Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 51 52 [53] 54 55 ... 105

Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113257 times)

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 #780 on: March 18, 2012, 09:03:10 am »

Quantum is being banned in the next map.

Also, who built the fuglyass tower and bridge SW of the base? They're gonna get removed.

I did. I'm sorry if you don't like them, they're both still in the early stages of construction. What your looking at with the bridge is just the beginning of the foundation, it'll get prettied up later but right now the one wide bit headed off into the distance does its job of providing a guide to build off later and giving us easy access to the volcano and island to the south that I've been mining for marble (me and Vattic actually found a huge ravine while mining there, its a pretty nice spot). Admittedly, the right test support pillar does have to be moved one block over but I'll get around to that eventually. As for the tower, whats visible now will eventually be the inner wall. The final outside will be basalt, stepped three times to give it that "slightly narrower as it goes up" look. At the top quarter of the tower the basalt will spread out into "claws" holding a clear glass sphere (think like a gem setting on a ring) with an artificial mushroom garden. I still can't decide whether there should be spread out supports at the bottom like the Eiffel tower (or a hatstand) or a pyramid.

If you have an constructive criticisms of my architectural plans feel free to offer them up, I'd be happy to do the same for your projects.
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.

GreatJustice

  • Bay Watcher
  • ☭The adventure continues (refresh)☭
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #781 on: March 18, 2012, 09:46:06 am »

Could someone make step by step instructions for getting on? It still isn't letting me connect
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?

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #782 on: March 18, 2012, 09:57:49 am »

Download the launcher > Select Tekkit in the dropdown in the top left of the launcher window > Press the little button below the login box that says "options" > go to the build selection and choose the dev build
Logged
*Hugs*

A Spoony Bard

  • Bay Watcher
  • [MANNERISM:lute]
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #783 on: March 18, 2012, 10:24:27 am »

Well, I have a design for an unleverable one-way door that would work for our exit, the only problem is that It will require me to lower the road infront of the door by one block, since the doors have to be a block higher then the pressure plate to work.
Should I go ahead with the plan for this door?
Logged

Twi

  • Bay Watcher
  • ✨heterotemporality✨
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #784 on: March 18, 2012, 10:27:44 am »

   Once everyone has it then the advantage is fully on the side of the defenders. With a level playing field it will be traps that decide the day though I guess the attackers could just ignore the defenders and riffle through their chests then leave once done. At least that is what I would do in a situation where I can't kill you but you can't kill me.
A guy in the technic forums tested being shunted around by musket fire for 10 solid minutes, didn't do a pixel of damage to the charge.
He also fired a fully charged with EV tesla coil and it didn't do any damage.

So yeah, PvP would basically be dossing around until you can get to their chests and then taking everything, while they go and do the same in your base :P

On the other hand, falling into a bottomless pit is still usually lethal :P
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 #785 on: March 18, 2012, 10:35:23 am »

Quantum protects against fall damage. Its basically craftable godmode, which is why its being banned.
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.

Twi

  • Bay Watcher
  • ✨heterotemporality✨
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #786 on: March 18, 2012, 10:38:51 am »

Quantum protects against fall damage. Its basically craftable godmode, which is why its being banned.
Hence bottomless. Alternatively, into an End Portal.
Logged

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #787 on: March 18, 2012, 10:45:08 am »

That would require being able to create a bottomless pit or an end portal :P
Logged
*Hugs*

Twi

  • Bay Watcher
  • ✨heterotemporality✨
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #788 on: March 18, 2012, 10:47:18 am »

That would require being able to create a bottomless pit or an end portal :P
That's what nuclear explosions are for? :P
Logged

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #789 on: March 18, 2012, 10:49:53 am »

Nuclear explosions still can't destroy bedrock :P
Logged
*Hugs*

Twi

  • Bay Watcher
  • ✨heterotemporality✨
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #790 on: March 18, 2012, 10:52:02 am »

Nuclear explosions still can't destroy bedrock :P
I didn't say just one nuclear explosion, now, did I?
Besides, TNT can destroy bedrock if you get ungodly amounts of it. I mean, yeah, you'd get yelled for crashing the server, but so? :P
(Note: You could contain it somewhat with a large amount of obsidian. Which might help slightly. o3o)
(Other note: I don't actually want you to do that. Just so you know. :P )
« Last Edit: March 18, 2012, 10:54:04 am by Twi »
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #791 on: March 18, 2012, 10:56:50 am »

I thought you would all like to know that the potion traps I posted earlier in the thread will destroy anyone in quantum armour with ease.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Twi

  • Bay Watcher
  • ✨heterotemporality✨
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #792 on: March 18, 2012, 11:01:28 am »

earlier in the thread
Linky? I don't feel like searching through it all :P
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #793 on: March 18, 2012, 02:13:32 pm »

Linky? I don't feel like searching through it all :P
Here is a video of an early prototype. I had to slow things down a bit after an update increased the invulnerability time between potion hits. I just made a new design with RP2.
Spoiler (click to show/hide)
It could probably be simplified some but I'm not used to all these mods. The dispenser could also be resupplied using BC and maybe RP. The double repeaters are because the pulse former creates a pulse too short to set off the dispenser. I'd normally put another in bellow the two at the top but it seems to work anyway.
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 #794 on: March 18, 2012, 03:10:21 pm »

please dont mess with the doors.
they are already unleverable, coz they are on their sides, so they close when redstone is ipplied.
Logged
Pages: 1 ... 51 52 [53] 54 55 ... 105