Jitty, what did I just witness there? TNT made a huge explosion for some reason, and then you were detecting radiation...for some reason.
(Sorry if sound clarifies anything: I saw this from work with no sound)
All is clear now, thank youThe crystals explode if something near them explodes (creeper or tnt or another crystal (chain reaction!)). The power of this explosion depends on the power that is in the crystal and the strength. Then there is also radiation which depends on the power again and also on the purity of the crystals.
Love it.Important milestone. It is now possible to generate crystals (that are better then the naturally spawned crystals) using this mod. This is not the final thing yet. Two important machines are still missing (the purifier and the enhancer). With those two you will be able to get much better crystals. However, this does make the mod a lot more usable already. This video shows the creation of a single crystal.
Love it.
Did you consider doing crystal purification via "structures" rather than machines? Realize its late in the game, but structures seemed to me a better fit for the theme.
Hard to explain, but something a bit more emergent. Organize crystals in a 3 dimensional area. Their relational position causes different resonance frequencies which will encourage different properties in any crystals in the "middle".What exactly do you mean by that?
Hard to explain, but something a bit more emergent. Organize crystals in a 3 dimensional area. Their relational position causes different resonance frequencies which will encourage different properties in any crystals in the "middle".
Works for meHmm. While that sounds interesting that's totally not what my mod is currently heading too
Deep Resonance should be seen more as a mod that heavily depends on liquid processing. The crystals are just the end product and you only have to place them near your generator to generate power.
So it's a successive series of steps in refinement? Hrm, gonna be interesting to try and compact such a setup.
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I request CONFIGS! I want to be able to set which blocks can get changed and what they can be changed to.Just released a new beta version of Deep Resonance 0.3.0:
0.3.0:
- Radiation and pollution work now. An exploding crystal and a working generator will (depending on power and purity of the crystal) generation polution in a certain area:
- Big radiation effects can cause random destruction events... dirt/farmland being replaced with poisoned dirt, ...
Question: The pipes you showed in the last screenshot (wherever that was) looked like the EnderIO variety. I was under the impression that with all the extra information that your fluid carries, they'd need special pipes as well as special tanks to be handled properly. Did you find a way to get it to work with other mods pipes as well?
If so, cool!
Ok, that makes sense. I didn't know that fluids could have extra data formatted in such a way that other mods' pipes and tanks wouldn't just flip out without having to register a gazillion different types of fluids. Good to know.Other mods pipes and tanks will work just fine except that they don't know how to mix the fluids. That means that when you pipe a RCL fluid through such a conduit or you put RCL fluid in a tank from another mod it will not be able to accept RCL that has slightly different settings (i.e. 9% purity instead of 10% purity). But otherwise it works fine. Other tanks and conduits should (if they are coded properly) preserve the attributes.
DR doesn't yet have its own conduit system although some infrastructure for it is already in place. However, for conduits this is less important. The tanks are there and working and they can do the mixing.