Mekanism: Feature Request Thread

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Algester

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Jul 29, 2019
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Windmills still requires steel, which still requires the Metallurgic Infuser to create.

The problem is that if it requires Infused Iron/Alloy or Steel, in the new system, it requires the Metallurgic Infuser. However, that machine also requires power. And there are no power generating machines in the mod currently which do not require one of those items as material. Catch 22.
ohh thats hard... without TE your also left with no early power gen... RI no longer gives you power gen either... the only thing I can think of is if you have forestry you can try and use clock work engines...
 

ShneekeyTheLost

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ohh thats hard... without TE your also left with no early power gen... RI no longer gives you power gen either... the only thing I can think of is if you have forestry you can try and use clock work engines...
Oh, you can get power gen from other mods, TE being one of them, but Mekanism itself doesn't have a way of generating power without an already existing method of generating power. Catch 22. There should be an in-mod means of progressing.
 

Not_Steve

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Oct 11, 2013
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Windmills still requires steel, which still requires the Metallurgic Infuser to create.

The problem is that if it requires Infused Iron/Alloy or Steel, in the new system, it requires the Metallurgic Infuser. However, that machine also requires power. And there are no power generating machines in the mod currently which do not require one of those items as material. Catch 22.
putting redstone into any machine gives it power
 

PierceSG

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Jul 29, 2019
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Oh, the hook-a-wire-on-to-the-vanilla-furnace method no longer works? (it was the primary method when Resonant Induction was still a standalone mod.)

I was hoping it still works but not as efficient as the rest due to no internal buffer as unused energy are sort of wasted.

Sent from my GT-N8020 using Tapatalk
 

Aidan

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Jul 29, 2019
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The Heat Generator is actually now super cheap, and uses resources easily available early on. Not to mention the fact that the Metallurgic Infuser can run directly off of redstone put in the energy slot.
 

PierceSG

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@Not_Steve & @Aidan: Thanks for the tip. I have no idea redstone dust can provide a temporary boost of power. So now we've that settled, it means there shouldn't have any issue starting with only Mekanism. :p

P.S. Aidan, when will the jetpack be done? :p I can't wait to play with it.

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ctate

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Jul 29, 2019
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Am I missing something? The auto-eject configuration on machines is still confusing me. It *looked* straightforward, but I still couldn't figure it out until I watched some of your videos. (I was trying to set up a simple automated processing chain: purification -> crushing -> enrichment.)

Despite the apparent ability to set the output color tag, it *looks* like in practice you have to use dark blue for the output face (of a purification chamber or a crusher, at least), and dark red for the input face. Am I missing something? I've tried using other colors and never gotten it to eject; and the fact that some of the selectors let you pick one range of colors (pink! bright green!) but the other selector's colors don't have those but do have others (orange!) confuses me mightily.
 

Algester

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Jul 29, 2019
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it follows the same line of principles as TE however the colors are not dynamic as that of TE so you must follow the color flow of the machine's GUI
being that
dark blue = output
dark red = input
violet? = battery input
orange = sub input
gray = non
 

Robdragon87

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Jul 29, 2019
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Love the changes on the mod so far. I'm using the Moonquest tech Pack and these changes are well welcomed. Couple of things I wanted to share and bring in case. First I notice that if you use the configure tool on the logistical separator that it rotates it but gets stuck when it points up and there is no way to rotate it afterwards. I need to destroy it and replace it. Second, is there a directory for the OreDict? I tried to make plankWood* and it would bug out and not separate properly. If there was a list that I could use to make the bulk filters it would be awesome (such as the dust, ore and ingot ones). http://www.minecraftforge.net/wiki/Common_Oredict_names is the only one I've been able to find but not all of them work. Maybe include a filter that can search and filter via the item name? That way any item with the word "axe" would output all items with the word "axe" in it.

Also I've noticed that (maybe its just the mod pack) that every since the meckanism update that there have been graphic glitches (random sections of the screen would be xray'ed) this is especially true during creative mode. The latter is just something I've brought up to see if anyone else had similar situations, but the first two I'm more interested in as I'm currently organizing my item warehouse.
 

Robdragon87

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Jul 29, 2019
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Here is the example of what I'm looking at, it flashes between the two.
 

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Aidan

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Jul 29, 2019
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Love the changes on the mod so far. I'm using the Moonquest tech Pack and these changes are well welcomed. Couple of things I wanted to share and bring in case. First I notice that if you use the configure tool on the logistical separator that it rotates it but gets stuck when it points up and there is no way to rotate it afterwards. I need to destroy it and replace it. Second, is there a directory for the OreDict? I tried to make plankWood* and it would bug out and not separate properly. If there was a list that I could use to make the bulk filters it would be awesome (such as the dust, ore and ingot ones). http://www.minecraftforge.net/wiki/Common_Oredict_names is the only one I've been able to find but not all of them work. Maybe include a filter that can search and filter via the item name? That way any item with the word "axe" would output all items with the word "axe" in it.

Also I've noticed that (maybe its just the mod pack) that every since the meckanism update that there have been graphic glitches (random sections of the screen would be xray'ed) this is especially true during creative mode. The latter is just something I've brought up to see if anyone else had similar situations, but the first two I'm more interested in as I'm currently organizing my item warehouse.
The x ray thing is not mekanism, it's just Minecraft loading chunks :)

I'm assuming by "logistical separator" you mean logistical sorter. I plan on making a directory soon, actually!

I didn't see what you were referencing in that picture, both screens looked the same.
 

Aidan

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Jul 29, 2019
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Alright guys. I've been thinking, and I've put something together that I think is a balanced, renewable approach to 400% ore output. Gunpowder will be required, and as this is easily obtainable non-renewably by crushing Flint in a Crusher, but still (more hardly) obtained renewably by means of Creepers, I'm happy.

Mekanism 400% ore output

Chemical Formulator
Turn gunpowder into Sulfuric Gas. Gas, transferred with Pressurized Tubes.

Chemical Infuser
Combine Hydrogen and Sulfuric Gas to create Sulfuric Acid. Another gas.

Chemical Injection Chamber
Injects Sulfuric Acid into ores, turns into 4 Unrefined Shards

Shards are then turned into Clumps by the purification chamber, and so on :)

Thoughts?
 

Nanolathe

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Jul 29, 2019
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With other mods that allow reasonably easy renewable gravel sources from cobble... I think the flint approach leads to Mekanism becoming a very 'attractive' way of processing everything.
Not exactly sure how to feel about that.

It really depends on how attractive you want Mekanism to be when combined with some of the 'usual suspects' in modpacks.

I'd be much happier if this wasn't a reliable 400% output. 300% is getting common, but usually includes a rare by-product as the tripling agent or is a random 'chance' during the automation process. A completely safe and easily automatable (with just a cobble-gen and a few low-power machines from other mods) process makes the 400% output feel a little too easy to accomplish.

But as I say, that's your call to make, not mine.
 
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ShneekeyTheLost

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Alright guys. I've been thinking, and I've put something together that I think is a balanced, renewable approach to 400% ore output. Gunpowder will be required, and as this is easily obtainable non-renewably by crushing Flint in a Crusher, but still (more hardly) obtained renewably by means of Creepers, I'm happy.

Mekanism 400% ore output

Chemical Formulator
Turn gunpowder into Sulfuric Gas. Gas, transferred with Pressurized Tubes.

Chemical Infuser
Combine Hydrogen and Sulfuric Gas to create Sulfuric Acid. Another gas.

Chemical Injection Chamber
Injects Sulfuric Acid into ores, turns into 4 Unrefined Shards

Shards are then turned into Clumps by the purification chamber, and so on :)

Thoughts?
I'm of two minds about this.

On the one hand, I'm really liking the concepts of using the gas with pressurized tubes, actually having a real use for them now. I'm also liking that it requires a few more machines to get the quad-output rather than just one additional machine. However, a few things to point out:

1) Flint can be a renewable resource. Railcraft can do it, albeit expensively (12 bleedin' diamonds for a multiblock structure which is an energy hog). There was also some mod or another that DW20 was showing off... I think it was the new version of Factorization... that can turn cobble into gravel a lot easier. And, of course, darkroom mob grinder can net you a lot of gunpowder, with a chunkloader to keep it running.

2) I'm not sure how I actually feel about a 400% return. I mean, the knee-jerk reflex is 'hells yea!', but the more I think about it, the more I realize... by the time I've got this setup going... I'm probably not going to be hurting THAT badly for resources. So honestly, I'd probably never actually build it. This is one of the failing points with GregTech, by the time you get to the point where you can get a decent amount of return on investments... it's no longer necessary.
 
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Aidan

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Jul 29, 2019
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Very good points guys. Here's what I'm thinking.
First of all, if I'm not mistaken, you can already obtain gravel in Mekanism by crushing Cobblestone; and that gravel can be turned back into Cobblestone using an Enrichment Chamber. So you'd already have a pretty decent supply of gunpowder ready for use.

The thing is that Mekanism follows a tier-based system. We already have the "basic" processing, which is using the Enrichment Chamber. "Advanced" is held by the Purification Chamber, which accounts for 300% ore output. We need something to hold that position as an "elite" tier of processing, and that is where I think this will come in. By means of using all three of these machines, each requiring energy, I feel pretty confident this would be a smart approach to fill that gap.

However, balance is where things get tricky. I would much rather have an insanely expensive system of ore processing that provides reliable 400% ore output than an affordable machine that is unreliable. If anyone has any ideas, please share.

EDIT:
I was wrong, the Enrichment Chamber and Crusher don't have that capability. I just added a recipe to the Purification Chamber to convert Cobblestone into Gravel, as well as a recipe to combine Flint with Cobblestone in order to create Gravel.
 

Nanolathe

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Jul 29, 2019
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How expensive were you thinking in terms of power draw? (total used by all machines in the process)

What would you envisage to be the minimum infrastructure needed to keep it running without a recharge cycle?
 

Aidan

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Jul 29, 2019
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The most expensive by far will be the Chemical Infuser, which will cost most likely 300 j/t. The Chemical Formulator will cost about 200 j/t, and the Chemical Injection Chamber would be 150 j/t. A single Hydrogen Generator produces 300 j/t for reference.
 

Yusunoha

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Jul 29, 2019
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Alright guys. I've been thinking, and I've put something together that I think is a balanced, renewable approach to 400% ore output. Gunpowder will be required, and as this is easily obtainable non-renewably by crushing Flint in a Crusher, but still (more hardly) obtained renewably by means of Creepers, I'm happy.

Mekanism 400% ore output

Chemical Formulator
Turn gunpowder into Sulfuric Gas. Gas, transferred with Pressurized Tubes.

Chemical Infuser
Combine Hydrogen and Sulfuric Gas to create Sulfuric Acid. Another gas.

Chemical Injection Chamber
Injects Sulfuric Acid into ores, turns into 4 Unrefined Shards

Shards are then turned into Clumps by the purification chamber, and so on :)

Thoughts?

I know some people are not fond of multiblocks, but when I think of an ore processing machine/build, I always imagine it getting bigger and bigger the more powerful it gets.
but it's nice to know that there's ways to improve ore output by doing more work, instead of magically upgrading one block to do it.