Electronics Update Suggestion Part 2. Factory-Fresh Update.

This is a continuation of the Electronics Update Suggestion, I broke it off into a new discussion for 2 important reasons.

1. The older thread's comment section.
2. The limit on how long your discussion can be.

This is also a bit of an experiment in seeing if the people of the past respond to me starting to post again.
I don't know how long it will last but that is something we find out at a later time.

Anyway, on with the suggestion.

Overview: This part 2 will be about more machines that will automate some of the more grind-worthy tasks of crafting and resource-gathering. Because of the economy of the game being heavily focused on the labor of getting these materials, the machines will be fuel, energy, and resource cost in both crafting and upkeep to lessen the chance of an overpowered system where you never have to do anything.

Step 1: Factorization Basics.

Factory Workstation: Crafted: 4 Refined Steel, 1 Workbench, 1 Pipe, 4 Springs. Screwdriver as Tool. 9 crafting spots and 4 tool slots. Required to construct factory machines. Accepts pipe input, but not output.

Alloy Furnace: Made in Factory Workstation: 1 Electrical Forge, 2 Refined Steel, 2 Copper Bars, 1 Lubricant Oil. Steel Hammer and Screwdriver as tool Uses 200 energy per item to smelt 2 metals together.

Tin Ore: Found semi-rare in mines, when put in a forge gives Tin Bars.

Bronze: Made in Alloy Furnace: 2 Copper Bars, 1 Tin Bar.

Space Heater: Made in Factory Workstation: 8 Copper Wire, 1 Rotor Blade, 2 Bronze. Steel Hammer and Screwdriver as tool. When powered generates 10 degrees C for 50 energy.

Insulation: Crafted: 2 Cloth, 2 Vulcanized Rubber, 1 Plaster. Sewing kit as tool. Rooms made with this as the walls can be heated with a space heater, cooled with an air conditioner, or have its air pressure changed. Allows for climate control. Can be dyed any color.

Door: 4 New Wood Planks, 1 Iron Bar. Any Hammer as tool. When closed, makes a insulated room work with a way of getting in. When opened the room becomes normal temperature and pressure and more energy is required to

Air-Lock: Made in Factory Workstation. Crafted: 2 Doors, 4 Insulation, 1 Rubber Hose, 8 Refined Steel, 1 Vacuum, 2 Lubricant Oil. Screwdriver, Wrench, and Steel Hammer as tool. Makes 2 air-locks. Air-locks allow entrance into insulating rooms without ever leaking any heat, cold, or pressure.

Cinnabar: Found rarely in mines. When put in a forge outputs mercury.

Thermometer: Crafted: 1 Glass, 1 Mercury. Tells you the temperature of the air in a insulated room or the temperature of a machine.

Barometer: Crafted: 1 Gear Display, 1 Mercury, 1 Fancy Wood. Any Hammer as tool. Tells you the air pressure of an insulated room.

Resistor: Crafted: 1 Copper Wire, 1 Porcelain. Electric component that can lower the output of energy

Power Switch: 1 Steel Pole, 2 copper Wires, 1 Resistor, 2 Refined Steel, 1 Bronze. Screwdriver as tool. When clicked can turn on or off the power coming from the wires its connected to.

Fuse: Made in a factory workbench: 1 Porcelain, 2 Tacks. Put in a fusebox.

Fusebox: Made in a factory workbench: 2 Refined Steel, 2 Copper Wire, 4 Resistors, 1 Bronze. If there is too much power for a machine connected to the fusebox to handle, the fusebox will melt its fuse, cutting off energy flow and requiring another fuse to allow any further power. If a machine gets too much power it will stop working and need about half of the required material used to craft it (if only 1 of an item is used to craft it, its not included.) to repair it.

If sinks are connected to pipes, you can get the liquid in the pipe into your inventory by right-clicking.

If toilets are connected to pipes you can the items into the pipes, which can clog them requiring you to break the pipe, or if the pipe has a pipe that is open the items will fly out of the pipe at random speeds and angles.

Valve Pipe: Crafted: 1 Pipe, 1 Refined Metal, 1 Steel Pole. Wrench as tool. Will restrict or allow flow of liquids through it from a right-click. The pipe version of a power switch.

Overflow pipe: Crafted: 1 Valve Pipe, 1 Barometer, 1 Camshaft, 1 Electric motor. Screwdriver as tool. Detects if the pipe-system is full to the brim with liquid, if so the pipe will open and spill the liquid until it is no longer full. Useful for keeping your pipes from bursting from too much pressure (damaged pipes need to be repaired with 1 iron.) or to make working toilet sewers if you want to.

Drain: Crafted: 1 pipe, 4 Steel Poles, 1 Refined metal. Wrench as tool. Allows you to input a block of liquid into a pipe system.

Conveyor: Made in a factory workbench: 3 Rubber Bands, 6 Gears, 2 Springs, 1 Lubricant Oil, 1 Refined Steel. Will move items along it if it has power. Uses 1 Power per second its on. Conveyors that are attached to other conveyors transmit power to the connected ones, so you don't have to attach a wire to every conveyor. Items on a conveyor cannot be picked up by players that don't own the world they are in unless they have building permissions where the conveyor is located. Items on a conveyor will not despawn if the conveyor has power and/or if the player that owns that world of has building permissions to that conveyor is offline.

Hopper: Crafted: 1 Pipe, 1 Refined Steel. Steel Hammer as tool. Hoppers will take items from a conveyor that is heading into it and put it in an attached storage device or a machine with an inventory (besides any types of workbench) fuel will go in an inventory slot that accepts fuel, and the same thing is applied to any slot that accepts a specific item or group of item for a machine. If the item touching the hopper does not meet the requirements of any inventory slot of a machine, it will not be picked up and will block the line. Hoppers with a conveyor heading out of them will take items from storage devices or the output slots of machines (besides any type of workbench)

Dangers of insulation: entering a room that is below -10 degrees C or is above 70 degrees C, or has no pressure, or has 10 bar of pressure, you will start taking damage. The colder, hotter, or more pressurized a room is the faster you die. A no pressure room will instantly kill you.

Atmospheric Suit: made in a factory workbench: 2 Glass, 10 Cloth, 2 Insulation, 5 Vulcanized Rubber, 10 Paper, 4 Glue, 1 Pipe, 2 Glass Bottles, and 2 springs. Sewing kit, steel hammer, wrench, and screwdriver as tool. Wearing this will mitigate any effects a rooms temperature or pressure will have on you.

You can pump Co2 from combustion engines and steam engine with a gas pipe.

Gas pipe: Crafted: 1 Pipe, 1 Insulation, 1 Glass. Wrench as tool. Allows movement of gas. (Steam is the only gas that is moved by normal pipes)

Crafting a conveyor with an air lock gives you an air-locked conveyor which can put items into a insulated room without opening it to the outside. Crafting a pipe or gas pipe with insulation gives you an insulated pipe or gas pipe which can be placed to let in pipe or gas pipe systems. If the pipes of the systems are completely empty and there is an opening in the pipe (busted pipes and drains also count as openings) then the room will have its pressure and temperature reset.

You can also make an air-lock drain to prevent them from being counted as openings.

Dry Ice: if an insulated room gets below -78.5 degrees C and has a combustion engine or other source of carbon dioxide running or being imputed into it, blocks of dry ice will start forming. every time a combustion or steam engine runs it produces 1 block of Co2, which will make 1 block of dry ice. If the source is blocked by the accumulating ice it will stop forming. Dry ice is used in some recipes and for cooling.

If a fridge is supplied with power it will turn water into ice at 50 power per ice block.
You cannot pipe water into a fridge.

Putting dry ice in an air-conditioner will allow it to reach lower temperatures.



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