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gavjenks

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Everything posted by gavjenks

  1. That's sort of what the whole forum is for...
  2. Uh, you can't build solar panels without copper. You also can't build solar panels without rubber. Unless you mean that you are making a premade world with stuff already built for people to roleplay in. But if that's the case, you don't need to modify anything. Just load up a vanilla server, generate the map you want (since you're premaking it anyway), and then copy and paste it into a tekkit server's folder, then install your border plugin.
  3. People are making the numbers WAY too complicated on this thread... It's very simple: Energy link: always uses 72 EU/tick, even if it isn't hooked up to anything. Solar panels only work during the day. Thus, in order to not have the energy link use all your power (quarry or not), you need 72*2 = 144 solar panels (or equivalent number of compact arrays), and a battery capable of holding half the power they make in a day. This will cause you to break even. If you want to build up any energy storage for other uses, you will need additional power beyond those 144 panels. Obviously you could also shut off power to the energy link some of the time, but that will make your quarry stop running, so that's not really much of a solution.
  4. I don't remember which is which, but between the energy link and the engine generator, one of them is 100% efficient, and the other is 90% efficient. Neither of those are what I would call "appalling." Those numbers are several times better than what is theoretically even possible in real life, in fact.
  5. Getting rid of compact solars wouldn't slow me down at all... Tin cable is really REALLY cheap, and it can hold an infinite number of EU/tick, when it comes in the form of 1 EU packets like from a non-compact solar array. And it loses no energy for 40 blocks. Which means you can make an 80x80 diamond shape solar farm with single EU solar panels, without losing any energy, and using nothing but cheap tin cable, and only one mass fab. (80x80) / 2 = 3200 EU/tick = 1 UU matter every 16 seconds during the day, without scrap. And the cost of the cable would be only 200 tin ore to set this up. Hell, considering all the resources I'd save by not having to build 64 LV transformers, 8 MVs, and 1 HV, I'd probably save enough to pay for that tin anyway. I don't see any theoretical difference at all between ANY of those things and, for instance, grinding blaze rods. Cobble generators don't make any physical sense, were probably not intended by Notch, and are not part of the EE mod. The reason they exist is just a side effect of the fact that Mojang was too lazy to make a proper, finite water system. Same thing with water sources. In a proper universe with a better coded minecraft, there would simply be finite water. Taking advantage of the side effects of there not being one is no less exploitative than taking advantage of the side effects of putting EE2 and IC2 recipes together. Similarly, cows obviously were never meant to be milked 800 times a second. It is completely silly, and is exploiting the fact that Notch was attempting to be nice to us by not making us annoyingly wait around for our 2nd bucket of milk when making a cake. Snow gens are pretty clearly exploitative as well of something that was intended as a fun visual eye candy feature, not a source of mass energy collection. ALSO please note that ALL of the above methods require using RedPower in conjunction with Equivalence Exchange. Thus, the original coding of EE could not have intended for any one of these methods to be a source of EMC. You can't gather buckets automatically or break snow blocks or gather cobble without RP. Thus, all of the above methods are also an accident of putting two mods together that were not intended to be together, just like macerating blaze rods.
  6. It would have been much more amusing if you responded "How appropriate. You fight like a cow." @OP: I actually really like that idea. Obviously, instead of just "charging" it with uranium, though, it should be a functioning nuclear reactor with an actual chamber and the ability to add cooling cells, the ability to overheat and explode, to breed, etc. Another fun feature would be that if you place it in the charging slot on an MFSU, it continues to create energy and charge it with that until the fuel runs out. That would be very tekkity. You really should go suggest it on the IC forums.
  7. In order: 1) People who put together tekkit have absolutely nothing to do with the content of the mods. They just make them so they don't have the same ID values, and load up together, etc. If two mods cause an exploit between them, that is up to the mod devs to fix, and usually they don't. So no, the good folks wouldn't have fixed it. Also it doesn't matter anyway. It's a simple fact that many server have a rule against non-collector EMC gathering, so it's really a moot point whether you happen to agree with such a rule or not. 2) I put uncreative in quotes because it was a quote... Not a direct one, but I was paraphrasing your sentence about how "SMART and INDEPENDENT people" will use other ECM designs. My point is that you are wrong by implying that those who use flowers are uncreative and dumb. More often, they are just bound by their server's rules.
  8. They're probably about 75% of the actual building time in a miniblock intensive, creative structure... But that's fine. This doesn't have the be the place to build things like that.
  9. Three reasons: 1) That would require literally THOUSANDS of chunks to remain loaded at all times, doing nothing, which would use up more RAM than all of the people on the server combined, even at peak hours. That is really really wasteful. A turtle carrying two anchors for itself keeps 18 chunks loaded, by comparison, and even then, only when making a delivery. 2) That requires a lot of infrastructure to be built. 3) That is a major security hazard. Just like tubes or turtles that return home, it would be very easy to follow a line of world anchors. You say they'd be "hidden," but they can't really be. They only keep 9 chunks loaded, so the next one over in the chain is going to be less than 30 blocks away. If anybody finds even one, it would be a simple matter to use mercurial eye, for example, change every basic material to wood, and burn it away, revealing the other world anchors, and pointing a straight line to the person's base, as well as your warehouse. And then when they find your warehouse, they can follow the lines to every other base.
  10. Using example characters named "Urist Mc[topic of conversation]" is a trope from the dwarf fortress community =P And the one-way turtle is an excellent idea. Just fly up to sky 250 and detonate, very clever. However, do note that it wouldn't be QUITE as cheap as you think. A turtle has to carry 2 world anchors or 3 teleport tethers to keep itself loaded unattended, which would also go up in flames, yes? Those cost gold and lapis, etc.
  11. Yeah following turtles is kinda a major problem, there. Urist McGriefer orders 1 pair of woolen socks, follows turtle, and now has access to unlimited UU, etc. Oh also, Andrew, speaking of locations and security, how do you feel about installing something like worldguard, and then simply making the entire End dimension a "secure" area, available only to mostly-trusted members of the community who have been around for a bit? Everyone else just gets teleported to spawn or something when they set foot there. Just an idea, which would allow us to be a little looser about who we invite as new members, but still having a place to build nice pretty buildings and things without worrying about having to roll back every 4 hours when our nicest stuff gets destroyed. Also, rollbacks wont fix miniblocks and things like that, so having a place like that offers additional security for delicate builds and machiery that rollbacks alone can't offer. If it WERE to be wrecked anyway, you'd still get your basic raw materials back and most of the block positions, but it would still be a good deal of work to fix complex or delicate things, so it'd be nice to have essentially a graylist/whitelist extra layer of trust like that. The reason I suggest the End is that: A) it's really easy to set up a worldguard location that covers all three entrances, and there's no other way to get in. There's no resources (other than end stone) that you can ONLY get from the End, so it's not depriving "graylistees" from doing anything. Only depriving them of a little peace of mind and a place to build cool stuff without hiding underground from griefers.
  12. Oh, well in that case yes, I would buy it I guess. But how do you not go out of business, selling things for less than their raw materials? I guess for nano armor, nobody is gonna want that much, but you could never use such a business model for anything consumable. Also, for placing orders, you don't need to have the person go to the store. My suggested system: 1) Each customer is told an ender chest code to use for your company. Could be one for the whole company, or perhaps a code for each customer if you want (since we don't have many players), whatever. 2) To place an order, you simply place the price of the item in the chest, using exact change. All items should be paid for in one standard currency (e.g. gold bars or whatever is small enough denomination for your cheapest stuff). 3) On the company's side of the setup, you have the corresponding ender chest, a transposer, an item detector, and a computer or RP counter circuit. It counts how many gold bars, for instance, were received. When a time tick has passed without any gold bars, it is assumed that's the end of the payment, and it looks up the price in a lookup table. Anything that is not a gold bar gets pumped back into the chest. 4) If the price matches any of the products for sale exactly, then the system pumps one of those items into the ender chest. It can stay there indefinitely, looping around, constantly being identified as a non-goldbar and then pumped back in (once every couple seconds or so) 4.5) If the price does NOT match with exact change, then round down to the nearest number of diamonds, for example, and pump it back into the chest. So if they paid 13 gold bars, and thats not the correct price for anything, they get 3 diamonds back. The remainder bars are your "restocking fee" =P. Alternatively, I guess you could just return them the same amount of gold in dust form or something, if you want to be nicer. 5) The customer, at their leisure, can pull the item out of the ender chest on their side as it loops through. This system - Does not require any coordinates to be shared at all - Does not require any crazy infrastructure - Should be fully secure, if each customer is given a separate ender code (unless the warehouse is raided DURING a transaction, of course) - Is really easy and intuitive to use, and you can add a new customer without them even having to EVER visit your store (you can just /tell them their code over chat PM and they build an ender chest)
  13. Whoever made lava cells have an EMC value should be slapped. Not only can you exploit an oversight/mistake in mod agreement (above design), but you dont even have to bother to make an actual energy source to power it? >.> Also, @OP, the main reason most people use energy flowers is likely because a great number of servers explicitly ban anything other than energy flowers, as being unintentional exploits of various mod interdependencies. Doesn't mean most people are "uncreative."
  14. uh no. It costs 1 diamond, 8 redstone, and 56 coal. A stack of coal isn't even worth a diamond, neither by EMC terms or by industrial IC2 diamond making. And 8 redstone certainly isnt worth a diamond. So I'd pay about 2 diamonds, probably. And that's assuming I can just have it delivered to my house (e.g. by enderchest). I'd pay less than it even costs to make it if i had to go travel somewhere for the thing. All you do is right before rolling back, choose the relevant rollback time, zip it in winzip or whatever (if it isn't zipped already), and put it in worldedit/backups/ or whatever worldedit says to use on that page. Then you can select the cuboid in game and type one command and it will roll back that one area. Very simple. But should still be tested. Lol, yeah. I actually tested them with TNT only, but to test certain things I never got aroudn to, I wouldve needed nukes.
  15. Sweet. 5 minutes is awesome-sauce. You tested it to work with e.g. worldedit too? If you have to revert the whole server it can get annoying and grief-y still, because if you dont happen to log on for a day, we lose a day of work (thus motivating griefers still). The local rollbacks only is a crucial component. Oh also, another use for nukes I forgot: At some point, I'd like to set up events on the server where we designate a pre-defined battleground out over the ocean in the middle of nowhere, and have un-manned airship battles between companies. And nukes would be a very important part of a robotic airship's arsenal. Especially since it might not know where its target is.
  16. I have used many many nukes for non griefing purposes. For instance, the ender portal strongholds are not always where they geometrically should be, and eyes of ender do not work for all of them. The best solution is to start digging where the equations tell you it should be, and then set off about 20-30 nukes underground one by one until you find the actual stronghold somewhere nearby. Nukes are also quite useful for excavating various shapes without counting stuff off by hand for hours. For example, if you want a large disc shaped room, place one nuke underground, and put double thick reinforced stone in a 5x5 or so disk above it and one below it, but leave the sides open. The taller the room, the further you offset the discs and the larger you make them. If you want a cone, you can save yourself huge amounts of time by encasing a nuke on all but one side. Also, testing offensive nuke-based weapons, even if they are never used on anybody, is amusing and useful, because it is fun. E.g. if you want an in-character "weapons research" branch of your company, like when I made turtles that could fly autonomously to locations and nuke them on the old map. Shrug. I don't think they should be permanently banned. I agree that they should be banned until we have rollbacks installed and tested, however. Also, keep in mind that if you ban nukes, it is going to do very VERY little to stop griefing anyway. People use nukes now simply because they are the most convenient by a slight margin. If you ban them, the griefers will just bat an eyelash and switch right over to the slighyl less convenient, but equally destructive destruction catalysts / nova cataclysms. Or a catalytic lens. Or just plain old TNT (M-tech was effectively destroyed on the last map with plain TNT). Or fire, since a ton of people make bases out of wood. Or scatter lasers. Or half a dozen other things. Yeah, with three people online, it's pretty silly to accuse one person for sure with no other evidence. Especially since there was no official knowledge of where everybody's bases were 100% for sure. Somebody could grief and then report it to deter suspicion. Somebody could just blow a huge hole in the ground somewhere as well as another person's base, and then say "Hey look I got griefed too (pretending the hole in the middle of nowhere used to be their base)." Etc. etc. Also, since it is fairly well established on this server that the server gets reset after major nukings, that's yet another reason why you can't just assume the person who was griefed didnt do the griefing. A reset means everybody loses their bases anyway, so "He couldn't be the griefer, because he wouldn't want to lose his own base" doesn't make sense as an argument anymore. Anybody who wants to screw over EVERYONE else can simply nuke their own base and succeed in their goals by encouraging a reset. This is why in addition to rollbacks, we should be installing basic logging plugins as well. So that it becomes much easier to see who did it, and then ban them, and then rollback, and it won't just get griefed again a day later by the same person. 1) Why would people buy armor, when they could just make it themselves? Making armor is trivial and requires no special equipment and virtually zero time. Thus, for instance, diamond armor that takes 8 diamonds to make would cost about 8 diamonds at the armor shop... Why would I even take the time to walk there instead of just crafting my own? The only things that make sense to sell are things that other people cant do themselves easily. The only two examples of this I can think of are A) industrialcraft crossbred crops and derivatives (coffee, beer), and railroad equipment (due to having to build expensive blast furnaces and such, and waiting a really long time). Possibly C) UU matter, but only very early in the game. After just a few days everyone will have their own UU sources. 2) A railroad system is really bulky and inefficient if you do want to move something. It would be vastly cheaper and easier to simply use personal safes and trade-o-mats, and manually restock the merchandise every so often... Similar to alchemical pouches, safes store their inventory in player-specific files, and thus cannot be accessed by redpower filters or anything like that, and AFAIK are perfectly secure. I'm not sure what happens if somebody else hooks up a trade-o-mat to your safe and tries to sell stuff for like 1 dirt. But even if that's possible, you could stop it by placing 5 other safes all around the first one. Much cheaper than making an entire railway tunnel out of safes...
  17. The modding API has been pushed back until after MC 1.4, according to Jeb's twitter. Thus, bukkit will still be relevant at least through 1.4, and porting will continue to be necessary. Bukkit will almost certainly shut down whenever the API comes out, since Bukkit staff are the ones working on the API, and it is a pretty good assumption that the official API will be able to therefore do at least whatever bukkit was able to do. But that is not happening until 1.5 or later, it seems.
  18. Well also, in addition to griefers being griefers, nobody on this entire server seems to be realizing that... like... maybe you shouldn't build your base 10 feet away from spawn as a huge obvious ivory tower, and then post your coordinates in chat every 10 seconds... Guess when my base got nuked? Never, because it was 4000 blocks away underground with a door hidden in a tree trunk, and I didn't tell anybody who asked where it was. When two worlds in a row on the same server get nuked to hell, and nobody even slightly learns their lesson to hide and/or build very far away, then it's partially on the victims' shoulders, too. If we start up again, people need to start acting like they are playing on a server where griefing IS allowed, and the result will be that if and when it happens, it will be one base, not 3 or 4, it will be rarer, and it will be easier to roll back.
  19. Well you obviously know what the first two words mean, since you're not asking about pvp, thus: http://lmgtfy.com/?q=plaver+versus+pve <--pve http://lmgtfy.com/?q=plaver+versus+pva <--pva
  20. http://www.nzherald.co.nz/environment/news/article.cfm?c_id=39&objectid=10481613 <--turns out kiwis may possibly be fairly clever for birds.
  21. Crafting table Mk 2 is in tekkit... I just used it today.
  22. It doesn't use a fakeplayer, so, I don't think it is possible to block with player permissions, other than just removing the mod entirely. And it probably also does not generate its own events, which would be the only other way I can think of.
  23. Yes, the main reason I use EE on servers when I do is because I want to play tekkit in creative mode! I think clicking on walls or other things repetitively is a bloody waste of my time, and I just want to build cool contraptions, but okn a server where i can share them with others. Unfortunately, there is no such thing as a well-done, fully creative tekkit server that uses NEI (I can't stand actual creative mode), etc. At least not that I've ever seen. Is EE a silly roundabout solution for that? Yeah. But if there's no better one, then too bad. It makes the most sense still. Thus, ruthlessly exploiting EE is the closest I can get to creative on servers that actually exist. Which does not make the game "pointless" at all. Quite the opposite: it gives it the only point I care about... using my mind to intelligently design things instead of going through the motions of repetitive mining and crafting and vegetating into a slimy pool of boredom. If you actually give a crap about "survival" though, then don't touch EE at all. NONE of it.
  24. It's not a very good idea to teleport lava buckets anyway. Why would you teleport something so bulky, when you could just teleport filled lapotron crystals, instead? A lapotron = 50 lava buckets. Much less messy, fewer timing issues, etc.
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