Difference between revisions of "Talk:Suggestions archived"

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{{Reply|space=::|user=Thekillman|agree=disagree|reply=He doesn't need to copy. he can collaborate. i don't see why either modmaker would have trouble with it. i said submod to make it optional. besides, it's more of an adaptation. it only requires a few modifications. plus it massively increases playing value. it's also not a compatibility issue. well it is, but gameplay-wise, not mod conflict-wise}}
{{Reply|space=::|user=Thekillman|agree=disagree|reply=He doesn't need to copy. he can collaborate. i don't see why either modmaker would have trouble with it. i said submod to make it optional. besides, it's more of an adaptation. it only requires a few modifications. plus it massively increases playing value. it's also not a compatibility issue. well it is, but gameplay-wise, not mod conflict-wise}}
{{reply|space=:|user=OKamilTan|agree=disagree|reply=i use Buildcraft mod with Industrialcraft, 1rst, i must say that the quarry is really advantageous substituted by a MINER for gathering ores and cobble, 2nd, beside i say in 1rst BC is really a good mod to use in collaboration with IC and 3rd its not that easy to wire an all automated factory/sorter but its really gratifying, my final state : NO for a sub mod coppiing BC contents, YES for a collaboration between alblaka and SpaceToad}}
{{reply|space=:|user=OKamilTan|agree=disagree|reply=i use Buildcraft mod with Industrialcraft, 1rst, i must say that the quarry is really advantageous substituted by a MINER for gathering ores and cobble, 2nd, beside i say in 1rst BC is really a good mod to use in collaboration with IC and 3rd its not that easy to wire an all automated factory/sorter but its really gratifying, my final state : NO for a sub mod coppiing BC contents, YES for a collaboration between alblaka and SpaceToad}}
 
{{reply|space=:|user=Vidios|agree=Agree!|reply=Oh god, yes, yes, YES! I've thought over this problem a bit, and while I don't really know how to get the mods to change if both are present, (hell, I can't get them to work in the same minecraft.jar-- damn block IDs) I do have a few ideas on how to better integrate them... '''IC Changes:''' Make absolutely certain that machines work with pipes 100%-- this includes proper handling of RE-Batteries, (auto ejection, perhaps a new tin pipe to sort between charged/empty batteries) Miner integration, etc. '''BC Changes:''' Require gold pipes, obsidian pipes, quarries, and builders to use EC instead of alternating redstone current. Disable shaft miners in favor of the IC Miner. And... that seems to be it. Huh. These lists are shorter than I thought they would be...}}


== Plastics ==
== Plastics ==

Revision as of 23:47, 4 June 2011

Building Template Module[edit]

Moved to Archive.


Fully Automated Charger/Generator[edit]

Moved to Archive.


Radiation[edit]

If we have uranium, we must be careful with radiation, because it can kill.


Thinking in this sentence, I made it:


First suggestion:

Do the uranium ore kill, without explosions, only with radiation.

One uranium ore have 5 blocks of radiation, any thing in this area will take damage

--Okay, its good, but how we will use uranium without getting closer?


Second suggestion:

Put in the game Lead Ore. This is the best material to use radioatives things. With a Lead Ore we can build:

Boxes of lead, to store radioative things;

Clothes of lead, to use radioative things;

Walls of lead, to contain radiations from the reactors(you put your reactor in a room of lead);


With this things, the nuke will be more realistic, and the people will not be happy in see uranium closer from your base, only if they have a stock of lead.

--Kiko5 - Tanks for your attention. 04:41, 24 April 2011 (CEST)



Quote.pngOh, yes. I was hoping it'd be like this from the start. If you put uranium in a regular chest, it would do damage to anyone nearby! Hazmat suits would have to be relatively expensive, made of rubber and lead, and be very weak against attacks. Also, the uranium wouldn't deal TOO much damage, so it would be low enough to harvest unclothed. It would be silly to punish people and force them to mine around the ore completely. Also, holding uranium in your inventory shouldn't hurt you, that would be crazy. If it's in your hand, hurting things within range would be cool.Quote.png
by jivix(agree)

Defense Turret[edit]

I was thinking of a Defensive Turret/cannon of some sort.

The Tesla coil is great for places that you have a nice power station set up or don't need to walk through alot. Though for small outposts or automated miner setups far away from your base they aren't so practical.

So here we go. After thinking about it I came up with this.


Defense Turret


C L C
WMW
R E R


C=Circuit
L=Mining Laser/or new part
W=Wire
M=Machine Block
R=Reinforced Stone
E=Energy Crystal

Place this block and tie it into electricity. Have it fire at all enemies, but not target the player. For damage I crunched numbers and came up with about 2.5 hearts per shot at a rate of 1 shot every 3 seconds. Electrical use would come out to about 300 EU per shot. This would equate out to 1 shot every 6 seconds with only one max input line at 50 EUs hooked in, but if you hooked in another for 100 EUs you would get the 1 shot per 3 seconds. Firing distance would be between 10~15 blocks. I think the gap in firing time equates the lower EU usage, as these are designed for mining operation/outpost defense. As you establish yourself/if you decide to, you can upgrade the fire rate by hooking in more power. You would obviously want to build more than a few, because of the low damage.

My final thoughts are maybe a redstone on/off feature if it was hooked in.

--Siaran 04:55, 24 April 2011 (CEST)



Quote.pngExcellent idea. now i would opt for 2 types of Turrets. Manual and Automated. Automated replaces C and M with the advanced versions. The rest should be self-explanatory. Second of all: I'd like to see a "rocket turret". essentially you craft rockets, which have the impact of ITNT and fly in a straight line. rocket turrets require resupply and can be resupplied via chestQuote.png
by Thekillman(agree)

Quote.pngThis suggestion is nearly impossible to make. Exspecially the automated turret. It has to scan a area for enemies and then has to shoot on them... And by the way, i don't like the idea. Would be to easy to defend^^Quote.png
by Feanturi(disagree)

Quote.pngI think this would be very fun. How about a target painter, a laser pointer you point at your targets? (points mischievously at nearby buddy's back >:).Quote.png
by jivix(agree)

Quote.pngGood concept but I'd have to actually see it in action. There's the tesla coil but that takes 5000EUs which can take a while so many a smaller version of the tesla that doesn't pack as much punch but fires off at a lesser charge.Quote.png
by zatty(agree(kind of))


Advanced Machines[edit]

  1. Implement an entire leveled system, Mark I to IX, of most of the machines; Macerators, Extractors, Compressors, etc. Each level requires a number of Advanced Machine blocks plus the previous iteration of the machine. Starting with the base machine and one Advanced Machine Block to craft a Mark II and finishing with a Mark IIX and 8 Advanced Machine blocks for the Mark IX. That's a massive 45 Advanced Machines to go from one to nine. 360 iron for the basic Machine blocks alone. The person boasting a bank of Mark IXs is truly an Industrialite.
  2. Increasing the level of your machines would obviously come with perks besides showing off to your friends. Each level increases the speed with which the machine works, and the upper reaches come with additional perks. The Miner Mark V now goes out 3 squares from it's origin, while the Mark IX goes out 4 for a 9x9 area of automated mining. The Macerator becomes more efficient at sorting ore from the chaff of stone, and each level after the first has a 10% chance of returning a third dust (or a second for coal.) The Recycler becomes more likely to spit out scrap and at higher levels has a chance of a High Quality Piece of Scrap, yielding a second loot table bereft of the the things you'll promptly stuff right back in. The Extractor Mark IX becomes a sort of second Recycler as it manges to extract the last vestiges of ore from Stone; occasionally spitting out Iron, Copper, Tin, Lapis Lazuli, Redtone, Gold, Coal, or Diamond blocks.

-Tet-



Quote.pngTake note that will use allot of blocks IDs to such a thing. I dont think that there are that many free IDs.Quote.png
by Newkie(disagree)

Quote.pngDAMAGE VALUES. That is all. Since we all know IC builds awesome machines that never wear down, there's no need for them to have damage in the data/damage slot. Do it like wool, only instead of changing color, or making new sprites, just make it so that the "Machine Mk #" appears in the GUI. Maybe make a Mk X which has the same recipe as Mk IX, but with an IX in the middle instead of VIII, and put one faceplate in there with a Mk X, which gets pasted on five sides of Mk X machines. Sure, that's one less sprite for other new stuff, but the Miner could share a sprite with the extractor...Quote.png
by myrrlyn(agree)


Colored cables[edit]

Moved to Archive.


Buildcraft Submod[edit]

Buildcraft[1] is an awesome mod that uses pipes to transport items to and from machines.

Now of course you COULD say "install Buildcraft then". However in the IC world, it is a game breaker. The Quarry, Autocrafter and Golden Pipe (item booster) require only Redstone current. This means free boosting, free crafting, and free mining.

Industrial Buildcraft as a Submod would largely incorporate the same systems. Changes:

-Golden Pipes require EC's to accelerate items in the pipe -The Mining Well is superseded by the IC miner. -The Quarry requires EC. Possibly in the form of High Voltage? -The Autocrafter requires EC. (Rename to Factory?) -Gears are Superseded by Circuits.

New:

-Bronze Pipes. Crafted like the other pipes, with 2 bronze Ingots. Bronze pipes function like Gold Pipes but also can change direction. The combined abilities of the Iron Pipe + Gold Pipe.

-Refined Iron crafts double the amount of Iron pipes.

-Quarry Recipe : Iron Gears => Circuits Diamond Gears => Advanced Circuits Gold Gears => Advanced Machinery Block


Why add this? Because it's a natural expansion of IC and it allows for Megafactories to be built.

-Thekillman-


Quote.pngWell, Alblaka don't have the permissions to copy any mod and transfer it to IC.
And i think, if you install Buildcraft with IC it works fine. So submod isn't useful i think.Quote.png

by Feanturi(disagree)

Quote.pngHe doesn't need to copy. he can collaborate. i don't see why either modmaker would have trouble with it. i said submod to make it optional. besides, it's more of an adaptation. it only requires a few modifications. plus it massively increases playing value. it's also not a compatibility issue. well it is, but gameplay-wise, not mod conflict-wiseQuote.png
by Thekillman(disagree)

Quote.pngi use Buildcraft mod with Industrialcraft, 1rst, i must say that the quarry is really advantageous substituted by a MINER for gathering ores and cobble, 2nd, beside i say in 1rst BC is really a good mod to use in collaboration with IC and 3rd its not that easy to wire an all automated factory/sorter but its really gratifying, my final state : NO for a sub mod coppiing BC contents, YES for a collaboration between alblaka and SpaceToadQuote.png
by OKamilTan(disagree)

Quote.pngOh god, yes, yes, YES! I've thought over this problem a bit, and while I don't really know how to get the mods to change if both are present, (hell, I can't get them to work in the same minecraft.jar-- damn block IDs) I do have a few ideas on how to better integrate them... IC Changes: Make absolutely certain that machines work with pipes 100%-- this includes proper handling of RE-Batteries, (auto ejection, perhaps a new tin pipe to sort between charged/empty batteries) Miner integration, etc. BC Changes: Require gold pipes, obsidian pipes, quarries, and builders to use EC instead of alternating redstone current. Disable shaft miners in favor of the IC Miner. And... that seems to be it. Huh. These lists are shorter than I thought they would be...Quote.png
by Vidios(Agree!)

Plastics[edit]

I rather like the concept of Industrial materials, and noticed plastic based constructions weren't in here.

You could use bio/coal based fuel (clumpy?) and perhaps the compressor to start the process, probably a plastic lump/ball to be melted or pressed into sheets (8-9 sheets to a block?).

I wont go into detail about the uses of plastic, because there is quite a few possibilities.

--Nidor 15:53, 23 May 2011 (CEST)

Quote.pngIt's a good idea, but i think it's already in Plasticcraft?Quote.png
by Feanturi(disagree)

Quote.pngyep, if you want plastic, go for plasticcraft modQuote.png
by OKamilTan(disagree)

Nether Tech[edit]

Moved to Archive.


Camera Monitor[edit]

After looking at the CCTV mod and a newer version of it, i was displeased because I thought i was going to be able to put security cameras in my control room. Sadly, these mods, while impressive, fall short in only having one channel. I suggest: industrial-craft cameras and monitors, which would be connected by cables (hopefully) and display an image (perhaps if possible *not* 16 by 16). that way, my (and everyone else's) control room or security system could be one notch (hee hee) cooler.

I understand this may be hard to code, but I think you (maker of idustrial-craft) are probably up to the challenge.


Llojban

Quote.pngThe idea is good I just have some thoughts about it. A 'TV' block, a way to change the cameras frequency, and how many cameras a 'TV' block can support.

Edit by Feanturi: Guys... stop copying my replies and edit them without changing the name! Next time I'll ban those people for 1 day.Quote.png

by Zatty(agree)



Industrial Floodlights-Lamps[edit]

I think we need a new tool(`s) that would make a temporary Light source.

You can carry it in your Hands or on your Haed.It would

It would get charged with the Mobilecharger,

The Light would be emit at a Light Level of 15 for 5-10-Blocks (if it is possible)

And you have to hold it in your Hand (like any other Tool)

Crafting:

  I=Iron (Refined?)
  G=Glass
  C=Copper
  R=Rubber
  L=Light Bulb
  E=Redstone
  T=Cable


Light Bulbs (2-8?)

  0G0
  ICI
  0I0

The Lamp to carry in your Hand

  RII
  ILG
  0II

And the new Luminator Crafting:

  GEG
  TLT
  GEG


Skavier470 14:50, 28 May 2011 (CEST)


Quote.pngGood idea. The coding exists in other mods so why not? make an electric headlight so you can see in the dark without needing torches. add a rechargeable flashlight.Quote.png
by Thekillman(agree)

Quote.png(I'd love to see this implemented it would make spelunking and mining, not to mention fighting, much easier.)Quote.png
by Zatty(agree)


Quote.pngI really dislike the dark, so i approve, but need to be IC like, so rechargeable with batteriesQuote.png
by OKamilTan(agree)


Weather Control Device[edit]

Since the terraformer doesn't affect the Biome's weather I was thinking of a Weather Control Device (maybe another terraformer blue print?) It can alter the weather in a Biome effectively changing it from or to desert/forest/snow and/or controlling when the weather occurs even making it constantly rain/snow/thunder (the second part is probably much more feasible). I would think it would look like an antenna or radio tower-ish. If not then a blue print for the terraformer that alters the weather pattern or invokes the weather.
Tower
For the top

ICI

ICI
III


for the base of the tower

III
IBI

AC T AC


B = battery
I = refined iron
AC = Adv. Circuit
T = Terraformer
C = cable

Blue Print

Snow

EWE
DBD
EWE


Rain

W[]W
[]B[]
W[]W


Weather Invoker

WSW
DBD
WSW

E = Ice
W = water
D = Dirt and/or sand
B = Blue Print (empty)
S = Snowball

Quote.pngFirst of all use the terraformer and second, maybe it will later cause rain or snow or thunderstorms.^^Quote.png
by Feanturi(disagree)


Guide Arrows[edit]

Arrows that you place on the ground to show direction in a cave allowing you an easy way to tell which direction to go for where you were last mining or to leave the cave. It would be stack-able to save on inventory space and takes fewer resources to make than signs. It's been done before in the 2x2 extended crafting (which sadly doesn't like to work with IC, at least not for me) where they act like signs in that they face a certain direction when you place them but you can right-click them to change the direction they are pointing and they come in a variety of colors. Maybe made from powdered glass or refined sand by macerating the glass or sand and then being able to dye them different colors. To color them you could just put the dye you want in the crafting grid (anywhere) with the arrow (anywhere).

[][][]
[]G[]
[]S[]

G = Powdered glass or refined sand
S = stick

Quote.pngAnd for what should they be? Only for less resource usage then signs?Quote.png
by Feanturi(?)


Renewable Gravel and Lapis Lazuli[edit]

I would like to suggest adding a way to create gravel and lapis lazuli.
As far as I know, they are the only resources one can’t get through the use of other resources (recycler, macerator, etc.) and energy (matter generator).

To get rid of lacking this ability, I propose to:

  • Add a means to get gravel.
    This could be through recycling, or it could be possible to obtain it by macerating stone (instead of getting cobblestone).
    Maybe one could get cobblestone from stone, gravel from cobblestone, and sand from gravel.
    Then, to get flint, there would have to be another way. Possibly through the compressor?
  • Make it possible to get lapis lazuli.
    I think it would be best to make it obtainable through recycling (it should have a probability similar to that of diamond).

Fast2 21:15, 30 May 2011 (CEST)

Quote.pngI like the cobble stone to gravel but gravel already gets macerated into flint, so I would think that flint would be the one to be turned into sand imo.Quote.png
by zatty(agree)

Quote.pngII i think it will be better to have gravel from macerated smoothstone instead of the cobble but its just balance intended, it will be hard to have sand only from flint, it will say it need to macerate 3 times the cobblestone for sand. For the lapis, it definitly need to be implented in the UUM recipes, maybe with 8 UUM?Quote.png
by OKamilTan(agree)

Quote.pngI think the way to solve the whole flint/sand thing is to use the Compressor to get flint and the Macerator to get sand. As it makes sense to me that the gravel getting ground down into sand but getting compressed into flint.Quote.png
by LordZeer(agree)


MFE/MFSU emiting redstone when fully charged or custom number[edit]

IC wiring need a way to communicate with redstone switch cable can already bu used like interrupter cutting or allowing passage of EU but their is no way to received signal from the said wiring. For know , for example, when a MFE is full or if a miner is stopped.

That allow multiple possibility to automatise the EU system from a centralized storage to an automatic sending system where EU is needed without any man intervention.


I propose to make a redstone ability to the storages units (MFE and MFSU), emitting redstone like a redstone torch if its full. Its allow more possibility than if emmiting when empty, which is easily noticeable by the lack of working machines.

I know at that time, the MFE/MFSU have the ability to stop emit EU when receving redstone, but like i said before this can be easily emuled to the switch cable.

Or better if possible, allow the possibility to customize the redstone emit, like : [if store EU<25% emit redstone and if store EU >= 100% stop emit redstone].

And maybe extend the redstone possibility to others types of machines, like the MINER for a easy notice when he is stopping to work.

OKamilTan

Quote.pngWell I like the idea, but i thought that you can merge Energy-O-Mat with MFE to make a temp door. Could it be, that the MFE emits the redstone already? (dunno about that xD)Quote.png
by Feanturi(-)

Quote.pngthe only use for sell o mat in redstone circuit is to know if EU is passing through the machine or not, it have to few application for an automatic circuit (i mean FULL automatic circuit, that MFE emit redstone can do)Quote.png
by OKamilTan(obvious question)

Quote.pngIt could energize scraps into redstone. Sounds good to Me.)Quote.png
by Elvilaz(Agree)

Every single piece of hardware should brake after long, random amount of working time.[edit]

After some time of playing player have all the machines, do all tricks and playing become boring. If you add maintenance to the mod there will be some extra things to do and fun will be longer. This can be done in three ways.

  • 1. Some tool to go with to the field and there repair hardware.
  • 2. Bring hardware to home and put in some kind of workbench for fixing.
  • 3. Scrap broken hardware and replace it with new one.

In case of fixing there should be need for spare parts (i.e. random part from recipe for this hardware). The best way will be mixing in some smart way this tree ways. Maybe light malfunction can be fix in field, mayor in workshop and chance of appearing will be adequate to degree of problem?

- by Harvald -


Quote.pngat first state i say no, but after thinking more about that idea it can be a good addition to SMP or SSP, it will add a new dimension after the building state. I think it will be hard to code (or not if its just a random break, like the nuclear reactor) but it need to be OPTIONAL, sometimes we just dont want or need to do maintenance because in middle of a big building projectQuote.png
by OKamilTan(agree)


EU powered 'Redstone' Circuitry[edit]

I've seen on the Get Satisfaction site an idea for something like a chest but with a much larger area to use(about 16X16 or so) that would allow you to make redstone circuits in this one block space. I saw this and thought, "this is something IC should have!" Because IC already has machines and 'circuits'.

- by LordZeer -


Spider-bot[edit]

Great friend, companion, house keeper and guardian. Can take care of safety of your whole family! ;P

Expensive piece of machinery. Size of one block, he can walk around. It can be only toy, but adding a module give him a purpose. Example modules:

  • Cartographer - going in roughly one direction, making maps on the way and returning
  • Battlebot - defend player (like wolf)
  • Repair bot - if some machine will brake he will repair it
  • Sentinel - patrolling neighborhood and raise alarm if some hostile approaches then run

Rule is that he can only one relatively simple task.

Spider-bot should have home (box). Box can recharge inner battery of spider-bot, but also can give him order to go to work if electric signal is provided.

seeds...[edit]

Hi,

Do you have allot of seeds? Do you want do to something with them? Do you want to be green?!!!!!

Stop putting them in your recycler because here is the solution for all your seedy problems!



what if you combine 8 seeds and glass?

(Why can't i insert images!!)

you get a jar of seeds!

But what can you do with it?

Well... you can right click it and get your seeds back. or...


Put them in the extractor!

(Why can't i insert images!!)

You get a bottle of oil!! (extra virgin)


you can do two things with this green stuff and those are:


1. (Why can't i insert images!!)

a salad (heals three harts because it's healthy!!) (one salad a day, keeps the fat away!)


2. (Why can't i insert images!!)

You can brew your own (clumpy) bio-fuel!!! (already exists, but this is a different way to get it!)


I hope this will come soon to the game!

hayo!!!!

--Crazyputje 22:02, 4 June 2011 (CEST)

Quote.pngThe oil sounds interesting if IC were to incorporate some ideas from Xie's mods,i.e. the cooking stuff. That way there would be a stove and you cook/make various types of foods on it. I do realize that just making bread/pork chops and canning those is far easier, its more of a variety increase for food.Quote.png
by LordZeer(Agree)