
gavjenks
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Everything posted by gavjenks
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I seem to remember hearing that half a stack of nukes at once or something WILL kill you, i.e. it doesn't block 100% of damage. But I can't seem to find it again. I'm interested in knowing, because I'm pretty sure I know how to make a reusable, non-nuke-related trap to kill somebody in full quantum if it isn't literally 100%
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That's neat, but EE is pretty lame for this. Obviously the turtles should collect the resources to build more of themselves.
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Um, if you want an EE server, then just install EE on your server. That's not a "magic pack." That's EE. It is already freely available by itself.
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Please add Custom EMC in future Tekkit versions
gavjenks replied to Inacio's topic in Tekkit Classic Discussion
That is a good point. My plan was to have the original EMC values be what the system regresses to over time. So for instance, any given item's current (dynamic EMC value - original EMC value) = amount of stretch. This would be reduced by like 1% every few minutes or so (just made up that number). Or whatever other number makes it so that if no condensing activity is performed on a given item in about 2 days, it would return back to its original EMC value. This would help prevent rounding errors or anything else that accumulates over time. And individual people wouldn't be able to screw over the market without sinking a lot of resources continually into maintaining a strange artificial price. Yes, the ingredients would determine the also dynamic price of the crafted items. Which doesn't seem that complicated, necessarily. All you need is a 9x[num of items] hash table stored in memory with the crafted item and then recipes listed as the 9 things required for them. EMC = sum of values of those 9 pointer variables. So the line in the table for a torch would be: [(item ID of torch = key) : (item ID of stick), (item ID of coal), 0, 0, 0, 0, 0, 0, 0] When somebody condenses or burns torches for EMC, the system uses torch ID as the hash key and gets a 9x1 array of its ingredients. It looks up the EMC for the stick ID and the coal ID, and distributes adjustments or returns the correct value accordingly. I assume something like this already exists in bukkit, which of course you would want to use instead of making your own, so that it will automatically reflect any changes in recipes people make in their mods, and so you dont have to type it in by hand. And when you condense or burn an item with a recipe like a torch, it divides the EMC adjustment proportionally amongst the ingredients. So if coal is 128 and a stick is 1, then 1/129th of however much EMC the torch is adjusted by would affect the stick's EMC value, and 128/129 would affect coal's EMC value. Can be determined automatically from that same table in memory, and the proportions would of course change as the ingredients change (if somebody drove up the price of sticks to 128 EMC, then a change to torch EMC could become 50/50 of a change to sticks and coal) A bonus would be that things like transposers, that only use vanilla items, would automatically be given an EMC value for free, without you having to type anything in upon installing the plugin. It also means that nobody has to be burning transposers for EMC or anything like that in order for transposers to remain at a reasonable equilibrium level. As long as they sometimes burn cobble and wood and redstone, etc., and sometimes generate them, it would stay just fine. Maybe we should start a new thread, but I'd like input from others too. Also, this doesn't seem that off-topic at all. This is what I think would be the best version of a custom EMC value system, which is what the title says. -
If it works when you do anything in the same machine other than rubber... then it's obviously just a bug. Post it in the bugs, and maybe try posting it on the redpower minecraft forum thread that eloraam reads occasionally. My off-the-cuff guess is that since Redpower also has its own rubber trees, there is some sort of naming conflict or something. If she used words instead of ID values in the code somewhere, then it might get confused and think you are trying to sort redpower rubber tree wood, when in fact you have IC2 rubber wood in the machine, and so it will never work. You could verify this theory yourself, by the way, by attempting to send a piece of redpower2 rubber wood through the machine, and see if it DOES sort into your chest.
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Two things: A) that one uranium cell is not really a cost, per se. You can still use the 10 EU.tick it produces as well, as it's breeding. So it's almost sort of zero uranium -> many. Although there is an opportunity cost in that you could have used that one more efficiently in a packed design. Where are you getting your numbers from? I'd be very interested in a design that gets 8 enriched per 1 in.
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Please add Custom EMC in future Tekkit versions
gavjenks replied to Inacio's topic in Tekkit Classic Discussion
Like what? I'm not just being argumentative. I'm seriously considering writing this as a serverside plugin. If there is actually a file that has the EMC values, then it could potentially be pretty easy to code. I'd appreciate your thoughts on what sort of things could go wrong. -
Please add Custom EMC in future Tekkit versions
gavjenks replied to Inacio's topic in Tekkit Classic Discussion
Because it has nothing to do with your skill. No matter how good you are, you can never MANUALLY set the right prices for everything in an entire economy, especially not as a one-time thing. How well did that work for the USSR? Not very, and they had whole bureaus of specially trained people trying to keep up with things all the time. You are one dude with probably no formal training, and you are expecting to set the values once for hundreds of different items. That will never work, because you have 30 or so other people on your server, probably just as clever as you, working at the same time to figure out new and better ways to exploit any tiny imbalances in your numbers, or CREATING new imbalances. For instance, if you make reeds a little too high in value, then massive reed farms become a ridiculous exploit. If you make reeds a little too low, then people will condense reeds instead and turn them into bookcases instead really easily and have massive bookcase farms. Etc. etc. Similarly, this would CREATE a ton of exploits. Adding more complexity does nothing but create more loopholes you didn't notice. For example, if you do this, it would mean I could simply have a collector making wood, then pipe it to an auto crafting table to make workbenches, then pipe it back to the condenser for more value that it started with. Could you stop that from working now that I told you about it? Yes, of course. But I wouldn't have told you about it! I would just exploit it on your server and not say anything. As you add more complexity, you just create more and more opportunities to do things like this that youll never find out about and that will create massive effortless fortunes. A dynamic system, on the contrary, would prevent all of these things, without having to think of them ahead of time. If I did the same thing in a dynamic system, then workbenches would auto-adjust to be expensive and wood to be cheaper, until they were equal again in a few minutes. Then if the person switched back to condensing workbenches, it would auto-adjust again to make them worth more. The dynamic system would actually already do exactly what you're asking for here, for free! Without the need to set anything manually, and without exploitability. I do admit this sounds useful, for a server that wants to be pretty much creative. I would use it. -
ComputerCraft Problem (Numbers, numbers and more numbers)
gavjenks replied to Bradster's topic in Tekkit Classic Discussion
Yes, it should, and in fact it DOES create proper error reports like this, in the next update ComputerCraft 1.4, which is not currently in tekkit. It also has other goodies, like being able to hit "delete" as well as backspace, and the "end" and "home" keys work properly in CC 1.4. I think you may even be able to paste text. Hopefully this update (or another one compatible with 1.3) will be included in the next release of tekkit. You know, it might be helpful to SAY that in the opening post... We'd like to spend our time helping people with their actual problems. When you simply make a thread with a bunch of commands that are all written incorrectly and then only write "Oh noes, I got errors," and don't explain anything else, then what on Earth do you expect people to say other than "You wrote them wrong."???? Also, I still have no way of knowing that the commands you typed earlier WERE, in fact, valid. I've been "programming for years," too, and got plenty of syntax errors when I started lua. It's different than java or other similar things in subtle ways, and we can't rule out that that's still the problem, unless you post examples of the types of commands you tried that were NOT intentionally flawed. -
As you suggested, you simply misunderstand how breeder reactors work. They are actually pretty cool and useful. This is incorrect. There is zero power cost. The only cost is additional HEAT. For instance, if you have a depleted cell next to a normal cell, you will still get 10 EU/tick just as if the normal cell were by itself (so no power loss), but you will have 20 heat units (depleted cells themselves make no heat, but will cause the uranium next to them to tick an extra 10 heat per second as they re-enrich them). Now, if you don't have EE, then making the ice to deal with that extra heat uses some power, but if you're using a singularity compressor (which you should be), it's only 3 Eu/tick for a lot of ice, which is pretty negligible. So basically, the breeder reactor still generates as much power as it would if the depleted cells were not in it, and then in exchange for a lot of extra heat, you re-enrich the depleted cells as well at the same time. Depending on how efficiently you typically use your cells in the main reactor, this may or may not really be worth it (If you run them alone or in pairs usually, it definitely is worth it. If you run them in huge blocks where most cells have 4 neighbors, then probably not worth it to use uranium for breeding, versus just burning it for 50 EU/tick each, unless you have a VERY clever breeder design). The other reason you might want a breeder reactor is if you want a very long-term nuclear reactor with very little maintenance. For example, if you built a base in the End, or if you have a secure force field facility and you don't want to be vulnerable to people getting in by blocking off your power source. Just like in real life, breeder reactors can potentially re-use the uranium you have over and over and over and make it last virtually forever, without having to go mine more or refill anything. You could just let it run for days or weeks in game without touching it, with very little uranium to begin with. Yes, you could do something like wind power instead, but: A) this might be difficult in a confined space like inside a forcefield I find this less satisfying, because it isn't very realistic, and feels cheaty. If the forcefield blocks everything from getting through, then how would there be wind? A breeder reactor, however, is realistic. Actual breeder reactors in real life can extend fissile fuel usage to last almost 100 times longer than the same fuel used in a conventional reactor.
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I believe that in order to do this, you'd have to register a domain name online somewhere, just like if you were starting a website. Then you would have to configure your server so that it does NOT use dynamic IP addresses (it is usually dynamic by default, but you can make it fixed if you want). Then configure that domain name to be associated with your now-static IP. Then people could login to "JasonTekkit.com" or whatever, instead of a series of numbers. I'm not aware of any other way to make the server name something other than a raw IP address, but I'm certainly no expert. I do know that the above WILL work, though.
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Eh... I guess. Most of my decorations are heavily dependent upon miniblocks though, so that would still fail. If and when templates become compatible with redpower, then they would become effing awesome. Oh nope, didn't know that. That's useful then. I will look into it on non EE servers I'm on. So okay, buildcraft useful IMO then for: * Geothermal lava farms * Wireless IC2 power * Raping the land for minerals efficiently ("far away from your base" usually means close to somebody else's current or future base, so not 100% ideal, but that's also their problem =P)
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ComputerCraft Problem (Numbers, numbers and more numbers)
gavjenks replied to Bradster's topic in Tekkit Classic Discussion
This is not a bug. Computercraft is working exactly as it is supposed to. What is happening is that you aren't typing ANY of your commands correctly, and so every time, it fails, and then it prints out a number. That number is an error code, which tells you roughly what it is that you did incorrectly. I have never found an actual list of the error codes, but looking at your above screenshot, I would guess that: 1 = null pointer exception (the variable "a" doesn't exist, so cant be printed. If you want to print the letter a, you must do print("a")) 30 = Syntax error for including weird, single quotes only on one side... 37 = Not sure about this one. Maybe something like Non-existent function? (http has to be enabled in your server's config file, did you do that? Also even then, its tricky to use. The pastebin command is much better, just use that.) Basically, you don't seem to have any idea what you're doing in lua. Not insulting you, just stating the obvious. Thus, I suggest you look up some starter tutorials for computercraft, which should be available online. Or visit the computercraft wiki, and search for the functions you wish to use. The pages on the wiki should tell you the correct syntax (for example, using double quotes " on both sides, etc.), and will give examples. -
Like I said, I haven't actually played 1.3 yet, or looked at the options available, but that SHOULD be possible to do. If Mojang didn't include it themselves, then I'm sure there is or will soon be a simple GUI mod that adds those buttons and functionality in for you.
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In order of what you listed: Logistics pipes - These do not exist in tekkit. Forestry - This does not exist in tekkit. Fusion generators - Buildcraft is terrible for reactors. Since you can only move a single item at a time, you have to use up an unnecessarily large number of slots in the reactor for coolant. Really advanced, high energy reactors are much safer with whole stacks of ice being delivered at once. Templates - These are kinda nifty as a concept, but in practice, I've never seen even one person actually use them. I'm guessing the reason is that anything which is actually complex to build that you would WANT to use a template for, like airships, doesn't work with templates, because it can't handle miniblocks or wires on the sides of things, or stuff that has to be built in a certain order (like frame, then cover, then block), or orienting frame motors correctly, or liquids, etc. Templates are great for dirt houses... but so are my own two hands, you know? Quarries - No, blech. These cover the exact same 9x9 area that IC2 miners do, and unlike IC2 miners, they are much more difficult to pick up and move, AND they rape the landscape with a huge gaping hole, instead of surgically picking out the ores. Mining wells are even WORSE - why in the good God's name do they leave hundreds of horrible little mining pipes that they don't pick up after themselves? AND they only cover 1/81th the area of an IC2 miner. It might as well be called the "I don't care if my world looks like an evil clowns on stilts convention, as long as I can get my ores super inefficiently" machine.
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No. But the only reason they can't is there's probably like 2 lines of code that say "don't let other dudes outside of LAN connect if we are in quote unquote 'single player'" AND, there should be an option built into minecraft that allows you to simply host your "singleplayer" worlds as a server with the click of a button in-game. I haven't had a chance to look at the new client yet, but if they didn't include that option, they're being really dumb.
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Yes I already agreed that BC is more intuitive in its liquid handling (though not agreeing on the visual appeal, blech. RP's pumps are so much more obviously beautiful, with pressure rivets and actual pipe look, and subtle rust and slime on the grates, and a pump that is probably the coolest looking machine in the game and makes me want to set up pumps just to look at it) However, aside from your geo farm, what other use is there for intuitive liquid handling that is relevant if you aren't using buildcraft? -No need for cooling engines with water -No need for pumping oil -No need for pumping fuel -Really no need for lava aside from geos -No need for water for nuclear cooling, since IC2 pumps can go directly into a compressor ...*crickets*...
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If your turtle has 9 inventory slots, you have CC 1.3 which is the default for the current version of tekkit. In fact, if YOU didnt install CC 1.4 on your oen client in order to log on, then it is 1.3 However, you can still make self replicating turtles in CC 1.3 They would just have to use auto crafting or project tables or something, and it would be a lot more complicated.
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You are the best!
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Transposer & Automatic Crafting Table MK2 Issue
gavjenks replied to pattymq's topic in Tekkit Classic Discussion
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Please submit an actual screenshot instead of a cartoon where we have no idea what's going on... That picture does not tell us what sides things are connected to, the orientation of anything, the pipe length of anything, whether machiens are next to each other directly or not, or anything else important for solving this.
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Transposer & Automatic Crafting Table MK2 Issue
gavjenks replied to pattymq's topic in Tekkit Classic Discussion
Ingredients go in the top, I think. Crafted items go out the SIDE. In general in redpower, different sides of the block correspond to different parts of the inventory. if you try to input and output on the same side of any complex inventory, it is bound to not work. If this doesn't solve the issue, submit a screenshot, or we are unlikely to be able to help you further. -
I don't think any currency system will work correctly with EE, period. EE creates EXPONENTIAL increase of wealth. Therefore, any price you set for an area of land will very rapidly become undervalued right before your eyes, in the span of a few hours or so, for the people who are building their EMC farms. I'm serious: somebody who constantly builds more and more EMC farms can end up with literally MILLIONS of times more EMC than another guy who started at the same level but stopped expanding, in less than a week. No matter what your currency is, that guy will be able to just buy the entire city even when other people can't afford a single plot. You either need to disable EE, or come up with a different system of distributing land, cause a free market won't work with that mod installed.
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The thing about liquids though is that most of the liquids are used FOR buildcraft itself... so it's really not terribly great to have a better liquid handling system when the other mods don't even need to handle liquids like yours does in the first place. The only things I can think of for why you might want liquid handling outside of BC is for nuclear reactors to compress snow and for lava from the nether to power geothermals. The nuclear reactor thing doesnt count though, cause IC2 pumps go directly into compressors. So literally lava farms in the nether is the ONLY reason I can think why anybody would care about better liquid handling?
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What he means is that with Minecraft 1.3, single player is nothing more than a locally hosted server. There is no such thing as single player anymore as something distinct from multiplayer in the new MInecraft. Thus, there is no longer any reason to have two separate modpacks (technic and tekkit) for compatibility with two game modes, because there is only one gamemode: servers. Thus, it is likely that some combination of tekkit and technic will replace both and end up being the only option needed or available.