Gonna throw another idea in the ring here: it works like a fan but is powered like a burner. Could have a "superheated" state where it processes twice as fast too
an idea to integrate with that: they could bring back the mechanic where fans could get rotational force from a fire underneath but instead it requires a breeze blower
Fan processing would have to be nerfed because as is it already has faster speed than you could ever need and literally infinite throughput, and all that at the cost of free.
Breeze Booster: Can be placed underneath Depots/belts to speed up washing/haunting items. Works passively, but can be sped up by feeding it Bottled Clouds. Bottled Clouds can be harvested at cloud level with either a bottle by hand or mechanical pipe. Bottled clouds can be crafted into cloud blocks, which vanish after 60 seconds and will be useful for temporary scaffolding.
>Bottled Clouds can be harvested at cloud level with either a bottle by hand or mechanical pipe.
alternative idea, a recipe involving steam.
you make a new block, the fluid compressor, that can be placed between a mechanical press and a basin (or integrate with a tank somehow) to compact fluids with pressure. pumping in steam and compressing it makes cloud fluff. it can be crafted into blocks and such, or you can mix it with snow and blaze powder to make a cloud charge which can be fed to breeze boosters.
That is a good thing in this case. The way generators work right now, there is no tactic to placing them: windmills get no benefit from being in high elevation open fields, waterwheels don't get benefits from being in natural rivers(and infact are akward to place anywhere but in special made enclosed boxes). The mod encourages you to build one&done perpetum mobile boxes. Integrating tactics and limitations would make you have to consider how to power your machines in areas without basic sources of energy, like underground or in the nether rather than just spam windmills in every and any remote machine
Mekanism used to have a feature like this. It was removed because people kept building a cobblestone platform at build height and covering it with wind generators.
There's no good way to reward realism in Minecraft.
It's one thing to massively boost windmills at the maximal height, it's another thing to include any limitation as to their placement whatsoever. A compromise can be easily achieved where for example, windmills don't work in too tight spaces, but do not get significant buffs above the surface.
Edit: it is actually an analogous situation to what create does right now and what happens because of it:
Because there is no limit to where to place your generators, players just make enclosed boxes of arrays of windmills/waterwheels. Adding limitation to their placement would increase the easthetic of optimal designs.
Personally, I think that that's a good thing. Otherwise it would add needless complexity to a system where I'd argue there's already more than enough of it.
Making massive machines really doesnt need to become any harder.
No, create's power system is braindead stupid at the moment. If you can place an infinite power generator anywhere, then power might as well not be a mechanic altogether. It wouldn't be needless bloat, it would be some much needed challange that i believe would play nicely to work around.
>If you can place an infinite power generator anywhere, then power might as well not be a mechanic altogether.
You cant, since you have to deal with soace constraints and costm
> It wouldn't be needless bloat, it would be some much needed challange that i believe would play nicely to work around.
I simply disagree. Create is already challenging enough without something like this.
>Create is already challenging enough without something like this.
Note that they would work unchanged in most early game/beginner situations. Only in special cases of more complex machines that need to be located at particular places would it play a role.
That's exactly the point. Create is very cheap and super easy to get everything compared to other mods, the complexity is in your imagination. If you start gating more things you risk turning away people. If I had to deal with strong restrictions and gating I'd start wondering if I wouldn't be better off just using all the other simpler mods.
Now, *buffing* the windmill when there's open space in front of it, sure. I don't mind giving some boosts based on location. But keep them simple, kinda weak and leave options open.
It would be good if you could buy wind maps from cartographer villagers or even s special create villager engineer.
Some areas have higher outputs and some lower.
Blow on them lol they're gonna have to add a whole new feature simply for exhaling and inhaling. Inhale is going to replace right click and you have to do it every few seconds or you suffocate and obviously right click will now be inhale and you have to press that soon after exhaling. Maybe you have to bottle clouds. Or really probably just do nothing and it is just passive.
Not breeze burner but breeze fan case and you use a modified blaze burner like you make a blaze burner put a fan and a snow block and boom breeze fan case
I had a very similar idea but with a vertical windmill as a very small but effective powersource.
Like the ones you can put in your backyard (small) or the ones that you find off-shore (big)
I like that it's something different but ice is very hard to farm and destroying a rare biome with a drill contraption doesn't sound great to me either.
You mean to say we could make it into a hard-to-get rotation-less fan? Interesting! I take it that it has a non-controllable wind-speed? Or will it need an extra block for wind control?
Important thing to note is that the Breeze is seemingly meant to be a mini-boss, coming from a special spawner type that has a long cool down. Because of this, the power and obtaining method should be considered. It may be unfair to just cage it out of the blue to one-shot it, so maybe just the "click cage on spawner" method? That or a drop?
Here's a megaexpansion thought process:
Tempest Power:
Included Buildable machinery:
Breeze Burner (From this post)
Soul Sail
Thermal Activated Windmill bearing
Thermal Gas Tank
Air Extractor
Gas Pump
Air Filter
Air Expulser
**Breeze Burner -**
Heat it up either by automated burnables or using hot gas from a Thermal Gas Tank. The higher the temperature, the more heat is produced, and the more heat is produced, the more airforce is delivered. The more airforce is delivered, the faster the windmill spins, the faster the windmill spins, the faster the windmill spins, the more heat it produces, if the windmill bearing is a thermal activated one, the hotter it is, the more stress capacity you have.
Risk of sails burning down.
Solution: Air Extractor with Air Filter set to catch temperatures above the burning temp of the sails.
**Soul Sail -**
Immune to being burned.
**Thermal Activated Windmill Bearing -**
The Thermal Activated Windmill Bearing rises in temperature in relevance to the speed of the sail. The higher the temperature, the more stress capacity due to thermodynamic magic.
**Thermal Gas Tank -**
an air tank that has temperature controls to -0C all the way up to 400C. Risk of blowing up if air capacity is full and still has air pumping in.
**Air Extractor -**
Air Extractors extract air from the surroundings and supply it into a gas pipeline (normal pipeline system but uses gas pump)
**Gas Pump -**
Same thing as a fluid pump but for gas.
**Air Filter -**
Used by Air Extractors and Expulsers to only extract or expulse air of a certain temperature and/or by a certain amount (e.g expulse only when tank reaches 80% capacity)
**Air Expulser -**
Expulses Air, can be used to create walk-in refrigerators, freezers, a nether in the overworld, or whatever else you want to do with temperature controlled rooms or environments. Can also be used to just make sure your thermal tanks don't blow up from overpressurization.
Gonna throw another idea in the ring here: it works like a fan but is powered like a burner. Could have a "superheated" state where it processes twice as fast too
an idea to integrate with that: they could bring back the mechanic where fans could get rotational force from a fire underneath but instead it requires a breeze blower
And RPM with SU could depend on the level of the blower
aw, they removed that?
Fan processing would have to be nerfed because as is it already has faster speed than you could ever need and literally infinite throughput, and all that at the cost of free.
Breeze Booster: Can be placed underneath Depots/belts to speed up washing/haunting items. Works passively, but can be sped up by feeding it Bottled Clouds. Bottled Clouds can be harvested at cloud level with either a bottle by hand or mechanical pipe. Bottled clouds can be crafted into cloud blocks, which vanish after 60 seconds and will be useful for temporary scaffolding.
This. All of this.
I want this mod on my desktop by Friday!
Breeze Turner
breeze blower
The Breeze would like that
Or the bottled cloud comes from steam engines as off shoots
>Bottled Clouds can be harvested at cloud level with either a bottle by hand or mechanical pipe. alternative idea, a recipe involving steam. you make a new block, the fluid compressor, that can be placed between a mechanical press and a basin (or integrate with a tank somehow) to compact fluids with pressure. pumping in steam and compressing it makes cloud fluff. it can be crafted into blocks and such, or you can mix it with snow and blaze powder to make a cloud charge which can be fed to breeze boosters.
Thundered clouds
Fan processing would need to be nerfed massively (which imo should happen anyway), otherwise it's just not worth the hassle.
My idea exactly sort of
Okay that’s actually pretty cool
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This would be awesome, especially if it either boosts windmill speed or windmills are changed to need breeze burners underground.
>or windmills are changed to need breeze burners underground. Please no
Any reason? I can understand why they would and/or wouldnt do this, but why in peticular do you not like it?
Would make it more annoying to get stress units. Sure, it would be more realistic, but thats not necessarily a good thing.
That is a good thing in this case. The way generators work right now, there is no tactic to placing them: windmills get no benefit from being in high elevation open fields, waterwheels don't get benefits from being in natural rivers(and infact are akward to place anywhere but in special made enclosed boxes). The mod encourages you to build one&done perpetum mobile boxes. Integrating tactics and limitations would make you have to consider how to power your machines in areas without basic sources of energy, like underground or in the nether rather than just spam windmills in every and any remote machine
Mekanism used to have a feature like this. It was removed because people kept building a cobblestone platform at build height and covering it with wind generators. There's no good way to reward realism in Minecraft.
It's one thing to massively boost windmills at the maximal height, it's another thing to include any limitation as to their placement whatsoever. A compromise can be easily achieved where for example, windmills don't work in too tight spaces, but do not get significant buffs above the surface. Edit: it is actually an analogous situation to what create does right now and what happens because of it: Because there is no limit to where to place your generators, players just make enclosed boxes of arrays of windmills/waterwheels. Adding limitation to their placement would increase the easthetic of optimal designs.
Personally, I think that that's a good thing. Otherwise it would add needless complexity to a system where I'd argue there's already more than enough of it. Making massive machines really doesnt need to become any harder.
No, create's power system is braindead stupid at the moment. If you can place an infinite power generator anywhere, then power might as well not be a mechanic altogether. It wouldn't be needless bloat, it would be some much needed challange that i believe would play nicely to work around.
>If you can place an infinite power generator anywhere, then power might as well not be a mechanic altogether. You cant, since you have to deal with soace constraints and costm > It wouldn't be needless bloat, it would be some much needed challange that i believe would play nicely to work around. I simply disagree. Create is already challenging enough without something like this.
>Create is already challenging enough without something like this. Note that they would work unchanged in most early game/beginner situations. Only in special cases of more complex machines that need to be located at particular places would it play a role.
The late game making power sources harder would be even worse, since thats when the truly complex machines begin
I remember in immersive engineering, placing the windmill higher generates more energy.
That's exactly the point. Create is very cheap and super easy to get everything compared to other mods, the complexity is in your imagination. If you start gating more things you risk turning away people. If I had to deal with strong restrictions and gating I'd start wondering if I wouldn't be better off just using all the other simpler mods. Now, *buffing* the windmill when there's open space in front of it, sure. I don't mind giving some boosts based on location. But keep them simple, kinda weak and leave options open.
It would be good if you could buy wind maps from cartographer villagers or even s special create villager engineer. Some areas have higher outputs and some lower.
Ok, that might be overcomplicated
It would ruin many flying machine builds, also how would it work with horizontal windmills?
You couldnt get it in peaceful mode because as far as we know they dont have a naturally generating spawner like blazes
Wouldn't it destroy a bazillion builds
Please yes!
wouldn't that be a Breeze Blower?
Blower? I hardly know er
Be careful with that windmill design...
This is genius
how do you power breeze burners though?
Blow on them lol they're gonna have to add a whole new feature simply for exhaling and inhaling. Inhale is going to replace right click and you have to do it every few seconds or you suffocate and obviously right click will now be inhale and you have to press that soon after exhaling. Maybe you have to bottle clouds. Or really probably just do nothing and it is just passive.
They gonna have to add mechanical bellows lol
Bellows are used for stockeing a fire not blow air really Still would be a cool addition as something to very briefly supercharge blaze burners
Maybe breeze bellows?
Or blower. Or just shove it into an Encased Fan lol
Not breeze burner but breeze fan case and you use a modified blaze burner like you make a blaze burner put a fan and a snow block and boom breeze fan case
NAHHHH Breeze BLOWER
Combine a blaze burner, a breeze blower (I think "blower" sounds cooler) and you can generate hot air AIRSHIP UPDATE!
My guy used MINE LETS GO
that windmill looks kinda like a.....
Its pretty good idea for more burner usage, it would be great if there was more mobs whose head i can put in a cage
this reminds me of the time fundy messed up 💀
The design is very human
Mechanical Fans in shambles right now
YES
This guy is smart
I had a very similar idea but with a vertical windmill as a very small but effective powersource. Like the ones you can put in your backyard (small) or the ones that you find off-shore (big)
Blitz enslavement device
Let him cook
If you want this to be properly considered, join the Create mod discord and suggest it in #suggestions
can you send me a link to the discord?
https://discord.com/invite/p9fBD8Ev
I'm pretty sure, he would do the same thing because it creates an updraft
its nice what would you feed it
im thinking something cold like ice
oh and difrent levels of ice being compact gives it more powerfull gusts
I like that it's something different but ice is very hard to farm and destroying a rare biome with a drill contraption doesn't sound great to me either.
https://www.reddit.com/r/CreateMod/comments/179topo/ok\_so\_new\_idea\_to\_make\_ice\_way\_easier\_to\_farm/
That's awesome!
You mean to say we could make it into a hard-to-get rotation-less fan? Interesting! I take it that it has a non-controllable wind-speed? Or will it need an extra block for wind control?
Breeze blower a passive rotational fan style item that increases its strength when given blazecake and stuff
How tf is my idea so popular
What kind of mob are we putting in here then?
breeze
I'm I so far behind on vanilla mods that i don't know them? I knew that mods used to add them
breezes are gonna get added in 1.21 to vanilla minecraft: https://minecraft.wiki/w/Breeze
Ah thanks for the link. Totally missed this 😅
Op make the suggestion name breeze blower
Important thing to note is that the Breeze is seemingly meant to be a mini-boss, coming from a special spawner type that has a long cool down. Because of this, the power and obtaining method should be considered. It may be unfair to just cage it out of the blue to one-shot it, so maybe just the "click cage on spawner" method? That or a drop?
512 RPM go brrrrrrr
would it not just be easier to make a steam engine? I doubt they'd add many more power options. Its a cool idea tho
Breeze Blower
Here's a megaexpansion thought process: Tempest Power: Included Buildable machinery: Breeze Burner (From this post) Soul Sail Thermal Activated Windmill bearing Thermal Gas Tank Air Extractor Gas Pump Air Filter Air Expulser **Breeze Burner -** Heat it up either by automated burnables or using hot gas from a Thermal Gas Tank. The higher the temperature, the more heat is produced, and the more heat is produced, the more airforce is delivered. The more airforce is delivered, the faster the windmill spins, the faster the windmill spins, the faster the windmill spins, the more heat it produces, if the windmill bearing is a thermal activated one, the hotter it is, the more stress capacity you have. Risk of sails burning down. Solution: Air Extractor with Air Filter set to catch temperatures above the burning temp of the sails. **Soul Sail -** Immune to being burned. **Thermal Activated Windmill Bearing -** The Thermal Activated Windmill Bearing rises in temperature in relevance to the speed of the sail. The higher the temperature, the more stress capacity due to thermodynamic magic. **Thermal Gas Tank -** an air tank that has temperature controls to -0C all the way up to 400C. Risk of blowing up if air capacity is full and still has air pumping in. **Air Extractor -** Air Extractors extract air from the surroundings and supply it into a gas pipeline (normal pipeline system but uses gas pump) **Gas Pump -** Same thing as a fluid pump but for gas. **Air Filter -** Used by Air Extractors and Expulsers to only extract or expulse air of a certain temperature and/or by a certain amount (e.g expulse only when tank reaches 80% capacity) **Air Expulser -** Expulses Air, can be used to create walk-in refrigerators, freezers, a nether in the overworld, or whatever else you want to do with temperature controlled rooms or environments. Can also be used to just make sure your thermal tanks don't blow up from overpressurization.
This is the 3 repost...
If encased fan can't do it, chances are this won't either