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Everything posted by Viktor_Berg
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I am still waiting for a render rewrite that would allow for a full spectrum of colored lighting. Someone did it before the previous lighting rewrite, as a mod that modified like 20 base classes, but still, showed that it's actually possible.
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Fascinating. So what is the point of such a retarded spambot?
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You likely have some uninsulated cables if you get damaged by standing near IC2 equipment. Insulate cables using rubber.
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Colobot. A weird mix of an RTS (about colonizing planets with programmable robots because Earth is threatened or something) and programming educational software, the language resembles a severely stripped down C++. Developed by Frenchies, there is also an actual educational version for being sold to schools. Never got very popular, but I liked it for some reason. Perhaps because programming my own robot algorithms seemed extremely fun (even if I was bad at it).
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For the longest time, I operated on pretty outdated hardware, and only recently did I get a well-paid job, and built myself a $2000 monster rig (before you start complaining, I live in Norway, hardware is kinda expensive here). However, that was almost top-of-the-line hardware, and it is very possible to cut the price to maybe $200-300 (in US). I understand that building a PC might sound intimidating, but it really is simple. Most parts can only fit into one slot, and only in one way possible. Perhaps the most difficult part of building a PC is installing the CPU and its cooling (since you need to apply much more force to lock the CPU in than you might think, which makes people scared that they might break the motherboard). Worst case scenario, you can just pay someone more experienced to assemble the setup for you, and it will be STILL cheaper than buying a prebuilt.
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I started playing since Indev. So yeah, I was one of the first people to buy it. If I dig hard enough on my home PC, I might be able to dig up an indev screenshot or two. I'm at work, though. Ah, the day when Infdev came out. Oh no, the day when they fixed cart collisions making it impossible to make cart boosters that'd propel you at 150 sanics/h for several thousand blocks.
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Did you remember to insert transformer upgrades into the rotary macerators? Some time ago there was a change where advanced machines no longer blow up on too high a current, but instead work extremely inefficiently. Sadly, it is not properly displayed ingame, and unless you read the changelog, you will not know this. So just craft a transformer upgrade for every advanced machine you use (rotary macerator, singularity compressor, centrifuge extractor), and you're set.
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That's terrifying. An area of upgrade would be to avoid using EE, or at least limit its use to convert other blocks into fuel.
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Hmm... Could you post a setup? There might be something you are missing that is not obvious at a glance.
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It seems like the parameter in your "http.get" functions is the name of a Pastebin link. And that's the problem: the pastebin command did everything for you if you just provided it with a proper pastebin link. However, http.get requires you to type in the FULL address of the pastebin link. Try http.get("pastebin.com/6FhgmTNJ").
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Don't forget fillers, which can help you either clear or fill huge swaths of land (up to 63x63x63) VERY quickly. They also have the ability to cut down RedPower rubber trees using the Flatten program, so that you don't have to muck around with an axe.
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Understandable - I mostly play SSP where I can add those mods (and I do), but you can't quite discount Forestry, some Tekkit servers manually add it. I was talking about the Advanced Power Systems addon for BuildCraft. Sadly, it's SSP-only, too. Templates are great for a large amount of similarly shaped constructions. In the next Technic, where BC3 will be SMP-compatible, we will get the ability to combine templates with the Path markers, which will make it incredibly easy to, for instance, build long underground tunnels with complex decorations automatically. You do realize that you can set up a custom quarry size, up to 63x63, right? Also, no need for ugly holes, you just set them up underground (I prefer layer ~24ish for gold and diamonds) and nobody will ever know. They are also completely mainenance free until they run out of stuff to mine, and they mine down to bedrock just fine. Also, they will happily mine out all that obsidian if you just pour a bucket of water into the quarry frame. As for mining wells, yes, they are subpar as a primary mining device. However, with a proper application of IC2 solar arrays (MV or HV) and some RP2 frames, you can create a machine that literally mines out a strip of land down to bedrock almost instantly (about 5 seconds), then moves forward and does the same. Yes, it's ugly, but that's why you either do it far away from your base, or if your game/server has Mystcraft/Multiverse installed, in another dimension.
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Why would you not use BuildCraft? It is useful for so much - automatic crafting and supplying (Logistics Pipes), Forestry, Advanced Power Systems (fusion generator), automated large-scale building (builders, fillers, templates, path markers) and mining (quarries, mining wells). Yes, for some applications, like sorting systems (not based on Logistics), RP2 is better, but if you don't use BC, you are really denying yourself a bunch of fun toys - some of which (spoilers!) require BC energy.
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None of those commands seem to be valid. Strings need to be enclosed by quotes on both sides. Sleep seems to have worked fine, seeing as you terminated it manually. As for the http.get function, I couldn't get it to work at all on my computercraft as well - I get "the attempt to index ? (a nil value)" error.
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No, I meant as in within the sci-fi universe that ship is from. But we digress from the topic here.
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I've never had such problems with teleport pipes. Then again, 3.1.0 is quite buggy and pipes may sometimes disappear, which is what you might have experienced as disappearing items/liquids. 3.1.0 is SSP though, Tekkit runs 3.0.7 which I've so far had no problems with.
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Except the ships are non-piloted entities.
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MFE draining with T2 Machines
Viktor_Berg replied to CaelThunderwing's topic in Tekkit Classic Discussion
The newest versions of advanced machines require transformer upgrades to operate at T2. Either operate them at LV (they don't drain that much energy now), or at MV with transformer upgrades. -
As mentioned previously, BC is better at handling liquids, and it also has teleport pipes, which makes item transfer over long distance easy and painless. In SSP, there is an added bonus of Logistics Pipes, but since this is the Tekkit subforum... Otherwise, I really prefer RedPower.
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The syntax is a bit wrong. It does not accept the 0/1 at the end. rs.setBundledOutput("back", 513) should do the trick. What you can do, then, is replace the number in the command with an integer variable, like "state", and then set the state to whatever you want by adding or removing color indexes as integers. I.e: state = 0 [Command to turn white on]: state = state + 1 [Command to turn cyan on]: state = state + 512 rs.setBundledOutput("back", state) Of course, this method is very clunky and gets problematic if you run this in a loop (since if you write it wrong, you will keep adding integers to your value indiscriminately), but as far as I know, this is the fastest way to handle states using CC. [EDIT]: For loops, setting the state to 0 before rechecking all colors could do the trick.
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Nuclear power plant [Screens + Video]
Viktor_Berg replied to Avalkiz's topic in Tekkit Classic Discussion
1. Attaching a compressor to an IC2 pump will directly create snowballs, no need for water cells. 2. Singularity compressors do use less EU per operation, but it's not 3 EU/t, it's 16 EU/t without overclocking. -
It's redpower, though. Toggle Latch is an RP2 circuit.
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No. Not without editing the mod files themselves, anyway.
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Methinks you might be accidentally applying a redstone signal to either the transformers, or the batboxes, as I see redstone engines running right by the batboxes. Don't forget, a redstone signal shuts off the batboxes, and inverts the transformers (i.e. transforms from lower to higher).
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Am I understanding correctly that the yellow sides on the batboxes are input? Are you inputting into the input sides for the batboxes? Because I do not see how the two top right transformers are hooked up to the batboxes.