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roothorick

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Everything posted by roothorick

  1. So here's a really crucial tip that I couldn't find on any wiki save for the official one, which is buried in the original minecraftforum thread and doesn't show up in search results or is linked from anywhere else making it rather hard to find. You need to make a "Logistics Power Junction", connect it to MJ, and connect it to your logistics pipes. Otherwise a whole lot of nothing happens.
  2. Very basic test I did in creative singleplayer: chest -> chassis MK1 with quicksort module -> basic logistics pipe -> another chest I set the basic pipe to take torches, and also set it as default route. Put a stack of torches in the first chest. Absolutely nothing happens. The stack of torches sit in the first chest going nowhere. Replace the chassis pipe with a standard wooden pipe, then power it with a redstone engine: the torches move about halfway into the basic pipe, disappear, and then are ejected out into the world. Nothing ever makes it into the second chest. Am I doing this wrong or did something break?
  3. Let's put it this way: Is fusion reactor plasma supposed to do this? Watching it in action, it looks almost like Conway's Game of Life...
  4. In my creative experiments I've been having issues with the fusion reactor plasma seeming to destroy itself or something. In a containment breach I get self-immolating shockwaves of plasma instead of the persistent blob seen in most videos. Inside the reactor even the seed plasma seems to blink in and out of existence, and the plasma just doesn't travel more than a few blocks (both in terms of actually seeing it and in turbines' response). Is this a client/server desync issue (as I know singleplayer actually runs a server internally) or was something changed? -E- Something has DEFINITELY changed. The five turbines that do run, never stay on -- they go off after a few seconds and come back later. The three cells on the left end are bone dry -- not a lick of RF. Note the single plasma block hanging out by itself a good ways away from the actual reactor.
  5. Also, Atomic Science's Turbines will autodetect what type of conduit/pipe is above them, and produce either RF or MJ appropriately. So you can use reactors from that mod to generate RF too.
  6. Some quick poking around in creative suggests it's working just fine. That said, spawner blocks are special. They skip a number of checks over ambient spawning; in particular, they don't check for a solid block beneath a potential spawn location. This can cause mobs to spawn in midair in a room that mobs wouldn't normally be able to spawn in; if they're not flyers such as bats, gravity will immediately take effect and bring them back down to the ground, making them appear to spawn in invalid locations. For example, if all your torches are on the ground, and there is a block at floor level at light level 8 within range, then F7 will show no X; however, since all your torches are on the ground, the block immediately above that is at light level 7; if the block above that is open space, then that is a valid spawn location for a spawner block, but not ambient spawning (because of the solid ground check), and therefore no X is shown. -E- Oh right, F3 shows the light level at EYE level, not floor level. You need to add or subtract 1 (depending on what direction the nearest light is in) to get the floor level light, which is what mob spawning checks.
  7. Go for it, but that's not what *I* am shooting for.
  8. Hack/Mine is actually just one mod, it's just incompatible with pretty much everything due to it being essentially a total conversion. (Which is why you generally don't see TCs in modpacks -- they break SO many other mods.) TFCraft is the same story -- it's so big and changes so much, I just can't see it NOT breaking something major once you start piling in other mods.
  9. Something more adventure-focused with a greater focus on exploration and more attention paid to balance, for those in the mood to explore and to modify, not so much to build. Not as a replacement for Technic/Tekkit, but as a separate, complimentary pack offering a different experience entirely. The Yogbox used to fill this gap somewhat, although that wasn't its focus and it was SSP-only; however, it's now been all-but-officially discontinued, and I think we have an opportunity to assemble something a bit more focused and try to make it multiplayer-friendly. I did some googling and couldn't find any coordinated efforts of the like, so heck with it, let's make a new one. Is there some kind of etiquette or expected process, or should I just start making a list and contacting authors?
  10. You... have absolutely no idea how videogame netcode works, do you?
  11. That's hilarious. Unfortunately, fully charged quantumsuit would survive that. My friend told me recently that when we were experimenting with reactor explosions in creative, he'd switch to survival mode before the reactor went critical, with quantum armor equipped. I was none the wiser, I thought he was still in creative mode. Quantum armor even half-charged makes you just straight-up invincible.
  12. They'll run on HV with 3 transformer upgrades IIRC. Your MFE idea wouldn't even work. Your machines are using more EU/t than EU they can store in total, so they'll run out and stop no matter how much juice you feed them. Storage upgrades are mandatory for what you're trying to do.
  13. So run the simulation *on the client*? OH HELL NO! Seriously, what are you gonna do, upload the state back to the server over the client's network connection? And the potential for cheats/hacks is just way too great here. Further, as of 1.3, the required simulation logic doesn't actually exist in the client code. You're severely overthinking things. Personally, I'd bring up the traditional menu, no restrictions here, but then bring up the vanilla "bed lobby" screen until everyone hits a bed. Then the simulation runs, and this is key, *on the server*. If someone wakes up early, I'll boot people back to the bed lobby and start the process again from that point. Easy.
  14. FYI, he said that about the Ender *Dragon*, not the Endermen themselves. And with vanilla kit that dragon is a right bastard to kill...
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