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gavjenks

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Everything posted by gavjenks

  1. Clearly somebody is just making crap up about the turtles being banned on "most" servers or not. One of you just needs to simply back up your claim by visiting the server threads and counting up the top 30 or whatever for how many allow turtles.
  2. Servers use up resources beyond the game itself, at least as of pre-1.3 (which tekkit still is)
  3. that is possible, but again, if you have to make all the 1.3 updates in order to update to 1.4, why would you not release a 1.3 version? It takes like a couple hours of playtesting above and beyond the work to bring it to 1.4. Other than that there's nothing to "halt work on." it's the SAME work. it's not like Notch takes out 75% of the code from the last update and replaces it with new every time.
  4. That's a bit extreme. But I do have to agree that it would take VERY little effort and would be VERY helpful to make an effort to post something like "about 50% of updating done!" or "waiting on a couple critical mods, otherwise ready to go" or whatever.
  5. Somewhat ridiculous in actual practice, but as a thought experiment: could you potentially embed teleporters inside of a multiple thick force field? Such that as the person is ender-pearling their way through, they will get teleported back outside again? More realistically, you could make a 1-thick field, for instance, with a 2 or 3 thick conventional wall inside that, with an extremely high voltage electric fence wire running through the conventional part, hidden from view. Such a fence can be built for a cost of fewer than 25 diamonds and can charge up a full shock in a few seconds and only needs about one LV solar. Each shock being lethal enough to insta-kill anybody in anything other than all 4 pieces of quantum armor. Including full gem, RM, diamond with protection X, 3 pieces of quantum, etc. If you can figure out how to work ccSensors, then you can have an up to 17 block radius force field and detect intruders, then instakill them right while they are in the walls. ^ Could stop the ender pearl technique for most intruders. It would be totally unexpected, and since they would lose ALL their stuff irretrievably inside a wall, it would be pretty damn intimidating / deterring.
  6. Oh well if youre just using BC then yes, probably worth it. I'd still say definitely not worth it, however, compared to just using an energy link and forgetting all about oil. Two LV solar arrays exactly equal the output of a combustion engine with fuel (if it is run at 4/5 timing to avoid the need for cooling systems). Both are 8 Eu/t, 24/7. The combustion engine will eat through an entire average oil well's worth of fuel in about a real life week, though... plus the effort to refine it and build platforms, etc. So if you have 7 combustion engines running (a very modest 56 EU/tick equivalent), you'd have to go fine a brand new medium to large oil well EVERY DAY you play the game, and set up a whole refinery EVERY DAY. To get 56 Eu/t in solar panels, which require zero maintenance, you only have to gather one-time about 7 stacks of iron ore, 5 stacks of resin, and about 3 stacks of copper ore. Even if youre mining by hand, I think the effort would tip in the favor of solar panels + an energy link in even just a few days of real life time.
  7. That is pretty questionable logic... Let's say it took 2 months to update tekkit, and minecraft updated every month, hypothetically. According to your reasoning, tekkit should never update ever again in such a world, because they'd constantly be holding off for the next update. What should actually happen more rationally is that mod programmers and tekkit would work to update to the latest version, up until it is done. Then they'd release it. If in the meantime, another version has come out, then they'd start working on that. If and only if TWO new versions have come out BEFORE the mods are updated, should you consider not having a separate release for each version. Especially since the updates compound on one another, it doesn't make much sense to do anything else. You are talking as if updating to 1.4 is a completely different, unrelated thing to updating to 1.3.... that's not the case. You have to do all the 1.3 updates anyway on your way to 1.4, so why wouldn't you release a mod (and thus a tekkit) for 1.3 when you get to that point?
  8. No no. "Offline mode" is a specific term that means people can connect to your server even though their usernames have not been authenticated through minecraft.net. "Online mode" means you do have to authenticate. It has nothing to do at all with the uptime of your server. The "online" in "online mode" refers only to an online connection with minecraft.net, specifically. If you have to type in your name and password to connect to your server, then you're good and don't have to worry about that clause.
  9. I know virtually nothing about the specifics of opening ports, but it seems fairly obvious that you've missed something somewhere in between minecraft and the internet. Maybe you have 2 firewalls, like a commercial one and a windows one or something? I really strongly doubt it is minecraft. Minecraft is pretty dumb. It really is just pretty much writing the ip in the config, as far as it is concerned.
  10. I don't know the specifics of exactly how that plugin works, but it looks like everybody except the owner of the "stone" is blocked. Thus, the way fakeplayers work right now, you could protect a region for a human player, but they wouldn't be allowed to use any of the block manipulating features of those mods in that area (e.g. turtles moving or quarrying). OR you could probably assign a stone to redpower, and no humans could place blocks there, but redpower could deploy there. Sounds pretty useless either way in terms of tekkit. You'd be much better off with a much more sophisticated plugin like worldguard that would be able to do overlapping and complex permissions.
  11. Does the tekkit server work when you set it to 25565 instead and turn off the vanilla one? Would help diagnose whether it is a problem with tekkit, or a problem with the port.
  12. 1) This mass compatibility is never going to happen. There is exactly a 0% chance that the mod developers for every single program people use to modify the world creatively will add this functionality to their code to make you happy. You'd have to specifically include this in the source for worldedit, MCedit, any other popular world modifying tool like voxelSniper, VoxelDoop, etc. etc. Some of which barely even have permissions and aren't mainly used for tekkit. So since it isn't going to happen, you need some decision that will be made if and when a machine has no known owner, because it will happen. How does the system handle such an event? 2) Wait what? Machines can only be opened or manipulated by other machines they are related to? That makes a TON of things in tekkit not work at all. A ton of very fun things. For example, ender chests just won't plain work at all for like 75% of the things people use them for. You also couldn't ever have any community machine rooms, which I've seen on almost every single survival server I've gone on. Including regular survival or yogscast style "companies" team based ones. It also makes it possible to make really overpowered defenses: essentially, if I place a wall of transposers, it is for all practical purposes now equal to a wall of bedrock to you, if you aren't allowed to interact with "my" blocks. That will cause all kinds of trouble. You also can't have any sort of trading system assisted by machines, for example. And nobody can ever cooperate to build anything complex, because the machines wont send items in the half I'm working on to the half you're working on. Which eliminates a good portion of the enjoyable gameplay from a MULTIPLAYER server. Nor can you have computer login screens for your base, since nobody else can open the computer to type on it. Etc. etc. etc. 3) Same as above, but now apparently we also have invulnerable turtles? And not only invulnerable turtles, but invulnerable turtles that nobody else can open or access the code on?! That would basically mean that I can make a small group of turtles that just destroys the entire landscape (areas that currently belong to nobody) automatically, and if you stumble across them, you can do absolutely nothing to stop them unless you're an admin. This is a ridiculous number of horrible, horrible side effects in order to make possible one small little novelty thing that most people couldn't care less about. As they say "the cure is worse than the disease." And that's even assuming there is a good solution to the "no owner" turtles and machines in #1
  13. Update: I just looked on my own operating system, which is Windows 7, and there IS an option to do what you want. If you right click the folder in explorer, and go to "properties" then click the "sharing" tab, you can then go to "Advanced sharing" and hit "share this folder. Then if you go into yet ANOTHER sub menu for "caching", you can set the option to make "all files available offline to all users" This will make it run at max hard drive speed for all networked computers. I don't know how or if you can do this as easily on non-Windows 7 machines.
  14. Something like dropbox is the only really sane way of doing this I can think of. Dropbox keeps your files locally first and foremost, and the game would read locally from it, thus as fast as your hard drive allows. But it would also sync up at its own pace across the network, which can lag behind without lagging your actual gameplay. If you used a network drive, then I think there is no local copy saved on all computers. Its only saved on the "Server" computer generally. Which would mean your game would run fine on that computer, but on the other one, it would constantly be loading chunks from over the network, which would be horrible. But I may be wrong. You should look into a detailed tutorial on network folders and/or see if there's an options menu or something for your particular OS. It might provide the feature of keeping a local copy on all networked computers, in which case it is basically a private dropbox, and would work fine.
  15. If the numbers above me are correct, then it is just BAAAARELY worth it, and probably not at all if you are sinking a lot of time into setup and resources. oil at 2 MJ ---> Fuel at 5 MJ = a gain of 3. If it costs you 2 to refine the stuff, then you're only increasing your net fuel amount by 1, or 50%. Unless I'm misunderstanding something. Getting 50% more power out of your oil may not be worth all the hassle of refineries and cooling and filtering and blah blah for a lot of people.
  16. But a player doesn't ever HAVE to place the block. What happens if the very first turtle in the world is added by MCEdit or WorldEdit? And then all subsequent turtles and redpower machines are crafted by other turtles (in CC 1.4)? There is no owner for any of those created things. Also, in your inheritance system, what is stopping me from walking up to one of your deployers, putting a freshly crafted turtle inside, and deploying a turtle, thus making it "yours" and then breaking it and walking around with your turtle in your area, wreaking havoc? Also, how do you stack items with different owners? What if my turtle is placed by me and then broken by Joe's blockbreaker, and then placed by your deployer, and then broken by Tim, and then traded to Emily, who puts it in her turtle and has that place it? Who is responsible for the actions of a computer that was placed by you and is next to a disk drive placed by me, with code from a disk made by Tim in it? Who is responsible for the actions of a deployer placed by you that is fed by an enderchest that 5 people have the code to and their own copies of? Who is responsible and what permissions are used for a nuclear reactor blowing up, when its cooling system was turned off by wireless remote, with a wireless receiver that you placed but I hacked into with my own transmitter at the same frequency? Your system would not have answers to some of these questions. Others, it would have answers to, but not necessarily the ones we intuitively WANT it to have...
  17. This is pretty much logically impossible. What counts as "my" redpower device? There's no clear definition or way to determine that. Considering redpower devices can be crafted automatically in about 5 ways and can be placed down initially by other redpower devices or by turtles or by WorldEdit, or by VoxelSniper, or by MCEdit, or.... etc. etc. Redpower devices are just... redpower devices. I see no way that they could ever belong to any particular real human player. Thus, adding perms for all of redpower is very possible (and is already a feature), but not what you are suggesting. As a workaround, you could, however, make it so that redpower devices work in Region A, but not in Region B, and then prevent people from traveling into Region A who are not you. But it would have to be all tied together by region not by "owner"
  18. If in the future, one or more of the major mod developers abandons their mod, then I'm guessing somebody will probably eventually decompile their code and update it to work for new versions of minecraft, even if no extra features get added. Then something like tekkit would still be possible to continue moving forward. After 1.3 / 1.4, such changes would generally be fairly trivial, even for somebody not terribly well versed in the code. This update right now is going to be the biggest headache, since the whole architecture is changing. So as long as the mod developers push their code past 1.3 / 1.4, we should be safe for a very long time.
  19. All of the major mods use fakeplayers, at least as an option in their config files. EE, CC, BC, IC, and RP I know have this option for sure. If you turn this on, then the events are routed just as if a player did them, and you can assign permissions to the "players" (e.g. player "RedPower") to constrict these mods to specific areas, or stop them from affecting protected regions, or whatever. For example, a quarry near the edge of spawn can be made to dig all the blocks in its area except those overlapping with spawn protection. Other mods are not always this fancy. For instance balkon's weapons mod. But those may still have proper event routing depending on how they were ported.
  20. Actually, new idea: If the stationary computer in the above diagram is instead another turtle, who always stays in the overworld and tags along behind the first turtle, then you could actually move the entire base around, instead of having it located in a fixed position. The permanent overworld turtle's job is to turn on the migrant turtle when it arrives, AND to set up and pack up the whole system of devices here to move the turtle portal around as desired. Much more practically useful that way. Turtle could be given a generic search mission, and when it finds something interesting, it comes back and you reprogram it to deal with that thing, and then it can go deal with it immediately instead of having to fly back out there again. The only problem with this is that turtles can't set wireless frequencies. However, this is solvable, if a bit more complicated: instead of wireless you could use another enderchest with a constantly ticking transposer and an item detector, which essentially works as a wireless system. The "frequency" is just the particular item you send through that the detector is looking for. New setup: [] BB EC Tr Dp [] Tu(+Anchor) EC--Dt |--' Tr+t Dt--EC EC Tr+t EC Dp = Deployer Dt = Item Detector | and - = Wire Tr = Transposer Tr+t = Transposer + timer Tu = Turtle BB = Block breaker EC = Enderchest [] = Spot where turtle would come or go This requires 9 kinds of blocks/items to set up (including the world anchor and a screwdriver that can be used in a temporary deployer to allow a turtle to orient RP machines). Which means it will juuuuust barely all fit in the basecamp turtle's inventory to be packed up and moved. The item used for the detector would have to be one of these things though (e.g. a screwdriver =P) The extra two enderchests are just a valid place for the detected items to go. It wouldn't actually work like this. You'd have to arrange things a bit differently due to not having space to bring any tubes along, but hopefully you get the basic idea. You could alternatively go ahead and use pneumatic tubes instead of the wires, and make 3 detector lines, then the detected items could just be tubed into the main enderchest (the one where the turtle comes and goes).
  21. Yes, this would not work very well for scouting the end or the nether from the overworld. The original reason I designed it was the other way around, though: I live in the End now, and I have barricaded off all entrances / it is inconvenient to travel back and forth. Therefore I designed this system to help me interact in a cool way with the OVERWORLD from the End. Since there is almost always somebody else on the server playing the game in the overworld, it will work just fine. If I am online by myself, then no, it wouldn't (or in SSP). You're totally right. In terms of practical uses, the server I play on has EE enabled, so there's not really any good reason I need to interact with the overworld. But if you didn't have EE, this could be somewhat useful for doing various mining setups and stuff in the overworld to get stuff in the End like ores, without having to go there. Mostly it's just amusing though, to go visit people with a turtle as my emissary =P
  22. So this is an idea I had for a system that would allow you to send a turtle into the world from another dimension like the end, have it do stuff, and then call it back to your dimension to repgrogram it and send it out again, without having to go there yourself. Overhead schematic: [] BB EC Tr Dp [] CC (+Anchor somewhere) WR WR WR Dp = Deployer Tr = Transposer BB = Block breaker EC = Enderchest WR = Wireless Receiever CC = a stationary computercraft computer [] = Spot where turtle would come or go So the turtle has a little home base in the overworld that looks like this. It wanders around doing whatever you told it to do. Then every so often, or after completing a mission, it returns here (you would need to code very responsible location updating code that keeps track of where the turtle tried to move and if it got falses returned, etc.). When it returns, it checks the wireless signal on the left. If it is off, then it is free to continue its programming if any. Otherwise it sits there and checks in again later. If the signal is on, then the turtle sends a redstone pulse forward, breaking itself and moving itself into the ender chest. As long as you have given your turtle a computer label (>>label set [name]), it will keep all of its programs when it breaks into an item. Then you just scoop it out of the same chest in the End, program it new things, etc. To send it back, you place it back in the chest, and activate the second wireless signal (which is set on the two receivers on the right hand side). You hit the frequency twice. Once pulls the turtle from the chest to the deployer. The second places the turtle in the overworld again. The stationary computer then constantly (every few seconds) runs a command to turn on the computer next to it. Thus it will turn on the turtle which will commence running its startup code. Note: if the turtle carries 2 world anchors and leapfrogs them as it moves, it can go anywhere in the world unaccompanied.
  23. depends on the server and on the machines you built. A single redstone engine pumping full blast wont cause any noticeable lag, of course. And 40 of them won't cause any noticeable lag either if you have an intel i9 processor and 20 megabytes upload speed or some shiz. But IN GENERAL, redpower can do the same thing as BC with dramatically less lag when done right, so a lot of servers just dont bother worrying about it.
  24. yes, in fact if you can build just 3 small impenetrable force fields at each stronghold teleport point, you can have the entire End to yourself...
  25. Thats a good point. I dunno, I just don't experience people noticing anyway *shrug*. I suppose I don't really look at the minimap much when I'm roaming around. I mean, typically it doesnt give you much info when you're hunting, so you might just learn not to. Also, if your base is built mainly out of things that are not frames or frame motors, etc., then it doesn't show up much anyway (if it is, then it is bright pink...). Making your floors and walls simply be the force field itself wouldn't be a terrible idea, though I've never tried it. Or glass. You could also build a base way up directly above another old abandoned base, or an NPC village, so that when they see something werid on the minimap theyre just like "oh its that NPC village" and so that shadows are masked.
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