Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 56 57 [58] 59 60 ... 105

Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113295 times)

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #855 on: March 20, 2012, 03:36:37 pm »

I also vote for another desert fort as they are good for mob hunting.

As much as I like the current fort I was kind of looking forward to a fresh start, I'm happy either way, though.

One thing I'd like to see is a wing of the bunker dedicated to private rooms. I like the whole shared chest thing but would like to be able to dump my mining stuff before I rush out to attack bandits. As things stand I worry things will be innocently taken. A locker room might do the job instead and take up less space. It would also help people collect things for a larger project without stuff walking off.

Woop, thought I'd added everyone, I'll hop on in a sec and add you.
Cheers.

We just got raided. Good news is our airlock trap works, bad news is that our airlock trap works. Anyway someone blew a hole in our wall and they got into the trap part of the airlock which I promptly activated. I deactivated it when they went away but they /back-ed so I did it again. Long story short we need to turn it into a drop instead of the current setup. As is they could just back and manage to get through it and until we know they can't get back we have to be careful going through the airlock. If we just drop them in a pit with magma or what have you then we can continue to use the airlock.
Fair enough. I have a working model in creative that would do a far better job. As much as I hate digging reinforced blocks I can change things this weekend. I also have an even better design but that would require a separate entrance for new people so they can /sethome. The second entrance would be easy enough to make and secure.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

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 #856 on: March 20, 2012, 03:55:50 pm »

@Wannazzaki
   Technically with the Conversion units you could use the BC power teleport pipes to get power from anywhere to anywhere . Also one of the few constant power sources is the redstone engine which provides only a small amount of power. I just did some testing and you need at least 2 redstone engines to make any power and it only averaged .23EU/tick when flashing red which means that each engine is about .115EU/Tick or in other words 9 of them and you get a little bit more then the basic solar panel. This may seem not that good but remember that unlike basically every other source of power they don't need anything to work. You can set down 9 and forget it and always no matter the weather or anything else have 1EU/Tick coming in. The most expensive parts will end up being the pipes themselves as you need gold and redstone to make them. I fooled around in my test world a little and I came up with a really slick looking design that packs the most engines into a space which is a little bit more difficult then it could be as you can't connected wooden pipes to each other.(I have a video coming soon)

@Vattic
   The private rooms idea is a nice one though we will have to make sure they are as secure if not more so then the area in which they are.
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.

Wannazzaki

  • Bay Watcher
  • [PRONE_TO_RAGE:9001][TOO_HAIRY][ADAMANTINE BEARD]
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #857 on: March 20, 2012, 04:16:36 pm »

Hrm...so. A massive bunker underground packed with redstone engines, clad in whatever to keep it blast and dig proof, connect them all to one capacitor and pipe it to us? It would basically mean we always have power. More importantly as long as we remember it's frequency we can up and move and tap it again.
Logged
Son of Slaanesh, full of desire, He does cocaine and his head's on fire! DOOOOOOOOOOOOOM Rider! Doom rider! Na na, na na!

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 #858 on: March 20, 2012, 04:23:17 pm »

   Well if we moved we would need chunk loaders there so that it would keep running (do those work in multiplayer?) when we leave the area. Also while redstone engines require no maintenance we would probably still want to setup things like solar panels though. A good thing to point out is that if the power loss glitch is gone then we can easily just convert IC Power to BC power, teleport it somewhere, and then convert it back to IC power so really we have no limits on where we put stuff because of the tele pipes though I think the pipes are on a person by person basis, does anyone know if this is true?
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.

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 #859 on: March 20, 2012, 06:41:29 pm »

Sorry for the double post but here is the video of my redstone engine thing.


Note: We where just sorta raided I guess. A guy in diamond blew a hole in the newest sections wall along with taking out some pipes. I did not expect diamond armor or I would have taken him with my nano gear. oh well. Someone who knew how the liquid pipes went will need to fix them and I only did a bad repair with cobble so that needs cleaning up
« Last Edit: March 20, 2012, 07:15:51 pm by Akhier the Dragon hearted »
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 #860 on: March 20, 2012, 06:46:01 pm »

?-Well if we moved we would need chunk loaders there so that it would keep running (do those work in multiplayer?)
-No

?-we would probably still want to setup things like solar panels though
-Aim for one HV solar array. But thats too far away, just a few MV is good enough.

?-...though I think the pipes are on a person by person basis, does anyone know if this is true?
-Yes. And I read somewhere that even teleport pipes looses power over distance, though that might have been a more recent balance change.
Its Best to aim for not using TP pipes at all unless other option becomes too forced.

Fibre wire can go 40 blocks without powerloss and even then its just one EU. Any machine needing more power than fibre wire can provide will be near the powerstation anyway.

I can setup a good Redpower sorting system and building a vault with a sequence lock if desired.

---On Your video---
The engine generators have a conversion loss does it not? Its okay for turning BC energy to EU to make use of the BC generators, but not back and forth.
What Recording program did you 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 #861 on: March 20, 2012, 08:31:07 pm »

   No the engines have no loss of power in the conversion. Its the power link (IC to BC) that has a loss and that seems to be a bug, here is what the the mod's upkeeper says
Quote
It converts at slightly over 90% efficiency (the extra loss is a bug in BuildCraft that should be fixed in 3.0).
   As for the recording program, I use Camtasia which has worked decently for me so far. The one thing to note is my microphone sucks and has a lot of static in the background so I have to use Audacity to remove the noise as its a bit much for Camtasia to handle with its own noise removal.
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.

dragonshardz

  • Bay Watcher
  • [ETHIC:PONY:ACCEPTABLE]
    • View Profile
    • Steam Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #862 on: March 20, 2012, 08:58:09 pm »

Who put that flaming elephant in the atrium? That's genius.

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 #863 on: March 20, 2012, 08:59:42 pm »

Bah humbug
« Last Edit: March 20, 2012, 09:03:24 pm by Akhier the Dragon hearted »
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 #864 on: March 20, 2012, 10:24:37 pm »

A rather secure setup for entry and vault
http://www.youtube.com/watch?v=JQ5O42G_ZwA
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #865 on: March 21, 2012, 03:09:56 am »

The private rooms idea is a nice one though we will have to make sure they are as secure if not more so then the area in which they are.
Really I'd just like somewhere we can store things short term when going out to defend the fort or when collecting a load of materials for something. I wouldn't mean to leave anything valuable there when I log off.

Sorry for the double post but here is the video of my redstone engine thing.
Won't having lots of engines make peoples clients and maybe even the server lag? I'm sure I heard of people in SSP having large arrays of redstone engines cause problems like this.

A rather secure setup for entry and vault
http://www.youtube.com/watch?v=JQ5O42G_ZwA
Nice! Coloured blocks behind the buttons might be an idea. I also suggest that you don't directly drop but have pistons push the player into a pit so that standing on the pressure pad won't help. Someone suggested this initially but I forget who. The only problem is it's not so trivial with a double wide corridor.
Spoiler (click to show/hide)

Does anyone know who all the new buildings belong to? We seem to have gained a fair few neighbours. I am most curious about the basalt block cannon someone has pointed at nothing in particular.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Ivefan

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #866 on: March 21, 2012, 03:32:48 am »

Nice! Coloured blocks behind the buttons might be an idea. I also suggest that you don't directly drop but have pistons push the player into a pit so that standing on the pressure pad won't help. Someone suggested this initially but I forget who. The only problem is it's not so trivial with a double wide corridor.
A problem with your build would be that it breaks the pressure plate, wouldn't it?
Edited the build.


It will now either push them into the pit or out the door. either way, They're not where they shouldn't be.
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #867 on: March 21, 2012, 04:05:21 am »

It doesn't break the plate because only the block above the plate pushes the player; There is only one piston on the right of the image not two stacked.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Ivefan

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #868 on: March 21, 2012, 04:13:08 am »

Right. I didn't think. I just looked at it and saw pistons, Didn't even register that they were already extended. :P
Logged

ank

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #869 on: March 21, 2012, 04:24:15 am »

as far as i can tell, having most of our machinery outside the bunker is not really a huge problem, as long as the products are piped into the bunker.

our power station for instance, has not been hurt by the many raider attacks, our diamond factory has, but not since i installed the glass protecting the auto crafting tables.

the problem we have right now with raiding is people killing us, not people stealing stuff.

the only way to be safe from this, is to stay in the bunker at all times... >:(

the right way to go rather is traps everywhere! lots and lots of fake doors with traps in front of them.

i've also been thinking about "rabbit holes" where you run down into a corridor, which activates a trap when somebody follow you.
This will give us lots of safe places to run to when we see an invader, and enough time to /home to the bunker.

Props on the combilock door, looks really nice... i vote for this door into the bunker(and our front door too)


EDIT: I just had an idea!
You guys know those windows that are hooked to an alarm? i wire goes around the glass, and if it's broken, an alarm goes off.

we can make that with our walls! just place redwire back and forth 1 block apart, inside a double wall!
activates alarm and lockdown mode if it's broken!
TNT Alarm!
« Last Edit: March 21, 2012, 04:51:13 am by ank »
Logged
Pages: 1 ... 56 57 [58] 59 60 ... 105