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gavjenks

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Everything posted by gavjenks

  1. Update: I made a version of this that: 1) Is hidden and functions as a very effective trap 2) Steals all of the person's stuff after they die and gives it to you securely 3) Dismantles itself so by the time they come back after being killed, it doesn't exist anymore How to: 1) Build the device just like you see it here, but underground somewhere. Ideally, build it in a room within chunk boundaries, so it doesn't show up as easily when chunks load. Add 1 or 2 extra rows of transformers 2) make the uninsulated wire between the trandformers and the macerator longer. 3) Put that wire in the corner between the floor and the wall of a narrow 2x1 hallway (See diagram in OP). 4) Put a pressure plate right at the beginning of that hallway, after going down a set of stairs. Like so: _ <--stairs | _ |_____ hallway ^ pressure plate here Make sure the head space is minimal! (3 block high ceiling), so that when you go down the stairs, you bang your head every step. This forces people to move straight down after every step, and thus guarantees they will touch the pressure plate on the last step, instead of jumping over it. By putting the pressure plate just after a step, it also hides it, so you can't see the few pixels that give it away (the step is blocking your vision). ALSO, make the stairs and the hallways fairly dark, but then put a 90 degree turn just a little ways down the hall, leading to a dead end, with a torch in it. This will make a faintly glowing hallway that they can see, making it look like something really good is just around the corner, prompting them to keep moving forward. 5) Connect the pressure plate through an inverter to a splitter cable that lets power flow to the macerator. Thus, when they step on it, power flows through right by their feet (or head), close enough to insta-kill them in the hallway 6) Have a filter in the wall right by the kill spot. You can just put it in the wall and people probably wont notice. If you must hide it, though, you can use a sign over it or a painting or something. This will suck up their items after they die (have it on a timer, ideally make the timer far enough away though that they don't hear the ticking) 7) the filter connects to an ender chest. Then you make an identical ender chest 2 miles away underground in the middle of nowhere, and have another filter constantly pumping from that to a standard double chest. Thus, any item that falls in that hallways will get sucked up and then removed and stored 2 miles away, no longer accessible at the location it was dropped. 8) Place a few turtles behind the transformers and HV cables of the main machine. Set it up so that once the machine is activated, the turtles begin to dig all the blocks in a preprogrammed order, dismantling the entire machine (at least the expensive parts of it: cables, transformers, and solars). the turtles then drop all their stuff into a filter next to an ender chest, whisking it all away to a safe place. Put the filter over by your macerator, so that the turtles can break that, and the upgrades will all fall into the filter and get saved as well. 9) Connect the stairway to an innocent looking wooden shack lit up with torches on the surface, nearby an enemy's base or by spawn, where people will notice it and investigate. Make sure to leave a worldanchor in your trap, too. Add a chest on the surface building with crappy newbie items like cobble and stone tools and fish for extra effect, if you like. End result: Guy with quantum armor notices the shack, and thinks "hmm, new guy on the block, I'm curious to see what kind of base he has." and they go to investigate. They walk down the cramped stairs, lured by the lights aroudn the corner and the mystery of it all, and are funneled onto the pressure plate, which lets the power suddenly flow through at a quarter of a million EU/t, killing them instantly. They don't bother to be careful, because A) they have quantum armor and assume they don't have to be, and the house is a crappy wooden shack that looks like a newbie player built it. Once dead, their items are sucked up very quickly and sent away to a secure location somewhere else, long before they can return to reclaim them. Now, even though they lost all their stuff, they will be mad, and they know where your trap is, so theyll come back and try to dismantle it. You dont want them to get a hold of your hundreds of diamonds worth of electrocution equipment, so thats where the turtles come in. By the time they get back there, the turtles have dismantled all the expensive parts of the machine and put them somewhere safe, too. So when they return after dying, even just 2 minutes later, their stuff is gone forever, including the armor and whatever they were carrying (which is usually a lot of expensive stuff since they have a false sense of security), AND the machine is mysteriously vanished, so they can't pillage the parts from that either. Just an empty hole in the ground with some mysterious wires and leftovers, and a single mining turtle... Leaving them with nothing, and allowing you to simply rebuild the trap near your next target. Also, if you're lucky, you might get a wireless remote or an ender chest they were carrying, with corresponding codes, that might let you find other stuff of their or break into a base more easily, etc.
  2. This question really has nothing to do with coffee, it seems, and everything to do with 2 of the computercraft APIs: terminal commands and bundled wire commands. To set various wires in a bundled cable (let's assume the cable is connected to the BACK of the computer), you do: >> rs.setBundledOutput("back", colors.red + colors.yellow + colors.black) ^That will turn the red, yellow, and black wires in the bundle on, and everything else off. >>rs.setBundledOutput("back",0) ^That will turn all wires off. Then you simple run your insulated colored wires to whatever devices are necessary to route the coffee through to the desired machines that make it the correct type. To display stuff on the screen, use terminal commands. They are all pretty self explanatory: http://computercraft.info/wiki/index.php?title=Term_(API) ("cursor" is where the little blinking line is that determines where the next character will be printed) To display stuff on a monitor, you use the exact same terminal commands, but you run them from the monitor itself (which is its own computer, with its own programs). Usually people do this by having the main computer tell the monitor to run a pre-programmed file that has a script for a sequence of display things, using (for a monitor attached on the left): >> shell.run("monitor" "left" "[name of program saved on monitor that has the display script]")
  3. As others have said, your problem is definitely that you can only transmute between fuel/fuel or between matter/matter, unless you use a klein star as an intermediary holding device. This is why most people who use EE a lot hate transmutation tables, and instead use condensers (which allow fuel -> matter and matter -> fuel) + a chest with one or two of each item, as essentially EE work stations, instead. Also, there's rarely any reason for you to need to share your transmutation tablet files. If you want to just fill in stuff without having actually found it, just use an alchemical tome (legit or cheat one in), and it will unlock the recipe for every single item with an EMC value on your transmutation tablet. That still won't solve the problem listed in the OP, because even when they're all unlocked, there is still a rule about matter/matter and fuel/fuel. But just a side comment.
  4. No, gem and RM both provide 90%. Go test it. I did about 3 days ago. Not only is this true, but it is very well known and confirmed many times over. Look up any discussion about red matter vs. quantum armor, for instance, and the #1 reason people argue for quantum armor (if they do), is that it is the only armor higher than 97% damage absorption. Gem armor is invincible to certain kinds of things. Like lava and fall damage. But only those specific things (also, if it absorbed 100% of all damage, why do you think Eloraam would specify "it's invulnerable to lava and fall damage"? Wouldn't that just be assumed as a result of absorbing 100% of everything?)
  5. why would we need to backport? 1.3.2 ports should be exactly what tekkit is looking for right now, yes?
  6. it would be easier to answer your question if it was anything approaching English. However, ore rarities are roughly as follows: Tin: 3944 Iron: 4373 Copper: 5114 So tin is actually RARER than iron, and it is perfectly reasonable to allow people to make buckets out of it.
  7. Quantum is actually something along the lines of 99.99% damage reduction, not 100%. Hence why you die from a several thousand block high fall or whatever (even though damage wouldnt be CLOSE to enough to drain the armor), and why you die from 220,000 Eu/tick electrocution, etc. I don't know why. My best guess is that while coding at some point, there was a divide by zero issue, and the person who wrote IC2 just wrote in 0.0001 or something off the cuff instead of zero to fix the error. But the result is that it's not 100% damage absorbing, and is actually rather vulnerable to certain kinds of traps, where you can kill quantum people suddenly and take all their stuff. Also (@ Mr. Necro) I don't think nano sabers work on quantum at all. They cut through NANO instantly, not quantum, I believe.
  8. Well that part is just wrong. You definitely can put any two cable types together and they will connect. However, he is correct about this part. It will not save you from energy losses. What it does is basically if you have glass glass glass copper copper glass --> it will do 1/40 + 1/40 + 1/40 + 1/5 + 1/5 + 1/40... and so on. If and when the total sum so far = 1 or more, it will subtract one from the packet being calculated, and then keep counting. The count will reset at a fresh battery or transformer, too.
  9. Yes, if you lost sufficient EUs in the cable, then it would no longer explode.
  10. I dunno, I've never gotten to that part where I had everything I desired, so I couldn't tell you. The beauty of a full creative mode is that the possibilities unroll in front of your eyes once you have the tools you need (but might not have ever known you needed), and you never really DO run out of things to build. After I make a castle, I make a ship Then a tropical desert fortress Then a mystical mushroom waterfall city Then an African savannah I'll stop picking on you in particular, since you do indeed sound like you know exactly what you want, but it is still the case that SOMEBODY or multiple people, need to make a properly done full tekkit creative server. Being able to make things similar to those above, but with ships that move, and bridges that raise, and lakes that dry up, and force fielded research labs underneath, and canning factories for the salmon that jump up the waterfall, and working hot air balloons that give you tours, etc. etc. would be EPIC. Was just sort of hoping to maybe have found a willing partner to try and overcome some of the hurdles, mostly.
  11. It is cheaper, faster, more efficient, and higher capacity to use enderchests and power crystals instead. Energy links can only accept up to 72 EU/tick, and power teleport tubes have a maximum range AND cannot go between worlds. AND to make things even worse, an energy link will always eat up 72 Eu/tick, even if you dont have anything using power on the other end. If you fill up a power crystal or lapotron crystal, though, and then pump it into an ender chest (and pick it up elsewhere with RP filters), then you can send many thousands of EU/tick, with no range limits, across multiple dimensions, and with no waste (crystals only drain as actually needed).
  12. The first one. A batbox ALWAYS outputs packets of exactly 32, unless a single batbox is leading to multiple outputs, in which case, each packet is split evenly. This is why machines have internal buffers in them (the little lightning bolt meter). The furnace will run on its internal buffer until it has a gap of 32EU, and then it will accept a full packet from the batbox. Two furnaces will accept a packet of 16 each, if they are both able to accept a packet during one tick. MFEs similarly ALWAYS output packets of 128 EU (unless splitting amongst two or more valid destinations). Thus, if you hook up a furnace to an MFE, it will run until it has an empty space of 128 EU, I believe, then it will accept a packet from the MFE, and that packet will be larger than 32, so it will blow up. A machine can accept any size packet (packets can be any size from 1 to 2400 I believe. This can be as a result of splitting, or a result of small generators like solar panels or windmills, etc.). The 32/128/512 are just thresholds, where if an accepted packet is above or below those numbers, it determines whether the machines proceeds to explode or not. Don't try to tie anything to real life amps and volts. The IC system does not have an analogue to either current or potential. EUs = unit of work. The equivalent of EUs in real life is something like joules, or kWh. In-game, it determines how many ores you can macerate, etc. at the end of the day. EU/t = unit of power. The equivalent of real life Watts, for example. In-game, does just what you would expect: determines how quickly you can complete a given amount of work. EU/packet = Not really the equivalent of anything in real life, since of course in real life the packet size is always 1 electron. This is just a contrivance that the game has to use to keep lag down. It is supposed to vaguely approximate "voltage" but doesn't really do a very good job of that. It is used in game for two things: 1) To determine if things explode, and 2) to determine energy losses in cables (when it says a glass cable, for instance, loses 1 Eu/40 blocks, that means 1 Eu per packet, so larger packets suffer fewer losses) Edit: Eu/packet also determines how much damage is dealt when you are electrocuted.
  13. Doesn't the same logic apply to gathering materials? How is clicking on a wall with a pick any less tedious than clicking on boxes in a crafting table GUI? ...you build awesome stuff with the items?
  14. Except it wouldn't take anywhere close to 3 hours to make your first HV solar, because once you make a single solar panel, you can condense 7 more, then you can condense 7 LVs, then condense 7 MVs... so you only actually need to get like 1% of the resources and do 1% of the crafting that you normally would. More like a few minutes. Also, you wouldn't even need to do THAT, because once you get two full klein star omegas, you can just make an alchemical tome and not craft anything at all - just transmute red matter into one of everything. I could easily have one of every single item in the game in less than one RL day from the moment such a server began running. No problem. Also, I don't think you read my post very carefully. I never said that you were dirty cheaters or that this made the game too easy or that vanilla was good. If you'll notice, I actually said the exact OPPOSITE: I said that you should embrace your desire to have items immediately at your fingertips (which is what this would be), and simply make NEI available to your players. That would be a much more convenient and more creatively fulfilling way that would cut out the pointless busywork of picking up items from a chest and throwing them in a condenser. You seem to think I was being sarcastic or something. No, I literally am suggesting to make a creative NEI server. I would love if there were some of those done well, and would play on them all the time.
  15. ^ machine to insta-kill people in full quantum armor. Total cost = approximately 100 diamonds, few stacks of iron, few stacks of rubber, few stacks of redstone. How it works: There are 11x10 HV transformers. Each has an internal buffer of 2048 EU, which will fill up from the solar arrays. they don't have to be MVs. They could be ANYTHING. Just the bigger they are, the faster you can charge up enough to kill a quantum armor person. 10 MVS like this will recharge the device in about 20 seconds. 10 LVs would do it in under 3 minutes, etc. Then the high voltage side of all of them are connected to a single rotary macerator. Inside, it has 3 transformer upgrades (to allow it to accept Extreme Voltage), and a large number of energy storage upgrades (I used 1 stack. I know half a stack isn't enough). A rotary macerator will eat up an infinite amount of energy in a tick until it fills up its energy storage upgrades. And a stack is enough to hold enough energy to insta-kill a quantum armor person. Thus, when you flip the switch, over 220,000 EUs slam through the uninsulated wire in one tick (all the buffers of the transformers), and it instakills anybody within one block, no matter what armor they wear. You can extend that one wire going to the macerator to be basically as long as you want (might need to add a few more transformers if it is unreasonably long, to make up for wire losses. Losses = about as many EUs per block as you have transformers, so adding one more will let you go about 5 blocks further with the same energy payload in electrocution). This can loop through various places you wish to defend, etc. Also, by placing the wire at floor level in the corner between the wall and floor in a 2x1 hallway, nobody could see it, but it will still kill you, allowing for excellent trap potential Something like this: # # # # # # # o # # o = wire # = stone or whatever
  16. Teleport tethers should work, but you have to be careful to have one in the VERY FRONT of your machine, otherwise at some point, the first row of blocks of your machine will be in a different chunk that isnt loaded. You also need one at the VERY BACK of your machine, otherwise when the one in the front moves into a new chunk, the back of the machine will be unloaded. And if your machine is more than 16 blocks long or moves sideways at all, youll need additional ones. So yeah, tethers should work, but are a bit more complicated than an anchor cart, which will also work.
  17. Nope. I just tested this like, yesterday, while messing around with electrocution machines. They are 90%, just like RM. Only difference is abilities. It SEEMS like 100% while wearing it, but thats just because stuff that does sufficient damage to reach half a heart is rare. Also, this is fairly well known in the community. Go check the comments on the gem armor or quantum wiki pages Also, http://thetekkit.wikia.com/wiki/Armour_Comparison quantum is "100%" although as I recently discovered, you can still circumvent it and instakill without draining energy first by electrocuting with 220,000 Eu/tick. Gem can be instakilled with ~2500 EU/tick
  18. Minecraft players get automatically booted by minecraft after 30 seconds of no responsiveness. So yes, it should be booting people off.
  19. 1) Gem armor is not invincible armor in the first place, far from it 2) It will remove the armor completely. 3) Red Matter armor is literally the exact same thing as gem armor without any abilities, so nobody would ever bother to craft gem armor if it had no abilities anyway.
  20. Um, or just make a creative server already... If you're gonna make all processed items and machines condensable, then you are already playing full creative mode. So why make yourself jump through the dumb hoops of setting up collectors and condensers and sifting through transmutation GUIs, when you can just let all your players get stuff with a click through NEI? Would be much more convenient, and would let your players focus their time on actual creative building, which is obviously what you want.
  21. It's possible that it has something to do with bukkit. Like, OP and quantum armor are in fact programmed to stop 100% of damage, but above 220,000 EU/tick, the amount of damage is so high that bukkit gets overwhelmed and a sufficient number of events don't get distributed to the plugins? Or something like that. I dunno, andrew, you should see if it kills you as op, since it's on our server.
  22. There is no way to 100% guarantee people are or aren't using any particular mods. Sometimes there will be mods that detect specific versions of a cheating mod, but the cheaters can always just make a new one, and very clever programmers can make ones that are un-detectable at all. The only way to truly solve these problems is to set up your server so that either: A) It doesn't matter if a person cheats. For instance, in the case of mods like fullbright, you could just give all your players a link to fullbright and encourage its use, so that everyone is on an even footing, and since it doesn't really make gameplay that much easier (just less annoying). OR you don't give out information that cheating mods can use in the first place. For instance, orefuscator makes it so that the server doesn't actually give out info about ores in the first place, so no mod can read the (nonexistent) information. Theoretically, you could have a server mod that obscures / witholds information about dark areas, but nobody's ever done that. This way, it doesn't MATTER if people have xray, cause it will be useless.
  23. An electrolyzer requires the storage device to be 75% full. But it also charges with a speed proportional to the output of the battery. So batboxes work, but 1/4 as fast as MFEs, and 1/16th as fast as MFSUs
  24. Well also: 4) You can't charge stuff like nano armor or energy crystals in a batbox. 5) It has very limited energy transfer speed. In many cases you can get around this by using many batboxes in parallel. but that's not good enough for some things. Like electrolyzing water is painfully slow with batboxes and you cant use wires so you cant hook it up to 8 of them. Or powering a teleporter also wont use wires, so at most you can pack 5 batboxes around a teleporter, which will limit your max teleport range to like... 50 blocks or something. 6) Obviously as you have discovered they use a ton of space. Which makes you more visible on pvp servers, but even if you don't play with pvp, still just makes everything vastly more complicated and difficult. 7) It's a lot harder to see how much power you have (you need crazy setups like the lights display you have, etc., and even that is very crude compared to exact numbers in a GUI)
  25. 1) Cheaper 2) Easier to set up (your time) 3) Much less lag, as there are many fewer things for the game to calculate.
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