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Team Liquid Minecraft: Forge Server (1.6.2) - Page 10

Forum Index > General Games
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Serejai
Profile Blog Joined September 2010
6007 Posts
September 30 2013 02:36 GMT
#181
Fixed the book issue. I have no idea where the Age 10 book came from. That book used to link back to the spawn house in Overworld. I've never made an Age 10, nor a link book for it T_T
I HAVE 5 TOAST POINTS
Aixler
Profile Joined August 2010
Netherlands946 Posts
September 30 2013 06:42 GMT
#182
you used age 10 to travel between new east and spawn i think
Aixler
Profile Joined August 2010
Netherlands946 Posts
October 02 2013 13:55 GMT
#183
http://forestry.sengir.net/forum/viewtopic.php?id=239
Looks like Forestry has an updated build for ic2 exp.
Serejai
Profile Blog Joined September 2010
6007 Posts
October 02 2013 16:47 GMT
#184
Awesome. That should fix Electrical Engines (I hope)
I HAVE 5 TOAST POINTS
Craton
Profile Blog Joined December 2009
United States17250 Posts
October 07 2013 21:32 GMT
#185
Is there a list of things that can be made from liquid UU? 99% of things I scan it can't do =/
twitch.tv/cratonz
Aixler
Profile Joined August 2010
Netherlands946 Posts
October 08 2013 10:48 GMT
#186
according to http://www.minecraftforum.net/topic/909223-164-smp-chickenbones-mods/:
ComputerCraft Integration
Wireless Recievers and Transmitters can be used as a computercraft peripheral when placed next to a computer. Use them like you would any other peripheral. The methods are setFreq(frequency) and getFreq()

Sadly it seems to crash the game sometimes when placing the blocks next to computers. Though the startup times are too long to do any testing, it's so annoying to wait.

Was doing some tests to set up a nice monitor based control room.
For tanks you can use 3 small tanks stacked, so you can detect 0/3, 1/3, 2/3, 3/3 full.
---(With xycraft tanks you have blocks that send redstone when liquid touches them, so you can detect more accurately)

For farms you can check if all resources are present, possibly also if there is power, aka if its working.
---Possibly you could detect if items are moving through pipes, and if no item has done so for x seconds, its probably not working)

With bees you could like count the amount of special combs you get or something? Not much to detect there. Possibly a switch to turn on/off voiding the regular combs.
---(You could create a button or a switch to turn on/off automatically removing rain with dissipation charge)

For power you can detect steam/fuel etc with the tanks as mentioend above.
With ic2 you can detect full/empty in storage devices. Possibly turn on/off some alternative limited power source. Or an indication if its on/off when done automatically. Oooh, you could keep track of how often its turned on, even graph it?! Fancy.

A lot of storage stuff is handled by ME so there is no real need for computercraft there, just plop a few storage monitors in the control room... :p

gregtech adds player detectors with a 16? radius sphere, you could keep track of where players are in your base, all mapped out on your monitor... :D

You could probably keep track if your scrap production is keeping up with your mass fabricator, and graph it! <3

-----

So many options, but first serejai needs to update the server, the loading times are too long~~
Aixler
Profile Joined August 2010
Netherlands946 Posts
October 08 2013 13:03 GMT
#187
Buildcraft has a new iron kinesis pipe in their latest update:
+ Show Spoiler [changelog] +
- New: Added Iron Kinesis Pipe. (CovertJaguar)
- New: Added Non-Round Robin mode to Emerald Item Pipe. (Flow86)
- New: Pipes have tool tips now. (CovertJaguar)
- New: Added config option for update check (Prototik)
- New: Added config option for Oil Well proclivity. (sadris)
- New: Added config options for various Quarry/Mining Well tweaks/nerfs. (CovertJaguar)
- New: Added config option for Colorblind mode. (Krapht)
- Change: Reworked Combustion Engine heat mechanics. (CovertJaguar)
- Fix: Fixed Quarries in the Nether (cpw)
- Fix: Autarchic Gate single pulses are now more reliable. (cpw)
- Fix: Laser’s hadWork trigger should work correctly now. (CovertJaguar)
- Fix: Refineries no longer forget their filters. (CovertJaguar)
- Fix: Pumps can now pump Oil out of Oceans again. (CovertJaguar)
- And: Various other small fixes/tweaks.



It should be possible to limit all idle machines to 2MJ/t total, which is fine for automation.
Not sure how and if this can be used to turn on more engines based on power requested.

Aixler
Profile Joined August 2010
Netherlands946 Posts
Last Edited: 2013-10-08 19:22:02
October 08 2013 19:01 GMT
#188
How about adding in some more mods:

Open Peripheral
Adds computercraft interaction with most blocks from the mods we use. Like checking power stored in a cesu, or how full in inventory is etc. We have quite a few computercraft users on the server that will surely love this addition.

Translocators
"Translocators is a mod that allows you to transfer items and liquids between nearby inventories with a heavily configureable amount of control in a way that feels natural to Minecraft."
A great little mod by chickenbones, which should work perfectly, like all his other mods.

Thaumcraft
Thaumcraft 4 is out! should be tons of fun and new features!

edit: Extra Utilities!
Extra Utilities is a mod that adds a few useful blocks to the game.
Archas
Profile Blog Joined July 2010
United States6531 Posts
October 08 2013 19:45 GMT
#189
THAUMCRAFT IS OUT?! SICK LYFE
The room is ripe with the stench of bitches!
Serejai
Profile Blog Joined September 2010
6007 Posts
Last Edited: 2013-10-08 21:12:57
October 08 2013 21:12 GMT
#190
Yeah, will be adding it shortly. Some idiot cut a power line so server will be down probably the rest of today.

Also ExtraBees and ForestryExtras.
I HAVE 5 TOAST POINTS
Obsidian
Profile Joined June 2010
United States350 Posts
October 08 2013 21:37 GMT
#191
Oooo... Thaumic bees!

More bees for me to breed!
Luke, you are still a wanker!
Craton
Profile Blog Joined December 2009
United States17250 Posts
October 08 2013 21:40 GMT
#192
On October 09 2013 06:12 Serejai wrote:
Yeah, will be adding it shortly. Some idiot cut a power line so server will be down probably the rest of today.

Also ExtraBees and ForestryExtras.

Crouton Hosting™ option still available.
twitch.tv/cratonz
Aixler
Profile Joined August 2010
Netherlands946 Posts
October 08 2013 22:41 GMT
#193
On October 09 2013 06:37 Obsidian wrote:
Oooo... Thaumic bees!

More bees for me to breed!


Thaumic bees have some of the best stats for sure :D
B.I.G.
Profile Blog Joined August 2010
3251 Posts
October 09 2013 08:13 GMT
#194
So any chance I can join and create an army of pig riders and become the enemy of civilization? Every tale needs a villain right? xD
Craton
Profile Blog Joined December 2009
United States17250 Posts
Last Edited: 2013-10-09 10:57:20
October 09 2013 10:50 GMT
#195
One of my Steve's Carts has gone missing since right around the downtime (based on how much wood I have). My regular farmer cart (which was stopped) is still there, but my Galgadorian wood cutter is nowhere to be found.

You got anything in your logs about this Sere? =/

Also, instant d/c with "Internal server error" from clicking the portal book.
twitch.tv/cratonz
Archas
Profile Blog Joined July 2010
United States6531 Posts
October 09 2013 12:44 GMT
#196
On October 09 2013 17:13 B.I.G. wrote:
So any chance I can join and create an army of pig riders and become the enemy of civilization? Every tale needs a villain right? xD

All you gotta do is PM Serejai with your Minecraft account name and you'll be whitelisted when he finds time. Unfortunately, the position of server villain has already been taken by me. And Serejai.
The room is ripe with the stench of bitches!
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
Last Edited: 2013-10-09 13:15:14
October 09 2013 13:14 GMT
#197
Sere seems to be busy making me the big bad villain with my epic plants outclassing his.

He mad.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2013-10-11 00:06:59
October 11 2013 00:06 GMT
#198
I wish I could join in on this but I don't have the time.

Have fun guys but don't forget about the real evil villain. Dr.Pork Chop.

"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Aixler
Profile Joined August 2010
Netherlands946 Posts
October 13 2013 15:03 GMT
#199
Mods that will likely stay:
Forge
ic2 exp
GregTech
GraviSuit
buildcraft
Forestry
Extra Bees (site down for now)
Railcraft
Project Red
- Code Chicken Lib
Forge Multipart
Chickenbones Mods
+ Show Spoiler +
- CodeChickenCore
ChickenChunks
EnderStorage
NotEnoughItems
Translocator *** NEW
WR-CBE

ComputerCraft
Factorization
Applied Energistics
Portal Gun
Gravity Gun
- iChun Util
Liquid XP
+ Show Spoiler +
- Immibis Core

Iron Chests
Rei's minimap
Tinkers Construct
Steve's Carts
The Twilight Forest
Useful Food
Damage Indicators
Inventory Tweaks

Old mods that might get removed:
Carpenter's Blocks
We already have microblocks from project red, besides, MACHINES!
Aquaculture
Fishing? we have machines!
Death Counter
Can be done with vanilla minecraft
Advanced Solars
Not working due to new uu matter, replace with compact solars?
Biomes o plenty
Everyone builds underground, hard to find biomes you need, might cause errors
Mists of Riov
Not used? I know 2 people only use a single weapon from it...
Mystcraft
Might be the cause of corruption and errors, mining world can be a command block teleporting to 50k blocks away or whatever.

New mods that might get added:
Compact Solars
Replacing adv. solars?
Open Peripherals
Great mod that adds interaction with computercraft by allowing blocks from all sorts of mods to act as peripherals for computers.
Open Blocks
Great collection of random but useful blocks.
Extra Utilities
Great collection of random but useful utilities.
Forestry Extras
Great addition to Forestry Bees and Trees, now with more frames and tools!
ThaumCraft 4
OMG OMG THAUMCRAFT 4 HI
Archas
Profile Blog Joined July 2010
United States6531 Posts
October 13 2013 16:49 GMT
#200
I think a world reset is probably the best idea right now. It allows us to have a world free from conflicts due to mods that edit worldgen, and let us make rail lines a viable means of transport. Right now, Mystcraft makes any form of travel besides teleportation and jetpacks completely irrelevant. Horses are useless, minecart tracks are too expensive and slow to be useful, etc.

I'm not sure about some of the mods Aixler proposes to be removed, though:
  • I really like Biomes o' Plenty. It adds a lot of blocks, items, and cool terrain features, and rewards the explorers like me. I understand why people may want it gone due to possible worldgen conflicts and biome-specific ores, but I'm a huge fan of it right now, and it'd be a shame to lose it unless it was absolutely necessary. I know the Nether biomes cause a lot of issues, but no one really wanders around the Nether hoping to find cool stuff anyway; they go in, get the blocks or items they need, and get out.
  • I'm torn on Aquaculture. On the one hand, it really is quite useless given the advantages the rest of the modpack gives us; it annoys me in particular because of all the random useless enchantments it adds that clutter storage (and I think it also adds a second Efficiency enchantment that doesn't stack with the default one). However, fishing is a fun activity that doesn't take much effort, and can sometimes give you neat stuff. It's also nice if you want to have a fishing competition to catch the biggest fish, for example. I'm leaning toward removing it, but I think Aquaculture does has its merits; sometimes, you just wanna go fishin'.
  • I want Carpenter's Blocks to stay. It has a lot of decoration utility that can't be replicated by Microblocks or other mods. I would be quite sad if it were taken out.
  • Mists of Riov is pretty useless. It doesn't add much that any of use actually use, and even the black stone I like from the mod is essentially obsolete since GregTech added granite. I say remove it and lessen the potential for server lag and mod conflicts; the same goes for Mystcraft, with the added benefit of keeping viable any form of transport that isn't instant teleportation.
  • Death Counter is entirely irrelevant. We don't need it.
  • Advanced Solar Panels in its current form is indeed broken, but it doesn't necessarily need to be removed or anything. Like I stated in a previous post, you can edit the config files to allow the "easy mode" recipes that don't require UU-matter or iridium. In exchange, you can severely limit how much EU the solar panels generate to balance them out. I proposed 1/8th EU during the day and none during the night, but those are numbers that can be tweaked to find a balance. Maybe 1/8th isn't enough, and we should do 1/16th or even less. It's no big loss to get rid of the mod, but there are still things we can do to make it work.
  • The Gravity Gun is pretty cool, but the Portal Gun does it everything it does better, and is acquired later for purposes of balance. Right now, all the Gravity Gun does is trivialize rubber harvesting in the earlygame, which isn't exactly a positive thing. It's a neat toy, but we could easily go without.
The room is ripe with the stench of bitches!
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