Jump to content

joe5

Members
  • Posts

    195
  • Joined

  • Last visited

Everything posted by joe5

  1. hi, after the utter and complete faler of my previous mining machines I have created a mining machine which does not need a moving head in order to function. in principle this is great, as it allows me to use only one inchworm drive and the machine never gets stuck. however, while it never gets stuck it simply stops working when I am not nearby. I have implemented both a rolling chunkloader and a frame based chunckloading modual. but at the moment I am unclear on wheather they are having any effect. has anyone succeed in creating a chunckloaded mining machine that functions when people are not in the area? if so, how? if not, has anyone given it a shot and figured out why it is not working?
  2. first, check the linksize. then, get rid of all of the normal blocks that don't need to be their. the first rule of building with frames is that whenever possible you ONLY build with frames. it makes it easier to bug check and less likely to develop bugs have you tried removing the outer layers and adding them back on one at a time?
  3. will the chest shop be remote from that location or connected directly? for security's sake, can i suggest that a two chest send receive system is safer and would allow you to take a wider varity of payments.
  4. your server is organised enough for that to work?
  5. why not just take it off and add a glowstone roof or something then? you could give it a kind of flattend dom roof
  6. joe5

    ICBM Mod

    I believe that it already uses ic2 uranium ingots. at least that is what the mod author stated on his forum.
  7. joe5

    ICBM Mod

    out of curiosity, has anybody gotten a chance to test its wepons against mffs?
  8. in that case perhaps you should innocently add a couple of ballistics analysis labs (sylos) in case we ever get lucky and this: http://forum.industrial-craft.net/index.php?page=Thread&threadID=2392 is added to the pack
  9. never forget a renforced glass bunker. one never knows when an innocent multinational corporation may become a target for atomics testing
  10. I think that that is a brilliant idea as it would encourage people to share their smp creations as well as normal ssp creations. perhaps I will post something.
  11. alternately, if you are willing to install the darkthunder eddition you can change the thickness of your forcefield not to mention add an item that automaticly attacks anyone unathorsed who comes in, however you would need to get all of your users to use that one as well.
  12. my hope is that the next version of tekkit will have both, that way servers could have multiple types of forcfeild with different enegery requirements and blast resistances. but yeam i vote we support the original mod author and give him the credit he is due
  13. indeed, it in no way reflects on immibis, he is a hero for putting in the effort to rescue that mod when it looked like it was going to die but the bottom line is that darkthunder is the one with the creative vision. given as they have already released a version with immibis I dont see any problem with leaving that in but i think that as tekkit is an smp pack having the smp version is a good idea
  14. ah, apologies. i was hoping to find a place to put in a request for the dark thunder eddition of mffs
  15. apologies, i was directed here as a place to post mod requests. i will continue to search for the proper place
  16. hi, i posted this earlier in the wrong section so i figured i would give it another try: I have recently been experimenting with modular forcefields for use in multilayer defence systems and came across the updated dark thunder edition of the mod. this version uses items to upgrade and modify the feild types rather than blocks. while i would not necessarily say that this version replaces the existing version already in the pack, i would propose that it expands and enriches the tekkit survival experience. most particularly in pvp or endgame situations where power usage or nuke resistance (near invulnerability) are a priority. known compatability: while I have not yet gotten a chance to test this mod on a server as of yet I can verify that it functions flawlessly in tekkit ssp and that it complements the existing mods quite nicely. advantages: greater nuke resistance more sophisticated field shaping adds mob proof shields adds true pvp defence systems adds far more options regarding power use and field size (in game) allows for the creation of larger fields more streamlined upgrade/control system does not require work around to create doors (authorised personnel can walk through field at the cost of eu) creates a "smart" system that can identify which players are and are not authorised to aces the system. smaller system block footprints (less blocks needed) could be used to create an in game factions base without cheating. allows the creation of larger and THICKER feilds. could be used to make an awsome (if expensive) transport system disadvantages: more expensive steeper learning curve would make wars more expensive the cost in time for the tekkit team to add it to the modpack might be difficult for inexperienced ops to handle as it does have a powerful tool set the mod can be found at: http://forum.industrial-craft.net/index.php?page=Thread&threadID=1292 many thanks for your time and consideration.
  17. hi, i was wondering where/how i should submit mod requests thanks
  18. as far as i know the id cards only work on the current version (with the smp focus) and not the spin of that tekkit uses which is much more ssp focused have they switched to the dark thunder version? also, their are some ways into a mffs forcefield assuming that he has not taken the adequat precautions and you are an op (or they are okay with this). i have spent a fair number of hours testing mffs for my own server so if you still need some help with this problem feel free to ask
  19. although i would have loved to have seen the mffs mod included ( the advanced version: http://forums.technicpack.net/threads/mod-request-mffs-dark-thunder-eddition.17809/) i think that it is a good update. what did you not like?
  20. eather that or simply figure out average power usage and broudcast that (remember multiple bases can draw from the same frequecy which lets you split it into smaller poer links) i am unclear on why you need a substation in the first place. on our sever we are currently broudcasting all the way from the gen tower to allied mining inc which is located about 5000 blocks away without problems.
  21. if i understand correctly what you are trying to do:yes. we have one on our server and aside form the ocasional act or stupidity or sabatoush it has been brouadcasting 756eu/t about 5000 blocks to 20 different points quite reiliably. the only hting i would warn you about is the need to throutal your system. in other words, becuse buildcraft is a always on system any power your broudcast and dont use is waisted so unless you have demand side managment of the system you should be very carfull to limit your frequency sizes
  22. indeed, i heard that just having it on can masivly contribute to server load but if that is not the case then that is a very good thing
×
×
  • Create New...