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joe5

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Everything posted by joe5

  1. indeed, and to be honest dark thunders is the real mod anyway if you do support the idea of adding the dark thunder eddition perhaps you could post that under the mod request. it would led credibility to that post
  2. then perhaps we it would be better to only include the darkthunder edition. on the other hand i think that because the force fields behave very differently under combat conditions (and you get separate configs) having both could add a level of increased versatility that might be nice. I tried to outline the fundomential differences in my other post so if you get the chance it would be awesome if you could take a look and see if i left anything out.
  3. out of curisity is it true that buildcraft takes up server lag just sitting their?
  4. i realize that it is probably a long shot but i added a mod request, i think that it would be awsome to have both versions
  5. hi, 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 mod 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) 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 the mod can be found at: http://forum.industrial-craft.net/index.php?page=Thread&threadID=1292 many thanks for your time and consideration.
  6. they are indeed, and if you are using the more advanced version they even make it possible to have truely greefer proof bases out of curiosity, has anyone seen any bugs with adding the dark thunder version to tekkit? it seems to be working fine so far
  7. their used to be a way to make it with gold but ithink it was removed
  8. thank you for the swift replies, are you sure that both versions are included in 3.1.1? my tekkit only seems to registure the block based system.
  9. as it turns out they are actualy being produced by different people. i think i should clarify that i was asking about the darkthunder eddition (the one that is not in tekkit.
  10. yes they can be made quite easily with the modualar force field mod.
  11. hi, I was wondering if anyone has got a chance to play with the new eddition of mffs and if they like it more/less/same as the current version that is in tekkit.
  12. if you have any of the automation mods (buildcraft/redpower) then yes they could have. chances are they simply created an item pump or two and left it running
  13. if you realy want to limit it put an inverter in between as that will drasticly cut down on the duty cycle. hope this works out for you
  14. yes, use a red power filter and remove items at the rate of 5 stacks per second. alternalty put a timer next to the batbox and an inverter to decrease the system duty cycle
  15. as a general rule, build craft is a dumb system. everything will continue to work regardless of if it has any affect. it will not waist lava but it will continue to use power to pump it. i would say that with a buildcraft system you should not need to regulate your pumps as they will simply stop being effective if they run out of places to put the lava. that system should work just fine, though i would make sure each of the tanks has an output as each of them will be filled up at the same time (though not the same rate) in short: if you are using redstone leave it on. if you are not i would start on that system
  16. great except for the whole server smashing computer burning ram eating game corrupting element of cc.
  17. ah, clearly we are experiencing a failer of communication. gold pipes do not make the water go faster, they just allow more water to flow. using only a couple of gold pipes is pointless as the water only flows as fast as the slowest element (in this case the stone) you need to replace the entire system with gold pipes. out of curiosity are you building in creative or survival?
  18. do you mean the railcraft config or a different one? interestingly enough, the most efficient system is actually a solid boar head that does not move at all and simply moves forward munching as it goes. it is a little more sophisticated from a construction perspective but it is perfectly doable and very very hard to jam (not to mention fast). we are using that system on the bottom of the build above but discovered it to late to use it for the main drill head.
  19. just use the tin it is by far far the best option if you dont want to use the glass fiber. you need to eddit the power converters config. yes
  20. you might have more luck if you posted that in a separate thread. it would be more visible that way
  21. okay, we realy need to see the other side of this to be sure but it looks like you need to replace the piping with gold pipes. i would also advise adding a second pump as water strainers eat fuel at an unbelievable rate. on that note i would also advise changing the config setting for eu produced per water unit from one to one to one to 50. that will not increase the rate at which it uses water but will make its consumption more manageable. cable: in mine craft cabling is rated by voltage and not by current. thus, my server is running about 564 though a single tin cable because all of it is coming from water strainers and all of it is in 2eu packets. that is not a good idea as it causes lag but if you are in survival it can be a functional stop gap. note: the above is effectively reversed in real life where the in most standard applications the wiring size and type is determined by the currents involved and not the voltages. hope this helps, if not please post the other side so we can get a better look
  22. it is? yea!!!! okay, as a general rule i would advise taking a look at the individual mods web presence before attempting to use it in tekkit. in this case that means this thread: http://forum.industrial-craft.net/index.php?page=Thread&threadID=1292
  23. Please post pictures of the water build up, without those it is almost imposible to make a dignosis. that is true. however, you should never transmit low voltages long distances anyway. it generates excessive lag
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