sounds good. even though i don#t udnerstand the anvil rebaalance thing. With tinker's Construct you ain't using exp or anvils anway.
I still use them. As cannon projectiles. XD
But really it's just because it makes a bit more sense than using iron. Most anvils I've seen (which is admittedly few) were either steel or cobalt steel...
Dude! O: Cobalt Steel!
Edit: @RiggsTooples: I just figured I'd letcha know this is now in my modpack, and I'd like to invite you to the official server to see how it handles in a multiplayer environment. :3
sounds good. even though i don#t udnerstand the anvil rebaalance thing. With tinker's Construct you ain't using exp or anvils anway.
Aye, and that's exactly the point. It's one of many planned options to assist TCon's game balance in regards to vanilla tools and overall tech progression (I'm sure there's got to be some mods that use anvils in recipes), but it's primarily aimed at server admins who want TCon integrated where and whenever possible. It provides a bottleneck in regards to repairing (non-TCon) tools and armor - and also enchanting through enchanted books. Also, as KimiroDragon pointed out, anvils composed of steel make more sense. Of course, it is disabled by default anyhow.
For the same reason, the Flint and Steel recipe adds a bottleneck to overall progression by limiting access to the Nether. It forces a smeltery to be made, then a high oven. Again, it's a preference thing, but I'm sure some people will appreciate that. As with all the hardcore options, it's disabled by default.
Alright, so this is actually in reply to some other things you've mentioned, but you just raised the exact point. I would like to do something a little more dynamic than simply cooking up normal ol' steel (and pig iron, yes, it's already possible, try to figure it out). See, normal (TConstruct) (cast) steel is an awesome and all, but the life of a tinkerer demands moar.
So here's my idea. I would create a new steel which occupies only 1 item/block/fluid id. Using NBT tags and/or metadata, this material would be highly variable. The oxidizer/purifier/etc materials used during the process would determine a whole range of things, such as color, durability, and even traits. Using cobalt? The steel inherits a blue tint and its properties are averaged between normal steel and cobalt. Use cactus? Green tint, lose a level of reinforced, gain jagged trait. Use obsidian? Purple tint, reinforced III, sharp decrease in durability - but in block form, it's explosion-proof (blast-hardened steel, as you'd mentioned). Use TNT? Why would you do that? Look, your high oven just blew up, dumdum. Basically, it's rolling the concept of doping directly into the current system for simplicity's sake, but using traits instead of modifiers, and using the purifier slot as the dopant slot. It may not be entirely scientific, but it's Minecraft. One time I swam in some lava wearing iron armor and survived.
Glass ceramics? Glass armor and tools? <3 And so it is written; and so it shall be done.
Making quartz in the High Oven? You're friggin' genius. #icandigit and #extrudingftw
As for the other nether materials, I'm a bit cautious. If we go that route, I'll certainly make config options for them. I do like the recipes though. Then again, I'm not sure I'd want to make a fluid for molten soul sand, mostly because by TConstruct logic, liquified soul sand is nether-based glass. ...And then again, again, molten blaze fluid sounds incredibly awesome. I dunno. We'll see.
Quote from KimiroDragon »
I just figured I'd letcha know this is now in my modpack, and I'd like to invite you to the official server to see how it handles in a multiplayer environment. :3
Invitation accepted. Gimme, I'm totally gonna build a few mind-controlling super beings with octagonal-shaped bodies and freeway on-ramps for arms. They will all have names, like Chuck, Asparagus, and 2839-1.
The project is being hosted on Github, located here. Not that the master branch is currently irrelevant. The 1.6.4 branch currently contains working code.
Just a tip, you can change the default branch in GitHub under the settings menu. Then, you can delete master wiith git push origin --delete master
-snip- Invitation accepted. Gimme, I'm totally gonna build a few mind-controlling super beings with octagonal-shaped bodies and freeway on-ramps for arms. They will all have names, like Chuck, Asparagus, and 2839-1.
Banner in signature. :3 Clicky. Technicy. Fun. Such pack. Wow.
The Meaning of Life, the Universe, and Everything.
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Kimiro
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Random idea, inspired by your vivid description in the OP: What if proximity to the High Oven while it's in use gave you a Heat Stroke debuff that randomly either applies slowness for ~4 seconds, mining fatigue for ~30 or deals 1 heart of damage so long as you remain near the oven and it's on (ie. consuming fuel). :3
Also, because of the way it consumes fuel (that bug where it uses fuel for no reason, I mean), why not turn that into a feature? Applying a redstone signal could shut off the oven entirely, blocking it from using fuel.
Just a tip, you can change the default branch in GitHub under the settings menu. Then, you can delete master wiith git push origin --delete master
Aye, and appreciated sir. I'll be doing this soon. If you happen to know how to delete folders off the remote without getting that awful fast-forward error, that'd be appreciated. Accidentally added the .settings folder from Eclipse. :/ Google didn't turn up much - then again, I didn't exactly scour the internets.
Random idea, inspired by your vivid description in the OP: What if proximity to the High Oven while it's in use gave you a Heat Stroke debuff that randomly either applies slowness for ~4 seconds, mining fatigue for ~30 or deals 1 heart of damage so long as you remain near the oven and it's on (ie. consuming fuel). :3 Also, because of the way it consumes fuel (that bug where it uses fuel for no reason, I mean), why not turn that into a feature? Applying a redstone signal could shut off the oven entirely, blocking it from using fuel.
As far the heat stroke, this was somewhat discussed a few pages back a little, but I haven't implemented it yet. I think I'd like to do something a little different. It'll cause nearby objects to burn over time, sure, but I don't want to harshly penalize people just for being around it - instead, I'm thinking of sweating particles. Maybe throw on some mining fatigue for good measure.
Also relevant: Redstone control. Already the plan and already partially implemented on my side. In fact, I've already revamped the heating system. Now the high oven's internal temperature is displayed on the GUI and items melt according to that rather than directly from the coal itself. Also, both the oven and smelting items have cooldowns. It's really quite fancy, and I'm very pleased with the results. From what I can tell, the process also totally fixed the known related bugs in doing so. I'll be finishing the redstone control tonight and post up 0.0.1 prerelease 2. After that, I'm going to revamp the code for the mix components for prerelease 3, then overhaul the GUI for prerelease 4. If all is well, 0.0.1 stable will follow.
Considering I use a certain mod that lets me customize features of the anvil, and makes it actually reasonably usable in the first place, steel anvil makes more sense. B-)
With the crappy vanilla anvil's 12% chance to take damage and pathetically low durability, it's rarely if ever worth even using instead of just making enchanted books and replacing the tool or armour.
Good news, everyone!
I've got this covered and smothered like cheese and mushrooms on a hashbrown.
Mod updated. Links & info in the OP.
That dog! D:< *Shoots the screen 3040114 times in futility*
I'mma update this on mah server, because reasons. (Also another mod that needs update badly. XD)
THE EDIT THAT BROKE THE CAPS BARRIER:
*Ahem*
Bug report tiem!
* The High Oven (HO) seems to climb to ~600 degrees and then reset to room temp is emptied of liquid (intended?)
* The HO can't be redstone powered directly (intended? I tried placing a lever on the controller block to no avail, but it works on the block next to the controller)
* Iron melts at 1528, not 608
* Sending a redstone update to any block on the structure while it's operating resets the internal temp
Also, the more I play with this thing, the more I feel something is off, and I think I figured it out: In meatspace the furnaces they use to make steel are often fueled by natural gas or propane burners (imagine a blowtorch on steroids with 30-90 of it's friends all pointing at a crucible; the charcoal isn't fuel but the additive).
The other thing about steel making is that it isn't just melt iron, add stuff, cool, done - you have to melt the iron and then raise the temp even higher - around 1800-2000 degrees celcius hot - to actually force the iron and carbon (et al) into a rather unhappy marriage of convenience. It's the marital stress that gives steel a lot of its strength, as each iron and carbon group is interlocked with every adjacent one to form a kind of... 3D dovetail kind of thing.
So, if it's not impossible my dear Toops, I propose a slight large change...
External heater sub-multiblock!
(As represented by lapis block and netherack.).
The idea here is the lapis block is the High Oven Heater Control Unit and the Netherack represents the heater multiblock... blocks. When the control unit is provided fuel (any would do here, since it's not being added to the mix) and a redstone signal, it ignites the heater blocks and heats the HO. 4 heaters burning would be enough to melt iron, all 8 could start the alloying process, so you could simplify controlling the heater to a simple on/off, with off keeping the HO at about iron-melting temp and on cranking it to alloying temp. While in the idle state it could consume very little fuel, one coal-worth per day kind of thing. Cranking it to on, however, would consume about 16 per minute and raise the temp very rapidly to the 2000-ish mark.
From a crafting standpoint... Maybe 4 leather, 4 pistons, and a hopper for the control block (ie. bellows and a fuel distribution system) and 7 scorched bricks in a U shape (like the casting basin but burnier) with a bucket and a torch (insulation, fire container and pilot light).
As for the working side of things... Have the heater pass a heat value and max heat value to the HO, and have the HO just increase it's temp by the given heat value to the given max? As for heater-detecting-high-oven issues... Have the heater setup look upwards 10 blocks in a 3x3 (90 blocks total search volume) centered on itself and report to the first complete one it finds? Or manually link the heater to the oven with a seared brick block touching the heater controller and the bottom-middle block of the high oven? I dunno, multiblocks are hard. XD
And as such, feel free to ignore my ideas!
But yeah, there be bugs, so I'll hold on updating yond server (unless you'd like some SMP testing).
Bug report tiem!
* The High Oven (HO) seems to climb to ~600 degrees and then reset to room temp is emptied of liquid (intended?)
* The HO can't be redstone powered directly (intended? I tried placing a lever on the controller block to no avail, but it works on the block next to the controller)
* Iron melts at 1528, not 608
* Sending a redstone update to any block on the structure while it's operating resets the internal temp
1: Oops! Not intended.
2: Odd. I didn't even try that, out of all the different configurations I tried. >_>
3: Yeah, I'm going to revamp all the melting temperatures to realistic values. Thankfully, there's a handy list.
4: Oh snap, I just realized why. How silly.
I'll get these fixed for 0.0.1pre2b, hopefully tonight.
Also, the more I play with this thing, the more I feel something is off -snip-
I've been thinking the same thing since I've started. I have been planning on doing something a little more complex and realistic in regards to its structure and heating, but I think I'll hold off on any massive changes until after I've started with the ~blacksmithing update~ for 1.7 - this will introduce a much more manual lower tier for smithing/smelting. There's some info on the project design sheet on the google drive. Considering that update will introduce bellows, I think that's reason enough to wait. Until then, I will be doing some smaller tweaks to the High Oven, especially in regards to heating.
This was going to be longer, but it' work time. Ta-ta!
Regardless of all of the annoying humor in the OP, this looks like a pretty fantastic mod. I'm hearing some very interesting talk about material properties of steel produced through different processes - it's combinatorial processes with tradeoffs like that which make TCon so interesting to begin with. Adding another layer of depth and customziability to that - particularly one that doesn't screw the player who doesn't want to delve too deeply in it - can only be a good thing. One question, though: Will steel ingots produced this way be usable as oredicted steel (for, say, Thermal Expansion or Mekanism machine crafting)?
Anyway, every time I think I'm already aware of all of the tech mods in the community, somebody makes a new cool one. This is going in my single player pack, looks pretty schweet.
e: It's also going in my dev env so enjoy all of the terrible pull requests that break more than they fix.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
Will there be a book explaining how this all works soon, or rather later when you have added tons more stuff?
Also, feature request:
Now, this MIGHT NOT fit in well with this mod *GASP* ( I know... tragic!) but I think this is highly needed.
So I have been running into this problem of accidentally merging ores, with normal TiC it would be bronze, manyllyum, aluminum brass and maybe I have forgotten one, but you get this, right?
Well, I have been using ExtraTiC as well, which adds Metallurgy support. So this adds tons more ores and tons more combining of ores in the smeltery to become one, which I do not always intend to do. So, to change this, you could maybe add a tank item which has an inventory like the smeltery, only items CANT be put in, the only thing you can see in it are the liquid metals. Now if a mixed liquid metal like bronze enters this "splitter" it will automatically be turned into its component liquid metals (copper and tin).
You have to pipe the liquid into this, and it will ONLY accept merged liquid metals. Otherwise it won't have any use for them.
High-temperature centrifuge that separates alloy liquids into their component liquid metals, maybe?
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
See, if it's a centrifuge, that makes a couple of important differences:
a. It makes sense and
b. it would need power.
Too bad Slime Knights hasn't released any of the Tinker's Mechworks mechanical power stuff yet.
Rollback Post to RevisionRollBack
The inquisitors were torturing Harry.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
Will there be a book explaining how this all works soon, or rather later when you have added tons more stuff?
Yes. All of the most basic High Oven related content will continue for 1.6, save for some of the more interesting changes I plan to do to its structure. I'll probably add in a little more content as well, but nothing big - so no new tools/weapons, modifiers, exo-armor, dwarves, etc. For example, I would like to start on springs and spring-loaded tracks sometime soon.
Now, this MIGHT NOT fit in well with this mod *GASP* ( I know... tragic!) but I think this is highly needed.
...
you could maybe add a tank item which has an inventory like the smeltery, only items CANT be put in, the only thing you can see in it are the liquid metals. Now if a mixed liquid metal like bronze enters this "splitter" it will automatically be turned into its component liquid metals (copper and tin).
Excellent idea. As long as it's made using steel, it fits the mod perfectly.
I may need to introduce a few other things first because game design, even though the tank itself should be extraordinarily simple to do. I'll get back to this in a sec.
I'm hearing some very interesting talk about material properties of steel produced through different processes - it's combinatorial processes with tradeoffs like that which make TCon so interesting to begin with. Adding another layer of depth and customziability to that - particularly one that doesn't screw the player who doesn't want to delve too deeply in it - can only be a good thing. One question, though: Will steel ingots produced this way be usable as oredicted steel
I agree fully with your comments on the combinatorial process. I'd like to expand on concepts TCon uses while not contradicting them, and at no point do I want to do anything that feels so complex that it's overwhelming, nor should any tools/weapons/armor/etc render anything from TCon useless. It'll be a fine line to walk for sure. To answer your question: oh yes, it'll use the standard oredict entries (ingotSteel, blockSteel, etc), especially since once it is recast, it'll revert to TCon steel for various design reasons.
e: It's also going in my dev env so enjoy all of the terrible pull requests that break more than they fix.
Oresome. Now I'll need to learn more git-isms. Pathetic as it is, I'm not entirely sure what a pull request is. I'm used to coding in notepad(++). Yes, I'm uncultured.
See, if it's a centrifuge, that makes a couple of important differences:
a. It makes sense and
b. it would need power.
Too bad Slime Knights hasn't released any of the Tinker's Mechworks mechanical power stuff yet.
a. It does make sense
b. I agree. I've been eagerly anticipating a proper Mechworks power system ever since mDiyo released that little teaser image displaying all the cool little gears and shafts and whachamawhatsits. Until then, I was milling over the thought in my head of adding pipe casts for ....well, piping (copper, aluminum, steel) and making it possible to create steam in the high oven. Yes, yes, I know, Railcraft again. But the same could be said of most tech mods against other tech mods, ya?
Anyway, the idea is that you'd create a steam engine using some steel plates and pistons, and probably a few other things (gears, redstone). It would be a middle-road power source when stacked against most mods, and would probably need to be rebalanced according to Mechworks power whenever that happens. Still, there's some things I'd like to do which would require a power system, and I don't want to make Thermal Expansion an outright requirement, despite my love for it. This would also add yet another layer of depth to the high oven's functionality. Perhaps the mixing components could even play a roll in the steam, but we'll cross that bridge when we get there.
I may start working on some of these concepts before shifting over to 1.7, but it really depends on how quickly the rest of the modding community jumps the boat. Not trying to "me too!", but there's some large changes with Forge and I don't want to spend weeks refactoring a ton of content.
* The High Oven (HO) seems to climb to ~600 degrees and then reset to room temp is emptied of liquid (intended?)
* The HO can't be redstone powered directly (intended? I tried placing a lever on the controller block to no avail, but it works on the block next to the controller)
* Iron melts at 1528, not 608
* Sending a redstone update to any block on the structure while it's operating resets the internal temp
High-temperature centrifuge that separates alloy liquids into their component liquid metals, maybe?
High-temperature and centrifuge don't belong in the same sentence. Except when making fibreglass insulation. But I absolutely love this idea. <3
I have literally buckets of Manananananayulanana that I'd like to split back to Cobalt and Ardite. Dx
That said... A high-temp enviroment like the High Oven + unwanted alloys (except steel) would be an ideal enviroment to add fractioning catalysts to (basically a dust or molten metal that much more agressively binds to one of the alloy components, which would then float to the top layer. Perhaps a simple way to do it would craft Gunpowder (Oxidizer) + Obsidian (Slag Bulk Material; Glass could also work) into a fractioning powder which could then be used in place of the purifier to essentially (fake) slag a portion of the alloy while leaving the other untouched. This slag would remain in the HO after the other metal is drained and could be processed with Redstone to re-create the original metal.
It would even work for more complex alloys like Pig Iron or Alumite, as once one of the components is fraction'd out the other components won't naturally remix. :3
Good news, everyone!
I just saved a bunch of money on car insurance by... *shot*
-Zoidberg-
*Puts away the sniper rifle and gather up the spent casings* 6 shots 1 hit. I'm losing my edge.
Also, woot woot! I shall *actually* update mah server with this (last time it didn't pass the SSP test, let's hope it does this time XD).
Also! Back burner that idea for a heater, I just had another neat idea: Upgrade blocks for the High Oven.
Things like... Intake Fans, Fuel Dumps, and Insulation.
Intake Fans could increase the heat gained by 1 per tick so the HO heats faster and is more fuel effecient.
Fuel Dumps could hold a buffer of charcoal and allow easy automation.
Insulation could reduce the rate of heat loss, and maybe increase the max heat possible.
Oooh! Composition Monitor that increases the likelyhood of not using Redstone or Gunpowder by 1%.
Convection Fans could increase the processing speed a bit.
Induction Heaters could provide cross-mod compatibility (for, say, UE or RF energy to add heat)!
Heck, you could add blocks used for making specific grades of steel.
Also, Liquid Charcoal? Let the HO turn wood and other organics into fuel it can use? o:
Sex.
I'll get to building a High Oven this morning fo' sho' then.
I still use them. As cannon projectiles. XD
But really it's just because it makes a bit more sense than using iron. Most anvils I've seen (which is admittedly few) were either steel or cobalt steel...
Dude! O: Cobalt Steel!
Edit: @RiggsTooples: I just figured I'd letcha know this is now in my modpack, and I'd like to invite you to the official server to see how it handles in a multiplayer environment. :3
Aye, and that's exactly the point. It's one of many planned options to assist TCon's game balance in regards to vanilla tools and overall tech progression (I'm sure there's got to be some mods that use anvils in recipes), but it's primarily aimed at server admins who want TCon integrated where and whenever possible. It provides a bottleneck in regards to repairing (non-TCon) tools and armor - and also enchanting through enchanted books. Also, as KimiroDragon pointed out, anvils composed of steel make more sense. Of course, it is disabled by default anyhow.
For the same reason, the Flint and Steel recipe adds a bottleneck to overall progression by limiting access to the Nether. It forces a smeltery to be made, then a high oven. Again, it's a preference thing, but I'm sure some people will appreciate that. As with all the hardcore options, it's disabled by default.
Alright, so this is actually in reply to some other things you've mentioned, but you just raised the exact point. I would like to do something a little more dynamic than simply cooking up normal ol' steel (and pig iron, yes, it's already possible, try to figure it out). See, normal (TConstruct) (cast) steel is an awesome and all, but the life of a tinkerer demands moar.
So here's my idea. I would create a new steel which occupies only 1 item/block/fluid id. Using NBT tags and/or metadata, this material would be highly variable. The oxidizer/purifier/etc materials used during the process would determine a whole range of things, such as color, durability, and even traits. Using cobalt? The steel inherits a blue tint and its properties are averaged between normal steel and cobalt. Use cactus? Green tint, lose a level of reinforced, gain jagged trait. Use obsidian? Purple tint, reinforced III, sharp decrease in durability - but in block form, it's explosion-proof (blast-hardened steel, as you'd mentioned). Use TNT? Why would you do that? Look, your high oven just blew up, dumdum. Basically, it's rolling the concept of doping directly into the current system for simplicity's sake, but using traits instead of modifiers, and using the purifier slot as the dopant slot. It may not be entirely scientific, but it's Minecraft. One time I swam in some lava wearing iron armor and survived.
Glass ceramics? Glass armor and tools? <3 And so it is written; and so it shall be done.
Making quartz in the High Oven? You're friggin' genius. #icandigit and #extrudingftw
As for the other nether materials, I'm a bit cautious. If we go that route, I'll certainly make config options for them. I do like the recipes though. Then again, I'm not sure I'd want to make a fluid for molten soul sand, mostly because by TConstruct logic, liquified soul sand is nether-based glass. ...And then again, again, molten blaze fluid sounds incredibly awesome. I dunno. We'll see.
Invitation accepted. Gimme, I'm totally gonna build a few mind-controlling super beings with octagonal-shaped bodies and freeway on-ramps for arms. They will all have names, like Chuck, Asparagus, and 2839-1.
Just a tip, you can change the default branch in GitHub under the settings menu. Then, you can delete master wiith git push origin --delete master
Also, because of the way it consumes fuel (that bug where it uses fuel for no reason, I mean), why not turn that into a feature? Applying a redstone signal could shut off the oven entirely, blocking it from using fuel.
Aye, and appreciated sir. I'll be doing this soon. If you happen to know how to delete folders off the remote without getting that awful fast-forward error, that'd be appreciated. Accidentally added the .settings folder from Eclipse. :/ Google didn't turn up much - then again, I didn't exactly scour the internets.
I'm so noob with this.
As far the heat stroke, this was somewhat discussed a few pages back a little, but I haven't implemented it yet. I think I'd like to do something a little different. It'll cause nearby objects to burn over time, sure, but I don't want to harshly penalize people just for being around it - instead, I'm thinking of sweating particles. Maybe throw on some mining fatigue for good measure.
Also relevant: Redstone control. Already the plan and already partially implemented on my side. In fact, I've already revamped the heating system. Now the high oven's internal temperature is displayed on the GUI and items melt according to that rather than directly from the coal itself. Also, both the oven and smelting items have cooldowns. It's really quite fancy, and I'm very pleased with the results. From what I can tell, the process also totally fixed the known related bugs in doing so. I'll be finishing the redstone control tonight and post up 0.0.1 prerelease 2. After that, I'm going to revamp the code for the mix components for prerelease 3, then overhaul the GUI for prerelease 4. If all is well, 0.0.1 stable will follow.
With the crappy vanilla anvil's 12% chance to take damage and pathetically low durability, it's rarely if ever worth even using instead of just making enchanted books and replacing the tool or armour.
Librari is: The Wizard formerly known as Genshou
Damn, Riggs has caught up to my idea generator! D=
I've got this covered and smothered like cheese and mushrooms on a hashbrown.
Mod updated. Links & info in the OP.
That dog! D:< *Shoots the screen 3040114 times in futility*
I'mma update this on mah server, because reasons. (Also another mod that needs update badly. XD)
THE EDIT THAT BROKE THE CAPS BARRIER:
*Ahem*
Bug report tiem!
* The High Oven (HO) seems to climb to ~600 degrees and then reset to room temp is emptied of liquid (intended?)
* The HO can't be redstone powered directly (intended? I tried placing a lever on the controller block to no avail, but it works on the block next to the controller)
* Iron melts at 1528, not 608
* Sending a redstone update to any block on the structure while it's operating resets the internal temp
Also, the more I play with this thing, the more I feel something is off, and I think I figured it out: In meatspace the furnaces they use to make steel are often fueled by natural gas or propane burners (imagine a blowtorch on steroids with 30-90 of it's friends all pointing at a crucible; the charcoal isn't fuel but the additive).
The other thing about steel making is that it isn't just melt iron, add stuff, cool, done - you have to melt the iron and then raise the temp even higher - around 1800-2000 degrees celcius hot - to actually force the iron and carbon (et al) into a rather unhappy marriage of convenience. It's the marital stress that gives steel a lot of its strength, as each iron and carbon group is interlocked with every adjacent one to form a kind of... 3D dovetail kind of thing.
So, if it's not impossible my dear Toops, I propose a
slightlarge change...External heater sub-multiblock!
(As represented by lapis block and netherack.).
The idea here is the lapis block is the High Oven Heater Control Unit and the Netherack represents the heater multiblock... blocks. When the control unit is provided fuel (any would do here, since it's not being added to the mix) and a redstone signal, it ignites the heater blocks and heats the HO. 4 heaters burning would be enough to melt iron, all 8 could start the alloying process, so you could simplify controlling the heater to a simple on/off, with off keeping the HO at about iron-melting temp and on cranking it to alloying temp. While in the idle state it could consume very little fuel, one coal-worth per day kind of thing. Cranking it to on, however, would consume about 16 per minute and raise the temp very rapidly to the 2000-ish mark.
From a crafting standpoint... Maybe 4 leather, 4 pistons, and a hopper for the control block (ie. bellows and a fuel distribution system) and 7 scorched bricks in a U shape (like the casting basin but burnier) with a bucket and a torch (insulation, fire container and pilot light).
As for the working side of things... Have the heater pass a heat value and max heat value to the HO, and have the HO just increase it's temp by the given heat value to the given max? As for heater-detecting-high-oven issues... Have the heater setup look upwards 10 blocks in a 3x3 (90 blocks total search volume) centered on itself and report to the first complete one it finds? Or manually link the heater to the oven with a seared brick block touching the heater controller and the bottom-middle block of the high oven? I dunno, multiblocks are hard. XD
And as such, feel free to ignore my ideas!
But yeah, there be bugs, so I'll hold on updating yond server (unless you'd like some SMP testing).
1: Oops! Not intended.
2: Odd. I didn't even try that, out of all the different configurations I tried. >_>
3: Yeah, I'm going to revamp all the melting temperatures to realistic values. Thankfully, there's a handy list.
4: Oh snap, I just realized why. How silly.
I'll get these fixed for 0.0.1pre2b, hopefully tonight.
I've been thinking the same thing since I've started. I have been planning on doing something a little more complex and realistic in regards to its structure and heating, but I think I'll hold off on any massive changes until after I've started with the ~blacksmithing update~ for 1.7 - this will introduce a much more manual lower tier for smithing/smelting. There's some info on the project design sheet on the google drive. Considering that update will introduce bellows, I think that's reason enough to wait. Until then, I will be doing some smaller tweaks to the High Oven, especially in regards to heating.
This was going to be longer, but it' work time. Ta-ta!
Anyway, every time I think I'm already aware of all of the tech mods in the community, somebody makes a new cool one. This is going in my single player pack, looks pretty schweet.
e: It's also going in my dev env so enjoy all of the terrible pull requests that break more than they fix.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
They realized that they were all men of the lord.
- 30 Hs
High-temperature centrifuge that separates alloy liquids into their component liquid metals, maybe?
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
They realized that they were all men of the lord.
- 30 Hs
See, if it's a centrifuge, that makes a couple of important differences:
a. It makes sense and
b. it would need power.
Too bad Slime Knights hasn't released any of the Tinker's Mechworks mechanical power stuff yet.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
They realized that they were all men of the lord.
- 30 Hs
FTFY
Librari is: The Wizard formerly known as Genshou
Yes. All of the most basic High Oven related content will continue for 1.6, save for some of the more interesting changes I plan to do to its structure. I'll probably add in a little more content as well, but nothing big - so no new tools/weapons, modifiers, exo-armor, dwarves, etc. For example, I would like to start on springs and spring-loaded tracks sometime soon.
Excellent idea. As long as it's made using steel, it fits the mod perfectly.
I may need to introduce a few other things first because game design, even though the tank itself should be extraordinarily simple to do. I'll get back to this in a sec.
Can't win 'em all. Can't beat Airman, either.
I agree fully with your comments on the combinatorial process. I'd like to expand on concepts TCon uses while not contradicting them, and at no point do I want to do anything that feels so complex that it's overwhelming, nor should any tools/weapons/armor/etc render anything from TCon useless. It'll be a fine line to walk for sure. To answer your question: oh yes, it'll use the standard oredict entries (ingotSteel, blockSteel, etc), especially since once it is recast, it'll revert to TCon steel for various design reasons.
Oresome. Now I'll need to learn more git-isms. Pathetic as it is, I'm not entirely sure what a pull request is. I'm used to coding in notepad(++). Yes, I'm uncultured.
a. It does make sense
b. I agree. I've been eagerly anticipating a proper Mechworks power system ever since mDiyo released that little teaser image displaying all the cool little gears and shafts and whachamawhatsits. Until then, I was milling over the thought in my head of adding pipe casts for ....well, piping (copper, aluminum, steel) and making it possible to create steam in the high oven. Yes, yes, I know, Railcraft again. But the same could be said of most tech mods against other tech mods, ya?
Anyway, the idea is that you'd create a steam engine using some steel plates and pistons, and probably a few other things (gears, redstone). It would be a middle-road power source when stacked against most mods, and would probably need to be rebalanced according to Mechworks power whenever that happens. Still, there's some things I'd like to do which would require a power system, and I don't want to make Thermal Expansion an outright requirement, despite my love for it. This would also add yet another layer of depth to the high oven's functionality. Perhaps the mixing components could even play a roll in the steam, but we'll cross that bridge when we get there.
I may start working on some of these concepts before shifting over to 1.7, but it really depends on how quickly the rest of the modding community jumps the boat. Not trying to "me too!", but there's some large changes with Forge and I don't want to spend weeks refactoring a ton of content.
I just saved a bunch of money on car insurance by... *shot*
Mod updated. Links and info in OP.
Basically...
All fixed.
YES.
If I understand Rigg's plan, it'd be NTB-differentiated steel. So basically the same as the Tinker steel but with extra tags added.
High-temperature and centrifuge don't belong in the same sentence. Except when making fibreglass insulation. But I absolutely love this idea. <3
I have literally buckets of Manananananayulanana that I'd like to split back to Cobalt and Ardite. Dx
That said... A high-temp enviroment like the High Oven + unwanted alloys (except steel) would be an ideal enviroment to add fractioning catalysts to (basically a dust or molten metal that much more agressively binds to one of the alloy components, which would then float to the top layer. Perhaps a simple way to do it would craft Gunpowder (Oxidizer) + Obsidian (Slag Bulk Material; Glass could also work) into a fractioning powder which could then be used in place of the purifier to essentially (fake) slag a portion of the alloy while leaving the other untouched. This slag would remain in the HO after the other metal is drained and could be processed with Redstone to re-create the original metal.
It would even work for more complex alloys like Pig Iron or Alumite, as once one of the components is fraction'd out the other components won't naturally remix. :3
*Puts away the sniper rifle and gather up the spent casings* 6 shots 1 hit. I'm losing my edge.
Also, woot woot! I shall *actually* update mah server with this (last time it didn't pass the SSP test, let's hope it does this time XD).
Also! Back burner that idea for a heater, I just had another neat idea: Upgrade blocks for the High Oven.
Things like... Intake Fans, Fuel Dumps, and Insulation.
Intake Fans could increase the heat gained by 1 per tick so the HO heats faster and is more fuel effecient.
Fuel Dumps could hold a buffer of charcoal and allow easy automation.
Insulation could reduce the rate of heat loss, and maybe increase the max heat possible.
Oooh! Composition Monitor that increases the likelyhood of not using Redstone or Gunpowder by 1%.
Convection Fans could increase the processing speed a bit.
Induction Heaters could provide cross-mod compatibility (for, say, UE or RF energy to add heat)!
Heck, you could add blocks used for making specific grades of steel.
Also, Liquid Charcoal? Let the HO turn wood and other organics into fuel it can use? o: