
gavjenks
Members-
Posts
722 -
Joined
-
Last visited
Everything posted by gavjenks
-
duplicators and incinerators are in tekkit right now. Just no crafting recipe.
-
[Help] Automated Water Cell Crafter
gavjenks replied to Zenatsu's topic in Tekkit Classic Discussion
You're making this like 40x more complex than it needs to be. All you need is a deployer next to an infinite (2x2) water source. Feed it empty cells (could be with a simple transposer), and then pull (with a filter) filled cells out a different side. Power all three with the same timer. The end. -
Edit: Didn't realize this was necroe'd by the guy above me. My post was irrelevant at this point.
-
^Lulz (emphasis added) Also, if you don't need admin or creative for anything other than flying, then you should have no problem editing your OP right now to say "I will require some method of flying around for the reviews. For example, a swiftwolfe's ring or a jetpack." And not mention admin or OP or creative at all. That would make the whole thing seem VASTLY less like a scam. And then somebody MIGHT actually take you seriously. Unlikely though, at this point.
-
Yeah, I think some just flat out disappear. However, a breeder can still make about 4 replenished cells for every 1 fresh one spent, so even if you lose half in the main reactor, it's still 2:1, and sustainable (plus the breeder still makes some electricity itself, so a little better than 2:1) That would work, but it's kinda lame. Anybody who makes an automated production and slave breeder reactor system pretty clearly IMO deserves to have a renewable energy source. I don't know if it is possible to change recipes easily, but if so, it would be better to do something like "3 depleted cells + 3 coal dust = 2 replenished cells" so that it is still sustainable, but much harder to actually CREATE uranium out of nothing. Sustainable nuclear reactors are pretty realistic (real life breeders can get about 100 times more life out of the same fissile material!), but making uranium out of nothing is not realistic. Thus making it more of a fine tuning of recipes issue more so than a "hey let's just cut out one of the most advanced, complex, and satisfying parts of the energy game entirely" solution.
-
AFAIK, nuclear power IS renewable, not finite. With breeder reactors, you can breed more spent uranium than it takes to breed it, allowing you to run the reactors indefinitely, without any mining.
-
In addition to the obviously suspicious request for admin when you have no reason to need it... ALSO, why would we desire having our servers reviewed by a random stranger who has provided no evidence of bring a popular reviewer or having any number of youtube viewers, etc.? Yes you set up a blog, but it has no posts, no followers that I can see, no association with any youtube or twitter with followers, or anything of the sort. What are your credentials?
-
Need help with building a nuke proof base.
gavjenks replied to Kevin717's topic in Tekkit Classic Discussion
Oh well then can't you still just TNT cannon a nuke so that it sails right through the oil before exploding...? Or if you have a wall behind the oil, it would be flush with the inner wall before exploding, and still destroy it. Then the second nuke would sail through into your base. (nukes arent nullified by marely themselves being in liquid, like TNT) -
First of all, all the advantages of a retriever system are based on the concept that your ENTIRE storage facility and your ENTIRE manufacturing facility all share exactly one tube between them. So "having multiple chests throughout the machine" defeats the whole purpose of the much superior retrieval-based system. Two or even three chests for one raw good all within the storage facility? Sure. But they all need to go in the end through that one single tube for it to not become a bowl of tube spaghetti. With this in mind, the "two columns in a sorting machine" idea will not work. Items do not maintain their color tags after being put in a chest, so no matter how many chests you have in your storage facility, the retrievers in the manufacturing plants will ALL pull from the same one - the one that is closest and has wood in it, period. If there is a tie for closest, they will randomly choose. Neither of these outcomes solves the problem of reliably requesting at site A as many times as you want and having wood always go to A, and then being able to request from B. It WOULD work to have two columns, and sequentially send wood to the gear factory and then to the piston factory, in required proportions. But that also defeats the purpose of a retrieval-based system. Because this way, your storage facility will ONLY work for making gears and pistons in one specific ratio. it will break if you suddenly want 5 gears: 1 piston instead of 3 gears : 2 pistons. To do that, you'd have to go dig into the guts of your storag facility and switch all the columns around. No no no. A proper system should be able to serve any arbitrary number of requests to A, and then to B, and back and forth with any ratios at any time, without ever having to touch the storage facility. The CC computer design is set up to do exactly that. If the module A factory requests wood, then the computer at the storage facility will pull wood along a dedicated line (2 blocks long or whatever) into a retriever that only tags things green. Then the green wood will flow into the single tube to the factories, and be sorted later to module A. You can do this any arbitrary number of times, and then suddenly switch to B - the storage computer will then send wood through a different tiny route to a retriever that only tags things blue. This will then flow into that same, single line to the factories, and be properly sorted to module B upon arrival. This way,m you can set up any ratio of goods you want to build, with any timings, and then switch to something else later, and back and forth, whatever you want, without ever touching your storage facility's tubing ever again.
-
You have no idea if that's what he meant. Technic is the default button, so if he didn't know or remember to click over to tekkit instead, it could very well explain the problem. You can't just assume that when people are writing "XYZ doesn't work" and then also type something that is wrong, that they "meant" to write the correct thing. It could very well be that the mistake is WHY XYZ isnt working.
-
The crop matron works just fine. You can even get around the item slot bug by simply building 3 crop matrons, one for each kind of chemical (though I recommend not using weed-ex at all, makes it harder to get good stats) There is, however, no way of autoharvesting IC2 crops. They would almost definitely be overpowered if there was a way to do this. And unlike EE, which takes every opportunity to unbalance itself possible, IC2 actually tries to stay somewhat reasonable, so they disabled auto harvesting on purpose (otherwise you could get infinite renewable iron while offline, etc.)
-
Oh also another major vulnerability: You are currently building this thing right in front of everybody on your server. That is really bad. If we know that you're building it, then we have an incentive to build back doors into your system. For example, somebody might hide a teleporter in your walls, to use later, when you're done. Or somebody might turn off your field, then go dig to where it would intersect underground, and place a couple of miniblocks there. Cutter upgrades don't break miniblocks, and the tiniest ones won't be spotted easily by any visual inspection. So even if you finish your field later, and apply cutters, there will be a 2x1 doorway of no forcefield still there underground in the middle of your wall, that the person can just walk right through whenever they want. Once they build it, they turn the field back on again, so you don't even know about it. To prevent this, you need to begin and complete a force field project before anybody knows about it. Or do an extremely thorough visual inspection of every single block of it, and rip your base apart to find any bugs.
-
Oh, that's you? That's another HUGE vulnerability. The location of your pump station is blatantly obvious (its in the middle of the massive diamond of missing lava in the lake). Took me 5 seconds to find when I went there, and if anybody simply breaks a few pipes or whatever, it will no longer deliver lava. Then they simply wait, and your force fields stop working (you'd probably burn through all your MFSUs in a few hours) You can't use any external power source if you expect to be secure. Plus ender pearls. I have no known way to protect against these, other than perhaps electrocution, which is not realistic for a field the size of a huge castle. Plus nether portals. I see no way for you to solve this at all. Other than perhaps PRECISELY calculating down to a single block where the corresponding area is in the nether (at 8:1), and making a sky to bedrock force field there too. Plus the fact that your portal is blocked by the ground all the way around. Explosions can transfer through ground before the shield comes back up, so if anybody buries a nuke a few blocks underground right outside your force field, it will probably wipe out the deflector. You would have to use block cutters and make sure the entire length of your field is visible / overlapping air only with no gaps to prevent this. Plus hacking whatever method you use to get in yourself.
-
Don't see how your system would work. Since the item does not know WHICH receiver requested it, then all items would have to be sent through the same sorting machine regardless of which retriever requested it. So they'd all get the same color tag, both the wood intended for the gear factory, and the one intended for the piston factory. Which puts you back at square one.
-
Containment is indeed a good usage of forcefields. I almost stole the entire End by containing all the entrance platforms once (don't do that - turns out it crashes your game irreversibly if there's a force field above the platform, for some reason... Still secures the end, I guess, but in a way that makes other not able to play the game). There are still definitely ways to get out of a small containment field, but the ones I can think of still require you to have brought specific items with you, and if you haven't, then you're screwed. So they might work on a lot of people. Can teleporters teleport across dimensions by the way??? If so, your method might be a lot more useful, potentially...
-
Doesnt address the problem that the OP stated. He wants to be able to sort RETRIEVED items to the desired locations, not PUSHED items to the desired locations. The difference is significant, since retriever systems are vastly more flexible and modular and easy to swap in and out for new production lines all on the same factory floor. Pushing systems only make one thing before you have to completely re-engineer everything.
-
Actually update: Apparently items dont keep their tags in a chest, so my idea further up wouldn't work as I wrote it. =( It will still work without color coding. But it would be slower, and thus not have any advantages over the transposers/filters used as gates idea proposed by myself and by greenwolf, and easier to build. So just go with that, I guess. EDIT: NEW IDEA: Have a CC computer, with a retriever on its top, bottom, left, and right. All four filter for the same material, but have different color tags. The computer has a modem on one side. Each retriever tubes into the same storage chest (for that material) and tubes into a single output tube (going toward the modules). If you want wood to go to your gear module, then you send a rednet signal that makes the CC computer output on its top side, which sends a green tagged wood on over. If you want wood to go to your piston module, you send a rednet signal to make it output on the right, which sends a red-tagged wood over, etc. Total cost = 1 computer, 1 modem, 4 retrievers, per basic raw resource, and a bit of paint + one computer and 1 modem for each module. Not too horrible. Unfortunately, retrievers don't have BUS codes, or you would be able to do an even cooler version of this with rednet computers and a single retriever per resource (with all 16 colors available). But sadly, they can't be controlled by ribbon cable.
-
You could probably also use timing as "channels." So for instance, you set up a system where you have green, red, and blue tagged wood in a storage chest. A system of filters and colored tubes and timers pushes these into a second storage chest, with precise timing (perhaps controlled by a computer, more easily), such that the second chest has ONLY green things in it for 2 seconds, then those all leave and it gets ONLY red things in it for 2 seconds, then ONLY blue things for 2 seconds. This is synchronized with retrievers down the line, which could request items during the valid timeframes only, and the items would be guaranteed to go where you want them (with colored tubes at insertions points). E.g., if you retrieve a piece of wood during seconds 3-4, you will get red-tagged wood, which can be set to specifically go to your stick module. The retriever for the pistons then retrieves wood specifically during seconds 5-6, and is guaranteed to get blue-tagged wood, which will go to that module. The second storage chest (the one color coded by time) could hold a few of almost everything, so the whole computer system only needs to be built once for all of your stores, not once for every single type of raw item. Also, you'd never have to break into your walls when changing a recipe. You'd have a "budget" of 3-4 colors to work with, and any modules (new or old) down the line could just have one tube repainted and a new timing interval given to them, and they would plugin to the system successfully. Yet another option: Filters and transposers can be used as gates. A transposer placed in-line will act as an open gate when unpowered, and as a close gate when powered. So if you have T-intersections with filters or transposers going in both directions, you can use redstone signals to route items to the left or right or neither or 50/50 chance of both, as desired. This would act as an alternate, perhaps somewhat simpler timing based system (depending). E.g., you close one gate and open the other and then your retriever requests, and after the item goes through, you switch gates and the other one requests. The downside to this is that unlike color tagged items, you would probably have to wait for the item to make its whole journey before the next module could request, or it would get all mixed up. Magtubes might help.
-
Need help with building a nuke proof base.
gavjenks replied to Kevin717's topic in Tekkit Classic Discussion
That's great if a mindless turtle is the one placing the explosives. If it's a human, then it's useless. You would just place like 3 dirt blocks to block the flow of oil on the inside row of the oil fountain, then put a nuke and a redstone torch, and ta da! oil shield avoided. -
You could turn off a module by block breaking a tube, and then deploying it back again. You could also have 2 tubes, one to each retriever, so there only IS one inventory for each. You could use sorting machines and paint to color code stuff somehow, perhaps? Like, filters right next to the wood chest, then straight into sorting machines, then into a common tube out to the modules, and color coded tubes right at insertion points.
-
I'm not 100% sure what you want to do, but the "bus transceiver" is a gate that allows you to turn on or off an entire bundled cable of signals at once.
-
Andrew, I located and burned all the entities. it is lag free now. I also went around and got stuff from all my hidden caches around there, so you have my blessing to replace the world_end folder.
-
If it was just the wooden stuff that burned, then please do NOT roll it back. That is inconsequential, and pretty easy to fix. The rollback would eff up all the factories and tubes and wires and things. If there was some kind of explosion, and actual machines were damaged or something, then sure.