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loqk

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  • Birthday 11/06/1975

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  1. looks like it needs the sugar to go through the door, or you just get the rifts. i was using a dispenser, not a deployer to drop the sugar sorry
  2. ok, i set up a machine. a duplicator constantly fills an ender chest with rift signatures. on my machine, a counter ticks off 30 beats of the timer that runs the caterpillar drive. the counter resets itself (positive out to negative count in, count down by 100, count up by 1s to 30), sets off a delay (rs latch attached to the side of a timer so the timer sends one pulse after 3 seconds) which pauses the timer running the caterpillar drive, and triggers a filter to take a rift signature from the ender chest and send it to a deployer. the same pulse activates the deployer (pointing up into an empty area), and saves the rift. a delay on the pulse triggers another filter to pull the half used rift signature into a second ender chest. the second ender chest has a clock attached, that pulls any items in the chest out, through an item detector, and into a deployer. the item detector detects a rift signature passing through, and activates 4 items. first, a block breaker above the door breaks the door then, the deployer is activated, forming a complete rift, the rift signature is used up. a new warp door is placed by a deployer at ground level, behind the rift, so that the door appears on the rift. there is an active lever next to the door, so it opens finally, some sugar is fired through the door to try to force the door to appear on the other side. this may be totally unnecessary. every cycle, the previous cycle's rift signature is activated, meaning a new floating door appears about 30 blocks (due to my timing) behind the machine every 30 blocks (or so) only the last door should be bound to the rift in your base, but there will be a string of doors following the machine around. you may wish to make the machine build a road for you as well, leading from the doors, if you are in survival. i shall continue to experiment, and see what steps i can drop. @Gorian ah, i see, is there an equivalent to the deployer? i have kept my server as tekkit lite solely because redpower 2 is so useful. without it, i would practically have no base left as most of my factory is redpower2. not much help to you, just some unnecessary background :-)
  3. the automatic rift signature works. i put one in a deployer, activated it, moved it to another one, activated it, instant rift, added a warp door using the same second deployer, instant transport from one to the other. now to try and automate it moving, on the moving platform, without creating a string of rifts...
  4. Title: server stops communicating with clients, but is otherwise fine. Version: 3.1.2 OS: xp professional 2002 service pack 3 Java Version: java version "1.7.0_09" Java SE Runtime Environment (build 1.7.0_09-b05) Java HotSpot Client VM (build 23.5-b02, mixed mode, sharing) Description of Problem: after adding redstone wire to an area with the //set 136:256 command, the redstone wire does not appear. any placing of blocks in the location of the non-existent wires fails, and causing a block update at occupied locations causes the server to stop responding to client requests. the server console responds flawlessly. it ops and deops like a dream and correctly writes to the files. stopping the server appears to proceed normally since the server seems to think it is in perfect order, it does not fail and close. the failure of communication has been happening for weeks (three times over about 1.5 months (finally tracked the failure down (yay))). the server does not respond to client requests at all. including clients running on the server machine. a web browser (chrome) functions on server machine, so address is operational and correct. however, a client on the server machine, using it's own address, or a loopback address, is unable to raise a response from the tekkit classic server. restarting the server allows normal connections and spawns, until the area with the failed terrain has a block update. at that point, the server ceases to communicate again. it also reports the last players logged in at the time of the failure as still logged in. blocks updated before the communication failure no longer cause the server to fail when updated again. Error Messages: none, but server says this over and over as it stops responding. " at eloraam.core.TileMultipart.deleteBlock(TileMultipart.java:70) at eloraam.core.TileCovered.onBlockNeighborChange(TileCovered.java:38) at eloraam.core.BlockMultipart.doPhysics(BlockMultipart.java:29) at net.minecraft.server.World.k(World.java:528) at net.minecraft.server.World.applyPhysics(World.java:503) at net.minecraft.server.World.update(World.java:469) at net.minecraft.server.World.setTypeId(World.java:444) at eloraam.core.BlockMultipart.removeMultipartWithNotify(BlockMultipart. java:256) " Error Log:
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