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BlasterMaster555

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Everything posted by BlasterMaster555

  1. Mining Laser... does it follow the BPE? Or does it also need patch like the rest?
  2. Have you tried Orebfuscator? It changes the packets sent to the player so they see a world full of ores, defeating ore detection.
  3. Worked on my server - someone did this in the spawn city, installing the EE update provided got it going with no additional trouble
  4. It may take a few minutes to download all the mods individually, assuming you've taken the shortcuts around the ad.fly links, but good luck actually getting all the mods to work together properly without Minecraft blowing up. it won't take "a few minutes" as everyone claims it does. I can guarantee that. I was thinking of making a time lapse video where I attempt to install all the Technic mods individually and together, sort of the way everyone says is "the right way", and point out the absurd amount of effort and indepth knowledge required to make all the mods work together.
  5. I like entity spam, but even my Phenom II X4 955 (3.2 GHz) server doesn't. It just starts croaking when you have a few thousand stacks of items floating about. Not to mention even my Phenom II X2 555 (also 3.2 GHz) desktop and Core2Duo 2.6 laptop can't handle it.
  6. Jakj don't give up because some users are calling Heresy! on you. They're a bunch of bigots and you know it. I was modding games when a lot of these Minecraft players were in diapers. Back in the days of Viper Racing, we didn't have ad.fly, overly restrictive ToS on car mods, and political bull to deal with. It was a community, and all the modders knew eachother to an extent, and respected one another. While some modders released stuff that wasn't ready, and they had to pull their stuff, or did poor enough a job that the original author of stuff would have them pull it, we complied, and sometimes, got one better out of the deal (I once made a realistic conversion of someone's awesome Porsche 917K LM after another modder did a very generic conversion using the tried and true "put the specs of the Viper GTSR 768 HP car on it and call it a day" method, which the OA didn't like at all, thus saving our tiny community from the wrath of 3D modellers). We didn't have drama lamas like Minecraft has seen, and we certainly didn't have game modders forcing players to download through ad.fly links that cock up everyone using Windows or force them through rubbish surveys which potentially puts their personal ID at risk or starts flooding their inbox with more penis cream adverts. Remeber, what would Commander Taggert say? "Never give up! Never surrender!"
  7. http://dev.bukkit.org/server-mods/Orebfuscator/ Orebfuscator changes packet data so xrayers see a world full of ores - but normal people don't. It does make the server troll players now and then though, as it looks like there's ore behind wires when there's not.
  8. The fix is to allow the user [buildCraft] to build in the protected area. One way to do this is to use group permissions, setting [industrialCraft],[buildCraft], and [RedPower] into a special "Entities" group, and giving that group permission to build.
  9. My Donation page specifically states that you gain no extra priveleges from doing so. What you do get is a chance that I might upgrade the server for more powah!
  10. The first post fixed it! I was able to set Residence to work with Legacy Permissions (using the Permissions bridge in PEX) instead of Vault, and using the ItemBlock.class from the first post. Now I have area protection like it should!
  11. The whole point is that the plugins are broken at that level, as many have had post-1.1-R4 fixes, and don't hook into the events system 1.1-R4 uses. I have asked if some plugin makers can make a 1.1-R4 backport, but I doubt any of them will do so.
  12. Re: Will there be a Tekkit 2.1x with Bukkit 1.1-R7 base? Looks like I will have to try that then... What all is changed from Bukkit-R4 and Tekkit?
  13. Using the NEI ItemBlock.class fires the event, but Residence doesn't block the placement. It says it does, but it doesn't. Residence blocks the event on regular Bukkit
  14. Yeah my stable reactors make 40-80 EU/t, which is much more than the batbox can handle. Unless you're making an ice eater, you should be able to do an MFE. Now before you go breaking your MFE, put an MV transformer between the reactor and it
  15. Reason I ask is since R5 Bukkit changed its event system, and plugins that now run on 1.1-R5 and newer do not work with Tekkit (apparently detecting Bukkit version first and then hook properly is too difficult to do). I am not asking a when - Just asking if you're considering that or just gonna skip right to 1.2. Edit: Now its a project to make an unofficial Tekkit-R6 jar.
  16. The two Minecrafts run from separate folders physically, and the Tekkit one has a different port number. Vanilla: defunct.url[:25565] Tekkit: defunct.url:25566 URL for the Map: defunct.url/world Dynmap is running Standalone, updating through JSON. It is NOT using its built-in web server. The question is, can both Servers update to the same folder if I run Dynmap on the Tekkit world?
  17. I run two Minecrafts on my server, a Vanilla and a Tekkit. I use Dynmap for the Vanilla worlds, but would like to also have the Tekkit worlds show up on the same URL. Is it possible to have it do via Standalone (my server runs Apache so no need to have dynmap host internally), where two different Dynmaps can work out of the same server directory (the world names are different on each world), or will I have to make a different directory for the Tekkit map world?
  18. Instead of asking for an ETA, there is a simple solution that would give the forum members a bit of progress and not just the usual yadda yadda. What about a publicly viewable checklist that has the things you're working on and as they get finished they're ----'ed? That way, people can see the progress and how close/far you are, roughly, from getting done.
  19. *edit* Thanks to the author of LWC, a new dev build now supports wildcards. Here's a basic setup that protects Tekkit machines: blocks: chest: enabled: true furnace: enabled: true dispenser: enabled: true sign: enabled: true wooden_door: enabled: true iron_door: enabled: true trap_door: enabled: true 116:*: enabled: true 124:*: enabled: true 125:*: enabled: true 126:*: enabled: true 127:*: enabled: true 136:*: enabled: true 137:*: enabled: true 138:*: enabled: true 147:*: enabled: true 149:*: enabled: true 150:*: enabled: true 151:*: enabled: true 153:*: enabled: true 154:*: enabled: true 155:*: enabled: true 157:*: enabled: true 158:*: enabled: true 160:*: enabled: true 161:*: enabled: true 164:*: enabled: true 165:*: enabled: true 167:*: enabled: true 169:*: enabled: true 171:*: enabled: true 174:*: enabled: true 179:*: enabled: true 187:*: enabled: true 188:*: enabled: true 189:*: enabled: true 190:*: enabled: true 196:*: enabled: true 201:*: enabled: true 203:*: enabled: true 204:*: enabled: true 205:*: enabled: true 206:*: enabled: true 210:*: enabled: true 211:*: enabled: true 212:*: enabled: true 218:*: enabled: true 219:*: enabled: true 225:*: enabled: true 227:*: enabled: true 233:*: enabled: true 235:*: enabled: true 246:*: enabled: true 250:*: enabled: true
  20. I noticed this launcher only downloads one mod, whereas the one in the Youtube video can do Tekkit and Yogbox as well. When they are available, which of the three will happen? ( ) TechnicLauncher will receive the updated mods list automatically ( ) TechnicLauncher will have to be redownloaded ( ) A separate Launcher (TekkitLauncher?) will have to be downloaded
  21. Re: 6 chamber Nuclear Reactor Setup Fixed, scroll up
  22. Re: 6 chamber Nuclear Reactor Setup Stilll working on that... I have to find out if Redpower can extract from a chamber, otherwise, it ends up being a 4 chamber design, like this one: http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?71kbm4yffj1kzhuoiqj0gtwvyr=1h10101001501521s1r11r10 And here's a single chamber design that needs just 8 water blocks round it to stay completely stable - half the power output, but half the Uranium used - you could drop down several of these in a reactor room to get lots of power efficiently. http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?4bfawvlxjwjhxga=1810101001501521s1r11r10 Or you can go Chamberless with 13 water blocks http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?31hgf6amf82i=1d10101001501521s1r11r10 Edit: Fixed the links
  23. Re: 6 chamber Nuclear Reactor Setup This is a 5 chamber setup with a top load BC pipe for remote loading. It makes 80 EU/t with just 4 rods and is completely stable. http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?88sggziinyyfgwty50rvh7xeiu9qr=1l10101001501521s1r11r10 This reactor runs live on my server, but its power output pales in significance to my HV Solar Array of DOOM, which can run every plot in town, even if the plots were pumping out chestloads of UU-matter 24/7
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