Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 41 42 [43] 44 45 ... 105

Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113196 times)

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #630 on: March 05, 2012, 04:43:55 am »

Just as long as I don't get killed. Or appropriate reprimands will be handed out on other servers, *wink wink* :P
Also, we need a flag.
Logged
*Hugs*

ank

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #631 on: March 05, 2012, 04:52:16 am »

i'm not sure how to make the doors "unlevelable", can you show me please, and secure all my many doors with this method?

i'm also thinking that we need more dummy doors with traps on the other side.

can sunlight shine through water?

immersing the whole base sound like a good idea though, except for our dome.

also i was scared shitless when two names apeared outside our fort, but they were just people looking for one of the guys who attacked us...
i was too paranoid to let them in though.

they complemented me on them not being able to get through the second door though.

EDIT: ok figured out how to make the doors unlevereble, i have secured all the doors now.
people can still use tnt cannons to get in though, but they need to break through 3 doors now.

EDIT 2: the mined hallways with panic switches sounds like a great idea.
to make sure they can't explode a crusial wire, we build the system so it's armed, when the system fails!
instead of the panic switches arming them, they should instead dearm when they are not pulled, so if they are disconnected they will automatically arm.
muhahahaha!
« Last Edit: March 05, 2012, 05:28:49 am by ank »
Logged

Ivefan

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #632 on: March 05, 2012, 07:09:53 am »

EDIT 2: the mined hallways with panic switches sounds like a great idea.
to make sure they can't explode a crusial wire, we build the system so it's armed, when the system fails!
instead of the panic switches arming them, they should instead dearm when they are not pulled, so if they are disconnected they will automatically arm.
muhahahaha!
Considering that this is bay12, it will be overdone and thus it will end up as a 'fuck the world' switch rather than panic switch.
Logged

Matz05

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #633 on: March 05, 2012, 09:22:33 am »

The trap by the coke oven is just a demonstration model. If everyone followed my instructions and didn't load it, it should be perfectly safe. It is a version of the proposed "panic switch" that blocks the corridor with a piston and arms a mine in front of it. The mine should just dispense cobble though. Multiple switches on the "arm" line should work for the "panic switches" set up, if anyone wants to try.
Feel free to take it apart/reverse engineer it. That's what its there for, it isn't really in a practical setup.
Logged

ank

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #634 on: March 05, 2012, 09:27:55 am »

so lets make the panic switch system in this manner:

                 panic lever
                        |
Panic line-------------------panic line
                              |
                            And Gate---------Pressure plate
                                 out
                                  |
                               Trap

we could also connect the system to doors that close when the panic switch is flipped

we also need a sheep farm to get wool for jacketed wires


EDIT: so i did it again, on the BC wiki it says redstone engines can't explode... but they can, if they are chained... so our logger exploded again.
i had installed redstone engines so that it would kickstart the system, when there was a lul in the tree production.

good news is a got diamond factory working again, so i can remake the diamonds i lost :)
« Last Edit: March 05, 2012, 11:23:20 am by ank »
Logged

Karakzon

  • Bay Watcher
  • [ethics:give a shit?: denied]
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #635 on: March 05, 2012, 12:31:25 pm »

you could just make a layer under the corridors (droped in on via pistons opening the floors) that is a fall down into a massive trap complex built out of obsidian on the bottom. Since Obsidian dosent break when tnt is used.

Ill get round to joining you guys at some point. right now ive got uni stuff to be getting on with :/
Logged
I am Dyslexic. No its not going to change any time soon.
Bolts of Exsanguination THE terrifying glacier export, get yours today!

GreatJustice

  • Bay Watcher
  • ☭The adventure continues (refresh)☭
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #636 on: March 05, 2012, 03:47:38 pm »

It won't let me connect, keeps giving me the "server is down" sorta message. Anything I need to download?
Logged
The person supporting regenerating health, when asked why you can see when shot in the eye justified it as 'you put on an eyepatch'. When asked what happens when you are then shot in the other eye, he said that you put an eyepatch on that eye. When asked how you'd be able to see, he said that your first eye would have healed by then.

Professional Bridge Toll Collector?

Meta

  • Bay Watcher
  • Aka Maunoir. French Dwarf
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #637 on: March 05, 2012, 03:58:43 pm »

The server's down for the time being. Faulty network card. Should be up soon.
Logged
Generalized Godwin’s Law: "Every discussion within an online community converges to a zero-information signal characterized by empty assertions concerning the foundational dichotomy of that community."

ank

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #638 on: March 05, 2012, 06:45:11 pm »

server is down for at least 5 hours.
check back tomorrow.
Logged

Matz05

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #639 on: March 05, 2012, 07:05:50 pm »

ank, that is basically what I prototyped there.

The switch is connected to an under-floor wire (the panic line). A switch going HIGH anywhere along it's length will set it HIGH.

The dispenser is connected to an AND gate attached to both a pressure plate and the panic line

I then added a piston, to show how blast doors can be connected directly to the panic line. Unfortunately, it obscures the dispenser somewhat.

Making it "fail-deadly" (traps activate when panic line LOW) would require a lot of gates. With this, a simple AND per active trap works (passive traps eg. locks and blast doors don't need any triggering logic, a HIGH signal is enough)  and a severed line is only a problem if there are not switches on both sides already pulled. Redundancy is as simple as laying the panic line out as a grid instead of a linear path.

Actually, simply shunting dirt/cobble/etc. into a few places in all corridors when the panic line goes HIGH would work great, as blasting every archway with stub cannons would be wasteful and time-consuming. Defenders could (assuming weak blocks) break and replace them to move around. The pistons don't even have to be sticky, making the trap only resetable by breaking blocks.

Also, all one-way doors need mouldings to be installed around them, preventing some 1337 HAXX0R from throwing a red torch or switch next to them.

Alternately, make them in "fail-deadly" style: doors installed sideways and held "open" (blocking passage) by redstone.
Logged

ank

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #640 on: March 06, 2012, 04:40:37 am »

not to take away from the protorype, i wanted to make sure everybody agreed on a design.

ok we just make it activate on 1.

on a simmilar note: redpower allows us to make light blocks...l red emergency lamps anyone?
for extra dwarvenness we should have white light blocks doing the normal lighting, and then turning them off during a panic.
Logged

Karakzon

  • Bay Watcher
  • [ethics:give a shit?: denied]
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #641 on: March 06, 2012, 01:58:35 pm »

not to take away from the protorype, i wanted to make sure everybody agreed on a design.

ok we just make it activate on 1.

on a simmilar note: redpower allows us to make light blocks...l red emergency lamps anyone?
for extra dwarvenness we should have white light blocks doing the normal lighting, and then turning them off during a panic.

Ha, so the entire place would go pitch black eh? nice idea. you cant proceed when you cant see and theirs traps and blocked off dead ends.
the network would have to be rather extensive though. otherwise well just get worn away at if someone decides to birng out a protracted seige against us.
Logged
I am Dyslexic. No its not going to change any time soon.
Bolts of Exsanguination THE terrifying glacier export, get yours today!

ank

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #642 on: March 06, 2012, 02:35:21 pm »

i was thinking of shutting off white lamps and turning on red ones...
but total darkness in the trapped areas might work too...
Logged

Wannazzaki

  • Bay Watcher
  • [PRONE_TO_RAGE:9001][TOO_HAIRY][ADAMANTINE BEARD]
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #643 on: March 06, 2012, 02:35:22 pm »

What is the status of the group/server/version? I want to run operation Tower of Babel with the new sky height,
Logged
Son of Slaanesh, full of desire, He does cocaine and his head's on fire! DOOOOOOOOOOOOOM Rider! Doom rider! Na na, na na!

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #644 on: March 06, 2012, 02:36:17 pm »

Technic/Tekkit is still at 1.1, and will be until all the mods update.
Logged
*Hugs*
Pages: 1 ... 41 42 [43] 44 45 ... 105