TV11 - Tekkit organization thread

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Re: TV11 - Tekkit organization thread

Post by raindrop » Fri Sep 21, 2012 12:50 am

Dog wrote:Well, I should claim anything - my apologies.
I was planning doors that diverted the lava when they opened.
But as I never play, please use as you see fit!
I never intended on doing anything with it, just pointing out a cool volcano. Anyone is free to do with it as they please. ^_^

I've also waypointed a couple of massive oil geysers. If anyone is interested, I can look up the coords. <3
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Re: TV11 - Tekkit organization thread

Post by Moonray » Fri Sep 21, 2012 9:06 am

I believe someone stole some of my batboxes, from my base. :evil:
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Re: TV11 - Tekkit organization thread

Post by Moonray » Fri Sep 21, 2012 9:11 am

Scratch that, it isn't some.

I began with 36 batboxes, and I am left with 23 batboxes.

...

It is not the end of the world, but I am mad.
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Re: TV11 - Tekkit organization thread

Post by Moonray » Fri Sep 21, 2012 12:14 pm

Now that I've had a few hours to cool down, I realize I was overreacting. I am sorry.
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Re: TV11 - Tekkit organization thread

Post by Boss Llama » Fri Sep 21, 2012 12:19 pm

Was chatting with Rain yesterday about the capabilities of CCSensors, specifically the Player Sensors. If I understood correctly, you can use them to pick up the name, location, level etc of any player coming in range of them, and we believe log that data using a ComputerCraft program in game. These "mysterious occurences" will get a lot less mysterious once we get a couple of those systems operating. Just stick them near your storage, and everything will suddenly be a bit clearer. Only thing I can suggest in the meantime is to verify that you didn't use a set of them somewhere? I know you have a bunch installed in that replica of my main building you made - were those part of the 36, or separate?
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Re: TV11 - Tekkit organization thread

Post by Moonray » Fri Sep 21, 2012 12:23 pm

I don't know..

But I believe I know what happened.

Firstly, I am sorry I accused a Villun of stealing from me. I believe that I forgot to get an LV Transformer next to an MFE, thus making several of my batboxes explode.
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Re: TV11 - Tekkit organization thread

Post by Boss Llama » Fri Sep 21, 2012 12:32 pm

Ahhh, yeah, that could do it :-( I've detonated rows of equipment like that before, too.
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Re: TV11 - Tekkit organization thread

Post by Cpt._Keyes » Fri Sep 21, 2012 2:17 pm

Alizée Fan wrote:Was chatting with Rain yesterday about the capabilities of CCSensors, specifically the Player Sensors. If I understood correctly, you can use them to pick up the name, location, level etc of any player coming in range of them, and we believe log that data using a ComputerCraft program in game. These "mysterious occurences" will get a lot less mysterious once we get a couple of those systems operating. Just stick them near your storage, and everything will suddenly be a bit clearer. Only thing I can suggest in the meantime is to verify that you didn't use a set of them somewhere? I know you have a bunch installed in that replica of my main building you made - were those part of the 36, or separate?

yes you can, however unless we have people of LUA guru status, and are willing to program them in, line by line....by line, in the game, we will need dog or someone to upload the programs into the server's CC folder, the "vanilla" CCSensors package with the mod, does not do logging, you just can see it...I also am unsure if it keeps track in real time...i know reactor sensors do not track the reactor status in real time, only shows the status the moment you access the sensor menu, not before, or after...but it merits further looking, as I am interested in the various CC uses
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Re: TV11 - Tekkit organization thread

Post by raindrop » Fri Sep 21, 2012 7:38 pm

Cpt._Keyes wrote:
Alizée Fan wrote:Was chatting with Rain yesterday about the capabilities of CCSensors, specifically the Player Sensors. If I understood correctly, you can use them to pick up the name, location, level etc of any player coming in range of them, and we believe log that data using a ComputerCraft program in game. These "mysterious occurences" will get a lot less mysterious once we get a couple of those systems operating. Just stick them near your storage, and everything will suddenly be a bit clearer. Only thing I can suggest in the meantime is to verify that you didn't use a set of them somewhere? I know you have a bunch installed in that replica of my main building you made - were those part of the 36, or separate?

yes you can, however unless we have people of LUA guru status, and are willing to program them in, line by line....by line, in the game, we will need dog or someone to upload the programs into the server's CC folder, the "vanilla" CCSensors package with the mod, does not do logging, you just can see it...I also am unsure if it keeps track in real time...i know reactor sensors do not track the reactor status in real time, only shows the status the moment you access the sensor menu, not before, or after...but it merits further looking, as I am interested in the various CC uses
I wrote a script that types in my locally edited lua files into a computercraft computer and it seems to work pretty well. (Using the built in editor is indeed painful.) The biggest problem is bugginess with interfacing with ccSensors using their API. If I get something cool working with proximity sensors, I'll show it off.
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Re: TV11 - Tekkit organization thread

Post by Boss Llama » Fri Sep 21, 2012 10:00 pm

I am pleased to announce that my main base now has electricity storage in excess of One Billion EUs. There are 100 MFSUs in the primary facility, as well as half a dozen MSEs and well over a dozen Batboxes. A single HV array readily fuels the whole thing, though there are nuclear stations and some lesser solar as back-ups. For extra redundancy, I've got another HV array and some more MFSUs installed in a secondary base that I'm working on.

In unrelated news, somebody the other day was asking if there was an example of some color or another of lamp. I've built a color reference grid here of what the different lamps look like.

Angled, with dye key:
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Flat, trimmed down:
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Hope it's useful!
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Re: TV11 - Tekkit organization thread

Post by Cody The Wolf » Sun Sep 23, 2012 5:27 pm

I just wanted to point out that you will be kicked for flying if you fly using the gravity (gem armor) boots from EE.
I think the server may need to be enabled for flying....
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Re: TV11 - Tekkit organization thread

Post by Larry » Sun Sep 23, 2012 5:36 pm

yeah, I've know that for a while now, there is also something wrong with the flying things on it. You ascend much faster, but if you try to move any direction horizontally, its about twice as slower then using the ring.
You also get kicked for sitting in a cannon :x
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Re: TV11 - Tekkit organization thread

Post by Dog » Sun Sep 23, 2012 5:46 pm

jaggernaughty wrote:I just wanted to point out that you will be kicked for flying if you fly using the gravity (gem armor) boots from EE.
I think the server may need to be enabled for flying....
You were probably hacking
:D
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Re: TV11 - Tekkit organization thread

Post by Cody The Wolf » Sun Sep 23, 2012 6:19 pm

Dog wrote:
jaggernaughty wrote:I just wanted to point out that you will be kicked for flying if you fly using the gravity (gem armor) boots from EE.
I think the server may need to be enabled for flying....
You were probably hacking
:D
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Re: TV11 - Tekkit organization thread

Post by Larry » Sun Sep 23, 2012 6:35 pm

I made a cannon, and was trying to use it. I was able to sit in it for bout 30 seconds while i messed around, then it kicked me. i rejoined, and it then kicked me bout 4 seconds afterwards, this continued for about a minute before i was able to break free of my prison.
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