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Viktor_Berg

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Everything posted by Viktor_Berg

  1. I like your list. Most of that stuff is not really game-changing, but very convenient and/or saves a lot of hassle. Do you receive many donations, if you don't mind answering?
  2. Well, it's their fault for using the offline mode. Can't do anything about the hacking if you have no security at all to speak of.
  3. You might have a problem with tick rate on your modpack, and also have compatibility problems. But the only way to find this out is to actually play the pack. I'd suggest going creative and stress testing the SHIT out of it - build complex multi-mod contraptions, try to think up of weird ways to handle liquids, lots of items, power, etc. See if anything breaks or slows down your game.
  4. This so much. I have played with mods since 2010 (started with IC and BC), and yet, after watching DW20's season 2 or 3, I forget which, I learned so much new stuff. His LPs are also informative towards new players, and he starts with basic stuff every season, so you don't need to go back to the old stuff to learn. Thing is, he might not have every mod that's in Tekkit in his LPs, but in that case, just adapt and learn the mod yourself - it's not a big deal to do a bit of research on 10% of content, if the remaining 90% is handed to you on a silver platter.
  5. Actually, the idea of giving out enchants that are impossible to get legitimately is a good idea. But instead of binding them to a specific weapon, tool or armor piece, just deposit them as enchanted books. A Fortune V and a Looting V book would be wonderful - as far as I know, you can only achieve greater than Fortune 3 using Dartcraft, which is not in Tekkit. Another thing - if you use Mystcraft at all on your server, you can give out rare pages. Nothing OP like diamond or emerald symbols, but something nice and exclusive would be a good bonus.
  6. How about visiting one of the IRCs he usually sits in? Like I dunno, probably the feed the beast one, or one of those coder rooms.
  7. You know what would be nice? Being able to use the search function to search through the modpack mod list, and not just its title. That'd make it far easier to find modpacks that contain the mods you want to play with.
  8. I was gonna write a number of helpful tips for dealing with such stuff, but it seems like the link you yourself found details most if not all of them - such as using Safe Mode, downloading Malwarebytes Anti-Malware, etc. Just take those steps as part of your experience, it will be far easier to deal with this stuff later on.
  9. 1. Go to http://imgur.com/ 2. Click the "Computer" button in top right of the screen. 3. Navigate to and select your screenshot in the menu that appears. 4. Press the green "start upload" button and wait for it to finish. 5. When it's done, and the image appears, select the link that shows up in the "Direct link" field to the right, and copy it. 6. Edit your post at the start of the thread, and when doing so, click the tiny green tree on top of the edit form, and paste the direct link to the image into it. Bam, you're done.
  10. Liquiducts should work, but you need to supply them with a redstone signal, and possibly smack the end that connects to the tank with a wrench to change it to output.
  11. Do not forget that you can force the rednet cables to disconnect from any blocks you do not want them to connect to, by using an omniwrench or a precision hammer.
  12. A couple of questions: if you remove and replace the faulty piston, does it auto-extend again on the same RedNet state? Did you try removing the piston and replacing it with something else that is redstone-activatable, like an illuminator? Did you also try to replace it with a VANILLA redstone-activatable block or tile entity? For instance, place a block there, force RedNet to connect to it, and place a redstone torch on it, which should invert the signal (if any). I am just wondering if this is an issue with RedNet or the pistons themselves, because as you know, pistons can behave VERY weirdly, based on block updates. 99% of block update detectors are piston-driven.
  13. You can remove the delay on the continuous mode, but then you start bumping into problems with some blocks. If you use it purely for doors and other structures (that will not bear any sort of buildcraft pipes or computers or whatever), you can remove it. The maximum speed is still, I think, one block every 20 ticks, or in other terms, 1 block/second.
  14. Redstone in Motion controlled by a computer and decorated as some kind of futuristic block is as futuristic as you can go.
  15. I think he was wondering WHAT kind of information the error message will return. I.e. the content of the message.
  16. Oh, I get it, that would work. Mounting a carriage engine or motor on the first and the second arms would make it possible to move either both arms, or only the second arm. Yeah, that is a possible idea, I didn't realize that an open carriage can drag a closed carriage along with it. That solves everything. In that case, the only real thing to be solved would be an ability to disable certain sides of the engines/motors, so that they can touch several carriages at the same time without locking up.
  17. Don't forget, you can set the priority to be high for DSU storage buses, and they will always get filled first.
  18. I hate harping on about the same thing, but what is it exactly that makes it impossible to have a sequence of carriage motors? Wouldn't it be possible to treat the motor as a simple carriage block (thus connecting any two carriages of the same type) AS LONG AS it doesn't receive any redstone signal? I am not demanding, just asking about why it's not possible. We don't even need to have this feature for every kind of carriage. Frame carriages are pretty much the only type of carriage where this kind of carriage motor behavior is viable.
  19. Perhaps? At least as far as RP2 frame motors went, they acted just like yet another frame when they were moved by a frame structure, i.e. they counted as one and the same with the whole structure, and thus dragged other frames (connected to their active side) when moved. This allowed for the creation of complex multi-directional movements, such as quarries and 3D printers.
  20. MedhiSaffar has a good point. The old RP2 frames had two crucial features for creating autonomous multipart constructs: they could work on only one side at a time (thus avoiding pulling unnecessary frames), and they acted as frames themselves as far as moving them is concerned. I.e. they transferred the "movement force" if you know what I mean. The problem I see is that this was clearly designed for frames/frame carriages, and I dunno how to make it even work (if at all possible) with any other type of carriage. Such a feature would probably be limited to frame carriages, I guess.
  21. For now, it's best to just add a warning not to use Multiblock structures with carriage until further notice. By the way, how well does it work with Immibis Microblocks? Do those behave properly on carriages, especially if there's more than one of them per block space?
  22. I just browsed the (sadly, tiny) RIM thread on MCF, and found this: Whaddya think?
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