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This wiki is about the Deep Resonance power generation mod for Minecraft 1.7.10. For now this mod doesn't exist yet so you cannot find real documentation here currently.
Here is a description of the current plans for this mod. The basic idea is that you find Resonating Crystal Ore in the world and use the machines implemented in this mod to generate crystals from that. These crystals can then be used to generate power.
This mod will add two types of worldgen:
1. Resonating Crystal ore. At redstone level and slightly more common than diamond (but not much).
2. Almost nearly empty and not very pure crystals in caves. These are rare.
If you generate power from impure crystals (more on this later) you will have a chance of polluting the environment. Depending on how long this goes on, how powerful the crystal is and how many crystals you have this can affect a larger or smaller area. It is important to try to make your crystals as pure as you can. After an area is polluted and no new pollution is generated it will slowly start 'cleaning up' again after some time. In a strongly polluted area all living things will die (plants + animals) and you will get various effects like poison, hunger, ...
The polution is a kind of radiation that emits while crystals are generating power. The amount of radiation depends both on the purity as well as the power that the crystal has. A really powerful crystal that is very unpure will be able to affect a large area with radiation. The only way to completely eliminate radiation is with 100% pure crystals.
Polution effects will be (in this order of severity):
- hunger
- poison
- wither
In addition at regular intervals Deep Resonance will kill all plant life and animals in a certain area in the affect radius of the generator. Possibly destroying farmland as well as replacing dirt with 'polluted dirt'.
There will be a block that can shield against this radiation but for this to be effective the generator has to be 100% shielded.
If no power is being generated radiation levels will slowly go down again. Purifying machines will be added (very expensive) to help speed up this process as by default it can take a long time.
This most important feature of this mod is the Resonating Crystal Liquid (RCL in short). You will generate this liquid from the ore and then refine, infuse and crystallize it using various machines provided in this mod. This liquid has several attributes:
- Quality: this basic attribute of a liquid controls the quality and is determined at the time the liquid is generated. A low quality liquid can never be purified or enhanced beyond various levels.
- Purity: the purity of a liquid is an important attribute which controls how much pollution a crystal made from this liquid will add to the world.
- Power: the power factor controls how much RF/t can be generated from a crystal made from this liquid. You can change this by infusing the liquid with various materials.
- Lasting time: this factor controls how long this crystal will be able to generate power. You can again change this by infusing the liquid with various materials.
- Crystallizing time: it takes a while to crystallize the liquid into crystals. This factor can reduce that time and is again influenced by infusing various materials.
Because regular fluid tanks have no idea on the specific attributes that RCL has Deep Resonance provides its own tank. This will be a multiblock that supports all liquids but has specific support for RCL by 'mixing' the attributes. For example, if you have a tank containing 1000mB of 70% pure liquid and you add another 1000mB of 90% pure liquid you will end up with 2000 mB of 80% pure liquid. The same for the other attributes of a liquid.
This tank is the basis for most of the machines in this mod. It will be possible to use a single tank and attach all machines to that for a single multiblock but it will probably be more efficient to make multiple tanks so that you can have better control of the quality of each tank contents while it is being processed by the respective machines.
This mod will also provide fluid pipes which also support the RCL attributes and special valves which will allow you to extract RCL with specific attributes (for example to extract RCL with purity above 80%).
The crystals are dangerous. Protect them from explosions (creeper or whatever) because if an explosion occurs near them there is a chance they explode too. And the power of this explosion will depend on the power that is in the crystal.
The smelter needs two tanks. One filled with lava below it and another one filled with RCL above it. It will melt the Resonating Crystal Ore and insert the produced RCL in the tank above it. This smelter gives the best result if the lava tank is exactly filled at 50%:
- Below 25% lava: nothing happens. No ores are melted.
- Below 50% lava: RCL of purity 50% is produced but slower then at 50% lava. The quality will also be slightly reduced.
- 50% lava: RCL of purity 50% and best quality is produced at max speed.
- Above 50% lava: RCL of less purity and quality is produced at higher speed.
- Above 75% lava: all ores are wasted. No RCL is produced.
The filter is an optional machine that purifies RCL. Note that it can never purify above 85% due to limitations in the purification process. As input it needs filter material which is created out of gravel and charcoal/coal. When this material is 'used up' it will be ejected in an adjacent inventory as some poisonous waste product. The filter takes liquid from above and will eject it below. You can attach a filter to a single tank (with fluid pipes) which will make it filter the RCL in place.
The infuser is an optional machine that is connected to a tank and will slowly inject various materials into the RCL to give it various new attributes. The attributes that can be influenced this way are:
- RF/t
- Lasting time
- Crystallizing time
- Purity: the only way to get a RCL liquid to 100% purity is with this infuser
Here is a preliminary table of some vanilla items that can affect the attributes of RCL (- is bad, + is good):
- Nether stars: ++++ RF/t, +++ lasting time, - crystal time, -- purity
- Ender pearls: + lasting time, - crystal time, ++ purity
- Diamond: ++ purity
- Emerald: - lasting time, + crystal time, + purity
- Redstone: ++ RF/t
- Nether quartz: + lasting time, ++ crystal time, - purity
- Glowstone: + RF/t, + lasting time, - crystal time
- Gunpower: +++ RF/t, - lasting time, -- purity
- Blaze rod: ++ RF/t, - purity
- Lapis: - RF/t, ++ lasting time, -- crystal time
- Gold: - RF/t, + lasting time, + purity
- Endstone: + lasting time
The crystallizer is a required machine that takes RCL and slowly crystallize it into the final end product: a crystal. This machine needs a tank below it and will produce the crystals on top of it.
The actual powergenerator is a multiblock with a power bank and a beam receptor on top. The crystals will be placed on pedestals near it. When it works a beam of power will shot out from the crystal towards the beam receptor. Depending on the size of the generator multiblock more crystals can be supported.
Regarding difficulty. I see four stages that my mod can be used:
- Easy mode: In early game you can easily get a relatively small powergen going with minimal machines. The crystals will not be pure but since they don't generate a lot of power this will not be a big problem. The polution will be restricted to a small area. Additionally I plan to add ways to reduce the effects of radiation that will be effective for these low levels only (so you cannot use these techniques for higher levels of polution).
- Moderate mode: In this mode you will generate good amounts of power with almost no polution. In this mode the polution will be low enough that you can endure it or you can build a shielded room around it to contain it.
- Harder mode: In this mode your crystals will be 100% pure so you'll have no polution. Making crystals 100% pure requires additional steps however. The normal purification multiblock cannot get crystals up to this level.
- Extreme mode: For really high power generation you'll have to go to this mode. In this mode you will overgenerate power from your crystals. That means that even with 100% pure crystals you will still get polution since you're asking more from them then is normal. This kind of usage will generate massive amounts of polution so shielding is essential. Even a small breach can cause major issues and having a crystal exploding at this stage is most likely going to result in a crater where your base was before.
So I think that with this my mod will cater for all kinds of uses.
One crystal will need 32 ores to generate. One ore will melt into 100mB of RCL.