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Polytool minechem
Polytool minechem






polytool minechem
  1. #Polytool minechem generator#
  2. #Polytool minechem mod#
  3. #Polytool minechem code#

Preventing radioisotope decay while still in a machine - cos that's just irritating. pipe O2 gas into any furnace(including modded furnaces, like smelters) and it acts as a tick accelerator, pipe certain acids into any grinder, it gives bonus outputs. Also other interactions with various other machines & blocks. Think dispensing aerial poisons into enclosed areas to act as mob grinders, that sort of thing.

  • In-world interaction stuff (like tossing sodium metal into water exploding).
  • I'd also like ways to deal with players wearing DE armor haha :)

    #Polytool minechem mod#

    Remember Witchery brews & infusions? Now wouldn't something similar make total sense in a mod like this? I think so. Short term advantages at the cost of long-term risks. Removing outright damage from drugs in favor of an addiction system, similar in some ways to Thaumcraft warp. Also an ability to infuse other armors with particular effects.

  • A labcoat you can add potion-effects to and that protects you from negative effects when you consume chemicals.
  • It also becomes a bit of a "wrench" item for assembling various bit's a & bobs. You create the modules via infusing them with chemicals (similar effects to how it works currently). A hotkey to allow you to change out a "module", for different modes. Maybe even a potion-launcher ranged weapon or something. Obviously allowing for potions to actually stack would be critical to this.
  • The ability to add new effects to potions.
  • There's a ton of new effects I'd like to add. So liquid hydrogen would need cooling/pressurisation, and if you dump a bucket back into the world it'll disperse back into gas.
  • New machines for infusing items, filling test tubes & transmuting between states of matter as mentioned before.
  • Making sure fluids are TiC smeltery compatible, gases work nicely with Mekanism etc would be a certainty. A good cobbleworks would still be able to produce an infinite amount of resources at end-game, so it should still be attractive to players. I just want to remove more of the "Complicated EE2" feel. Being able to just randomly throw together atoms and make leather or something would be a more late-game thing, and even then restricted to vanilla items. So a Crystaliser to make metal dusts, basic stone & diamonds, and similar synthesis machines for the other matter states. Turning those outputs into actual fluids, blocks, dusts & gases (that are oredicted of course) would require dedicated forms of synthesiser. This is also to work with the various in-world interactions I'd like to see. I'd kinda like to output solids, liquids & gases directly from the decomposer and not produce magical test tubes. Cos it's not like we have enough ways to produce RF already.

    #Polytool minechem generator#

    I'd like to create a radioisotope thermoelectric generator block to use all those spare radioisotopes I always seem to accumulate.That alone, if nothing else, is something I'd want to do, it's my single largest gripe. I think having the decomposer & synthesis machines as blocks that can pull & push to any face without conduits required would be nice.Here's a by no means comprehensive list of stuff I'd like to do: I've been deliberately looking over the mod again with a more critical eye.

    #Polytool minechem code#

    after digging around the code and getting up to the point where I'm starting to get things working.I'm kinda wanting to make a few changes.








    Polytool minechem