Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 72 73 [74] 75 76 ... 105

Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113363 times)

dragonshardz

  • Bay Watcher
  • [ETHIC:PONY:ACCEPTABLE]
    • View Profile
    • Steam Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1095 on: April 07, 2012, 12:49:00 am »

Yeah, that's definitely not kosher. That shit would fall down so hard.

Ivefan

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1096 on: April 07, 2012, 02:07:13 am »

They tore it down so dont really have proof(other than screenshot) unless the mods bother checking the general area with blocklogger
Logged

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1097 on: April 07, 2012, 02:16:13 am »

Give it a go, the fact they removed it means they probably knew it was not kosher.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1098 on: April 07, 2012, 03:23:57 am »

I'm really interested to see how your pipe bombs could be turned into a trap Akhier. One thing to keep in mind when scaring your foes is that you have less than five seconds to do it.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

ank

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1099 on: April 07, 2012, 03:31:24 am »

Regarding the failed raid:

that tower is not ok!
BUT: they didn't manage to break inside, so there is no loss to report.
AND they were kind enough to break it down afterwards.

i say just leave it be, and be happy that our fort is now impregnable!
Logged

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1100 on: April 07, 2012, 03:32:24 am »

Your mistaking removing the evidence for kindness.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Ivefan

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1101 on: April 07, 2012, 06:57:03 am »

Akhier, do you have any attachment to your redstone engine production line, or could i remove that building?
Logged

Wayward Device

  • Bay Watcher
  • Has no dealings with the incarnations of gods
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1102 on: April 07, 2012, 10:19:38 am »

Just thought I'd mention that I now have working plans for a tnt cannon with a 400 block range (in a straight line, slightly more if set up as a mortar). Basically, I've been trying to design the most efficient cannon possible for when someone gets promoted to engineer and we can work with tnt. With all the wonderful components available (most notably wire) an extremely compact and efficient cannon can be made. Instead of the classic long water trench+ timing system+booster setup the charge is stacked vertically. This eliminates the need for a booster (in a normal cannon the booster goes off just before the charge, to compress it next to the shot for max power).

400 blocks is a bit excessive, I admit. However, this is with a 30 tnt charge. The more practical model I would use for raids holds 10-charge and has about a 150 block range, gaining about 10 blocks of range for every 1 block it's elevated above the target. The whole thing takes less than 60 components and can be built in under a minute. Fine adjustments in range can be made by adjusting the timer (just a single repeater) charge amount and elevation of the shot from the ground. Just thought I'd share.   

EDIT: After further testing, it seems you only get this range if firing to the north or west. South and east barely makes it 20 blocks. Must be the falling object direction bug...
« Last Edit: April 07, 2012, 01:27:06 pm by Wayward Device »
Logged
or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Ivefan

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1103 on: April 07, 2012, 11:03:38 am »

Sounds good.
and in other news. My new farm and ank's coke ovens has been connected to a generator power plant.. 16 generators and it still isn't enough to burn the farm output.
Logged

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1104 on: April 07, 2012, 12:18:33 pm »

   You can remove my redstone engine creation device. If need be I have models in my test world so I can always remake it.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Matz05

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1105 on: April 07, 2012, 03:27:33 pm »

I wish this server had a nice strong no-block-damage explosive available for our use.
Logged

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1106 on: April 09, 2012, 09:32:10 pm »

Though I don't think we have anyone who can place tnt yet these three videos from the VoxelBox's channel shows the building of a cannon that fires quite a distance with great precision and should be easy enough to convert to singleshot (theirs is automatic and multishot).
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Ivefan

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1107 on: April 09, 2012, 11:30:51 pm »

Okay... the quarry has become too large in some directions. The chunk with the power station gets unloaded while cleaning up :P
Logged

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1108 on: April 09, 2012, 11:45:10 pm »

I like that from one end I can look at the other and see if the sun is up or not.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

ank

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1109 on: April 10, 2012, 02:33:18 am »

Time to extend the rail network i guess.

in horrible horrible news:
server had a rollback. Me and Ivefan lost at least 3 hours of work :(

we gotta start all over on the reed farms. all our work yesterday was undone!

on that, would you rather we use metal poles for the pillars?
could look good if it was not all concrete.
Logged
Pages: 1 ... 72 73 [74] 75 76 ... 105