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Weylin

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Everything posted by Weylin

  1. A pipe that has a GUI which allows a player to tell it which slot to insert or remove items from. For example, let's say you have a Slot Placement pipe, you right click it, and 3 options come up: Top, Middle, and Bottom, and regardless of where the pipe is actually connected, it will still place items in the correct slot. This way, you could produce setups where the pipes are hidden underground or behind a wall, rather than necessitating that they be connected to the top. Because this would allow for more compact setups, such as 1 pipe being able to insert items into the correct spot of 4 machines at once, the price should be significantly higher.
  2. If you know the block ID, you don't need to know where they are, but I assume you could use world edit to replace all blocks of a certain ID.
  3. I actually can't think of any reasons to use cells unless it's as a component in a recipe that doesn't get used up... Coalfuel tanks use 6 coal and 1.5 tin ingots to fill Biofuel tanks use 48 units of plant junk and 1.5 tin ingots to fill It consumes a cell to turn a water cell into a snowball It consumes a cell to use in a geothermal generator There's just too many alternatives that are completely renewable and low maintenance. I guess it only makes since to use when IC2 is a standalone mod, im not sure.
  4. One of the things that really bugs me is that tin is consumed when using cells in certain processes. Every 4 cells is worth 1 tin ingot. What if we had a way to get them back? Perhaps an upgrade that unlocks a 2nd output slot for used tin cells? When a cell is used, if it returned an item, then it could be recombined and smelted back into usable ingots. You wouldn't have to constantly input tin into your automated systems, but you would need to create a system for retrieving, recombining, smelting, and reconstructing the tin cells. Now if cells are combined by hand (like to make obsidian), melt in a reactor, or are used on a machine without the tin retriever upgrade, then it will behave as it does currently.
  5. Better Than Wolves is a mod that probably best reflects what I have in mind with this request, but for a number of reasons, that mod can't be or wont ever be included here. The premise is simple, and it could possibly be implemented in the form of a "tech level" that needs to be dealt with before you're able to acquire the materials to build and run electrical machines. Basically, it's industry that is based on mechanical tech, tech that relies heavily on the use of wood and other organic materials found on the surface. An individual could (preferably) get started on the basics of this tech without ever needing to build a pickaxe. Windmills, water wheels, conveyor belts, grindstones, hoppers, ropes, pottery tables, table saws, advanced carpentry, pulleys, bellows... Just to name a few possibilities. If anything, I think this would at the very least be a fun alternative tech, if not a prerequisite for the others.
  6. I think this was less about a logic, and more about missing the proper section out of the list of 28 shown being completely blind. Thanks for the heads up, anyhow
  7. Embarrassing? I don't know what statement you're talking about... Actually what I should have said, to avoid confusion, is that I wish that a mod similar to BTW could be added (eventually...) Not BTW itself, obviously, because of all the problems mentioned, but it does have some very interesting concepts. The idea of starting with wooden mechanical tech (BTW), and working up to more advanced metal machines (IC2) just seems like a better transition than harvesting rubber and suddenly having advanced technology. For example, if the requirement to get your initial refined iron was a brick furnace stoked by bellows, then you would have to make advancements in that first tier before being able to achieve such wonders as doubling mining yields and harnessing nuclear energy... :P
  8. I know that, I know he's moving away from it and all that... it's just a damn shame... Mechanical energy... a whole tech tree that is based on using over world resources like wood, crops, and animals. It does use iron and red stone in small amounts, but one good trip to the depths will have you set for a long time.
  9. Has anyone played the Better than Wolves mod? It basically includes an entirely different class of tech; mechanical energy. Things such as wind mills, water wheels, gear boxes, ropes, platforms, hoppers, grindstones, table saws, pottery tables, bellows, and so on. It also includes features that make it more feasible to set up automated animal harvesting systems. This is basically what I played before I heard about technic, lots of fun, and the mod even became compatible with buildcraft (the "Better then Buildcraft" pack that made you have to download 20 seperate files from assorted adfly links... jesus) I really wish this could be included somehow, but I doubt Flowerchild will have any part in it... mechanical energy though... would be interesting if someone else could look into a similar but original system... EDIT: LOL it censors to "Dong Princess"? You must be well acquainted with aformentioned individual then...
  10. Here's a way to get 4 times the amount in a sort of small area... downside is all the buckets though, but those get produced after running the machine for several minutes. I only just discovered this an hour or so ago... I'm not really one to keep secrets and all that since I'm selfless and love everybody to death <3 Besides, I only ever play tekkit on SSP or with my friends over hamachi, so not really any way to exploit the hell out of it in a way that would matter. We usually avoid making BS machines like this because it is really overpowered.
  11. Here's a rough concept for an EMC generator with a smaller upfront cost and more compact size than the bonemeal generator. It seems to work at a somewhat reasonable rate, gaining 81 EMC per milk bucket after converting it back into an empty bucket. Eventually the condenser will overflow, the excess will be routed into the secondary condenser with the item of your choice. The highest speed possible is 0.350, Any lower will make the machine either not work at all, or work more slowly. This thing actually creates a diamond in under one minute. 5 of these devices would have the same output as a 17 RMC 5 RMR energy collection star.
  12. Actually, it shows in the recipe preview that it SHOULD be able to be done, giving 2x the yield of normal ores. Where a gold ore would produce 2 gold dust, a nether gold should produce 4 dust if macerated
  13. Title: Mushroom terraformer converts mushroom blocks into Mycelium Version: 3.0.3/3.0.4 OS: Windows7 64 bit Java Version: 6 Description of Problem: When powering a terraformer with instructions to make a mushroom biome, the device would spawn giant mushrooms, but then change the mushrooms into mycelium, thus creating giant mushroom towers. Mushrooms growing on mushrooms... Is this intended? Error Messages: None Error Log: None
  14. tekkit/config/IC2.cfg"enableCraftingGlowstoneDust=true/false" I would have never guessed there was even an option for it... That leaves me wondering now, are there recipes or fabricator items for mob drops like the ender pearls, blaze rods, slime balls, and spider eyes?
  15. This isn't a big deal, but I always felt that the use of glowstone should be more of a substance used strictly in the magic side of things, and not be a prerequisite for higher tiers of machines, science, and technology. Let's say you chose the path of science over magic... The necessity to go to the Nether and not having any process to create an earthly version that serves the same purpose kinda snaps you out of the spirit of the thing. I mean... you have to go to hell and back to recycle trash, build scanners, and convert energy into matter? Again, not really a problem, I deal with it, but it would be lovely to have some sort of complex process to manufacture your first units of glowstone dust (or an equivalent), even if it was expensive, you wouldn't have to go harvesting supernatural materials from another dimension...
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