[Suggestion] More Potion Interactions
Holli-Git opened this issue ยท 6 comments
Explain your idea
IE has a lot of tools for mass potion making, like the mixer, bottler, but doesn't have a whole lot of methods for mass use of them besides chemthrowers and bullets, and those are mostly used offensively or defensively.
My proposal is to have a way to benefit the player by granting them potion effects, in one of two ways.
Way 1 is a potion drip feeder upgrade for the accumulator backpack. You have a compartment to fill up with a specific potion, and as long as the backpack has power and potions, you'll have that potion effect. For balance reasons, it's probably best to limit them to tier 1 effects.
This, to me at least, feels very mad-sciencey, having a constant drip of some sketchy chemicals into your body. It also provides a nice gameplay feature, as its very flexible and beneficial. Want to go on a long range trip? Pack up some accums and swiftness potions! Going spelunking? Night vision is your gal! Nether exploring? Fire resistance can't hurt!
Way 2 is a sprinkler system. When supplied with a fluid, it'll spray out whatever is currently running through the pipes, be it swiftness potions, strength potions, or if possible, even water, fertilizer, or herbicide!
Having a sprinkler array would be quite a nice feature, as it provides a sidegrade to a beacon. Instead of having this hard to obtain item, you have this difficult to maintain system. Having it apply potion effects would be one thing, as it helps movement around the base, but differing liquids such as water or a liquid would be a great addition. Water to extinguish any possible fires or to keep farmland hydrated, or a liquid fertilizer to help plants grow, such as making a flower farm for mass production of dyes.
I fear these two may be difficult to implement, especially the latter as I'm unsure how it would decide which liquid to spray out. If you want to brainstorm/critique it further, please do!
I might also suggest some method of boosting/supercharging biodiesel with either speed or strength potions. A small amount mixed into the biodiesel in the refinery could potentially make a stronger fuel, sort of like how additives in fuel today can raise fuel efficiency.
Drip-Feeding potions:
This is something definitely in the "Weird Science" category, I think I'd like to leave that until we actually get more Weird Science in IE, but I'm bookmarking that idea for then!
Sprinkler System:
A Chemthrower turret can partially achieve this already, you can make it target players and only turn it on when stepping on a pressure plate - that way you could build an "inncoulation chamber", kinda?
High-Octane Biodiesel
Speed potion requires sugar, Strength potion requires blaze powder.
I think I prefer strength here, because that makes it harder to acquire? Sugar would be super easily automated with a cloche.
Blaze on the other hand is not really automatable at all because while you can set up a crusher underneath a spawner, we don't have ways to chunkload those or get the materials back to the Overworld.
Hmm, kinda split on this. On one hand I want it to be hard, on the other I don't want it impossible :'D
Doesn't help with chunkloading, but 1.21 now allows minecarts to travel through portals so you could just build a loop. Still needs a way to activate the spawner though.
Drip-Feeding potions: This is something definitely in the "Weird Science" category, I think I'd like to leave that until we actually get more Weird Science in IE, but I'm bookmarking that idea for then!
Sprinkler System: A Chemthrower turret can partially achieve this already, you can make it target players and only turn it on when stepping on a pressure plate - that way you could build an "inncoulation chamber", kinda?
High-Octane Biodiesel Speed potion requires sugar, Strength potion requires blaze powder. I think I prefer strength here, because that makes it harder to acquire? Sugar would be super easily automated with a cloche. Blaze on the other hand is not really automatable at all because while you can set up a crusher underneath a spawner, we don't have ways to chunkload those or get the materials back to the Overworld. Hmm, kinda split on this. On one hand I want it to be hard, on the other I don't want it impossible :'D
The issue with this is sure it works for fire resistance or instant health, but for stuff like swiftness, strength, it'll last only a few seconds. I was wanting something like a sprinkler setup over an entire base, slowly spraying out switftness potions so you can have a constant swiftness effect
The issue with this is sure it works for fire resistance or instant health, but for stuff like swiftness, strength, it'll last only a few seconds. I was wanting something like a sprinkler setup over an entire base, slowly spraying out switftness potions so you can have a constant swiftness effect
There's a specific name for that kind of machine that I can't remember off the top of my head. I'll poke around for it and come back in later with it, if I can remember it. But there is a specific name. It's not atomizer or evaporator I don't think...
High-Octane Biodiesel
Speed potion requires sugar, Strength potion requires blaze powder.
I think I prefer strength here, because that makes it harder to acquire? Sugar would be super easily automated with a cloche.
Blaze on the other hand is not really automatable at all because while you can set up a crusher underneath a spawner, we don't have ways to chunkload those or get the materials back to the Overworld.
Hmm, kinda split on this. On one hand I want it to be hard, on the other I don't want it impossible :'D
I actually don't think this is much of an issue if you do what I expect and have minimal additives per fuel. For example, if it's say 50mB of additives for every 950mB biodiesel (makes 1B high octane biodiesel), that's 5t per mB of additives or 5000t (250s, ~4min) per blaze powder for full strength potion. This means (say) eight stacks of blaze rods - a respectable amount for farming by hand - is about six days for one generator. If you're running 6 (24kIF/t) constantly, that's one day.
The above feels reasonable to me, but maybe a bit fast. To fix that, why not have both potions? 40mB speed/10mB strength split makes that now five times as long - almost a month of constant running real time for eight stacks of blaze rods into powder for one diesel gen, or five days for six. Sounds reasonable to me!
I actually don't think this is much of an issue if you do what I expect and have minimal additives per fuel. For example, if it's say 50mB of additives for every 950mB biodiesel (makes 1B high octane biodiesel), that's 5t per mB of additives or 5000t (250s, ~4min) per blaze powder for full strength potion. This means (say) eight stacks of blaze rods - a respectable amount for farming by hand - is about six days for one generator. If you're running 6 (24kIF/t) constantly, that's one day.
The above feels reasonable to me, but maybe a bit fast. To fix that, why not have both potions? 40mB speed/10mB strength split makes that now five times as long - almost a month of constant running real time for eight stacks of blaze rods into powder for one diesel gen, or five days for six. Sounds reasonable to me!
Okay with you doing the math it feels pretty reasonable. Gonna go with "no" on the mix of potions though because that would require another liquid, since the refinery only allows for 2 inputs. ^^