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couchguy987

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Everything posted by couchguy987

  1. Right. One of the most glaring exploits is placing an industrial Nuke and then shooting it with a mining laser set to explosive mode. I may have gotten a bit carried away testing that one. :)
  2. The other admin on this server just found a Bukkit plugin called uBlock that may present a potential fix. http://dev.bukkit.org/server-mods/ublock/ We are currently testing it for all of the IC items mentioned previously in this thread, but our test on the mining laser was hopeful (disabled the use of the mining laser within a defined region for a specific user permission level).
  3. I'm not so much talking about enabling blocks within towny, although it would be nice to be able to run an autominer/quarry/etc. within a claimed town plot. That would most likely be a toggle setting anyway (Turn machines on/off). I'm more talking about protecting any given block against the mining laser and others that I've mentioned above.
  4. In other words, this request should probably be addressed more to the dev teams of Towny and Worldguard, respectively, to fully support all the technicpack mods?
  5. Summary: Please add Towny and Worldguard to Tekkit. http://forums.bukkit.org/threads/sec-fun-info-chat-tp-towny-advanced-v0-79-0-0-land-control-and-town-management-1846.25101/ http://forums.bukkit.org/threads/sec-worldguard-5-3-block-fire-ice-melt-mushrooms-advanced-fast-area-protect-blacklist-1185.790/ I've mentioned elsewhere that I'm currently a server admin on a Tekkit SMP server (don't worry, I won't blatantly advertise, if you're really curious read my post history). So, we've installed various mods such as Towny for the purpose of making anti-griefing a lot easier. http://xshade.ca/projects/towny/ However, we've noticed that there are various blocks/tools/weapons that aren't protected/protected against by towny, such as any blocks that are non-vanilla, especially industrialcraft and buildcraft. Most notably, the Industrialcraft Mining Laser, Industrial Nuke, and both variations of dynamite (regular and sticky) will break blocks that are supposedly protected by towny, due to the way that they break blocks. Worldguard is another such anti-griefing mod. http://www.sk89q.com/projects/worldguard/ We haven't tested it much yet, but I imagine we'll see much the same results as with towny (unprotected blocks/tools/weapons). We intend to use both mods in conjuction on the server. So, are the Technicpack devs aware of these two mods, and are there any plans to add them to Tekkit in the future, and further, to provide comprehensive protections for items in all tekkit mods under both towny and worldguard?
  6. Re: 6 chamber Nuclear Reactor Setup I've personally been theorizing around this setup: http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?8i8wuofm32jtj4gk5datjybg6v7hy=1l10101011511621s21s11r10 The idea being that generating anything more than 512 EU/t means that I would have to run 3x Insulated HV Cable directly out of the reactor, meaning that I'd be taking 1 EU/t loss, at the very least, on the wiring (more if I would want the HV transformer a bit farther from the reactor) You'd also have to factor in the fact that you'll be running some kind of buildcraft or redpower pipe to funnel the ice blocks to the reactor. Each cable/pipe you run into the reactor core means you're losing the cooling effect of that water block. So with this setup, I only have to run Splitter Cable (same loss rate as glass fiber cable, 0.5 EU/t) to an MV Transformer. Saves the diamond, redstone etc., required to make the HV transformer. And then you have to consider how many ice blocks/second you'd have to produce in order to keep the SUC reactor properly cooled. For each ice block producing rig, you'll need a Water Pump and 1 Compressor, and 1 Singularity Compressor (unless anyone is aware of a more efficient design, and I'm not talking Equivalent Exchange, because that's only available in single player), meaning you're losing however many EU's it takes to run the Singularity Compressor, plus at least 3 EU/t for each Water Pump + Compressor rig required to make enough ice blocks/second. According to the reactor design here: http://imgur.com/a/YZsyT "This seems to be the maximum number of fuel rods you can have whilst keeping the core cool with ice" That being the case, "The power plant uses ice at a rate of approximately 15 per second, which means that each tower can cool the core for 72min." One of those ice block producing rigs I mentioned earlier? Only produces at a rate of 1 ice block per about 30 seconds. In other words, running a SUC reactor with ice blocks is an insane logistical challenge. The speed of the water pump is the major bottleneck, so if we had the ability to funnel water through buildcraft pipes directly into the supercompressor, that would make it go a lot faster. A few more calculations: Generation time: 71 minutes 21 seconds 4281 seconds per cycle 102.70 stacks of Ice Blocks used 6572.8 Ice blocks per cycle 1.535342 Ice blocks per second Feel free to check my math and offer suggestions for improvements. BTW I'm really looking forward to ComputerCraft to make timing a lot easier. I would still like a thermometer for SMP though (currently only available in SSP tekkit)
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