gavjenks
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Everything posted by gavjenks
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Why would you care if the reactor turns on and off constantly?
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Need help with building a nuke proof base.
gavjenks replied to Kevin717's topic in Tekkit Classic Discussion
plain obsidian wont do much. It has a reduced explosion resistance in tekkit and falls fairly easily to nukes. You could make a base that withstands 1 or maybe 2 nukes but more than that would be ridiculous. The only two things I can think of: 1) Obsidian or reinforced stone might work IF you have a collector/condenser thing going that generates obsidian and fills it in with worker turtles to "heal" any damage from nukes. I can't think of any way to do this other than turtles, since 1 layer isn't enough, deployers only do 1 layer, and pistons don't work on obsidian. 2) Make your entire base be able to be built/broken down by a turtle, and pack it up whenever you leave. The turtle places everything in an ender chest or two (which can be broken and then replaced and have the inventory acessed immediately again). Then the turtle can then go down to the bottom of the map and tuck itself into a natural little wormhole of bedrock so it is protected on all signs from a direct line of sight to any nuke. Have it able to automatically reassemble your base when you ask it to. Store energy in lapotrons to not lose it when you break the machines. And remember, deployers with screwdrivers/wrenches can orient things. -
Yeah ^ Ender chests are not protected. Also, I'm pretty sure you can suck stuff out of a personal safe with a filter/transposer... A 3-thick, block cutter upgraded force field, however, in tube shape + ceiling, with no way to turn it off other than having your /home set inside, might be pretty safe...
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Wouldnt a pink wool volcano burn up?
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Does a deployer with a crowbar properly change the tension of a launcher rail? If so, you could have computerized aiming along one axis with the tnt carts. (Precalculated trajectory based on altitude for the cart hitting the ground at the desired location for a given tension)
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Maybe. I've never heard of any such thing as an IC fakeplayer, for instance. It is certainly not NECESSARY for a mod to use a fakeplayer to manipulate the world. IC could potentially just directly access the world file and place mining pipes and remove ores, etc., using basic bukkit block manipulation apis (since I believe tekkit uses bukkit ported versions of these things). Fakeplayers are simply a nice, convenient feature that some mods add to allow you to make fancier permissions, basically. I'm not aware of any action in game that would actually necessitate them for functional reasons beyond permissions convenience. Thus, it is an open question which mods do or do not use fakeplayers (I know redpower and Buildcraft do, I don't know one way or the other about the rest. I think CC does, yes). If anybody has a comprehensive list, please post it. Those which might NOT use fakeplayers will not necessarily be protected by WorldGuard. It's a fun fun feature of bukkit that it is actually not possible for one plugin to 100% of the time block the actions of another plugin. Even if you "cancel" an event, it still gets passed along to other plugins, and unless they are explicitly coded to check for canceled events, they will ignore your cancellation. VoxelSniper, for instance, routinely is able to allow people to snipe blocks even in Worldguarded areas. Things like industrialcraft or EE may very well allow the same thing. Thus, 1) I'm not sure this will help. Has it been tested/confirmed? 4) I'm not sure this will help, either. Nukes may or may not have been properly coded as some sort of sub-class of TNT, and they may or may not use the same events. Has this actually been tested/confirmed? 5) If 1 doesnt work, then this is still a problem. 6) Depends whether or not the Balkon's weapons mods properly listens for event cancellations or not, and if it uses TNT explosions, or some custom block changing algorithm. If it doesn't, then there is nothing WG can do to stop it. 7 & 8) Banning these items will work (maybe - there is still the issue of crafting with a philosopher's stone, crafting with auto crafting tables 1 or 2, with project tables, etc., and deploying them with deployers, which may allow you to get around these things if you didn't properly stop deployers from doing things as in #1). However, banning half of the interesting items in game, especially rings which are often used for PVP, is not a very good way to start off your PVP server...
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No, the point is that there are like 40 different ways to destroy things in tekkit that are NOT based on a player breaking blocks (like most protection plugins protect against), and that can be done from long range (thus it doesnt help to disable crafting in one small area) For example: 1) Firing mining lasers into spawn 2) Sending a remote mining turtle in 3) Sending in frame motors with block breakers 4) Setting off nukes just outside 5) If #1 doesn't work, then you can fire mining lasers from deployers 6) Cannons I'm pretty sure don't keep track of who fired them. 7) Any of the dozen or so rings and lenses and catalysts and crap from EE that destroy things 8) Terraformers 9) Etc. etc. Having pvp off means most people have no incentive to do these things near spawn or similar places. So accidents don't happen as much. The separate world, as mentioned in the above post, is probably the best way.
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Tekkit needs Balancing! SUGGESTIONS HERE
gavjenks replied to Xelight's topic in Tekkit Classic Discussion
Trying to balance EE is pretty silly. Right now a single Mk 1 collector would completely destroy game balance on my server, even if shared between multiple people. With your suggested nerf, it would still imbalance if one person had one (still = stacks of diamonds over days for doing nothing). Not worth even trying, honestly. I would never use it no matter how much it was nerfed. The IC stuff you mentioned is okay, I guess, though not terribly needed. The quantum armor in particular though, that you suggest won't work. Without EE (see above), a full set of quantum armor is already almost useless, because you can't fly. And unless you have the whole set, you aren't at all immortal anyway. So I already don't even build the full set, even when I can. If it were to be nerfed even FURTHER, it would be pretty much complete junk for its expensiveness. The only way this might work is if you made it as weak as you suggest, but also make a built-in jetpack in quantum chestplate. -
Apparently your definition of "rigorous" is different than mine. The VERY FIRST thing I tried just now to test it with other machines was to take an induction furnace and place a single solar panel next to it. Heated up to 100% just fine, in 500 seconds = 10,000 EU for full spinup + 1 EU/tick to operate after that. Doesn't in any way match the pattern of a rotary macerator.
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Okay, well thanks for the link, but... in actual testing, 80% of the numbers in your post are still wrong: 0.38 seconds The max is 20 at least (I'm no convinced it isn't possible to go higher with EV cable and 3 transformer upgrades) This depends on when you add the overclockers, amount of storage, how many overclockers you end up adding at a time, and many other things. For 15 overclockers, it ends up being significantly less than 2 million Eu/tick, pretty much regardless, though. The max pressure is 175,000 psi, not 15,000. This is correct. Either his spreadsheet is wrong, or you interpreted it wrong (one thing I noticed just by glancing at it was that it was a spreadsheet for the macerator, not the compressor...perhaps that has something to do with it). Its always safer to test in game than to briefly skim somebody else's incomplete information.
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Nuclear Reactor to Forcefield [Pics]
gavjenks replied to Tyl3r684's topic in Tekkit Classic Discussion
If you have spare diamonds, yes.If you dont, just use HV cable, save yourself multiple diamonds (for cables and HV transformers), and still transfer over 99% of your energy to the end target for cable distances less than about 20 long. -
Not sure where you're getting your numbers from, but I just tried it in-game, and my watch says 39-40 in 15 seconds which is one ice every 0.38 seconds, actually, at 175,000 PSI with 20 overclockers. Attempting to add more overclockers than that for me made it go negative and fail. But I was able to get up to 20 by adding one at a time. So that's 789 cooling per second per souped up singularity compressor, or 2.5 of them to run a 2000 EU/tick reactor. So by using 3 you have a nice cushion *shrug* I also tested the block breakers, and they can go as fast as 0.35 seconds. Which is fast enough to only need 3, not 4. So you could have a nice in-line operation going. 1 snow golem -> 3 block breakers -> bring them back around (by painting the tubes) so they are next to each other and feed right into 3 compressors -> 3 filters -> all go into the reactor. So you could fit everything in a 5x5 extension to one side of the reactors+chambers, up to the same height, I think (including cables to power the compressors - as long as you stay at 2000 EU/tick, they can take power straight from the reactor at extreme voltage with 3 transformer upgrades)
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How to make a detector system.
gavjenks replied to jigsawkiller90's topic in Tekkit Classic Discussion
well indirectly, yes. Have a deployer with a blunderbuss or a mining laser or whatever pointed above a pressure plate. They step on it, it kills them. Then a filter or transposer on the opposite wall or floor sucks up all their items into tubes. You technically never said the person had to SURVIVE the process. Therefore, yes, it is possible. I am not aware of any way of removing inventory from a living player though. That would be pretty silly. -
Nuclear Reactor to Forcefield [Pics]
gavjenks replied to Tyl3r684's topic in Tekkit Classic Discussion
Oh well in that case, I'm not sure what you mean by efficient. Space wise? No. You could move the projector and its upgrade down below, nestled between two of the chambers, and you could have the injector butted up directly against the chambers with no wires. Both of these would decrease the dimensions of your whole box. -
Oh well you didnt mention that before..... The only thing I can think of is somebody with op who is using vanishNoPacket, or similar. Or somebody with some fancy new tekkit-specific cheating program.
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I think snow golems will produce snow once per tick if they can, which would be plenty of snow for a full reactor from one. Block breakers seem to only be stable down to a timer set at 0.5 seconds in my experience. Maybe faster, but at 0.5 seconds, that is 2 ice per second = 600 cooling per second, so for 2000 EU/tick, youd need 4 block breakers surrounding the golem I guess. Singularity compressors can probably go faster than a block breaker, with overclockers, etc. Maybe 1-2 of them, I'm not sure, youd have to test it empirically. Then just one filter per compressor should be enough, since it can move full stacks every half second potentially.
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Using two hv solars to power your ice factory is really dumb, since you're giving up 1024 EU/t in order to gain 1000-2000 EU/tick... AND using up uranium at the same time. Basically throwing resources down the drain for no reason. Any amount of power you use to power compressors must be directly subtracted from the nominal output of the reactor before you give it its label. So if it ouputs 1000 EU/t, and you use 100 EU/tick for the compressors, you have yourself a 900 EU/tick reactor. It makes absolutely no difference where the power comes from, solar or otherwise, because at the end of the day, the MFSU you are feeding doesn't care whether it is getting nuclear or solar power, etc, and they are entirely swappable in equations. I can make a 2000 or so EU/t reactor ice cooled in about the same space as your smallest 850 one above. It's very simple: [snow golem, in a snowy biome] [<Block Breaker] [A couple singularity compressors, powered by reactor itself] [filter for each compressor with a stack of ice] --> [reactor] That is all. 7 blocks (golem is 2 high), not counting the reactor, and (if you have transformer upgrades on the compressors) just a wire or two, and one or two tubes. Slap on a thermal monitor, a piece of cobble, and a couple wires if you want it safer.
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Nuclear Reactor to Forcefield [Pics]
gavjenks replied to Tyl3r684's topic in Tekkit Classic Discussion
?? This just looks like a force field that happens to be next to a nuclear reactor. WHich won't protect anything, because if the reactor blows up, it will destroy the core and projector and thus remove the forcefield, then destroy everything outside. If you want to contain a reactor by force fields, you need to use multiple area projectors facing inward (so it cant blow up the projectors), or use the specialized, premade MFFS nuclear reactor core force field system. -
You can't. The solution is to not play on a server where nobody has access to the actual game files... Forget griefers; all KINDS of things can and will go horribly wrong and be impossible to fix if nobody has access to the actual server computer anymore. For instance, you have no real way to use backups, so if anything gets corrupted at all, you'll be screwed. You won't be able to update to new versions of tekkit. Etc. Just get out. Terrible place to play. If you REALLY like that map, then take down all your friends' email addresses, and go play somewhere else. Then when the owner comes back, ask for a copy of the map to host somewhere else that has actual leadership, and invite everyone back again.
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Constantly getting electrocuted by insulated copper wires
gavjenks replied to MayaYT's topic in Tekkit Classic Discussion
Your thread title says youre getting electrocuted by insulated wires, yet your screenshots show half a dozen uninsulated wires... Is this really that confusing? Uninsulated wires, which you DO have, shock you. They will shock you from about 4 blocks away. Insulate absolutely everything. The only time you should ever not insulate something is maybe if it is like 40 blocks underground and you'll never ever visit it again, or if you want to build an electric fence. -
Something doesn't add up here. How can you possibly have an MFSU and a charging bench and no machines? Why would you ever do that? There's not even anything listed to charge the MFSU... So you must be leaving some things out of your list of stuff inside. Massive power transfers (thousands of EU/tick) are very capable, in my experience, of creating permanent local lag if they persist for a long time, for example. Even if there a few machines (e.g., just a bunch of HV solars attached to a mass fab and thats it)
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If it is not in the config file for that mod, then probably not. Sunlight reaches infinitely far down. If you have a tall room, you pretty much have to go with sunlight for even lighting.
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Novas in particular are easier to disable than this. You can simply disable them in the EE config file directly, and it stops crafting and using.
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Why does this frame motor setup not work?
gavjenks replied to gavjenks's topic in Tekkit Classic Discussion
Bump? I've rechecked every tutorial I watched before, and still can't figure out what was wrong? Nobody knows frames enough to spot a problem here? It's definitely not the rest of the machine. I even tried cutting off everything else except the top part with the two pairs of motors, and it doesn't work. I tried also building it in SSP, JUST those 4 motors and a frame, and it still does this. So clearly I'm wrong about some fundamental feature of frame motors. Please help.