
gavjenks
Members-
Posts
722 -
Joined
-
Last visited
Everything posted by gavjenks
-
I have all the crops set up correctly, as it says on the tekkit wiki, in the square patterns. I didn't place the empty crops for the cross breeds until their neighbors were completely grown. Each farm has 3 soil under it, plenty of light (exposed to sun), fresh air, and it is in the ideal swamp biome And I have cropmatrons running with (some) fertilizer though that usually runs out, pletny of hydration and plenty of weed-ex. No weeds in sight, so i know its working. I have 32 empty crops that should be able to accept crossbreeds, but after 2 hours, not one has gotten anything in it? Is that normal? Because that's stupidly slow, if so. Especially when the cropmatrons are unable to accept their 3 ingredients to specific slots with redpower, so I have to check in inhumanly often to refill...
-
Sorry for the fact that all the douchebags on the forum apparently decided to answer specifically this thread, DX. The answer to your perfectly reasonable question is no. A quick look at the netherores config shows me that you can change the explosion chance and power and some other things, but not the ratio.
-
Yes, in the fantasy world scenario of requiring 51,200 wooden planks at the last minute, and somehow not having prepared for it at all, they would trade with the guy with the automated wood farm (if he exists, which on most servers he seems not to). Things like this might happen once a week or so, in my experience. That is not "an economy." An economy is everybody trading almost for everything that they need, or at least a large bundle of things that they need, on a regular and recurring basis. Tekkit definitely does a better job of this than vanilla, but still not a good job. For instance, the crops you get from cross breeding take a really long time to develop, and their fruits (hops, etc) might be something worth trading for. That's a good product done right in a way to stimulate the economy. But these examples are few and far between, because most other end game items, like HV solar panels, still don't require any special machinery to make (maybe a rotary macerator, thats about it), and use only basic materials equally easily gathered by anybody.
-
Do quarries work arbitrarily fast if you supply more and more EU/tick to them via links?
-
Yes, it is possible. You should probably be able to just throw it into the mods folder clientside, and sevrerside as-is. I believe we (VoxelBox) use modloader for everything, which I think already comes with tekkit. If not, then your clients will probably have to get modloader as well as the clientside mod, in order for it to work. Awful lot of work when you could simply use herochat or something serverside only...
-
Fun obnoxious, end-game goal for people on SMP servers: 1) Make a bunch of turtles 2) Make a bunch of world anchors or teleport tethers 3) Make a bunch of terraformers, wires, and HV or MV solar panels 4) Load up turtles with the above equipment, and program them to disperse throughout the known world in a systematic grid (You can have a central computer that keeps track of grid positions, and whenever a new turtle comes next to it or returns from the field, it reads their ID and assigns them the correct new position). Turtles can keep themselves in loaded chunks by placing world anchors, then going back and digging up the world anchor behind them, in a hop scotch pattern, without much lag (just keeping their immediate area loaded). 5) Turtles, upon reaching their assigned grid location, place down a solar panel, wire, and terraformer, and possibly a deployer, etc. (whatever is needed to put the programmed card in to make it start terraforming). Then they sit there and wait / check the server time until the terraformer should be done with its work. Then they scoop it back up, remove world anchors (to avoid permanent lag), and return to base, to check in for a new grid location with the central computer and to pick up a new terraformer or solar panel (if their broke - item detectors can check this). 6) All terraformers are set to desertification. Over time, the system will automatically (unattended), slowly terraform the entire known world into desert in a spiraling outward pattern. Resources can be trivially supplied by EE if that is available. Otherwise youll need an impressive rig set up to make all the stuff. You could conserve a lot of resources though by manually or automatically using electric wrenches to dig up your terraformers to make sure they don't break. But at the cost of much more complicated computerization. If you did that, though, then you could desertify indefinitely with a fixed number of machines (just one initial startup cost). Extra bonus points: EBP 1) Tell people about how they can turn saplings into compressed biofuel, a few days before you do this, and hand out free fuel jetpacks. Maybe even start up a wind mill project for the server, so they have a reason to need fuel jetpacks (to go up high enough). This will help deplete people's supply of saplings. Meanwhile, make extensive private tree farms underground. EBP 2) set up trade-o-mats near spawn trading diamonds for some number of logs/saplings/wood/etc. at a bargin price EBP 3) etc. etc. On second thought, Mycellium terraforming would probably be funnier.
-
Well if you haven't played with EE disabled yet, definitely do that... Makes the game stay interesting for at least 10x as long. Otherwise... frames are awesome. It is hard for me to NOT continue to think of hilarious things I could do with frames. Especially frames connected to computercraft consoles and ender chests. E.g. strip the entire world of resources (not just in a line. Have it scan whole areas like a typewriter, down to bedrock). Suck up all the oceans and dig all the blocks, and teleport it all back to a central warehouse, turning cobble/dirt into scrap as you go for UU generators, and storing chests full of diamonds and gold. You could even program a turtle to sort all your incoming resources from the ender chests to other chests/factories as they come in. Or give a turtle some fire and a couple world anchors (I think you can make raw fire blocks with UU), and have it roam around burning forests throughout the world and keeping itself loaded. Then follow up with MV or HV solar panels and terraformers (could also be automatically deployed in a systematic grid) and turn the whole world into desert. In fact, Imma make a thread about that right now, cause I want somebody to actually do it.
-
My point is that if there is wood EVERYWHERE (which there is), and if it takes literally 10 seconds to punch a tree (which it doeS), then nobody in their right mind would ever ever make the decision to go out and trade with somebody, which requires coordination, a journey, and risk of being robbed, when they could gather their own wood in half the time it takes to set up the trade (and to replace whatever they traded for the wood). Occasionally, there might be a few trades here and there when two players have opposite luck for rare items. E.g., gold for diamonds. But that's not an economy by any stretch of the imagination. Anything with faucets is also never going to create a healthy economy. Never. No human in the world is fast or accurate enough to manually set up prices like a real economy can to balance itself. Mayyyybe if you had a fancy system where the faucet's flow rate is automatically (in code) tied to player's rates they are buying and selling those items at (or things that use them), but that would be even harder to do than what I'm suggesting, for the same result, so why? Are my specific suggested solutions the only/best ones? Surely not. But the problem is real and serious. There NEEDS to be some way to prevent everyone from being able to get into every industry almost instantly, if you want a real, functional economy without 80,000 lines of code. If you can think of a better way of doing that than what I pointed out, then great. But slapping some broken, trivially exploitable NPC merchants on the street ain't it. The complete and utter failure of every single major minecraft server's economy is a blazing testament to that fact.
-
How to hack any (chickenbones) wireless redstone system
gavjenks replied to gavjenks's topic in Tekkit Classic Discussion
Yes, serious survival should probably have pvp on. Unless you're a small group of friends working cooperatively to build one base, in which case this device is pointless anyway. Thus, servers that "do not condone pvp / 'griefing'" are probably not even trying to be serious pvp servers, and I wasn't talking about them. Not sure what you're getting at. I'm just saying that if you have a pvp server and you are trying to make it realistic and actually competitive, three of the very first things you should do are: 1) Get rid of EE. 2) Disable quantum armor. 3) Make frequencies 1-5000 public. -
How to hack any (chickenbones) wireless redstone system
gavjenks replied to gavjenks's topic in Tekkit Classic Discussion
No. All frequencies are open. By default, ones from 1001-5000 are able to be registered to players with a private sniffer item, though, at which point they are locked to others. However, you can (and should, if you call yourself a real survival server) configure it so that all 5000 are "public" which means nobody can claim them for private use. RedPower computers (the expensive ones that you program in forth) can change the frequencies, using the IOX! command -
How to hack any (chickenbones) wireless redstone system
gavjenks replied to gavjenks's topic in Tekkit Classic Discussion
Oh no, i'm not building 5000 transmitters. The plan was to build 16, and it changes them to the next block of 16 every tick. The idea is that only 16 are on at once, and the other 4984 are off. however, it scans through so quickly, that a full sweep is done pretty quickly, and anybody using their wireless remote regularly will get caught by the system after a few uses, statistically. -
The computercraft robotic factory would not do anything to hinder the economy, IF resource gathering were specialized. It just makes that last 1% of time crafting easier. You would need to trade for the raws to put into the machine... 1) I didn't say that at all 2) That is totally false, in current vanilla minecraft or vanilla tekkit (without the skill system or other barrier to entry into an industry). I stand to gain nothing from trading, versus my faction gathering everything itself.
-
How to hack any (chickenbones) wireless redstone system
gavjenks replied to gavjenks's topic in Tekkit Classic Discussion
Pfft, setting 16 numbers every tick is not "massive lag." On my normal server we run VoxelSniper and spam replacement spheres of radius 12 multiple times a second no problem (that's 7,238 block checks EACH, multiple times a second). Heck, sending a sentence in chat is probably about as much lag as this would generate in a second. -
How to hack any (chickenbones) wireless redstone system
gavjenks replied to gavjenks's topic in Tekkit Classic Discussion
No I don't want to imagine that, because: 1) That's incredibly lazy in a world where we can make our OWN encryption. There's absolutely nothing stopping you from setting up 6 frequencies and blasting them in complicated patterns from your computer craft computer that have to be decoded on the other end to actually do anything. 2) That still doesn't make any sense in terms of physical frequencies. You can encrypt your radio message at 5 kHz as much as you want, but guess what? If I'm blasting a super loud noise signal at 5 kHz, your receiving radio isn't gonna be able to decrypt jack. Encryption does not magically silence other transmitters at the same frequency... If you want privileged wireless communication, then we should ask Eloraam or the computer craft people to introduce laser radio signals. Which have to be set up to point along a certain vector, and then have a receiver that is immune to anything that isn't pointing directly at it. That would be super awesome. (Also, it would be open to new vulnerabilities, like people blocking your signal physically with a wall, and the fact that your receiver has to be visible to the outside world, and can thus be found by somebody looking hard enough, or shorter range, unless you want to let everybody know where you are with a huge obvious radio tower on a mountain) -
Not at all. HV solar factories are actually pretty useless, if you have the materials. I can make an hv solar array with like less than 100 clicks manually if I start with stacks of resources, and nobody ever really needs more than one or two, probably. By far the most difficult thing about hv solar arrays is gathering the huge amount of materials, not making the arrays (thats probably <1% of the time invested). And gathering is not specialized at all. (Unless you are talking about a server with EE enabled. In which case the concept of an economy is utterly laughable. I really hope we are all assuming there is no EE...) Oh ALSO, as soon as tekkit upgrades computer craft to 1.4, it will be pretty easy to make a factory in a 10x10x10 box that can make anything in the entire game (by just typing in the recipes into a console once), with crafty turtles and very minimal resources to build the actual factory. Thus making specialized factories even more pointless. Once somebody codes the programs and uploads them to paste bin, others will be able to make such factories in probably under 2 hours, starting from scratch.
-
You don't NEED to introduce a currency. People will do that on their own. What you DO need to do is to eliminate the various things in mine craft that fundamentally undercut the existence of an economy. And lack of currency isn't one of them. Most of all, the reason economies always fail on mine craft is because there is no need to specialize. It takes a whopping 30 seconds to get into the wood chopping business, or a minute and a half to get into iron mining. So if both you and I can chop wood and mine iron equally quickly and with equally little barrier to entry into the industries, why would we ever trade wood for iron? We wouldn't. There is no reason to. You can just get everything you need yourself just as quickly as you could have gotten the trade goods to trade for it. And by trading, you open yourself up to risk of getting stabbed or robbed, so it's even less attractive. To have an economy, you MUST either introduce some plugin that has a skill system of some sort (such that chopping wood is almost impossible if you're a miner), or introduce some long and complicated tech tree that you need to get through before you can do just about anything. Thus, if it takes you a week to get the stuff to work with diamonds, that's one week you weren't spending on getting the stuff you need to work with stone, so you would need to trade. Another thing you will need if you want actual regional economies like in real life, is localized resources. You need to get world edit or sniper or something and make it so that ALL the iron is in THIS spot ONLY. And all the redstone is over THERE, in different spot only. That will naturally give rise to towns that specialize in those materials and trade (this must be in conjunction with the barrier to entry / skills). If you don't fix these things (and probably others), then picking a currency won't make a hoot of difference, because nobody will ever use it. Server run stores are not an economy in any way. Unless the store is stocked by admins gathering actual materials in game fairly.
-
How to hack any (chickenbones) wireless redstone system
gavjenks replied to gavjenks's topic in Tekkit Classic Discussion
No. But servers with private frequencies are lame. Proper survival should have 1-5000 all public. It doesn't even make physical sense to have a frequency that only one person can broadcast on. They are sort of jammable. A hidden computer or bank of them can fairly easily spam all 254 computer IDs with junk constantly, sort of like an in-game ddos attack. Depending on what your computer does when it receives a message (how MUCH it does), you could be fairly vulnerable to losing control when you need it. -
How to hack any (chickenbones) wireless redstone system
gavjenks replied to gavjenks's topic in Tekkit Classic Discussion
This is not to get into a base. This is to get into every base on the map that uses wireless (keep in mind you can also fill your inventory with triangulators once you have a list of frequencies, and even if they only turn it on very briefly, you can get a pretty good idea of where they are, if you have a compass set to that freq already) Wrong. You're thinking in terms of one, unprotected computer only. Imagine the following setup: [outside] Computer --> modem |||||(forecefield)||||| __redstone______computer <-- modem [inside] The outside computer has a program that simply takes whatever you type and sends it to the other computer. It does NOT have the correct password stored ANYWHERE on it. The inside computer does have the correct password, and it compares to your text sent from the outside computer. Only if it is correct does it open the force field from inside. Accessing the list of outside programs won't help you here. -
Extremely unlikely. With LV output generators, he would need a glass cable 1280 blocks long to lose all his power...
-
Things that make you hate SMP
gavjenks replied to Ashzification's topic in Tekkit Classic Discussion
Yes, he was saying it sarcastically "'Don't exploit EE bugs or you will be banned'. Like right [as if that rule would ever work]..." <-- brackets added by me to make it clearer. Bottom line: unless you're playing with a close group of friends, don't expect anybody to ever follow any rules, unless they are extremely easy to enforce. Like... chat rules, for instance, are fine, because nobody can secretly break a chat rule. It's about chat, which is public and visible. But rules about things like exploiting glitches never ever work, because the whole idea of an exploit is that it is cheating, so telling people they are cheating when they cheat isn't going to accomplish anything. If they were exploiting something in the first place, then that means they already don't CARE about breaking rules. Like Sponge said, if you want to make sure somebody isn't going to do something sneaky, then make it impossible for them to do it, using any of the wonderful mods out there, like worldguard, towny, permissions, etc. -
How to hack any (chickenbones) wireless redstone system
gavjenks replied to gavjenks's topic in Tekkit Classic Discussion
What is a "legitimate" use of changing a transmitter or receiver's frequency by BUS? The only real use for that feature is breaking into people's system with automated sniffers or jammers, etc. like I'm describing, as far as I can think of, at least. Also, there are ways to counter this. For example, if somebody is jamming frequencies globally, make yourself one of those handheld triangulators, set it to one of the jammed frequencies, and go find their wireless computer facility, then destroy it... Unless of course they jam from 3 different frequencies, and your tirangulator points you to the middle of a field. But you could still probably figure it out if you're savvy. Or, if theyre keeping a log of sniffed frequencies, then make your OWN computerized every-frequency transmitter, so that they end up logging every frequency (useless to them). OR use computercraft for your wireless passwords instead of chickenbones wireless. OORRRR make your force field require a combination of 4 different frequencies at once, and carry some block transmitters around with you. Even if they log them, it might not occur to them to try combinations. All kinds of defenses. Just not any defenses for uncreative people... which is how it should be. -
How to auto startup a program on monitors?
gavjenks replied to Qtbear's topic in Tekkit Classic Discussion
Whatever program is saved as "startup" will run at startup. And if you want to run another program from inside a program, use >>shell.run("foobar") in the script. -
All generators except the normal generator will not read any power unless that power is being used by something. You have to hook it up to a device that needs power, or it will read zero, and in the case of, for example, the geothermal generator, not even consume fuel.
-
1) Set up a forth computer (redpower computers) 2) Hook it up to a ribbon cable that connects it to the backs of 16 receivers 3) Write a program in forth that increments a variable by 16 over and over, and sets each of your transmitters equal to that + an increment for each one, so that you're receiving across a block of 16, and it changes to the next block of 16 every tick. You can set transmitters by setting your bus code to that receiver's bus in forth, and then using IOX! to set its frequency to the current stack value. Bus IDs of receivers are shanged by shift+clicking with the screwdriver. 4) Hook each receiver to an insulated wire color, and then bundle them all, and feed into one side of a computercraft computer (just cause they're easier to use). 5) Also send a ribbon from the forth computer to an IO expander then to the other side of the computercraft computer. Send the current frequency block on this ribbon. 6) Set it on an infinite loop (with as little sleep as you can get away with without it shutting itself down) of receiver block changing. 7) Now you code the computercraft computer to listen for inputs from the receivers. When it receives one, it checks the frequency that was sent from the forth computer, and adds the receiver number to figure out which frequency it was that was picked up. It adds this number to a file to be read later. This will give you a list, even while youre offline, of every frequency that was used in the whole world. Then, when you find a force field or something you think is wirelessly controlled, just try your list of 12 frequencies or whatever, and one of them will probably work. Basically an offline sniffer. AND you can now easily do other obnoxious things if you want, like... whenever anybody activates a frequency, your computer picks it up, and then sets another transmitter to that same frequency and keeps it permanently on (until it needs to be reused for a more recent frequency). Make 16 transmitters, and the most recent 16 frequencies used by anybody will be jammed globally at all times. Thus basically making wireless useless for anybody. This gives you a huge advantage if you're good at computercraft, for interest, on a survival server. You could also place a turtle next to a force field (on top), have it constantly try to move down and transmit the success or failure of its movement. Broadcast sequentially on all frequencies. When the right frequency it being brodcasted, the field will open, and the turtle will reply "true" and you know that's the password for that force field. The turtle could also be programmed to move place a piece of stone and move up and place a hatch, automatically giving you a door into the field (then place TNT and self destruct elsewhere so nobody finds out where it was broadcasting to or what happened) Good fun!