
gavjenks
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Everything posted by gavjenks
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Electricity to EMC, is it possible?
gavjenks replied to Hidden_paw's topic in Tekkit Classic Discussion
Eherm, Either one of these easily converts rotary to linear motion. Cranks are also capable of turning linear into rotary, which is what you would need if you wanted to convert from a redstone engine to an electric generator (generator is just a motor spun from external energy). Most common example of linear motion -> rotary motion: every car in the world (pistons -> wheels) Alternatively, if you had a constant source of pneumatic pressure, you could simple turn a rotary turbine with vanes on it like a reverse fan (as they do in real world fuel burning power plants) -
Force field penetration question
gavjenks replied to Globa Programming's topic in Tekkit Classic Discussion
None of the information about your server is relevant at all to this thread... and it comes across as shameless advertising. As for the actual problem: unless you disable those red matter tools, there is no way to prevent this. Well... you can also just leave space behind the force field as a buffer before anything important is built, too, far enough away that RM tools cant reach. -
My wind mill's won't give power to my BatBox.
gavjenks replied to Andy Adiuvo's topic in Tekkit Classic Discussion
Cables are rated by two numbers: 1) The maximum packet size they can accept 2) How many blocks long they have to be to lose one EU of a given packet Generally, as you go up in cables, they can accept larger packets, but also lose more EU in fewer blocks. The losses, however, do not keep up with the extra packet size (losses approximately double per level per packet, but packet size increases by 4). Thus, higher grade cables are better and more efficient for carrying energy at their maximum packet size. Running smaller packets than intended through a high grade cable, however, it very wasteful, because it still loses just as many EU per packet, and the packets are smaller. To get % energy lost through any cable system, just take (number of blocks of that cable / number of blocks per EU lost for that kind of cable). Then round down. Then divide the result by the size of the packets being sent through. So like... a 50 block long tin cable with 3 EU packets being sent through: (50 / 40) rounded down = 1. 1/3 = 33% energy loss -
Yes, UU matter is plausible, in an abstract sense. It makes the most sense if you consder UU matter as an abstract representation of whatever a mass fabricator would have made internally in the machine, if it had a much more complex GUI. If we pretend for a moment that the mass fabricator built all its stuff inside the machine, instead of giving you a generic matter currency, then it is essentially just a reverse nuclear reactor, taking energy and using it to bind neutrons and protons into a more massive complex than what they began as. This is not only realistic and plausible, but is almost exactly what particle accelerators do in the real world. In fact, particle accelerators today are already capable of creating desired types of matter, and some of them actually have equipment for generating and storing small quantities of antimatter. Presumably, they could store other things too, if it were economically worthwhile to build and run such massive machines to make mundane things. A mass fabricator can simply be conceived of as a similar device as a particle accelerator, but with more advanced technology that allows compactness and finer control of exact products produced. UU matter, then, is simply a gameplay contrivance, meant to abstractly represent the various possibilities of what could be made inside of such a machine, but in a format that allows minecraft players to use the much more intuitive and familiar crafting bench system, instead of a very confusing mass fab GUI. Similar to how, in Dwarf Fortress, you build a catapult with three "catapult parts," but it isn't specified which one is which part when they exist as parts. It simply saves the player from having to worry about the annoying micromanagement of making the correct number of each type of part, but it is assumed that in "reality" there would be 1/3 of each kind at the moment they were made.
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for industrialcraft, not tekkit. That mod in particular is obviously designed with realism strongly in mind. Thus, it feels exploitative to do things with industrialcraft devices that are blatantly unrealistic. Another example would be using RP machines to push water buckets through a deployer back into an IC water mill automatically. Feels exploitative, because as is clearly explained on the IC forums, water mills are meant to be filled with buckets when "manned," I.e. using your muscle power to lift buckets in (which is vaguely realistic since your character needs to eat food). Whereas getting more energy out of falling water than it took to lift it is not realistic at all. This logic only applies to industrialcraft. Doing magical things with EE does not feel exploitative, because it is designed to be magical.
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Please tell me how to remove Optifine from Tekkit
gavjenks replied to wastipk's topic in Tekkit Classic Discussion
Optifine does cause numerous issues, people. I have confirmed that on my client, at least, removing it made frame machines move vastly more smoothly, and it allowed me to use my own correct textures for things like basic glass blocks. However, I also have a very nice computer with a nice grpahics card, etc., and did not need optifine for any performance abilities it gave. Thus, removing it in order to fix glitches made sense, and worked. If your problem is just slow, laggy, etc. tekkit (I'm just guessing since you don't tell us what the problem is), then removing optifine would probably make it worse. -
You might get higher quality builders if you don't misspell 50% of the words in your thread's title.
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You could do this: D ___blue tube - - - |___ D red tube D = Deployers. One has red paintbrushes, one has blue paintbrushes. Actually, the deployers would have to be sort of behind and in front, but whatever. They paint the tube differently, and thus cause it to connect to the other tubes or disconnect, to act as a routing splitter. This is more expensive to set up than theprolo's method and requires periodic refills of paintbrushes. however, it would create less lag if you're doing a lot of splits in a row (no extra timers, etc.), and it also wouldn't mess with any of the timing of objects in tubes or the spacing or stack amounts or anything, which might be important for some people, especially in very delicately balanced machines. Also, I've never tried painting magtubes. But if you are able to paint magtubes, then this method would allow you to split off accelerated items without decelerating them.
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Combustion engines are a pretty terrible way to make EUs anyway. I suggest simply building a plain generator and burning your coal or whatever in that, hooked directly to your MFE. Edit: sorry, I confused steam engines and combustion engines. Still, fuel -> EU is not a great way to start for beginners. I'd still stick to one mod only, for now
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Advice on password protected doors and security systems
gavjenks replied to Caiuse's topic in Tekkit Classic Discussion
Yes, if youre interested in the ender system, WITHOUT using (trackable/sniffable) wireless redstone, then do something like this: Side near spawn: You have two ender chests. That's all. One is for putting in your "password" and the other for receiving your items. Side in the middle of nowhere: Same two ender chests. The "password" one is hooked to a transposer that is constantly given power from a timer. The tube then goes through a sorting machine and four item detectors. Pick two random items (like a crossbreeding crop stick, and a sapling), and put them in your sorter/two of yourdetectors. Hook these up to a couple RS latches and an AND gate. Now, only when the correct two items are placed in the chest, tripping the item detectors and thus fulfilling both sides of the AND gate, will the "okay" signal be sent. When it is, a filter rapidly dumps the entire contents of your secure chest into the second ender chest, for you to access at the base near spawn. When you're done, you put the "all done" item in the password chest (e.g. a dirt block), and it gets detected (by the third detector), and the system pumps all the items rapidly from the ender chest back into the secure 30,000 block away chest. And finally: make a fourth detector which will detect ANY item. Anything they put in the password chest that is not one of your special password items will trip this detector, and it is wired to reset both of the RS latches (so that if they just spam your password chest with random crap, it won't work. You need to put in the correct 2 items in order) Note: obviously, the remote station would need to be kept loaded with a world anchor. EDIT: For bonus unnecessary overkill nerdy tekkit points: Make it 30,000 blocks out in the End, instead, and hide the entire thing inside of a naturally occurring oil spring =P -
Eloraam probably uses some kind of crazy custom event that no other block uses or something, such that listening for player interaction doesn't cut it for RP blocks. I wouldn't be too surprised... As a test of this theory, does LWC allow you to lock redpower control computer monitors, drives, etc.?
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Advice on password protected doors and security systems
gavjenks replied to Caiuse's topic in Tekkit Classic Discussion
Uh, just use a force field instead of a door? A door is silly anyway. Diamond pick will break through it (or your reinforced walls) in less than a minute, making your setup not protective at all. In fact, even force fields do little more than to deter a knowledgeable robber for an extra few minutes. If you want actual 100% secure items, you MUST use a personal safe, or an alchemy bag (if you have EE). Or perhaps a chest buried 30,000 blocks out from spawn, with an owner who makes sure they aren't followed when accessing it... would be 98% secure, probably. Or a chest 30,000 blocks out with an ender chest delivery system and a remote passcode system, would be 90% secure without wireless redstone, and maybe 60% secure with it. -
yes I understand how packets work. What I mean by "rule bending" is that in real life, cables obviously cannot take infinite current. And since industrialcraft is generally set up to be pretty realistic, it feels exploitative to me whenever I have a setup that sends multiple maximum size packets through a cable in a single tick. Don'tget me wrong, I do it all the time. For instance, instantly lethal 40,000 EU/tick surges through uninsulated HV cable as traps, etc. BUT I'm also not going to lose any sleep when somebody is unable to make a setup that makes no actual electrical sense. Because it's really not in the spirit of the rest of the entire mod, making it, IMHO, a bonus here and there when it works. Not something to be relied on 100% or to complain about when it doesn't work the way you want. Note: the transformer thing mentioned above might work. I doubt it (will probably split up each bunch of 512 EUs just like the MFSUs), but worth a try. Maybe test it in SSP first.
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My wind mill's won't give power to my BatBox.
gavjenks replied to Andy Adiuvo's topic in Tekkit Classic Discussion
This guy is completely wrong. Glass fibers go 40 blocks. Also, if you step up to the proper high voltage before running energy through them, it would require a cable exactly 20,480 blocks long to "lose all the power" Please don't listen to this guy, either. Tin cables hold energy in only 5 Eu packets. A 35 block long cable would be fine, but you said 35 blocks long DOWN. Add on the side lengths to the mills, etc., and if you go over 40, suddenly, you are losing 20% of all your energy, no matter how much you put in. Using tin long distance for high energy bandwidth is possible, but very advanced. Since you already have glass, just use the glass. And actually count the blocks. If it is 40 or more blocks in a direct path from your windmill to your battery, change it so it is 39 or less in your case (since you're so close to 40 naturally), and you wont have to worry about the cables. As for the windmills, I'm not sure. Those aren't very high up, and windmills are a little random. How long did you watch it for before posting? Also, is the orange dot on the batbox facing the input side? If so, it won't work. That's output. -
So a 200 block long cable would lose 5 EU per packet, times 2 packets when it is hooked up to one MFSU (one from each solar) = 10 EU lost, which is almost exactly what you see. When you hook it up to 2 MFSUs, each solar splits its packets to go to each MFSU, so now it is 5 EU lost x 4 packets = 20 lost. You report losing 26, but that might be within measurement error? I'm not sure. 3 MFSUs = 5 Eu lost x 6 packets = 30 EU lost, and this time it is indeed about exactly 10 Eu less between your two measurements. Pretty sure that's what's going on. Solution is very simple: put your MFSUs in sequence. You will no longer be able to output beyond 512 EU/tick from your batteries, but since you were bending the rules anyway by sending 1016 through a cable that's supposed to handle 512, I don't feel too much sympathy. If you NEED the bandwidth, then you'll have to suffer the extra losses. Solution #2: Don't send your power through a completely ridiculous 200 block long cable?? Why is that ever necessary? Solution #3: Build a second glass fiber wire next to your first one, and have each solar be dedicated to one MFSU. Almost definitely not worth it (power savings would take probably days or weeks to pay off the extra diamond cost)
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Theres a small scale rercruitment thread in this forum that fits pretty much perfectly
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Um, yes of course. Tree farms with a single turtle and transposer are quite easy. Basically turtle sits near the ground, preloaded with a few saplings and a few logs. plant one sapling in front of it to get it started, then have code like this: 1) It loops constantly, searching for a log in front of it. (it needs to always have 1 log in it to do a compare() function) 2) When the tree grows, this search will be successful, then it executes more code: 3) It digs the log, digs above it (to make room between the leaves), then moves up. Times 7 or 8 or however tall birch trees can get (use birch trees since they always have straight shapes) 4) Then it comes back down again, and places a new sapling. 5) It checks how many logs it has in its inventory, and if it has near to a full stack, it drops all but one into a chest. 6) Go back to step 1 now, looping constantly looking for logs. NOTE: you need a transposer nearby, hooked with one or two pneumatic tubes to the turtle. This will catch and suck up falling saplings and load them into the turtle. The turtle itself can power the transposer every so often, or you can use a RP timer. Of course, if you are a better programmer and are imaginative, you could have a single turtle manage a whole forest (walks around in a grid checking multiple tree sites in order, etc.) The code is so simple, that I would not suggest going with any other design, although it is of course also possible with deployers, block breakers, etc. You could also consider building your farm near a skeleton spawner so that you can grow trees with the infinite bonemeal. By the way, if you have bonemeal and are using a turtle, you would just change step #1 above to "loop constantly, checking to see if any bonemeal has been pumped into the turtle's inventory. if so, place it into a deployer to grow the tree instantly, and then proceed to step #2. Otherwise keep waiting"
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Electricity to EMC, is it possible?
gavjenks replied to Hidden_paw's topic in Tekkit Classic Discussion
Oh yeah the void ring... Okay so mob spawners and vanilla crop farms could be excepted, then, I guess. Neither of those is very lucrative or fun to set up though, and I still don't see it making much of a difference on a server if you allow those two specific methods versus nothing. The chickens and eggs thing becomes a borderline case, though, when used with void rings. Also, a small platform in the middle of nowhere in the End + pedestal with ring of ignition + alchemical chest with void ring would be very lucrative... -
Economics is not a democratic field. It doesn't make a lick of difference how many people believe something, in and of itself. Yes, there is scarcity, you're right. Not really so much. Yes there are IC2 crops and there are enchanted tools. There are a few things that provide SMALL barriers to entry in a market. But literally I can count the examples I know of on one hand, versus there being HUNDREDS of commodities in tekkit. So yes the two professions you named: diamond hunter and brewer, are viable trades, maybe, but they are just about the only ones. Along with maybe nuclear engineering (although only truly all that relevant on a server where solars are nerfed, even then. And still likely to fail in competition to the NON-specialized nether geothermal plants), and... ??? *crickets* For instance, bricks: not in any way specialized. All you need is like... a stone shovel... and 5 planks for a boat, and suddenly you are fully competitive with everybody else on the server for clay gathering. Add in a cheap jetpack for "elite" clay gathering, I guess. But that's about it (and most people have jetpacks anyway). Or wood gathering: Sure you CAN build a tree farm, which takes time. But there's no real reason to do so other than it being kinda cool. A simple iron axe and wandering around for 3 minutes until you find a forest will lead you to full inventories of logs in no time at all. Food is stupidly simple and cheap to gather or automate, in quantities vastly beyond anything you'd ever need. Flint and steel, a deployer, a transposer, and a few eggs = infinite cooked chicken, for example. And so on and so forth for pretty much everything except very rare minerals, or IC2 crops. Also add in non-localized resources Add in no way to efficiently distribute resources (retail) Add in difficulty of enforcing contracts Add in lack of ability to invest capital Manufacturing diamonds, which you say is common, requires 64 coal, 8 flint, and 9 iron (or some alternate thing for the iron I forget). Selling diamonds for 72 coal is thus not a very good example of an economy. It's more of an example of somebody trading because they realize they can rip you off... But yes, some sort of trading obviously occurs on servers. But usually it's like maybe 10% of people who log on will trade something before they log off, and it's not a very fun or interesting economy. More like a very primitive barter system which does not entertain much (due to only having one or two of the ingredients of a full fledged economy)
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I'm not sure if turtles are counted by fakeplayers by default. Try looking in the CC or turtle config, and make sure that turtle fake players appear to be turned on (if it says "per" or "perturtle" or something, it means it is on). I don't know anything about factions nodes at all. If factions is a plugin specifically designed to protect areas, and doesn't let you prevent people from placing blocks, then it would be a pretty shitty plugin. I'm sure there's some node.
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Well that's not really true. He is worried about exponential, not linear growth. However, there are various exponential growth options in vanilla and other tekkit mods. Like... chicken eggs -> chickens -> eggs (if you have even a tablet allowed or anything EE, this allows you to make almost anything, and exponentially grow the enterprise) Or almost anything you can imagine with turtles.
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I don't know what the guy above me is talking about... using a transposer CREATES the problem you want to avoid, since it indiscriminately pulls objects out. What you want is, in fact, a retriever or a sorting machine set up to pull things, that will only pull out the items if the types you wish to sort, leaving everything else behind (like void rings). Also, by the way, you almost certainly do NOT want to use a void ring. Void rings will condense everything in the chest into diamonds/DM/RM, which defeats the whole purpose of a sorting system (might as well just throw everything in a condenser). What you want is a black hole band, not a void ring.
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Uh, turtles use fakeplayers. Just don't give the turtle's fakeplayer perms to build in other people's factions... Derp Somebody seems to have ALREADY set perms for turtles on your server. All they have to do is simply also take away the placing blocks node, like they took away the breaking blocks node. This would stop turtles from entering faction land (since when it moves, I believe it is technically breaking itself and placing itself again) Not really an "epic patch," considering it is not only common knowledge, but also something that your server admins seem to have already set up. No, that's easy to defend against. Everyone expects that (force fields etc.). The cool thing about the backpack is that you can move around inside of a faction base even though you cant place blocks, as a player. So you can possibly get to places they didn't expect you to get to, and can still set off explosions there by overheating your backpack. Allowing exploitation of unintended vulnerabilities that aren't possible from just the edge of the faction.