-
Posts
510 -
Joined
-
Last visited
Everything posted by VideoBoy
-
BEHOLD MY NEW BABY GIRL Question: See the mining arm? It extends down at the top of the ship, and it moves 1 block from side to side at the bottom. After 3 or 4 chunks mined, the 6 or so battery boxes at the bottom lose power and it takes a long time for blutricity to flow from the battery boxes at the top all the way to the bottom (the arm has both a jacketed bluewire and a jacketed bundled cable), so I have to pause it for a few minutes and let it recharge. Is there any way to make blutricity flow faster? When this happens, the ones at the top are relatively full, plus there are 2 solar panels and even one external ferry system using ender chests that makes sure there's always a fresh battery inside one of the battery boxes. Problem is energy only flows to the other boxes from the solar panels, but not from the battery charging system, which is gay since I'd have to cut off part of the ship to add more solar panels (1k block limit). tl;dr version: How do I make blutricity "even out" between several battery boxes when at least one of them is full and all the other ones (the ones that need a lot of power to power one frame motor) are empty? Thanks in advance! :3
-
function pt(t) -- print table for k,v in pairs(t) do print(tostring(k).." = "..tostring(v)) end end sensors.setSensorRange("right", "Sensor", "16") -- short range so only I am detected tTable = sensors.getAvailableTargetsforProbe("right", "Sensor", "LivingEntities") pt(tTable) -- prints a living entity (me) and my coordinates ent = tostring(tTable[1]) -- my name & coords are displayed, as expected tTable = sensors.getSensorReadingAsDict("right", "Sensor", ent, "LivingEntities") pt(tTable) -- EMPTY! NOTHING DISPLAYED! It didn't work so I grabbed the ccSensors/console program, copied it to my computer, found the call to getSensorReadingAsDict() and made it display exactly what parameters were being passed to the function and then crash the program. Turns out the official ccSensors program is passing THE EXACT SAME PARAMETERS as my program passes to the same function, yet mine doesn't work. This is bizarre. I dun get. Has someone successfully coded for the ccSensors API? There's barely any information for it out there. (I want to hook up a player name detector to my base so it can execute item evac and self destruct in the case someone ever finds it.)
-
I can relate... I have the materials to make at least 10 HVSA's, but they're just too much of a pain in the ass to make. :/
-
Last night I finished my frame quarry and I took it for a test run. The quarry worked better than expected, but there was one funny side effect - physics slowed down around it. I accidentally fell inside the chunk it was mining so I jetpack'd out and to my surprise I flew very slowly. After a while I realized flying, walking and jumping was slower than normal, kinda like I was walking on the moon. I was alone and the server was at 20TPS the whole time so it wasn't a lag issue. After I turned off the quarry, motion speed was restored. I have to go play with my gf now but when I'm done I'll try it again and maybe make a video of it (the quarry!). It was strangely hilarious.
-
One of my players has figured out a way to grief protected bases - driving a nuclear reactor inside a forcefield with a frame motor. I run a Factions server where griefing is allowed. I know nukes and reactors can destroy faction land, and that's okay because it encourages people to use forcefields, but this discovery kinda breaks that. Is there any known fix/patch for frame motors to make it respect either forcefields, claimed land, or both? Thanks in advance!
-
Transposer->deployer. XD
-
Contraband nuke perhaps? Most servers I've been to before starting my own didn't care to check for security holes and I always managed to craft "banned" items somehow or another...
-
Impossible. I was probated the second I posted the thread... I'm thinking either I got probated for a different reason at the same time (awful coincidence) or they have an automatic thread scanner that got mine wrongly. Plus the thread doesn't break any rules, I checked. :/ EDIT: Nevermind. I was probated from before. The front page still shows your reg avatar when you're probated. themoreyouknow.jpg. They prolly didn't like my fervent anti-EE comments from a few days ago... Oopsie. Oh well, guess I'll be peeing in a cup.
-
I don't even know why I got probated and I'm too afraid to ask the mods. I hadn't been on the forums for days, then yesterday I logged on and I was fine. Then I posted a help thread and as soon as I clicked Post and the thread loaded, I was probated. D:
-
Half the people in this thread are either probated or Kellers... I CALL FOR A REFORM OF THE JUDICIAL BRANCH.
-
Yes I do, but that particular wire is to be destroyed and re-created by block breakers and deployers as the quarry head extends down so that particular part of the system I can only use jacketed. Anyways it eventually charged everything up after a few hours... Any way to make it faster? ._.
-
How exactly does blutricity move around? I have the following setup: solar panel -> array of battery boxes -> jacketed bluewire -> battery box Power is not getting to the second battery box. A volmeter shows 90.97V 2.84A at the start of the bluewire and 90.92V 0.42A at the end. I'm guessing some power is getting through but it's painfully slow, considering how the boxes in the array are at least all half full and the only other thing attached to them are a couple of frame motors that aren't even running. The jacketed wire is only 5 to 6 blocks long. Note that I can't use regular bluewire because the wire is part of a moving frame ship. The ship is stationary right now. Does it matter whether it's jacketed or not? Thanks in advance! :)
-
Unknown control ruins inventory
VideoBoy replied to MrBluebear3's topic in Tekkit Classic Discussion
I disabled InvTweaks for a while because of this but I've grown too dependent on it so I put it back on. I even put it on my vanilla client after trying it out on Tekkit. F11íng twice as the other guy mentioned is a sure fix every time but I fear the day I'll get these glitches during a fight or other time-critical situation... :I -
I'm just gonna pop in here and say what I always say on EE threads... EE SUCKS FOR SMP SURVIVAL AND SHOULD NEVER HAVE BEEN ADDED TO TEKKIT. I haven't bothered to read up on EE3 but if it really is removing all the crap that makes 12 year olds go into my server and bitch about NO EE THIS SERVER SUX UR ALL GAY!!11 then big cheers to the author.
-
The hell happened to Factions' "/f owner" command?
VideoBoy replied to VideoBoy's topic in Tekkit Classic Discussion
Dafuq is up with people not reading the entire goddamn post today? The two people that replied completely missed the point. Go get a coffee, guys. -
The hell happened to Factions' "/f owner" command?
VideoBoy replied to VideoBoy's topic in Tekkit Classic Discussion
Read my edit. They re-added it in the 1.3 version of the 1.7 branch. If you can relate to my need then put your activist hat on and go over here and ask for a backport. :D -
The hell happened to Factions' "/f owner" command?
VideoBoy replied to VideoBoy's topic in Tekkit Classic Discussion
lolno. Read the entire post next time, broski. /f leader transfers faction leadership to another player. /f owner (called /f access in 1.7.6) specifies who can build in the chunk you're standing on. Two totally different commands. -
In Factions 1.6.x there was an /f owner command that allowed per-chunk permissions. In Factions 1.7.x, the only version that is compatible with Tekkit, this command is gone. Me and some other players on my server would REALLY benefit from this feature. I personally can't add anyone to my faction anymore because of this. There's nothing stopping a simple newcomer from destroying everything the moment everyone else logs off. So, what dafuq happened to this useful command? Thanks! EDIT: Never mind. I found the cause. Look at the changelog for 1.7.6: 1.7.6 is for 1.3.2 and gives error on startup with Tekkit. Can any of you coding geniuses make a backport of 1.7.6/1.7.7 that'll work on MC1.2.5? It bitches about the async chat event so I'm guessing it won't be too complicated. But then I don't know squat about Java or plugins... :I
-
A packet is basically a burst of power. Tin cables can carry like 5EU/t at most. Solar panels give off 1EU per packet. If you're using LV solar arrays then that's your problem because each gives off 8EU per packet. If you're using regular solars then I don't know what the problem is but you should try replacing them with copper cables. Also, an unrelated tip: disable EE. You'll have a lot more fun without it. That mod makes all the other mods in Tekkit, including IC2, useless.
-
Assuming you have EE disabled (which anyone with half a neuron should do), the only items that can't be replicated using UU matter or scrapbox deployers are tungsten, uranium, and gems. That's what my server uses as economy nowadays - even though tungsten is painfully useless.
-
Or you can go to the nether and mine there. Diamonds are like 3 times more abundant. Oh wait you need at least 3 dimmy to get there... fak.
-
Exactly... I was warned twice for calling a particular action happy. It's called non-profane sarcastic slang. -_-
-
God damn it, Jeb. I got my trollface mask out and everything to mess with this kid but I can't because you spilled your soda on the authorization servers...