Renagade2k4 Posted September 26, 2012 Share Posted September 26, 2012 Hey guys was just playing tekkit on my bros server, and had this idea pop in my head i know we have the battpack atm but it runs out really fast could we possible get a nuclear battpack added of course it would last alot longer and you could recharge with the uranium (refined) you find when you mine well its out there now what you guys think? Link to comment Share on other sites More sharing options...
BurningCake Posted September 26, 2012 Share Posted September 26, 2012 You know what I think? You are a cow. Link to comment Share on other sites More sharing options...
theprolo Posted September 26, 2012 Share Posted September 26, 2012 The mods in this mod pack aren't made or edited by the Tekkit team, so why are you posting this here? Go whine to to the ic2 crowd if you actually want this, instead of just using the better version of the batpack which is already in the game. Link to comment Share on other sites More sharing options...
Mageleon3860 Posted September 26, 2012 Share Posted September 26, 2012 Hey guys was just playing tekkit on my bros server, and had this idea pop in my head i know we have the battpack atm but it runs out really fast could we possible get a nuclear battpack added of course it would last alot longer and you could recharge with the uranium (refined) you find when you mine well its out there now what you guys think? you can download a mod which gives you an ultimate lappack and it can hold 10,000,000 EU (Same has an MFSU). Link to comment Share on other sites More sharing options...
gavjenks Posted September 26, 2012 Share Posted September 26, 2012 You know what I think? You are a cow. It would have been much more amusing if you responded "How appropriate. You fight like a cow." @OP: I actually really like that idea. Obviously, instead of just "charging" it with uranium, though, it should be a functioning nuclear reactor with an actual chamber and the ability to add cooling cells, the ability to overheat and explode, to breed, etc. Another fun feature would be that if you place it in the charging slot on an MFSU, it continues to create energy and charge it with that until the fuel runs out. That would be very tekkity. You really should go suggest it on the IC forums. Link to comment Share on other sites More sharing options...
Mageleon3860 Posted September 26, 2012 Share Posted September 26, 2012 but Nuclear reactors create extreme voltage and if you put it directly to a mfsu it will blow up. Link to comment Share on other sites More sharing options...
gavjenks Posted September 26, 2012 Share Posted September 26, 2012 but Nuclear reactors create extreme voltage and if you put it directly to a mfsu it will blow up. No, only if they are producing more than 512 Eu/tick. I believe what they actually do is just create a packet of a size = to whatever their output is. Link to comment Share on other sites More sharing options...
theprolo Posted September 26, 2012 Share Posted September 26, 2012 Why do I have the feeling this would lead to suicide bombing in minecraft... You just visit a guys house, slip on your nukepack and fill it up with uranium and no cooling. Boom. Link to comment Share on other sites More sharing options...
gavjenks Posted September 26, 2012 Share Posted September 26, 2012 Why do I have the feeling this would lead to suicide bombing in minecraft... You just visit a guys house, slip on your nukepack and fill it up with uranium and no cooling. Boom. Yeahp. It would certainly add a fun new strategy to factions. Link to comment Share on other sites More sharing options...
VideoBoy Posted September 27, 2012 Share Posted September 27, 2012 Yeahp. It would certainly add a fun new strategy to factions. Heh, we already do that with turtles and nukes. Why send a human on a suicide mission when you can send a fairly inexpensive robot? Link to comment Share on other sites More sharing options...
gavjenks Posted September 27, 2012 Share Posted September 27, 2012 Robots can't figure out which hallway looks like a more damaging target by themselves, at least not CC ones. Also, if I were running a factions server, I would most definitely NOT allow turtles to modify blocks within faction boundaries... that sounds pretty dumb. If turtles can ignore factions, then all you need to do is make a turtle go from sky to bedrock digging every block, then up the next row, and their whole base will be air in a few minutes... Link to comment Share on other sites More sharing options...
VideoBoy Posted September 27, 2012 Share Posted September 27, 2012 Robots can't figure out which hallway looks like a more damaging target by themselves, at least not CC ones. Also, if I were running a factions server, I would most definitely NOT allow turtles to modify blocks within faction boundaries... that sounds pretty dumb. If turtles can ignore factions, then all you need to do is make a turtle go from sky to bedrock digging every block, then up the next row, and their whole base will be air in a few minutes... Right, because you're an epic developer who has figured out how to modify Factions/ComputerCraft code to allow such a restriction... Mind sharing your epic patch with the rest of us mortals? And I just place the turtle right in front of the target and tell it to go forward until it hits something, then place the nuke and ignite it. XD Btw, turtles can't break blocks in Factions (at least on my server) BUT they can place blocks. Link to comment Share on other sites More sharing options...
gavjenks Posted September 27, 2012 Share Posted September 27, 2012 Right, because you're an epic developer who has figured out how to modify Factions/ComputerCraft code to allow such a restriction... Mind sharing your epic patch with the rest of us mortals? Uh, turtles use fakeplayers. Just don't give the turtle's fakeplayer perms to build in other people's factions... Derp Btw, turtles can't break blocks in Factions (at least on my server) BUT they can place blocks. Somebody seems to have ALREADY set perms for turtles on your server. All they have to do is simply also take away the placing blocks node, like they took away the breaking blocks node. This would stop turtles from entering faction land (since when it moves, I believe it is technically breaking itself and placing itself again) Not really an "epic patch," considering it is not only common knowledge, but also something that your server admins seem to have already set up. And I just place the turtle right in front of the target and tell it to go forward until it hits something, then place the nuke and ignite it. XD No, that's easy to defend against. Everyone expects that (force fields etc.). The cool thing about the backpack is that you can move around inside of a faction base even though you cant place blocks, as a player. So you can possibly get to places they didn't expect you to get to, and can still set off explosions there by overheating your backpack. Allowing exploitation of unintended vulnerabilities that aren't possible from just the edge of the faction. Link to comment Share on other sites More sharing options...
VideoBoy Posted September 27, 2012 Share Posted September 27, 2012 Uh, turtles use fakeplayers. Just don't give the turtle's fakeplayer perms to build in other people's factions... Derp Somebody seems to have ALREADY set perms for turtles on your server. All they have to do is simply also take away the placing blocks node, like they took away the breaking blocks node. This would stop turtles from entering faction land (since when it moves, I believe it is technically breaking itself and placing itself again) Not really an "epic patch," considering it is not only common knowledge, but also something that your server admins seem to have already set up. No, that's easy to defend against. Everyone expects that (force fields etc.). The cool thing about the backpack is that you can move around inside of a faction base even though you cant place blocks, as a player. So you can possibly get to places they didn't expect you to get to, and can still set off explosions there by overheating your backpack. Allowing exploitation of unintended vulnerabilities that aren't possible from just the edge of the faction. Eh? I am the only admin. LOL. What are the Factions permission nodes for building in enemy territory? I didn't add anything besides the standard Factions permission... 'factions.kit.fullplayer' or something like that. Regular players can't do this so I don't know why turtles can, assuming they are treated as players when placing or breaking blocks. As far as I know there isn't a permission node, or are you talking about another plugin? Link to comment Share on other sites More sharing options...
gavjenks Posted September 27, 2012 Share Posted September 27, 2012 I'm not sure if turtles are counted by fakeplayers by default. Try looking in the CC or turtle config, and make sure that turtle fake players appear to be turned on (if it says "per" or "perturtle" or something, it means it is on). I don't know anything about factions nodes at all. If factions is a plugin specifically designed to protect areas, and doesn't let you prevent people from placing blocks, then it would be a pretty shitty plugin. I'm sure there's some node. Link to comment Share on other sites More sharing options...
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