gavjenks
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Everything posted by gavjenks
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Points to the big gaping hole in tekkit where forestry used to be but now isn't, making this irrelevant to an SMP tekkit forum. @ OP, if it's a forestry mod issue, then post on the forestry forum or minecraft wiki thread or whatever they have.
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Actually I have found that since sky limit was increased to 256, people usually don't see you up there either. We recently had a base griefed (nuked against rules) on a server I play on. It was ripped apart very thoroughly and with prejudice, but the huge expensive airship up at y=230 or so above it full of gems and red matter and all such things was utterly untouched. They just don't look up, and their graphics either hide your base in distance fog, or (if they turn off fog) don't load it until they get too close to see without directly looking
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Oh you need 3 airspace? That's trivial then. Just don't leave any 3 tall airspaces in your force field. herp derp. Deployers can't place blocks higher than force field cores can. The extra block of height limit only applies to players. The mods are all on the same footing (fields, turtles, deployers etc can go to 256). So yes it does stop a deployer from placing blocks there. But not even relevant anyway since you can just have 2 high rooms and be done with it. So basically, one area projector, surrounded by 6 deflector projectors in a 3-D "plus" shape, = concentric, 2 thick forcefield. Then just build layers of flooring every 3 blocks inside, so the halls and rooms are all 2 high only. Go ahead and build it at sky limit anyway for convenient solar power. And never leave =P Or use an ender chest + item detector lock or something very difficult to crack. Also make sure your flooring materials are block cutter-proof blocks (like machine blocks or copper ore), and use NOT gates and red alloy wire for powering fields, which can't be cut. Trust no one.
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Oh well, in that case, stop being lazy and install some sort of permissions. Or essentials.
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Oh hai there Vex. teleporter should also be stopped by 2-thick force fields. Gravel is solved by building your base up at sky limit. Which I routinely do anyway, since it allows me to use solar panels without people being able to place blocks to interrupt the path of sunlight and cut off my power.
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...? I have no idea what you're talking about. I'm not aware of crated nikolite being an ingredient for anything or existing at all. Where are you seeing this?
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TP isnt a vanilla command as far as I know... If you have TP abaility, you probably installed something like essentials. If so, add teleport permissions for the players who you want to be able to teleport, as per the format for permissions of that mod. Or some mods give the option of simply turning on teleportation or other things for all players (essentials is one of thse, check the config file)
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When will tekkit have ee and quarrys again
gavjenks replied to RNC1410's topic in Tekkit Classic Discussion
Yes, BC. Lag. Mostly due to the fact that it moves every single item through tubes individually, instead of in full stacks like RP. Also, how do you suppose BC engines move one item every second or whatever? That's right! They have internal timers! So they both use timers, and BC makes 64 times as many tube pathing calculations than a properly built RP system (which can do all the same things other than powering geothermals. @ OP: learn how to make a frame ship with IC2 miners or block breakers installed, and you will get far more ores far more automatically than with a quarry.) -
The pipes will go to whatever inventory is closest first, until it is full. If you want them to split 50/50, you need to make sure both condensers are exactly the same distance from your breakers. For example, by having a "T" intersection, and having one condenser on either side the same number of blocks out.
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Transfering Items to Overworld from Nether?
gavjenks replied to Agentmass's topic in Tekkit Classic Discussion
It's pretty much just enderchests for anything automated. not sure why you wouldn't want to use them. They can transfer liquids (in buckets) and power, even (in lapotron crystals) -
So I made a mistake and built a force field 3 blocks above the obsidian platforms in the end. There is room for a person underneath, but apparently not enough room to make Minecraft happy. So when i enter the end portal now from the overworld, it says "internal server error" and kicks me, over and over. I am talking with my server host about how to fix the immediate problem, but what I would like to ask you guys is: What are the requirements for a legal spawn / portal transport event into the End? Like how many available air blocks does it need, etc.? I checked this ahead of time on the wiki, but it didn't say anything about it.
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Trap to kill anyone (except FULL quantum) instantly
gavjenks replied to gavjenks's topic in Tekkit Classic Discussion
lol yes, I edited my last post to say that as you were writing. I also just now tested it. Electricity doesnt seem to care about any blocks in its way at all, including covers (It will also zap you through a diagonal with full blocks) -
Trap to kill anyone (except FULL quantum) instantly
gavjenks replied to gavjenks's topic in Tekkit Classic Discussion
The range is approximately 1 block. Hence, "trap" That is one block away from ANY HV cable though that you leave uninsulated in that middle part. It could be 100 blocks long and go all over the place, resulting in 400 blocks of kill zone Also, don't forget you can make a floor out of covers... So this could snake around under your entire floor in a room (every other row in the floor, and all the remaining rows in the ceiling for full coverage), and people would be 1 block away and not know it until you turn it on. Pretty easy trap, really. -
This is a fairly inexpensive trap setup that will kill in a single tick for anyone except people with all 4 quantum armor pieces. Yes, that means even if they have the armor but not boots, they will die instantly. All the red blocks are HV transformers, except that last one way on the end. Thus this whole setup only costs 23 diamonds. And you could also use a mass fab instead of an MFSU at the end and it would be even cheaper. The power source in the image is an HV solar array, but it could be ANYTHING. Even a single solar panel. HV solar will charge it up in 5 seconds, but an LV array would charge it still, it would just take 80 seconds. Honestly, how many people do you need to kill every 80 seconds? You could also feed the power from the MFSU back to the beginning, and then it would charge every 1 or 2 seconds with just an LV to replace cable losses. Anyway, basically how it works is every transformer can hold 4096 EU in its internal battery. So you turn off the splitter cable and let it charge up. Then when you turn on the splitter, and let energy go through, it slams past the uninsulated cable at all 40,000 EUs in a single tick (three transformers on the other end are needed to handle this volume at once for some reason). This is sufficient voltage to insta-kill anyone except full quantum, including: -Anyone with any 3 pieces of quantum armor -Anyone in full gem armor -Anyone in any other armors, including full diamond armor with protection X Obviously, to make a trap out of it, you hide everything except one block of the uninsulated wire (in the ceiling of a dark but interesting looking hallway or something), and then connect the splitter to a ccSensor or a pressure plate or an enticing lever, or whatever. Then BAM! instant crispy critter. NOTE: If you hooked it up so the uninsulated wire was really long and looped through important hallways in your base, AND if you hooked up a system that placed and removed cables with a deployer and a block breaker, instead of a splitter cable (splitters cannot handle changing their state quickly for some reason), then this could be a very powerful base defense system. Also, hook the output to the input. Then calculate how much energy you have to replace every tick or however often you break and replace the cable, and supply that much external energy (probably not very much), and you have constant bolts of lethal electricity in your base all the time.
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Okay thanks, but now there's a new priority: ccSensors needs to not randomly crash or stop working when any one of half a dozen things happen (like using the player sensor to sense players... apparently. Or not including unnecessary special lines of code. Or if it's raining on a thursday). Still utterly useless for example, for a force field door. If it stops working I CANT break the sensor block and replace it, because its inside a secure facility... etc.
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??? If you're on a server with /home or /spawn or anything like that, probably you won't be able to kill people in quantum. Killing people in diamond or gem/RM armor is really easy. Either a point blank nuke to the face, which is really fairly simple to do with traps. OR an electric fence with as little as about 6000 EU/t going through it (will require a handful of MFSUs and HV transformers, but nothing extraordinarily outlandish) will kill gem or diamond armored people instantly / in a single tick. If you're on a vanilla server with only teleportation upon death, though, then it might be also possible to kill quantum armor folks: Provided you can lure them into a good enough trap, then you can do this: deflector V ### # # deflector> # # < etc. ### ==============uninsulated HV cable Where the force fields are all triggered by some event like stepping on a pressure plate (subsequently destroyed by block cutter upgrades. Then the uninsulated wire slowly electrocutes them, with no way to escape. For it to not take hours, run at least a couple thousand EU/t through it (which is actually very cheap, you can do it with a single LV solar panel and a couple MFEs, since like 98% of each pulse can be recycled). Then a transposer or something can suck up all their things when they die and put them in an ender chest when they die, which is then emptied remotely. so they cant return there and get it back.
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Making your own pack is fairly useless usually. Because even if it's the zomg best pack ever, the playerbase doesn't have the client that goes with it. So nobody will join your server nearly as easily. I could make my own pack in a couple hours too, but my players aren't willing to A) go to the effort or trust my own sketchy mediafire links.
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Portal A Portal C is where | you end up | ^ V | XXXXXXXX Portal B goes XXXXXXXX here instead. XXXXXXXX ^ area in nether is full of rock and portal can't go there, so... You solve it by digging out an area in the nether where that rock is, so it has enough air space to support a portal. Then go throw some dynamite in portals A and B, and re-make portal A, and it should take you to the area you cleared out, which will then link back to A as expected. To determine where to dig, you need to calculate the corresponding location in the world compared to the expanded space of the nether. Which may require some tirgonometry.
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Not quite true. Servers keep one render distance loaded for each world, only. Thus, every new world is about equivalent for RAM as having an extra player playing on your server. Thus, if every player is alone in their own age, AND they are NOT hanging out by spawn, it would merely double your RAM usage. However, in real life, on an SMP server, people dont want to be all by themselves (hence SMP...). Thus, it is unlikely that every player would have their own age, as many would be playing together. ALSO, those who do have their own age would probably mostly hang out near the spawn area of that age, which means you only need to keep one render distance loaded for that player and world combined (the player is playing for free in terms of RAM). So let's say you have 10 players, only 7 ages, and 3 of the players are right by the spawn of some world. That would be 14 render distances kept loaded (10 + 7 - 3), versus 11 normally without mystcraft and nobody near spawn... (10 + 1). More like probably around 25% extra RAM usage, not 1000 extra %...
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Again I think there's plenty of coal to do everything you could ever want. Also: new thought! We are simply talking about replicating, but crashing a server with only a few chunks stripped of resources and a few hundred turtles or whatever isn't very spectacular. I think a better plan is to self replicate until you have a decent processing capacity, like 10 chunks a minute or so, and then switch over to world destruction mode, where you stop making more turtles, and instead just strip every block bare in the whole world in a spiral pattern, keeping only coal and wood to burn, and destroying everything else (just drop it behind the turtle in full stacks and let is despawn). EVERYTHING. Until the world is bare air down to the void. You can even drain oceans. Just have a grid of turtles place cobble all around and then dig it up, and that layer of ocean is gone. then move down. Doesn't require any extra movement beyond standard mining patterns, so no extra coal. For speed though you may want to have some turtles carry water source blocks (available from UU matter) so they know when their region is an ocean. And since youre not replicating anymore, it would be more reasonable to have a central control area distributing more difficult resources to the frontline with ender chests. Things like explosives would make the whole job much faster, if you are willing to program the extra intelligence to use them, and once you have enough supply per minute, you wouldnt run out after replication stops.
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I see no reason to restrict it to computercraft alone. Simply not EE. Don't see any problem with involving BC, auto crafting tables, redpower, or IC2. For instance, mining turtles can carry around IC2 miner machines, drills, pipe, transposers, and solar panels, and provide coal to their teammates who focus on other jobs like wood chopping/growing, ore processing or crafting (due to limited inventory space) However miners may not even be necessary. A 9x9 area has about 3/4 of a stack of coal in my experience on average, enough for about 4000 block movements. Turtles mining in straight lines down in a chess knight pattern from each other would require 1000 block movements (down 64 x 16 turtles, then over 9, then go back up in the next area. Slight differences depending on how big an area a batch is for you). So even without any very intelligent behavior,you could easily reveal every single block of value in a chunk without using more movement than about 1/4 of the coal available in that same chunk. All you need to build a turtle is about 7.5 cobblestone, 1 redstone, 2 logs, 7 iron. The main bottleneck is diamonds, needed for mining turtles. Every chunk has about 4 or 5 diamonds. The other resources would outstrip this easily. Thus, you have enough per chunk to make probably about 1.5 new mining turtles, and as many other support turtles as you need, and their fuel. If you need 16 turtles per chunk, this means a crew would need to process about 10 chunks before having the resources to construct another duplicate crew to branch off from them. By using IC2 miners, you can put all your excess iron to use, though, and duplicate new miner crews (of a different type) more quickly than the diamond bottleneck would allow (because you need dozens of diamonds for a crew of dumb mining turtles, but only about 12 for 4 IC2 miners that would cover a whole chunk) ALSO by the way, don't forget the power of ender chests. Turtles who find a lush forest or suitable growing area could leave 1 or two turtles behind as long-term foresters / loggers, who cut down trees, run themselves on charcoal, and then plant and harvest more indefinitely, placing their winnings in a wood storage ender chest that others can access elsewhere. Allowing processing of the oceans, for instance, to go more quickly, since turtles there wouldnt have to wait for trees. By the way #2, the turtles should be programmed to incinerate any blocks that are not valuable for making more turtles (including gems, copper not needed for macerators and things, nikolite, etc.), in order to make it harder for humans to overthrow them. =P
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Edit: I actually started building it, and it is sadly limited by the number of MFSUs, too. They seem to only be able to output 512 EU/t, not just 512 size packets. Thus making the cost in MFSUs very very high. If you're willing to only kill people in quantum armor during the day, though, you dont need MFSUs, could just wire directly from HV solars, or from nuclear reactors =P Also, if you're missing a single piece of quantum armor (even just like... the boots), you will die instantly from even just 4000 or so EU/tick through uninsulated HV. The true invulnerability seems to only kick in for the full armor set, not just the chestplate. EDit 2: I built a system that went up to 20,000 EU/tick and it did not do any heart of damage (drains your suit pretty damn fast though). I suspect it is true invulnerability for any practical electrocution system. Because even if damage is determined in multiples of 4 (just like LV->MV->HV->Ev), this would be over 2 more steps beyond EV, so... Edit 3: It seems that after you get hit with a sum of damage, you are invulnerable to more until about .25 seconds later. Thus, in high energy systems, most of the electricity is not harming the player. If somebody can think of a way to coordinate all the energy to pulse through at super high voltage only once every 1/4 second, then you could kill with only 1/5 the energy usage...
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Hm, so nobody really knows =P If it is in fact as simpleguy said, then it should be possible to make an electric fence that instakills a person in quantum, or at least kills them in under 10 seconds or so (short enough that pistons could push reinforced stone in front of them or something tand they wouldnt be able to figure out how to escape in time). Actually, it's possible to do this even if there is no maximum damage absorption, but it would require a stupid number of transformers. From my experimenting last night, it seems that about 1 unit of power on a quantum suit (out of a full 27) is lost for every 500,000 or so EU that flow past the person in an uninsulated wire at extreme voltage. So even if there is 100% damage absorption, if you can push about 13 million EUs past somebody in uninsulated hv cable stepped up to EV, they will die. Making that happen quickly is a matter of how many HV transformers you're willing to build. Setup: 2 MFSUs |-> HV trans -| | |-> HV trans -| |----->--> HV trans -|--> |-> HV trans -| |-> HV trans -| Then that single wire goes to the kill zone. Then on the other side: |-> HV trans -| |-> HV trans -| -->--> HV trans -|--> 2 MFSUs |-> HV trans -| |-> HV trans -| The first bank of transformers is given redstone current so it steps up to 2048 EU/tick (does more damage per EU in electrocution I think). Each transformer acts as an additional 1024 (?) EU/tick bandwidth upgrade, since it will draw an additional 512 from each MFSU. Thus, this setup allows a flow of an average of 5120 EU/tick through the single cable at the kill zone, in packets of 2048. Which is over 100,000 per second. Should drain the MFSUs and kill a quantum suited person in about 2 minutes. To kill in ten seconds, you would need about 120 HV transformers, 60 on each side... HOWEVER, if there is a maximum amount of damage per tick that a suit can absorb, then you may unexpectedly find that you can kill a quantum person in a single tick, at some smaller number of transformers. Perhaps 20 is enough to deliver so many hearts of damage in a single tick (with about 10,000 EUs screaming through the wire in some ticks), that it actually just kills the person instantly? NOTE: the wire will NOT burn up, because wire capacity is based on packet size, not on total EU/tick. This I have tested many times.