Radiation/ New Element LEAD

  • wiccanway77
    27th Jan 2013 Member 0 Permalink

    It would be interesting to add a radiation component to elements like URAN or PLUT, maybe LEAD as a new element that could block it. It could give us a new way to experiment with nuclear power, lasers and nukes. Maybe even a radiation view mode? Edit: One could also incorporate sam123486's idea of a geiger counter found here.

  • Michael238
    27th Jan 2013 Member 0 Permalink

    In a way, we already have radiation:

    Alpha decay: NBLE, since alpha particles are really the nuclei of helium, a noble gas.

    Beta decay: ELEC, since beta particles are high-speed electrons.

    Gamma decay: PHOT, since a gamma ray is simply a very energetic photon

    Neutron emission: NEUT, is self explanatory.

     

    The only thing we are really missing are elements that decay in these methods, although ISZS does emit photons and PLUT emits neutrons.

  • Spock
    27th Jan 2013 Member 0 Permalink
    I believe that is not what is being suggested, I believe it is something to block, which could just be diamond. Tommig's mod has Boron, which I believe has that effect.
  • NF
    30th Jan 2013 Member 0 Permalink

    These been rejected so many times.

     

  • Potbelly
    30th Jan 2013 Banned 1 Permalink
    This post is hidden because the user is banned
  • Sergeant_Starfruit
    30th Jan 2013 Member 0 Permalink

    How would the radiation view look like? Radiation effect could make it HARDER to create reactors. How would this help lasers? And yeah, we already kinda have radiation And it's been suggested many, many times. 

  • Videogamer555
    30th Jan 2013 Member 0 Permalink
    We need something that ABSORBS radiation (like control rods in a nuke reactor), rather than simply reflecting it, and unlike VOID it would ONLY absorb radiation (VOID absorbs EVERYTHING). After placing it, you would use the console (or property tool) to configure it, which would be based on binary flags (sum them together to combine effects). Below are the flag definitions.
    tmp=1 absorbs ELEC
    tmp=2 absorbs NEUT
    tmp=4 absorbs PHOT
    tmp=8 gets destroyed over time by collision with particles (a colision with a pixel of a particle it is configured to absorb will destroy one pixel of the absorber)
    tmp=16 any particle that it isn't configured to absorb will pass through it (like PHOT through GLAS) instead of reflecting off of it (as reflection would be the default behavior)

    In response to other stimuli (fire, heat, pressure etc) it is indestructible, but unlike DMND it can still be destroyed by BOMB and DEST.

    When this stuff is placed but BEFORE it is configured by using the console (or property tool), it should behave like DMND in every, except that it can still be destroyed by BOMB and DEST.

    In fact this is such a good idea I just came up with, that I think I'll put this suggestion into a thread of its own as well.
  • Sergeant_Starfruit
    31st Jan 2013 Member 0 Permalink

    Tmp 1, 2, and 4 could ba achieved by using PRTI, PRTO, and VOID by doing !set ctype prti (name of element herin in they console (~)

     The ctype prti would only let in a particular element, transporting it to a void chamber.