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stringburka

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Everything posted by stringburka

  1. If you're using BC stuff there's really no reason to use buckets for lava anyway. Just use tanks. You can get very efficient setups with that.
  2. Agreed with gavjenks. It's awesome it's possible, but forcing the turtles to collect resources themselves (or to construct automated mines, or at least to gather fuel for the mines you set up) would probably both allow the project to keep going for longer periods without crashing and be faaaar cooler.
  3. I think the idea has some merit, but I don't think it's of high priority compared to getting Tekkit/Technic to work with MC1.3. If someone wants to make a custom pack with more focus on technical stuff, excluding EE and maybe including other mods that aren't in tekkit for various reasons but can still be made to work in a stable way (for example, I'd love Dynamic Elevators and (parts of) Campcraft), that'd be great. I'd be glad to provide any help I can to that end and would probably use it - but I don't think it's something that the Tekkit crew will even consider at the moment. No, what ze was talking about was making splitting Tekkit into two packs - one pack that is as tekkit is now (a magic pack) and one more restricted (without magicky stuff like EE). Since there's a lot of people who prefer to disable EE, I think it's an avenue worth exploring, though as always, it's a question of priorities.
  4. I'd REALLY not recommend teleport pipes. My experience is that they eat items and liquids. I think it's much better to use ender/void chests and sorting machines. Personally though I like how buildcraft looks. I love the moving engines. I know it eats CPU, but on single player I don't find it that much of a hog. If you have an older computer you might think it a drawback though, I can understand that. I've even set up a 2*2*8 Redpower Engine array to keep my refineries going, just because I love that big machine working at full speed. I'm thinking of making a pneumatic generator just to get EU out of redpower engine arrays. gavjenks: Buildcraft's handling of liquids looks so frakkin' good and is very intuitive, compared to redpowers pump/bucket/chest/transposer systems. And I LOVE my geothermal generators - they're simply my favourite generator, period. If you've got a big pool of lava, putting up 6 or so geothermals connected to a tank connected to a BC pump takes like 5 minutes and gives about the same output as a decent nuclear plant (though it won't last as long). That can be done with IC2/RP too, but not in a way that's as intuitive and pretty as BC's handling.
  5. I don't know if it's supposed to, but it does the same thing for me.
  6. Redpower: Far easier to create a good sorting system. Sorts faster Better in small places Buildcraft: Faster over large distances (I think) Better handling of liquids (in my opinion) Pipes are cheaper than tubes I also THINK that engines use up more CPU than sorting machines/filters when you don't need the sorting. Personally, I use tubes within my factories/bases, and buildcraft to move stuff (and all that juicy lava for my geothermals) from one part of the map to the other.
  7. It does sound like a really awesome project - building a fully automated robot factory where the robots gather the materials, construct the robots, and move their programming to take over the world. Next time, in minecraft:
  8. I don't think those kind of posts are appreciated, as it helps griefers more than legit players. Not sure though.
  9. Been half a day, thought it might be okay with a bump... Please tell if it's against the rules (couldn't find anything against it).
  10. So, trying to make a control program for my reactor building. Right now it's mostly an experiment to see what I'm capable of making, as a start to make a more fully automated factory where most things can be controlled from a computer (or a series of computers). Now, I have a few issues both with this specific program and general computercraft usage. I've tried the tutorials, googled and search on my own as well as experimenting and have made some progress but there are still things I don't understand. It should be said I have nearly no scripting experience at all (a little jazz for wc3 scripting, a little html and so this). 1. The more general and more important question: How do I run things remotely? I get how I can hook up computers via a wireless modem, and how to send messages - but how do I get them to run scripts? Without that it's not very useful to have modems. Since my computers will take a bit of space with all the cables, outputs and wireless transmitters I figured I'll make a main server room that contains all the main computer(s) and wireing, and then have consoles with modems hooked up in different places from where I tell the server to do stuff. 2. Once my program has been run once and exited by alternative four, it cannot be run again on the computer unless I restart the computer by the shutdown command. I imagine it has something to do with the "while" command but really have no idea. 3. Regardless of the status of the lights, whenever they are turned on or off they show the "The lights are off!" message. This is not true for the other choosable alternatives. Any ideas what is wrong? My code: lastaction = nada while input~=exit do term.clear() term.setCursorPos(1,1) lightstatus = rs.testBundledInput ("back", colors.lightBlue) outdoorstatus = rs.testBundledInput ("back", colors.red) indoorstatus = rs.testBundledInput ("back", colors.orange) lights = "1" outdoor = "2" indoor = "3" exit = "4" print (" Welcome to Nuclear Disaster Control 0.1!") print ("\nWhat would you like to do?\n") if lightstatus == false then print ("1. Turn lights on") else print ("1. Turn lights off") end if outdoorstatus == false then print ("2. Open outer door") else print ("2. Close outer door") end if indoorstatus == false then print ("3. Close core access") else print ("3. Open core access") end print ("4. Exit the NDC0.1") print (lastaction) input = read() if input == lights then if lightstatus == false then redstone.setBundledOutput("back", rs.getBundledOutput("back")+colors.lightBlue) lastaction = "The lights are on!" lightstatus = true else redstone.setBundledOutput("back", rs.getBundledOutput("back")-colors.lightBlue) end lastaction = "The lights are off!" lightstatus = false else if input == outdoor then if outdoorstatus == false then redstone.setBundledOutput("back", rs.getBundledOutput("back")+colors.red) lastaction = "The outer door is now open!" outdoorstatus = true else redstone.setBundledOutput("back", rs.getBundledOutput("back")-colors.red) lastaction = "The outer door is now closed!" outdoorstatus = false end else if input == indoor then if indoorstatus == false then redstone.setBundledOutput("back", rs.getBundledOutput("back")+colors.orange) lastaction = "The core access is closed!" indoorstatus = true else redstone.setBundledOutput("back", rs.getBundledOutput("back")-colors.orange) lastaction = "The core access is open!" indoorstatus = false end else if input == exit then print("\n Thank you for using this NDC0.1!") print("\nYou are now in your root directory.") break end end end end end Thanks for any aid!
  11. Thanks a lot! Wonderful. I think it was the lack of "s" in colors that broke it.
  12. I was thinking this might be a good idea for a ranger ability. I personally think the rangers skills should be less focused on magic arrows and more on general spelunking and adventuring, but that's just a matter of taste I guess. What I was thinking about was a Detect Traps skill - basically, when used, it would highlight all nearby possible redstone triggers (levers, pressure plates, trip wires etc). I think it would be possible as a mechanic by making an alternate version of the redstone trigger items that are of a different color and has a weak glow (just to make themselves light up, not anything around, like powered redstone dust on the ground), then when the skill is used detect the triggers in the vicinity and swap them for their colored versions. What do you people think? Is it possible? Is it a good idea?
  13. DJ PON3: I think it takes about one glowstone per transmutation, so you need either glowstone or a charged klein star in your inventory.
  14. It's awkward as in it requires a huge setup that, if you have maybe 20 different kinds of food, will be larger than the tavern itself. I don't know how retrievers work though, I've never used them - I thought maybe they could pick items based on item ID. I've got one question though - if someone can help me. I'm trying to set up a remote system for controlling my nuke plant, and have a few wireless transmitters hooked up to colored cables, going through a bundled cable into the computer. When I type a certain command, I want it to switch a certain color on. This is the code right now: input = read() if input = "lights" then redstone.setBundledOutput (back, color.lightblue) end So, the error message I get is this: program:37: attempt to index ? (a nil value) (line 37 is the redstone line). Anyone know what I do wrong?
  15. darzavor: Yes, that is possible. It's a bit awkward however. Hoped that you could be able to just code names to item id's and then get whatever you want from a single chest/single output. Too bad. xD
  16. I think computercraft understands it by itself. I THINK (but haven't tested) that if you put it like this: y [C]====r g (C for computer, = for bundled, y/r/g for colored redstone wire) the computer will read that as y, r and g connected. I don't know if the computer can understand item id's in a simple way, can they that?
  17. I think you want bukkit plugins for that. World anchors take a lot of server resources. Also, as always, light prevents certain spawnings.
  18. Frog81: Yeah, some are. For example I believe the DNS modpack SMP has forestry (and is otherwise quite similar to tekkit, though far more buggy) and I know mystcraft in itself is multiplayer compatible. However, at least mystcraft is not bukkit compatible AFAIK, so they wouldn't work with tekkit anyway. And mystcraft is incredibly resource eating for the server ifuc.
  19. Warpspeed: Yeah, that might very well be true! I've only heard things in passing. Still, for me, alchemy and magic feels quite close to each other so alchemy/magic stood against technological in my comparision, not against each other Still, I think EE3 is going to be nice. Looking forward to it.
  20. You can just apply a redstone signal and it'll keep at max speed at a cost of 1 EU/t or something (negligible in my book). The same is true for the induction furnace.
  21. What is unclear? The "balance" in question is in regards to other mods - because compared to vanilla, all major tekkit mods are "unbalanced". If you're not using other mods, there are few "balance" issues in EE - and that's probably the environment the developer had when ze made EE. However, I've heard saying that the developer wants to give EE3 a more magic feeling because right now, it doesn't feel as much magic as it feels like just a new kind of machines. Compare to Thaumcraft which has crucibles that you need to fill, magic items that are researched in a library amongst brains floating in jars, studying of old relics and so on - it clearly feels more magic, at least to me. I think that is the direction the developer wants to go now.
  22. EE2 works fine when you run it by itself, and many people enjoy it. I don't think EE2's developer developed it to be a part of a certain modpack and balancing it to that modpack. I've heard it been said though, that EE3 is going to be more magic and less numbers. Just a rumour though.
  23. Aren't some EE tools able to ignore certain anti-grief plugins?
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