RocketManChronicles wrote: Tue Jun 04, 2019 11:32 am
Please define the term "sticker" for the damages. What is it?
A sticker is an effect placed on an entity. for example, being set on fire, or slowed down with glue or acid. in this case the Poison and Plasma stickers give a slight slowdown and damage over time, basically the same as fire.
RocketManChronicles wrote: Tue Jun 04, 2019 11:32 am
Speaking of napalm artillery shells, and haven't yet looked at it in the game, what is your recipe for these?
For the napalm capsule, it's basically the same as the poison capsule except instead of coal it uses liquid fuel, or if that's not available (the mod that adds it isn't installed) it uses light oil.
For the Artillery shell, basically, it costs about the same as the poison artillery shell, but that recipe changes based on what mods are installed. You're looking at... Red Alien Liquid (fire weapon stuff), Liquid fuel, or light oil, in order of most preferred to least.
mrvn wrote: Tue Jun 04, 2019 11:47 am
U238 + U235 + Lead gives uranium fuel cells. And spend uranium fuel cells give U386 + Plutonium + Lead. This loop needs an infusion of Lead and outputs Plutonium.
I changed the iron plate ingredient to lead plate, and also added the lead plate as a possible result from recycling.
2 reasons why you get lead:
1. It's in the cell casing, you could get some back
2. Most radioactive materials decay into lead, it's the heaviest truly stable element.
I did not add the plutonium as a result from the uranium fuel cell (yet, I was actually thinking of adding that as a possible source of plutonium, because uranium can become plutonium in a reactor)
(likewise you should get U233 as a byproduct from Thorium fuel cells instead of Plutonium)
mrvn wrote: Tue Jun 04, 2019 11:47 am
Plutonioum + U238 + Iron gives uranium fuel cells. This recycles the Plutonium but then you are left with the Lead.
Plutonioum + U238 + Iron gives plutonium fuel cells. And spend plutonium fuel cells give 6 Plutonium. As the name says it breeds Plutonium. Massively.
these aren't my recipes.
though I have to ask, what's the issue in getting lead back? you should be able to use it in all sorts of recipes, like batteries, or solder in electronics.
mrvn wrote: Tue Jun 04, 2019 11:47 am
There is no way to use up Plutonium in the nuclear loop. I think there was in the past. Only way I see to get rid of Plutonium is to make nuclear fuel out of it. Takes a lot of other stuff though to make. Is this intentional?
currently it's only use is in advanced thorium-plutonium fuel cells, but I plan to add more uses in the future.
mrvn wrote: Tue Jun 04, 2019 11:47 am
There seem to be no way to make Thorium ore.
A seablock issue, you can't get it with angels in the current release yet either, but he's working on that. it's going to be pretty vital in the nuclear ingredients processing in the future. (or maybe not, depending how you get plutonium, but plutonium is going to be important in the future)
mrvn wrote: Tue Jun 04, 2019 11:47 am
What is the plan here? In a purely Bobs game Thorium ore would simply be mined from Thorium patches, right? So in Angels it would need some ore sorting recipe. Or is Thorium supposed to be bread in a reactor like Plutonium?
Angel is working on thorium sorting, it's going to be the next tier up from uranium.
Plutonium is going to be a key component of RTGs, and if RTGs exist, they'll replace the personal fusion reactor in a lot of recipes, or the power core in classes.
mrvn wrote: Tue Jun 04, 2019 11:47 am
3) Same question for deuterium.
since Deuterium is easy enough to get (a chemical process, and then electrolysis), it should still be easy enough to get in seablock? I'm not happy with how easy it is to craft deuterium fuel cells, I was thinking of adding some sort of fusion catalyst to the cell, but the best thing I can think of right now is to just make it cost a Plutonium.
Deuterium is also going to be a key component in making plasma ammo in a future warfare update. Otherwise, that's about it for my plans for Deuterium.