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Add the poopline #3373
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Add the poopline #3373
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I like the sound of this :) |
Idk, sounds like a shitty suggestion. :) |
What are the power generation numbers here? What will a setup look like, and input/output, when complete? |
I have yet to dish out the energy coming in coming out but its basically a methane generator The chain of machines would go something like: The sewer would be collecting Raw Animal Waste (RAW), mixed with other organic products into Manure Slurry (Fertile Manure Slurry later in HV) and then fermented into methane gas (fertile slurry can be distilled for 1.5x Manure Slurry and Disgestate, which can be used in fertilizer) |
This PR will try to make the GT++ Biocomposite Collector and Agricultural Sewer some what useful as a early LV powergen method, right now its gated at LuV/HV and has too high a cost in materials and expandability
Known issues right now:
TileEntityBaseFluidCollector uses a weird CoverInfo getter that just returns null, throwing a NullPointerException when you try to place a item conduit or item pipe to extract the byproducts inside
To be added:
Downtiering of the recipe for both blocks (plans to make them LV and HV)
Change the size of the bounding box it checks for entities (maybe)
Slurry -> Methane recipes in the fermenter
Byproducts -> Fertile Manure Slurry in the mixer
A way to passively produce blood, bones and meat without a vanilla mob farm (considering) or a way to implement other reneable biological sources into manure
Current changes:
Remove identical methods and change inventory and fluid size to reflect future changes
Make more clean chance code using oredict and removing method to spawn entity in the world (could become laggy if unchecked)
Make collectors only check for EntityAnimal instead of a long and convoluted arraylist of mobs with different rates, change for a flat rate, biocomposite collector is x4 more efficient than the agricultural sewer, remove random number multiplier and internal tick rate, remove fluid getter method