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gavjenks

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Everything posted by gavjenks

  1. It doesn't block jetpacks... I think it only blocks stuff when you have a ring actually equipped.
  2. No, I hid it on purpose so that intruders not properly introduced would encounter similar fates =P Although honestly that one chest was just for testing the high voltage system's item device. The chest it all went to is in the basement of the main building in the End. go down the little hole to the basement, then walk down the narrow corridor full of collectors, and then theres a pit on your right with blast furnaces and things, and its at the bottom of that. You dont need a rending gale to get back there, since i have the teleporter set up. Almost anybody online can probably show you the exit or describe it. Or you could make your own ender chest. EDIT: oh i see you found it on your own
  3. The solution is to use induction furnaces. RM furnace is crap for factories, since it does not distinguish input from output. UNLESS you pull out smelted bars SLOWER than it can replace them. E.g. use a transposer not a filter, and make the timer slower than one smelt.
  4. Yes, confirmed. Damage seems to be total Eu through the wire in a tick, packets don't matter. (Lol at possibility of tin wire killing quantum armor people, btw) ALSO, if you do it with 4 mass fabs, you can use glass fiber for everything except the little bit that actually kills! So you can stretch it much further away without having to add more transformers.
  5. Actually wait a second... AHA! Okay I just tested, and if you make FOUR mass fabs, connected such that they are all exactly equal distance from the transformers (<-important!), then the packets will be split to 512 again, and they won't explode, and should soak up infinite energy instantly. It's not even more expensive than the original design. probably cheaper, since 4 mass fabs should cost less than a stack of energy storage upgrades.
  6. deployers do not do everything that a human player does when right clicking. For example, they also don't work with REPs, and they don't work with muskets, etc. Tanks are just a block that deployers don't work on. If you want to use non-BC things to put liquids into tanks, look into a railcraft block called the "liquid unloader." There is a slot for a bucket in it, and if supplied with buckets (from RP tubes for instance), it will fill a tank with them at about 1 per second.
  7. Nope, just tested it. MFSUs blow up as normal. And mass fabs blow up with extreme prejudice (bout half of a nuke) Regarding the ingots and whatnot: unnecessary. Simply applying and then removing a redstone current (for about 1/4 to 1/3 as long) will make it spin up and then rapidly spin down again then spin up, etc. This is what eats the massive amounts of energy. Not processing things. In fact, I don't think that advanced machines ever even care at all if they are processing something or not, energy-wise.
  8. MFSUs also explode from extreme voltage, and cannot be upgraded. However, the rotary macerator might just work... If you give it a full stack of energy upgrades, and its transformer upgrades, and then you supply a redstone signal to it on a sequencer, you could make it constantly in the process of spinning up, which burns a ton of energy. I think it can burn through something like 2,000,000 Eu to get fully spun up, which takes maybe 5 minutes, so it could bleed off all the energy from a single full pulse in a minute or two, about the same amount of time to build it back up again from an HV solar =) Good idea!
  9. Forcefields are fairly trivial to get through with glitches and even legitimately. A death machine built just behind the walls like this one would successfully counter many of the ways of getting into a force field, though, especially the glitches (most glitches involve you getting your player in various ways into the middle of a wall, then "gliding" through to the other side. A machine that electrocutes you no matter what, once a second, would kill people while they were in the walls via any of these methods) You can't. Mass fabs blow up from Extreme voltage, and cannot be given transformer upgrades. Thus, you would need twice the number of HVs to step it back down to normal voltage, to use a mass fab, doubling your costs, probably tripling your complexity, and in testing, I often found that even after all that, it just plain didn't work anyway.
  10. The version I built on the server is pretty shabby and poorly planned. I did not include any mechanism, for example, that replaces the machine that absorbs all the energy. So once somebody trips it, it has to be manually reset to do anything anymore. Ideally, for a trap that stays in place or that is intended for multiple uses (like a demo one), you would want a mechanism that breaks, replaces, and refills the machine with energy upgrades each time, or something. It's possible that I tripped it accidentally when partially filled, and then there wasn't enough room left in the energy storage upgrades to deliver a lethal blow later. Also, I only have one HV or something charging it, so it takes over a minute to charge up. I may have miswired something, too, who knows. I also did not fully calculate how many extra HV transformers I needed to accommodate the length of the wire running next to the hallway, so it may be very very slightly underpowered. If you were really serious about this, you could of course be more careful, test it near your own base, and then program a turtle to just build the tedious parts of it perfectly every time, then manually set up the delicate little timers and enderchest part in a few minutes. EDIT: If it did ANY hearts of damage, then that means it was like... 99% of the way toward being lethal. When I was testing it in SSP, it either did nothing to you, or killed you, unless you were like one or two Hv transformers too short. So it was probably a very slightly too long cable issue.
  11. No that's really weird. If they were disabled, then it should just act like the recipe doesn't exist (as if you just threw in a bunch of bricks and string on the crafting table or whatever). Giving you an item named "unnamed" is bizarre... Have you tried just backing up your world and reinstalling tekkit (or I guess having them do it)?
  12. Read the wiki article on nuclear reactors more carefully. All the information you need to figure out why your coolant cells are depleting AND how to stop them is all written there. No reason to copy and paste it here. If still confused, watch any of the numerous youtube tutorials out there.
  13. Try actually crafting them. If you are able to craft them, then the problem is probably that NEI or whatever spawning program you are using has the incorrect item ID's on file, compared to what the server has on file. And you would need to either change the IDs in the EE config, or do an NEI dump to re-match up the item IDs again. If you can't even craft them, then check and make sure that the items are not disabled on the EE config. If they are enabled AND you can't even craft them, then I don't know what to tell you.
  14. http://forums.bukkit.org/threads/realfluids.5345/ It's in alpha and might not even be up to date, but beggars can't be choosers when it comes to finite water in a plugin.
  15. No. You need a person in the dimension for anchors to work there, and with SSP, this is impossible in two dimensions at once. However, each dimension keeps an area around (0,0) loaded at all times, about one render distance out, rgeardless of whether anybody is there. So a base in those coordinates would work. This is in SMP, at least. Dunno whether that's true of SSP.
  16. And yet you include a screenshot of a batbox that is clearly filling up. What is with you and your pictures that don't match what your problem is or anything you're talking about?
  17. Why would you post an irrelevant picture that shows a problem you've already solved?
  18. No, right now, your batbox is taking half the energy from your geo, and storing it, and not ouputting to anything, because the output isnt hooked up. I edited my above post with how to fix it.
  19. the orange dot is the output. In your picture, it is pointed forward, thus it is not even connected to anything, and won't do anything at all (other than fill up) They are pretty easy to use, don't worry. Any side other than the orange dot = input. Orange dot = output. They will fill whenever more energy is coming in than going out, and drian when more energy is going out than coming in. To use it correctly, you would break the wire above your geothermal, and use a wrench to make the orange dot point up. Then, the geo would input directly into the side of the batbox (which is an input), and the dot would output up through the ceiling.
  20. Frames will indeed move a personal safe (it will crash your client while it does so, but still successfully move / will be moved when you log back on) Also most of the glitches / exploits (which I will not list here) would work for a wall of safes just as well as a force field.
  21. At zero, zero in the End. You are welcome to come visit and use the stuff there to build airships. It was intended for public use. There are 4 fenced in shipyard areas next to the main building for actually building airships. There is also a frame powered 1x1 elevator that you can use to lift your frame ship to a wide variety of Y-levels. Since there are no hills or obstructions in the End, it's not really worth it to make airships able to go up and down. I just make them so they can go NSEW. The elevator thus lifts it to the desired height during construction, and they it flies off. Also, near spawn in the overworld I have a bluelectric solar flower with about a stack of solar panels, which auto-charges BT batteries and stores them in an ender chest. I don't remember the code now, but if you go and look, you are welcome to add an ender chest with the same code to your airships and use it to warp in filled batteries, allowing you to use solar power for your frames in the End. I recommend using End airships for any delicate and expensive factories you want to build, or for secure storage (if for some reason you dont want to use personal safes, like if you want to share with company members, or if you want to have ender warping abilities, etc.). Flying a ship out into the void pretty much guarantees no griefer will ever find it, if you go even moderately far out.
  22. Okay actual total cost, for all the HV transformers, and all the cables connecting them together on both sides AND a stack of energy upgrades for the macerator = 1200 redstone (1/3 that of an HV solar) 520 or so copper (1/5 that of an HV solar) 3800 refined rubber (a bit more than 1/2 that of an HV solar) 1050 refined iron (1/5 that of an HV solar) 55 gold bars (this + the diamonds = about the same cost as the coal and tin in an HV) 110 diamonds macerator = trivial power source = trivial (since it is one-use per location, you can just use a couple 1EU/tick solar panels and wait 2-3 hours for it to charge) So all in all, I'd say total cost is roughly 1/2 that of an HV solar array, or less. So not cheap in an absolute sense, but I'd say very cheap in terms of insta-killing somebody in quantum armor... AND if you auto-dismantle it, it is multi-use. Also, definitely cheap enough that it would be reasonable to build on a server with EE disabled.
  23. Yes I believe so. Even the 1.3.2 has been ported, actually.
  24. That wouldn't be tekkit. That would be their own custom modpack server. The OP is about "when the new version of CC is coming to tekkit." That will not require a backport, because tekkit won't be using 1.2.5 anymore. The next version of tekkit should be updating on 1.3.2 Also, if somebody is interested in such a thing, they can simply install CC 1.4 (the last update while they were still on MC 1.2.5), which has all of the actual worthwhile new features that are not currently in tekkit.
  25. I think we need to open up applications again, guys. This is an awesome group of people with cool ideas, but the place is dying without new players. If we just make the applications a little more intense (write a paragraph or two, and so forth), then hopefully we can weed out some bad apples. The fact that we have rollbacks will help massively as well. Also, I have an airship factory in the End, and I could help anybody who wants an airship there to build one. Then you can fly off into the middle of the void, and have a perfectly hidden and safe platform for expensive storage and factories and things that are the most susceptible to griefing.
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