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gavjenks

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Everything posted by gavjenks

  1. No, probably nobody is going to respond. 1) We don't have any idea who you are, so we won't just do it because you're our friend. 2) If we are really good with tekkit plugins and setup we probably have our own server already. And since you don't explain what is interesting or special about your server at all, it's not very attractive. Thus, we won't do it just for fun, either. 3) You don't mention any sort of pay or compensation for this job, so we won't do it for profit. Which leaves people with... zero reason to do this for you. You either need to explain why your server would be so so much more fun than everybody elses, OR offer people money.
  2. I think you can set the server to "offline" mode, and people can connect anyway. I'm not sure if there are any negatives to that on a whitelist server (on a free server you would have to worry about people copying their files to various folders and relogging on as new made up players and weird stuff like that, I think)
  3. pics or it didn't happen
  4. well yeah, world edit would probably fail at a lot of things in rolling back. But the main thing is mostly just getting your chests back and architectural stuff and your expensive machines I should think. Pipes are easy to reroute and wireless things are easy to type new frequencies into, etc. Probably also a good idea to carry any programs that were difficult to code as a copy on a disk with you at all times, or in a personal safe somewhere. I mean to some extent if somebody blows up your base with a nuke or something, you probably dont even really WANT to rebuild there anyway. You just want the stuff back so you can go hide it somewhere else.
  5. http://wiki.sk89q.com/wiki/WorldEdit/Snapshots Basically, you just find your auto backups, and move them into the new directory that it says in that link. Backups/World/World1 or whatever. I'm sure you could make the auto backup program simply save in that directory to begin with. Then in game, an op can take a wooden axe, and left click one corner of a rectangular cuboid, right click the opposite diagonal corner, and type //restore (name of the file for the backup desired) and it will change all the blocks between those two corners only to whatever they were as of that backup.
  6. Your client is unable to render certain things moving on airships. One thing that I know will cause a crash is having any pneumatic tubes, jacketer wires, alloy wires, etc. connected to a turtle on your airship. Anything that changes its graphic to "branch" over to another block, seems to cause your client to crash when it connects to a turtle. I assume there are other things as well that can also cause rendering failures. So first, go and look for any turtles with wires or tubes attached. Then, if none of those, begin by systematically removing all the different types of blocks on your airship. Start with things that are NOT part of the redpower mod, since those are most likely to be something eloraam didn't support. Take off all of one kind of block or one kind of connection between blocks, and test, then replace and try the next thing, etc.
  7. superg, enabling http means you can download any text from pastebin.com, and load it as a computer script in game. That may or may not be something we want, but if it is, it's something we would want to decide upon in GENERAL, for ALL computers/programs. And personally, as much as I like the pastebin option, I would advise we not enable that, considering the recent spate of griefing we have had on the server. Being able to just download fully functional viruses would NOT help that... The only other option is downloading individual programs, which you seem to be asking for, but doing so: A) seems like a silly amount of work for andrew, especially for frivolous things like facebook clones, and seems a bit imbalanced. If you can get programs you want, why can't other people, to make their lives easier?
  8. I have no idea who did it. Was gone for hours prior to that, running around the world doing other stuff. I don't think antigrief would help much either, unless it were super intensely done (probably not worth it compared to other solutions). There are too many ways to get around it in tekkit, unless you lock down the whole server something awful. However, I do think it would be reasonable to add WorldEdit to the server, or something like that, for ROLLBACKS, if nothing else. For example, it allows you to just copy/paste an old backup of the world into a backup directory for worldedit, and then in-game you can select a region with the axe and roll back ONLY that region. (you ARE making backups aren't you? if not, get an auto backing up program too.). I think that would be sufficient, since nobody would lose anything except what was built since the last auto backup, and everybody visits their bases often enough to notice things. And since it would require a WE action to rollback, an op could decide what counts as truly major destructive griefing (like nuking a base) and what is acceptable pranking-level stuff. Also possibly worldguard or something, but I suggest that for logging purposes only, not as an attempt to actually protect things. To allow the person to be banned and thus prevent repeated needs for rolling back over and over.
  9. Goto statements are pure evil, and are not available in lua (or java), as far as I know. Nor should you seek them out, as they are never necessary and they make code vastly more difficult to understand (by somebody else or by yourself revisiting it later). In your case, it sounds like a very simple IF statement would be just fine. myVariable = (some input, 1-5) if myVariable == 1 do [blah] else if myVariable == 2 do [blah] ... etc. As for how much programming... If I recall, lua is not compatible with any sort of RAM cap. I think you can theoretically store as much disk space data as the host server running tekkit has available, and you can use as much RAM as the host server is allocating to tekkit, from any CC device.
  10. Yes. I'm not sure if this is turned on by default as a feature, but there is a way you can rollback areas with WE, if you have a copy of the world folders. I don't remember what it's called but if you look around on WE website you should find it. Basically you select an area with your axe and it will copy stuff from the old world file to that area only.
  11. Um, just hit "E" in game? NEI shows every single block and item you can make, and I believe even some you can't make.
  12. He's talking about the triangulator item, which is neither of those things. You set it to a frequency, and it points there like a compass. This is necessary for finding a frequency's location in almost every situation. A map alone is useless, because if the transmission is more than a few hundred blocks or so from you, then they won't even show up on the map, and you have no idea where to go looking to make a new map. A triangulator will point the way even if the transmission is 8000 blocks away or something. Also, other nitpicky details: 1) Sniffers do many other things. In addition to showing you private frequencies (which you should definitely turn off if you're a survival server by the way), they show you which frequencies are currently being broadcasted on, which frequencies were recently broadcasted on (within a couple seconds), and private sniffers allow you to check out your own private frequencies, if that feature is enabled. 2) Both maps and triangulators do not just show trackers. They show the direction or local location (respectively) of trackers, block transmitters, and handheld remotes. tl;dr: There is no replacement for the functionality of triangulators, and this is a major bug that we really do need a fix for.
  13. Or IC2? There are no less than 3 types of pumps in tekkit =P
  14. I'm currently making a moving frame airship factory/towing rig which has been a lot of fun. it is a giant "+" shaped (60x60) set of frames in the sky. Every 60 blocks in the air is a little station with 2 frame motors one in each direction, 2 receivers, a battery, a tether, and a few solar panels. when you pulse signals at the right frequency, every station goes one direction, and the big + shaped rig will move at maximum speed (1 block per 0.8 seconds) along the sky highway, always in contact with at least one station. Other lines of stations branch off in the other axis, like a road system. The rig itself is small, less than 200 blocks (just the two 1x60 lines of frames, some anchor carts, a computer, workbench, etc.) and doesn't include any solar panels or frame motors or anything itself. Thus, it is able to tow 800 blocks worth of other stuff along with it, in a modular sort of system. This could include other airships (which generally move much more slowly and have less battery power or solar power), towing them quickly to where they are needed. There's also a module with equipment for manufacturing airships: a platform with collectors, condensers for various airship materials, tubing and alloy furnaces, auto crafting for some of the most common things like frame motors and frames, etc. This can be unhooked and left at home base, or towed to a new location for on-site airship building or repair. You could also imagine habitation platforms, gunnery modules, etc. The rig being so small and simple and cheap also allows me to make additional rigs if needed. So one rig can be towing an airship to the battle arena or whatever, while another one is towing the factory to go repair or retrieve another airship somewhere else. I plan in the future to also have a very compact, minimum-number-of-blocks (but slower) tugboat that can still go in 6 directions, and can be packed into a turtle. One or several of these can be packed up and towed along with the rig for most of the distance along the sky highway, and then the little micro tugboats can move things into their final, precise positions (like habitation modules which may not have their own motor drives)
  15. No i've never coded it before. It wouldnt be that terribly difficult though. I was thinking just one turtle. multiple would probably be very difficult. The code would be: 1) Some methods the turtle uses to figure out which way to turn and move to arrive at specific grid locations (keeping track of its movements to know its current location) 2) An array of the ingredients in memory for any given recipe you care about. Something like [1 1 4 4 0 0 1 1 1] would be a recipe with smooth stone, cobble, and some empty slots, in that order. 3) An array of the locations in the grid of raw materials in memory. 4) An array of locations in the grid of auto crafting tables for given things memory. 5) Just a simple little script that adds up the number of each ingredient in the recipe, then goes to that grid location, gets that many, goes to the crafting table, deposits, then the same for other raws. 6) If one wanted to get fancy and have multiple step recipes, then you would need a special chest or five for intermediate products. So like, the turtle would store copper wires in one of the available chests, and temporarily remember it is for copper wires and how many there are. then go make some batteries, then come back and grab the wires from the temp. box when it is making a batbox, for instance. Treating the temp boxes as just like anything else in the grid, but for intermediate crafting ingredients. Then when the whole recipe is done, the chests are freed up / the turtle "forgets" what they were used for, and they are available for new intermediates later.
  16. Why? A single Mk1 collector is enough to totally imbalance the game and make mining virtually useless. I don't think it's going to matter one way or the other if you allow more. (Also, I don't think you can)
  17. People don't need to mine a block in 0.01 seconds instead of 0.012 seconds. Gimme a break. However, if you absolutely insist, then I believe it is possible to configure EE so it uses a "fakeplayer", i.e. a pretend player that the server thinks is changing all the blocks. Then you can include that player in your permissions plugin, so that tools' abilities will not work in spawn, etc.
  18. the EE config allows you to easily disable condensers etc. (all those cow milkers or any other method), but allows you to still keep the gem of eternal density ONLY, or whatever else you feel like.
  19. 1) Retrievulators definitely work in 3.1.2. I use them all the time. Are you giving them blueletric power? That might have been an added requirement in this version, don't remember. 2) Why do you even need retrievulators at all? I don't get that. They generally make things way more difficult. Simply have a chest that you just dump random stuff into. Then use a sorting system to put it all in respective chests. Then you can use simple transposers to dole out the necessary number of items for any given recipe, to wherever you need them to autocraft something. Copper wires? Transposers from copper and rubber chests go to a crafting table Mk II or a chest + normal auto crafting table, then you get the results out the other end. if you want to autocraft a whole shitload of random stuff at once in one facility, then I suggest either A) using BC teleport tubes, or using turtles instead of tubes. Have every chest of (sorted) raw materials have a transposer in front of it, that a turtle can go up to and pulse redstone into to deliver one of that into its inventory (it can pulse at the max speed of a transposer which is about 3 items per second, OR you can have a filter next to the transposer in each double chest that offers a multiple-item-at-a-time option too). Then it flies over and dumps that stuff into a crafting table Mk II for your copper wires or whatever (using another transposer and turtle.dropDown()). Then it gets the next bunch of ingredients. If your raws are all on one wall, and your crafting recipe tables are all on another wall a couple blocks away, the turtle could craft a large number of almost anything in under a minute or so. AND as an added bonus, when tekkit finally updates to CC 1.4, you can use the same system you already set up, and use a crafty turtle instead, and it can craft the stuff right on the spot! So it is very forward compatible, which brings me to: 3) If you're gonna install a non-vanilla-tekkit mod for your project, I would suggest installing CC 1.4, not logistic pipes. CC 1.4 is definitely stable (I've done it before) with the current tekkit build, once you switch the IDs around, and it is much cleaner and more compact and useful than logistic pipes are. No number of logistic pipes can ever match the infinite logical possibilities of a turtle, and when you add in the ability of your same sorting block (turtle) to craft on the spot as well, it's game over for the entire concept of logistic pipes IMO.
  20. Unlike the above poster, I suggest you DO use the magic number. Write a little subscript that reads in the wire you want to change as input, and then reads the current state of every other wire, adds up all their numbers (or not, if they're off), and then adds in (or not) the wire you care about, then sets the output to the final result. At the end of the day youll have a function that changes a specified wire and keeps everything else doing what it was already doing (on or off). This would be much easier to write with the raw numbers since you can just do loops and stuff like 2^(loop index) etc.
  21. I don't think you should even bother, because banning UU is unlikely anyway to stimulate any sort of real economy anyway. There might be a few more barters here and there, but a true economy of any sort would require massive modifications to minecrafts core gameplay. However, if you want to try anyway, one idea: 1) back up your world and your server tekkit folder 2) go into IC config, and change the ID value of UU matter to something else that is available. 3) load up your world and join it 4) IIRC, if forge or bukkit or something finds blocks or items in the world that it does not have legitimate ID values for, it will simply delete all of them. When I updated from CC 1.3 to 1.4, this happened to me a lot. It didn't corrupt the world, it just removed everything CC. This might wipe all existing UU stockpiles. 5) If so, then shut it down, change the UU ID value back to what it was, and make your server public again?
  22. I had this same problem a few minutes ago. I isolated precisely what was causing the problem. I had wireless turtles on board to control various things, including the placement of frame motors from the turtles. What turned out to be the problem was the RP was incapable of rendering the graphic of the tubes extending to the inventory of the turtle. I tested it with just a simple motor on the ground and 3 frames. A tube alone is fine. A turtle alone is fine. A turtle running a program is fine. A turtle plus a tube not connected is fine. but a tube connected to a turtle, even if the turtle had nothing in its inventory and wasnt doing anything, crashed my client every time I tried to move it. It seems pretty obvious, then, that it's a problem with the fact that the tube changes its image when it connects to the turtle inventory, but RP doesn't recognize turtles as inventories or something, so it gets confused and doesnt know what to render and crashes the client. But since the server doesn't care how the tube is rendered anyway and only pay attention to which block is where, the machine still actually WORKS anyway. UPDATE: it also crashes with turtles attached to jacketed wires. So maybe it's not an inventory issue. maybe its just that turtles are weird blocks. Maybe it has a problem with things like tubes and wires that change their graphics extending to any TILE ENTITIES? UPDATE 2: Nope, I actually attached an extended piston hooked to a redstone torch with a jacketed wire to some frames and moved all of it just fine ... Seems specific to the turtles in particular for me.
  23. I don't care what any of your links may or may not say. Like I said, I just tested it, and it uses 3 Eu/t after being spun up, no matter if its being used or not. Anything that says otherwise is incorrect. You didn't read my post carefully enough. Look again: Critical word emphasized. Advanced machines (except induction furnace) require 3 Eu/tick both to spin up and to operate without overclockers. In order to spin up to a higher rate than the default with overclockers, they will TEMPORARILY require more than 3 Eu/tick, but once spun up, will require only 3 to operate, even with 20 overclockers.
  24. A turtle should be able to place blocks at 256. If computercraft has fakeplayer turned on, then maybe not. The sky limit IS 256. Players just have a strange arbitrary limit of 255 for some reason, even though any plugin or mod can easily change block 256.
  25. yes use redpower for everything. it is better than BC in every conceivable way (when combined with ender chests)
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