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Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113360 times)

Akhier the Dragon hearted

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1050 on: April 03, 2012, 11:56:19 am »

   The filler is interesting but the problem of landmarks is why I go with farms. The farm just needs to be set down and powered. This means that when your done with an area it is really easy to setup in the next place. Also if you make the area to big which would be one of the benefits of a filler you would just end up lagging the server because of all the items dropped on the floor. As for the large open area there is currently no plans at all for it. If you want I could actually make my area even more cavernous with a higher ceiling in any new areas(I had been planning this anyway but had not gotten around to it).
« Last Edit: April 03, 2012, 11:58:01 am by Akhier the Dragon hearted »
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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

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1051 on: April 03, 2012, 12:35:42 pm »

the bricks are fine, i'm building a highway over them to bring storage carts into the semi bunker(this be will be done very securely!)

server is lagging out right now, so construction will have to wait.
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Scelly9

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1052 on: April 03, 2012, 04:19:58 pm »

I'm thinking about joining. Sounds like fun!
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Scelly9

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1053 on: April 03, 2012, 04:47:10 pm »

What minecraft version is technic currently?
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Ivefan

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1054 on: April 03, 2012, 07:04:11 pm »

What minecraft version is technic currently?
Just use the launcher and it will deal with it. but technic is 1.2.3 because the modders wait for 1.2.5. tekkit is 1.1

Well, I'm online now. Any guidance to where I go from here would be muchly appreciated.
coords -1000, 300
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Scelly9

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1055 on: April 03, 2012, 07:16:45 pm »

Anybody gonna be on in an hour or so?
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Ivefan

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1056 on: April 03, 2012, 07:36:02 pm »

the bricks are fine, i'm building a highway over them to bring storage carts into the semi bunker(this be will be done very securely!)

server is lagging out right now, so construction will have to wait.
Down in the mine i meant. also, I'm trying to use your unloader/energy link but it does not seem to work.
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Scelly9

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1057 on: April 03, 2012, 07:51:19 pm »

If anyone is on I would appreciate being let in.
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Akhier the Dragon hearted

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1058 on: April 03, 2012, 08:01:43 pm »

   Okay, I have let both Scelly and Naxza in and got them situation(/sethome) but beyond that I can't do much. May not be on much tonight at all.
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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

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1059 on: April 04, 2012, 02:02:43 am »

Ivefan: the bricks in the mine are also fine, at the very least it will give us a nice floor to build on.

i figured out why the energi station wasn't working: turns out you can't pull power out of the bottom of an energy link.

it's fixed now, you can re-hook your filler to the gold pipe line.
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Ivefan

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1060 on: April 04, 2012, 02:38:48 am »

Another thing i thought of was that instead of(or just have an extra loader) the unloader where it is, you could have rails inside the mine to bring the cart to a unloader+Link by the actual mining device, as the mining area just gets further and further away from the station.
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ank

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1061 on: April 04, 2012, 03:05:06 am »

the thing is constantly rebuilding the station farther and farther away is much more work, than just making a gold pipe there. then when you think the station has gone too far away, you can relocate it.(or add more steps to it)

also, the rails are not free, and booster rails cost gold, like the gold pipe... so it might even not be economical.
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Ivefan

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1062 on: April 04, 2012, 08:10:21 am »

I mean that simply drawing a wooden rail out from the powerstation to where it is needed, and a MFE/MFSU cart usually contain more energy than needed. the only thing needed to be redone every time would be to tear down the energy link and the unloader and place them down further away.
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Matz05

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1063 on: April 04, 2012, 09:06:14 pm »

I helped... was it Akhier?... work for a while on an unrestricted breaching charge.
The good: no rule against it, very controlled. Progress to detonation clearly visible and looks awesome
The bad: needs power, uses up gold, very weak, time delay before detonation (can be reduced with BC/IC power).
 
I said that it seems perfect for controled demolition (blowing bridges?).
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Akhier the Dragon hearted

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1064 on: April 04, 2012, 09:32:30 pm »

So with some test I have deduced some things about using gold conductive pipe to cause explosions. 2x2 square is the best as larger squares and such do not seem to make a bigger explosion, it just takes more power.  To make a 2x2 explode you need somewhat less then an E crystals worth of EU though I can't give you exact figures. To start the process you need something to draw the power out such as a farm though once you see the blue power line in the tube you can remove it. A really nice feature of the explosion is that it is exactly the same every time. I have it down so I can blow a 2x2 hole in a wall. This is a big thing because not only is this method not restricted but every other method of explosion is uncontrolled. We will get style points if nothing else for being able to make a 2x2 hole in someones wall though it seems to do more damage to glass panes so this may be variable by material. I was testing on stone brick. Another thing I will check when I get on later is if it works even when covered by water. This is an iffy thing but the pipes remove the water from where they are and unlike tnt never let the water back in until after the explosion so it may work.

Update: It does work underwater. I just blew a 2x2 hole while having the loop fully submerged.

Update: I asked the mod halosomethingyear and he came and took a look at it and said it would count as griefing. So close yet so far. Ivefan guessed that it was because you had to place the pipes next to the targets building and I agree with him on that.
« Last Edit: April 04, 2012, 10:05:16 pm by Akhier the Dragon hearted »
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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.
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