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recipes
temp place for recipe discusion
Change or remove tinker tool assembly
Tinker's tools are awesome, but the only way to craft them is manually, that's a problem. Either find a way to automate tool assembly (preferably a cool one, that also works on making guns and other tools) or remove the tool module and use a different mod for that as modular tools IS a cool mechanic.
Liquid mining with the pumpjack
Killer bunnies
Can we have finite resources?
Items to remove from factory tech
- Pulse pistonis buggy and doesnt seem that good either way
- The compact hopper has better alternatives all over the pack
- the transport rollers arn't that good and their placement sucks
Remove openmodularturrets
Consider removing quark stone types or add ways to craft / trade for them
Remove the ME system as a viable choise for item transport or autmation.
Add worldborder system
- Write a formula for how we should calculate border size
Mess with river grate
#37
They are not needed, the rivergrate is not that op
Drills and pickaxes
We have three types of drills.
which should we remove?
is there any reason to use pickaxes? (is that ok?) - I think it's fine if we make picks absolit, as it requires fuel infarstucture to work.
Plastic as an easy to use material which will encurage us to use it
Make sample drill not require energy
Coal liquefaction
Clean randomthings
Capitalist initiative (making your own offers)
Unifiy
Unify all the things
- ingots
- parts
Add recipes to Immersive petroleum projectors
Consider turning all scripts into function holders and have main scripts above that call them
For example if I want an ore processing line I'll have preprocessing file that calls functions in different machine files. The issue with that bering when things are tied to each other or dependent on each other.
Mess with workbenches and blueprints
I want the workbench to be a place you craft ingridents while the crafting table is for assembly.
To do that I want to remove some things from blueprints:
- molds
- electrodes
- bullets?
Energy storage
Scrapped hydroelectric because it's not feasible with current fluid systems.
Hdrogen is an option, for that we'll need an electorlyser to seperate water into oxygen and hydrogen, maybe we can also have uses for oxygen.
Bridge item transport type
#21 Lets look at the Bridge type of item transport
Lets go through the ones we have and see what we want to change, remove or add
Add recipes to graphite electrode
Maybe add other electrodes too if that's possible
Minerals
The shipwreck
When you start the game you crash with a small ship or a pod
Consider removing emeralds
Remove AE2 meteors
They are based on exploration which is opposed to the core of the pack
idea : no ME controller
Clasifay types of item transport
- bridge type = bridges between item modes eg item in inventory, item in world, item in pipe, etc...
- hopper =
world/inventory
->inventory
- magneticraft:inserter =
world/inventory/magneticraftTransport
->world/inventoy/magneticraftTransport
is also a filter, but cannot interact with things above or below (not a huge downgrade. Also, needs upgrades to function fully, cannot be changed in config whcih sucks. Also, very cool.
- hopper =
Is the matter cannon a good weapon?
Things that are only tradable and cannot be crafter or found by the player
Relationship system
Formula - dayFromMeet*0.2+compleatedOffers+ambassadorMeter
What are the rewards for a good relationship?
What are the drawbacks of a bad one?
Pulution
Pollution of air and water using pollution of our realms mod
Remove lapis?
Add something similar to the nuministic generator
Transmission device
The device responsible for sending things to space and reciving messages
Ambassador system
Wants and needs system
Automaticly eat from tables
Modular machines
- #41 mining machines
- machines that add IE minerals to the chunk
- rolling machine
Make the ME system cheap to use as it's not as usefull
The ME system should be just for viewing items easily
see #2
Wielding
Intuitive ways of finding liquid resavours (IP)
Add modular diversity
That means reverting modular machinery to. 10 which is two versions behind iirc but it is very important for a few things like auto mining
remove unnessesery ingots
silver
lead
Color things with machines using colored water
Things like concrete
Salvaging
Going around the broken city #7 and collecting parts and tools.
The abandoned city / colony
Automated mining
Automatic ore gathering is something that is very important and should be available immediately or almost immediately.
Add machines that only work at night to simulate high periodic high demand
Game start
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