gavjenks
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I have confirmed this in both tekkit SMP and tekkit SSP. About 220,000 Eu passing through an uninsulated HV cable in a single tick will kill a person in full quantum armor (all 4 pieces) instantly. This does NOT drain the energy from the armor. It just kills the person. Apparently, quantum armor does not protect 100% of damage. It has some sort of cap on how much it can protect at around that number. If you were to supply that amount of electricity directly, it would take about a bit less than 8 stacks of HV solar arrays all hooked to the same MFSU through one wire. HOWEVER, other devices are able to put out even more EUs per tick than HV solars, and cost much much less. For example, HV transformers can supply 2048 EU/t, have an internal buffer of 2048 which they can drain instantly, and they only cost a little over 1 diamond each (so it would take about 2 stacks of these.) I still plan on doing a lot more experimenting to figure out the CHEAPEST machine to do this, in a way that would be very affordable on a server without EE. But at least we know now it is possible, and somewhere within the realm of reason. Also, wires damage in a 1 block radius, including diagonals, meaning a wire can be hidden in a corner in a narrow 2x1 hallway, otu of sight, and still kill. So this can easily be made into a simple and effective trap that WILL catch people in full quantum and allow you to take their stuff, etc. if you're clever.
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If you use wireless, do not connect it to any wires. Use two separate receivers, one for each motor, instead. Should fix your problem. Something about the wireless tile entities and the way it animated a wire connecting to them makes the client crash cause it doesn't know how to draw it while stuff is moving.
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"Energy-O-Mat" or, selling EU to players.
gavjenks replied to LloydA's topic in Tekkit Classic Discussion
pretty pointless usage of a block ID, in my opinion. Selling lapotron crystals full and then buying them back for a smaller deposit back = energy o mat. -
No, all of that CAN easily be serverside only. Making the ratio in the nether 1:1 could be done by way of a simple teleport bukkit plugin. Whenever it detects you tping between worlds, it intercepts the event and teleports you somewhere else instead, corresponding to the 1:1 coordinates of where you came from. All of the other things could easily be done serverside only, too. The biome size, the biome specific resources, adding glowstone to mushroom biomes (its just changing blocks... easily done serverside), changing dungeons into blaze dungeons is als a simple matter of changing blocks, etc. So either of the two solutions could be implemented with bukkit plugins just fine in a tekkit world without clients doing anything special.
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right click? Gives you half the stack. Do it 3 times and youll get 7/8 of whats there, etc.
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I need a crash course in Blutricity
gavjenks replied to Omicron's topic in Tekkit Classic Discussion
... http://en.wikipedia.org/wiki/Joule Like I said, Joules and KWh both measure the exact same thing: amount of work. In fact, they can be directly converted with a constant, which happens to be 3,600,000 joules / KWh. Heating a substance happens to be one form of doing work. And in metric using countries, they happen to use joules to measure the chemical potential of food to heat things (in the English system, we use calories, which are ALSO yet another measure of work, and ALSO have direct conversions to both joules and KWh). You are apparently correct that metric countries use KWh to meter electricity, of which I was unaware (I thought they used megajoules). However, it doesn't change the fact that these are all measurements for the exact same thing, and that if any one of them "makes sense," then all the others must make sense as well. Nor does it change the fact that a joule has no other definitions besides being the SI unit of work, thus making it completely unambiguous what BuildCraft means when they (correctly) measure the working potential of their machinery in joules. -
Huh? None of the things you mentioned rely on the nether as a dimension. As was already described as a function of the terrain gen mod used for localized resources, you can add glowstone as a commodity that is found in mushroom biomes. Adding overworld blaze dungeons would probably be just as easy. And netherwart is already available in tekkit without going to the end, since you can get it from cross breeding. The problem is not resources, which can be easily given alternative paths. The problem is the ability to fly around in the Nether and essentially move at 8x speed, thus negating any of those Xl biomes or localized resources, that server admins would have to work so hard for. An alternative would be simply making the nether and overworld distance ratio be 1:1, if that's easy to do in code (I don't know). If so, then it could be kept and would present no threat (assuming netherores were removed)
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Questions related to Tekkit (various issues)
gavjenks replied to Pyros's topic in Tekkit Classic Discussion
AFAIK, the only area that is kept loaded when nobody is online is a one render distance radius around the spawn point of the nether, the end, and the overworld (possibly 0,0 not the spawn, but usually they overlap almost exactly). Approximateyl 640 chunks in each of those 3 areas by default. There is a thread active on the forum elsewhere about a guy who experiences chunks staying loaded when nobody was online in other ways, but we never figured out how. I do know for sure, however, that these blocks do NOT keep chunks loaded, at least not reliably, when nobody is online. In fact, they don't even usually (or ever) work even if somebody IS online but is in a different world than the anchor. -
Ah yes, the nether. I'd suggest removing it entirely., as it would screw up any balance you try to achieve with biome size, etc. In tekkit, I suggest not doing this. Not only does it feel clunky and unrealistic, but there is a danger of allowing easy transportaiton (unless you add in a bloat of other mods like worldguard etc. to keep people in, and then you have to worry about other tekkit mods interfering with that, blah blah). And more importantly, a better marketplace is already possible with tekkit. More compact, easier to use, and requiring fewer or zero extra mods. Basically you'd need some nice computer code (could be written once and shared amongst admins on economy servers) that allows people to look up all the offered prices for various goods, sort them by price or by volume available, make offers themselves, etc. It could also keep track of virtual currency, if necessary, to help facilitate computerized trading (the main servers that control that would be communicated with by wireless redstone for infinite range and be hidden away somewhere inaccessible and secure, such as the nether that you disabled access to =P). Then an enderchest escrow system nearby would automatically take people's stuff, hold it in escrow, verify that both parties provided what they said they would provide, and then distribute the goods to each others' ender chests for delivery. (might benefit from one very simple server plugin that just checks block or item IDs to do this smoothly, although you could also use item detectors and such). Or something like that. Unlike the marketplace: 1) This doesn't require any anti-pvp mods to stop people from stabbing each other in the market 2) This doesn't require any shop mods to run shops and stop people from stealing from them 3) This doesn't require teleporting anybody anywhere. (yet another mod, and breaks the mood) 4) This doesn't require the trading people to know anything about each other. It is anonymous, so you can't hold grudges against somebody. It's all about prices. You also can't see what armor somebody is wearing, or follow them home, or anything else like that that is unnecessary and potentially dangerous information to give away that would scare people from trading. 5) This allows you to instantly compare all prices and offers, which saves considerable time and confusion, and does not give an advantage to people with better stall placement. It also makes it virtually impossible to scam people by offering stupid prices and hoping they don't think too hard or shop around enough. 6) This doesn't require any mod to keep people inside the marketplace. 7) This is much more easily replicable to other servers. You simply send them the computer code to use themselves, and then they build the same exact hub machine somewhere safe (or install the one serverside helper mod for block ID verification), and done! No need to design your own marketplace or set up crazy perms files or anything.
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I need a crash course in Blutricity
gavjenks replied to Omicron's topic in Tekkit Classic Discussion
Real life work is not done by volts or by amperes. Work is done by watts (amperes * volts) over time. The product of the two numbers (divided by time) determines how much stuff you can actually do with your electricity. In the English system, this comes out to KWh (kilowatt hours). In the metric system, it is measured in joules. Also, although cheap household appliances may require a certain voltage, a lot of industrial machinery has built in transformers and adapters and a little selection dial or something that allows you to choose between 110 volts, 220 volts, 480 volts, whatever is convenient at your work site. Stuff can theoretically run at any voltage (if it is well insulated, etc.). It will simply consume more amps at the lower voltages to compensate (which means you also need to have bigger circuit breakers and thicker wall wires) I BELIEVE, although I'm not positive, that redpower correctly (realistically) calculates power as a product of volts and amps together, And actual work done or energy storage, etc. accurately as well, as ((volts*amps)/time). BuildCraft is also technically accurate in using joules. However, everything is abstracted, and the other numbers that are a part of getting to joules do not actually exist anywhere in the code. It is as if it is assumed that everything in buildcraft is rigorously standardized to a single amperage or voltage. IndustrialCraft is just totally unrealistic and wrong, in that voltage doesn't matter, and work and power are all a function of amps. In fact, there is no variable in IC that clearly corresponds to voltage. There are only "packets" which don't really mean anything in real life (in real life, there is exactly one packet size at all times: one electron) -
It's true about the speed. However, regarding your last sentence: If the entire central area is totally mined out, then that means people will probably also steal your sugar cane if you have a massive sugar cane farm in the central area... That is very true. A transposer or filter can even pull items out of a turtle just like it was a chest, so it doesn't have to "turtle.drop()" items (assuming filters are allowed. Otherwise turtle just drops items onto an obsidian pipe)
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Oh well in that case, the admin is being a little dumb, since everything you need to create a darkroom is allowed. Actually, everything for a cow milker is allowed, it seems, as well. Build a darkroom/cow milker. Either is almost as effective as blaze rod macerating, for very little lag. They will give you red matter in minutes. Also, I've almost entirely lost respect for the server admins and dont care as much about the whole "cheating" angle, since he/she seems really really indecisive and up in the clouds, and doesn't seem to know what he/she wants. Thus, I'll even help you design it with allowed blocks if you want.
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From the OP, it seems very clear that no blocks can be used to automate the harvesting of other blocks. I.e. gathering must be done by hand. Thus, Mob farms won't work (require something to bring stuff into a chest) Sugar cane farms won't work (require active blocks to knock off the canes and something to bring stuff into a chest), unless manually gathered which might be moderately effective, but not very. same with wool farms and dark rooms. Dunno what you mean exactly by lava bucket farm, so not sure about that one. Simple mining would almost definitely be more EMC/hour than any of these things, when you consider that automating harvester blocks are disallowed.
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Actually battle is incorrect. The watch of flowing time on a pedestal, when it works, only speeds up all machines globally, without doing anything to anything else that relies on time. And thus is vastly more effective than overclockers, since it is global, and since many machines can't accept overclockers. However, according to the tekkit wiki, the watch on a pedestal virtually never works in multiplayer. You're welcomg to give it a try, but if it fails, don't come complaining. You have been warned.
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Electricity to EMC, is it possible?
gavjenks replied to Hidden_paw's topic in Tekkit Classic Discussion
No, I'm counting real life hours. 1650 meters = about 1 mile, so "thousands or blocks" in an hour means like... a few miles per hour. I wasn't guessing. I calculated it to be almost exactly 20 miles per hour for carts at max speed. -
The thing is though that there's no such thing as "slow" and "fast" EMC generators. All EMC generators allow you to use the EMC you make to make more generators. They are subject to exponential growth. So it doesn't matter if it takes 10 hours to get a single diamond. If you can use that diamond to double your output by making your setup twice as big, then you'll get your next diamond in 5 hours. Then 2.5, then 1.25, then 45 minutes... And within a couple of days, if you were on all the time, you would be getting Red Matter every minute. At which point people generally stop, because they have more EMC than they can possibly use. Thus, the only difference between cobble generators and blaze rod macerators is that one hits ceiling levels of production in about an hour, and the other hits ceiling in maybe a few days or a week or so. But after that week has passed, there's no difference - they're both producing RM in a minute and completely flooding the server with EMC. Well there is one difference: the cobble gen lags the server to crap, and the blaze rods dont (making it actually MORE dangerous).
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It may be possible to use 4 sorting machines and coloring the tubes to each recycler different colors, so that each bit of cobble has a specific destination. If the sorting machine cycles through colors at a well chosen pace, it might be able to be timed perfectly to not have any clogging or wastefulness. However, this would be rather complex and finicky. And still pretty expensive, after considering making all those paint cans, etc. I'd probably still choose retrievers.
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No, there is only one config option related to this: "enableAPI_http=1" if internet connections are on. It is off (0) by default. This controls both the premade convenient pastebin program, and also the more difficult to use (but more general) http API. If it is disabled, then CC has no connection to the internet at all. if it is enabled, then you get both pastebin and the ability to connect to any other http site (which is what you would need to write your own pastebin program) If it is off, then you're completely cut off... sort of. People still use auto-typing programs to force feed stuff into CC via their client. Or they may manually type stuff in by eye from pastebin. It is possible to protect against both of these things, however, by using behavioral analysis, like what I originally suggested. For instance, things like the even-ness of their code typing, how quickly it is written, how many times they exit in and out of the program changing things compared to how large it is compared to how often it is used (nobody can write a 500 line program with no bugs in one shot), etc. Since programs are stored in convenient files on the server, writing a third party monitoring program would be fairly easy, without having to work with the CC team or dive into that code at all, really. It's very similar in concept to using things like stone:ore ratios, and how much air is around the player, to determine whether they seem to be using X-ray mods or not.
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I was taking it as a given that in a hardcore economy server, pastebin would be disabled... that's pretty obviously gamebreaking. (pastebin UPLOAD wouldnt be a problem, so you could still use your code on other less hardcroe servers) Rather than upgrading pastebin code to try (and probably fail) to make it less exploitative, computercraft folks could put effort into simply making the in game console vastly easier to use, to not scare away those good programmers. E.g. a scroll bar, "home" and "end" and "delete" (not just backspace) keys working properly, auto indentation, being able to click to move your cursor, etc.
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That would be cool... Even without the research tree, just making them super expensive would help a lot, yes, and wouldn't really require any innovative new content. Along similar lines, making computercraft computers significantly mroe expensive would help, too. And possibly somebody writing a mod that monitors people's program writing patterns for anomalistic timing (e.g. writing programs superhumanly quickly, or with nearly the exact same amount of time spent per character), and denies them / flags them, to cut down on people copying in programs that aren't theirs. Both changes combining to make a respectable specialized computer operator/optimizer industry.
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Filters already only send items if there is space for them. If your tubes are getting clogged up, then that is user error: your timers are set incorrectly to not line up with your destination. Thus, multiple stacks are being sent out to fill the same vacancy, before it is filled. Simply slow down your timers so that the time between timer pulses is larger than the amount of time it takes one item to make the journey from the filter to its final destination. This should guarantee no clogging. However it will, of course, slow down your production. So that's an option if what you really care about is clogging. But if you want 30 full speed recyclers, running at full efficiency, with no clogging, then you're gonna have to suck it up and make those 30 retrievers. Honestly I find it pretty ridiculous that you expect to have a system that creates dozens of stacks of UU matter or whatever in a minute, but you are acting offended that you might have to do something moderately expensive (gasp!) to make it work smoothly. My heart bleeds. Really, it does. (By the way, you could compromise with like... 10 retrievers, and hook each one to 3 recyclers with a single block fork. So items would still bounce around, but only in that last 1 or 2 blocks near the recyclers)