone in stacks of 64)

    Fundamentally, a machine that acts like the trade interface for millenaire villagers.

    The top row will have stuff the machine is selling.

    The lower row will have stuff the machine wants.

    Below the two rows would be an inventory where the items you wish to trade can be placed, purchased stuff will appear, and leftover items will remain for you to retrieve.

    I ask for this, because honestly.... using 20 trade-o-mats is a complete pain in the ass, and sometimes the cost of the thing you're selling would require several stacks of a certain resource.

  7. Simple idea, have it so the redpower pneumatic pipes can be toggled between two modes with the screwdriver.

    "Open" mode is the default. It will connect to both other pipes and nearby storage

    "Closed" mode will only connect to other pipes, and ignore storage devices.

    This will allow you to have pipes pass by things without it connecting, and lead to more compact and elegant designs that are slightly less painful to your OCD :P

  8. Could a recipe extension be made for the mass fabricator to be able to produce various mob drops?

    Spider eyes, Ender pearls, Blaze rods, Ghast tears

    Some of these are required in IC2 and RP recipes, so it's impossible to get weed ex, wireless redstone devices, and retrievers unless you have mobs enabled.

  9. Eh, ok, I tested this.

    I had 2 generators and 2 macerators.

    One generator had a stack of charcoal just left in.

    The other generator was being fed manually by me.

    The macerator doesn't use energy faster than a generator can output.

    It turns out that the one with fuel just left in was going entirely to waste. I basically got on the order of 70% higher fuel efficiency by feeding it manually.

  10. If you just shove a stack of charcoal in a generator, and run a few machines off of it, does a lot of the energy generated get wasted?

    I swear I got into a huge argument with my friend over this.

    I insisted that even if the power consumption is negligible, it'll constantly burn more coal than it really needs to.

    He insisted it only burns coal when it is needed and said I'm not very smart for feeding it in only when the energy storage is depleted enough to hold what it will produce.

    I want to know for sure which it is, because this is driving me to madness.

    It's a bit confusing, because the fuel burning icon will stay at full, and then suddenly drop rapidly.

  11. Well, the first step is figuring out how to harvest the things at all without doing it by hand, and I'm not sure if Alblaka even wants it to be possible to do so.

    Right now we just got em in pockets of 8 around a transposer, and that at least sucks the beans up and deals with the rest.

    It's a minimal amount of labor, but I would really like for it to be possible to automate.

  12. I'm wondering if anyone has managed to produce a fully automated coffee machine.

    I got a cobble generator to produce extra mugs if not enough are returned

    The milking and conversion into powder and all the other preparation is automatic

    I just can't figure out how to harvest the coffee beans, or when to trigger it.

    Deployers do nothing, and block breakers rip the crop sticks straight out and nothing else.

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