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Everything posted by Kalbintion
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please post issues on the tracker. The tracker (and tracker guidelines) link is available in my signature below.
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please post issues on the tracker. The tracker (and tracker guidelines) link is available in my signature below.
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please post issues on the tracker. The tracker (and tracker guidelines) link is available in my signature below.
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When I click Play Launcher restarts
Kalbintion replied to Awesomebynature's topic in Attack of the B-Team
please post issues on the tracker. The tracker (and tracker guidelines) link is available in my signature below. -
This is a list of possible mini-game ideas specific to Attack of the B-Team. I'll maybe write tutorials on them depending on how complex some of their setups are (like Musical Chairs, even though BDubs has a video on it) Musical Chairs Players: 2+ Originally done by BDoubleO in one of his episodes. This brings an old school based game to Attack of the B-Team. Rock Paper Scissors Players: 2 Using Reusable Safari Net Balls, this game could easily be replicated by using "Cows" "Chickens" and "Pigs", and could be extended to the Rock Paper Scissors Lizard Spock by including two additional mobs (wolves, sheep, ocelots...) Example set-up: Cow beats pigs, pig beats chicken, chicken beats cow. For extended, it could be Cow beats pig, pig beats chicken, chicken beats ocelot, ocelot beats sheep, sheep beats cow. These are obviously arbitrary but could be done this way. Gotta Catch 'em All Players: 2+ Inspired from Pokémon and having the ability to capture mobs, using the Safari Net Launcher and Safari Balls, a "Safari Zone" replication could be done, where the winner is based around the number of mobs caught and their points, similar to ABBA Caving (mini-game developed by VintageBeef) Example set-up: Using a Player Interface for each player, and an auto-extraction of caught mobs, players could fight for a small duration of time (5 minutes?) and whoever has the most points wins. For mob spawning, use of a randomizer and Auto-Spawners could be done to spawn in the mobs randomly and periodically to make each game different. Minion Battle Players: 2 Using the fact that Necromancy minions fight mobs similar to how wolves are done, this can be used in a PVP battle where crafted minions fight against another player and you have to defend against them, the victor being the first person to defend or the only person to survive. Hats Off Players: 2+, with judges On the concept of run-way models showing off todays latest fashion, this can be done with your skin and hats. Try to pair up the perfect looking armor to show off yourself and the hat down a run-way. A panel of judges should (objectively...) give a score from 0-10 and the highest value wins. Sheep Racing Players: 2+ Similar to real-life Horse Racing, players can morph into the various colors of sheep (or horses if so desired!) and race around a track where the first one over the finish line wins. Have an audience bet on the winning sheep color for a gambling side! Target Practice Players: 2+ Using conveyer belts to move players around, the Target from openblocks can act as a shooting gallery with a point system. Person with the highest points through the gallery wins. Got additional ideas? Post them here! Please be original enough though in your idea and try to make it attack of the b-team related. I realize a lot of the vanilla minecraft mini-games, labyrinth style systems, tower defense, etc are doable in this modpack but theyve been done over and over again that they're no longer new or original.
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I believe the thing you're referencing is on the tracker. This one in particular.
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One thing I like about this set-up is that the theoretical max amount of animals to ever be in a single pen is 21. This is because the way its set-up causing it to harvest mobs once they hit 15. The only way itd hit 21 is if there were 14 mobs in there to begin with, all of them bred at the same time, and thered be 21 until the point of the culling. So very lag-free method for lack of mobs. Edit: Also, fixed the first post regarding the "Grinder" as the "Harvester" - this was unintentional and was a minor oversight.
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Make sure the versions match up on both sides, and doing that if it still fails, reset modpack on the local side. If it still fails after this, post on the tracker, links to the tracker (and its guidelines) are available in my signature below.
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Origin biomes seem to have them more often than not. But they seem to be on the coastal lines otherwise. And yes, you cannot generate steam in attack of the b-team. The "Steam Dynamo" generates steam, but its for internal use only and does not actually exist as a liquid.
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Yeah, not entirely sure. My first thought was maybe the food item had multiple eating portions, similar to how cake works, but only in the inventory. And that the final bite gives you more food back than the previous ones. Wouldn't know why this is the case but it was a thought. These "Final" variants should exist in the food plus creative tab per the code and have an ID being read from the config file so they definitely exist in-game along with their non-final variants.
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Decompiled the code, looked it over, here's the values i read from it. Item - Hunger Restored - Saturation Modifier Apple Juice - 5 - 0.6 Apple Pie - 10 - 0.6 Bacon - 4 - 0.6 Bowl of Cereal - 13 - 0.6/0.8 Bowl of Rice Meat - 9 - 0.6 Bowl of Rice Veggie - 8 - 0.6/0.8 Bread & Butter Pudding - 12 - 0.6 Bread Slice - 3 - 0.6 Bread W/ Butter - 6 - 0.6 Bread W/ Nutella - 10 - 0.6 Broth - 9 - 0.6 Butter - 1 - 0.6 Caramel - 1 - 0.6 Carrot Soup - 6 - 0.6 Cereal - 6 - 0.6 Cheese - 6 - 0.6 Cheese Pasta - 12 - 0.6 Chicken Dice - 2 - 0.6 Chips - 6 - 0.6 Chocolate - 4 - 0.6 Chocolate Donut - 6 - 0.6 Chocolate Ice Cream - 3 - 0.6 Chocolate Ice Cream Completed - 6 - 0.6 (Unsure what this is) Coffee Milk - 4 - 0.6 Coffee solo - 2 - 0.6 Cooked Carrot - 5 - 0.6 Cooked Meat - 5 - 0.6 Cooked Mutton - 5 - 0.6 Crisps - 10 - 0.6 Donut (Base) - 2 - 0.6 Egg Bacon - 9 - 0.6 Egg Sausage - 7 - 0.6 Fish & Chips - 11 - 0.6 Flour - 1 - 0.6 Fried Chips - 8 - 0.6 Fried Egg - 4 - 0.6 Fried Rice - 4 - 0.6 Fried Rice Final - 8 - 0.6 (Not sure what this is exactly compared to the above one) Frozen Milk - 3 - 0.6 Grilled Sausage - 8 - 0.6 Hamburger - 6 - 0.6 Hot Chocolate - 4 - 0.6 Hot Chocolate final - 6 - 0.6 (Again, not sure what this is compared to above) Hot Dog - 10 - 0.6 Ice Chunk - 1 - 0.6 Ice Cream Cone - 2 - 0.6 Kebab - 10 - 0.6 Melon Ice Cream - 3 - 0.6 Melon Ice Cream Complete - 6 - 0.6 (Unsure what this is) Milkshake - 3 - 0.6 Muffin - 4 - 0.6 Nutella - 4 - 0.6 Omelette - 3 - 0.6 Omelette Final - 6 - 0.6 (Per before, no idea what this means) Pasta - 10 - 0.6 Pinchito - 7 - 0.6 Pizza Slice - 4 - 0.6 Raw Meat - 2 - 0.6 Raw Mutton - 3 - 0.6 Raw Pinchito - 2 - 0.6 Raw Pizza - 2 - 0.6 Rice - 2 - 0.6 Rice tomato - 5 - 0.6 Salt - 1 - 0.6 Sandwich - 8 - 0.6 Sandwich Bread - 2 - 0.6 Sausage - 4 - 0.6 Sea Weed - 2 - 0.6 Slurpees - 4 - 0.6 Smash Potato - 10 - 0.6 Soda - 2 - 0.6/0.8 Spaghetti - 1 - 0.6 Steak & Chips - 12 - 0.6 Stew - 10 - 0.6 Strawberry - 2 - 0.6 Strawberry Chocolate - 8 - 0.6 Strawberry Donut - 6 - 0.6 Strawberry Ice Cream - 3 - 0.6 Strawberry Ice Cream Completed - 6 - 0.6 (Unsure what this is) Strawberry Jam - 4 - 0.6 Strawberry Milkshake - 3 - 0.6 Sushi - 6 - 0.6 Sweet - 10 - 0.6 Toast - 2 - 0.6 Tomato - 4 - 0.6 Tomato Sauce - 2 - 0.6 Waffle - 3 - 0.6 Saturation Modifiers having two values were unknown (reading obfuscated code is annoying) so they are potential values based on what was read. Also, it seems saturation modifier isn't an important factor in this mod and it boils down to the hunger restored. Also, keep in mind that dividing the hunger restored by 2 will give you the number of meat pops/haunches/etc it restores. Also, since I was reading the code, the names are what is found in-code and may not fully represent the in-game name, but if they're off just a bit they should still be noticeable. If anything was missed, let me know.
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This is a tutorial for an automated animal farm, this design was tested with Pigs, Cows, and Chickens Open the Spoiler for the video tutorial! The Base Building The farm design itself is a 7x7x7. The bottom two layers are for redstone. So find an area, clear out the 7x7, then surround the inner 5x5 area with a block of some sort (such as glass) 4 high leaving one block on the bottom layer empty on three sides. Then put a roof on it, leaving the center one blank. After that, place slabs on the lower half of the bottom layer of the wall blocks. This will create a 2.5 block high inner area. Note: the image above does not have the hole in the center of the roof, but it should be there. The Machines You will need to make the following machines as well as have the following redstone components: 1 Breeder 1 Grinder 1 Mob Counter 1 Vacuum Hopper 1 Redstone Comparator 2 Redstone Torch 5 Redstone 2 Tesseracts (or additional Energy Conduits and Fluiducts!) 6 Energy Conduits 1 Saw Machine Locations In one of the open bottom slots, preferably across from another hole, place the Mob Counter so it is counting inside of the farm. Opposite the Counter, place the Grinder. And in the final slot, place the Breeder. In the roof ceiling, place the Vacuum Hopper. At this point it should look similar to the following image Note: In the image above, across is the Breeder, to the left is the Harvester and the right machine is the Mob Counter. And the Vacuum hopper in the top. Now break out the blocks from the breeder and harvester to the same corner. If possible, save these blocks. Place one of the two Tesseracts in this corner and run the Energy Conduit from the Tesseract to the Breeder and to the Harvester. Place the second Tesseract on top of the Vacuum Hopper and make the Vacuum Hopper output Experience to the Tesseract on the upper portion. This will be the experience output. Note: Redstone Energy Conduits are used in the image above, but any conduits can be used. The point of this is to get power to the Breeder and Harvester. Redstone Mechanics Under this build, clear out a 1 block high area, 2 if you are unable to morph into a bat. Under the Mob Counter, place 1 redstone dust. Then place the comparator so it is facing toward the Harvester. To the right of the Comparator, place one redstone dust and one redstone torch. Make sure to not toggle the Comparator into subtraction mode (the first redstone torch on the comparator would be on in this case) In front of the comparator, toward the Harvester, place the final three dust. This should lead into a block. The block on the opposite side, under the Harvester, will be placed a redstone torch. Note: The above image had the base building removed to better show off the redstone placed. It can be difficult to see if the building was left there. Finalizing Now, you're almost done. We need to block off the cable from being accessed by the animals (and causing a miscount on the Mob Counter, or escaping from the pen) so using the Saw and the blocks you (hopefully) saved from clearing out, cut them down into Panels or Covers and cover the cables up from the inside. Once the energy conduits are covered up, you can then safely place in two of the desired animal (Pig, Cow, Chicken) into the pen then fill up the breeder. This will run for quite some time. Additional Changes Here is a list of additional changes you do to make this more automated or more efficient. Auto-fill Breeder from below from your storage system. Place a chest on the back side of the harvester to catch items Then suck those items into your storage Be creative! You can use this farm setup to create two additional pens for the cows, chickens or pigs (depending which one you started with). Just see what I did with mine.
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Tutorial Autocrafting Without Crafting Pipes
Kalbintion replied to Kalbintion's topic in Attack of the B-Team
Just updated the first post with some images of the array set-up. And glad you find it useful Loader. -
Why is this a problem? I was able to use any ingot i wanted when it come to the compressed plate forms as well as for any of the other crafting recipes requiring aluminum.
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The goal of this thread is explain my thought process about creating an auto-crafting system and my experiences along with it. The Primary Objective Create a repeatable system that can be expanded upon that allows for crafting for all items possible through the use of the crafting table, while avoiding the Crafting Pipes, Crafting Chips, Extended Pipes, etc. The First Design Going off of the objective, I attempted to create a system using the Cyclic Assemblers that would create a certain amount of items. Using basic redstone mechanics of vanilla Minecraft. I was able to achieve this by using vanilla minecraft chests getting the output of the Cyclic Assembler, and using a comparator to see how many items were made in the system. As you can see from the images, the top portion of the Cyclic Assembler receives the item input, the Routed Interface Pipe has a "Stock Keeper" card in it with the desired ingredients necessary to craft an item specified by the Schematic in the Cyclic Assembler. This will always keep the necessary items on-hand in the machine. The chest to the right of the machine was a temporary holding area for storage items and would be the input from your storage system into the machine. The Cyclic Assembler is marked to only accept input from the top, and only output to the bottom. This was necessary in this design to prevent unwanted artifacts from occurring. As well as the Cyclic Assembler was marked to have a low redstone signal in order to function. This was key in the design to prevent it from just constantly producing output if redstone was ignored, and to not involve a NOT signal in the event of using a high redstone value. With the Cyclic Assembler outputting into the chest below, the Comparator works on it and will send out a signal depending on the contents of the chest. The First Design Results This worked pretty well, outside of the fact that for some items that my not want to have a ton of on-hand, such as Machine Frames or other expensive machines, this method would create 124 of them before turning off the machine. One downside to this design is the fact that the chest cannot be opened and thus a Routed Request Pipe is necessary to interact with it, with a Routed Interface Pipe and an Item Broadcaster chip installed on the chest. The Second Design Objective Learning from what I did in the first design, I set out to come up with a second solution to the problem of: How to limit the amount of items to be slightly more specific, or at least give an option of a lower max output. The Second Design Again, starting with basic redstone mechanics, and how the redstone comparator works. I ended up replacing the chest with a Hopper, an object that has a lot less inventory space and thus each item counting to a higher value. The Second Design Results This design was much better for limiting output to a certain amount. For items that stack to 64, it was limited to 23 of that item on-hand through the use of the Hopper. The Third Objective What other storage systems work with the comparator and what values do they output a redstone signal of 2, since this is what is required to turn off the machine. The Third Design No changes were made to the system as the portion that did the numerical value relied on the Redstone Comparator, using this, I could simply place a container down and then put a comparator to read its contents, and then place as many items into it until the signal power was 2. 2 being the desired strength in the previous designs to turn off the cyclic assembler. The Third Results Container - Amount Until Signal 2 Hopper - 23 Breeder - 39 Storage Crate - 65 Rancher - 77 Chest - 120 Locker - 120 Secret Trapped Chest - 120 Secret Chest - 120 Bamboo Chest - 120 Koa Chest - 120 Reinforced Chest - 179 Reinforced Locker - 179 Vacuum Hopper - NS Pattern Chest - NS Ender Chest - NS Backpack - NS Ender Backpack - NS Deep Storage Unit - NS Cardboard Box - NS Crafting Station (BetterStorage) - NS Strongbox - NS Hardened Strongbox - NS Reinforced Strongbox - NS Resonant Strongbox - NS Mailbox - NS Planter - NS Fertilizer - NS Veterinary Station - NS Unifier - NS NS values represents a "No signal" condition. That is, the redstone comparator did not output a signal regardless of the number of items in the container. The Fourth Preface Using the previous tests values, I could come up with a simple system of limiting certain items to always have 23 on hand using Hoppers, and another container for higher values but it was now onto the stackability. The Fourth Objective Create a repeatable method of auto-crafting systems that took up as less room as possible but still functional The Fourth Design Using the fact that the redstone comparator only outputs a signal of 2, making the cyclic assembler responsible for the containers output to be the only one to disable, the system could be stacked horizontally (X/Z repeat) with no gaps inbetween, making the system very compact. That is, stripping the original setup down to the components of the Cyclic assembler, the storage container, and the redstone in the back, this could be stacked on the left or right side of them to create an infinite line and could be stacked vertically in some situations. More to come to this post as my designs and tests progress.
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Got a screenshot of it?
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Sounds like they dont have protection poppets then, in which case you have yourself a bad witch that doesnt know the mod.
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Well, we could just decompile the code (since there isn't a public source of it all) and look at the values for each food item...
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Silky works like Silk Touch, so under that, gravel would never become flint for that shovel.
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Their wiki's "Getting Started" page is just that, getting started. When it comes to a space station, etc, you're hitting on things that are well into the mod and no longer the beginners steps.
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Food Plus Cofee (sic) Grinder not working?
Kalbintion replied to lizzyinthesky's topic in Attack of the B-Team
Normally i'd complain about necroing, but in this case its well done. And it helped me (Haven't been able to do much with food plus) as well. thanks. -
/cofh killall is your friend, Eotf had that happen to me a few times, and had to use that command.
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that "wizard" mod would probably be ars magica 2, if it were to be added, but unlikely unless the B-Team group pushes for it. The guns and mechs from flans still wont protect you from the witchery teleport. Vanilla gear won't be powerful enough. Tinkers' construct weapons could work quite well (Rapier) but you still have the issue of being able to hit the witch as well as not getting teleported to another location that makes it a pain to get to. 1v1 battles against witches seems to be simply out of the question if you have ever been taglocked before. A large group would probably be able to do much more damage to a witch but you would need to be coordinate with them, like an actual military assault team, and that takes time and practice to do so.
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No, they're fairly lag free, even in a few thousand. I'm not sure how many of them you'd need to start causing lag.
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Resonant tanks hold 64 buckets (64000mB) of a liquid and could be put into an array.