Posts by mwdennis
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I don't understand: you mean it's PvP but not PvB (Player VS Buildings ^^) and PvGUI (Player VS blocks havings GUI, i.e possibly containing stuff to steal)?
You can do all of the above. Stealing, destroying property (nukes are allowed). But being a general asshat and griefing new players at spawn or other forms of "griefing" will be cause for review and may lead to banning. We have MFFS to protect your valuables (as well as IC2 safes or the GT advanced safes). At the spawn I have MFFS admin cards you can purchase for low cost (sarcasm) of 8 Ultimate Hybrid Solar Arrays. Since Thunderdark has yet to put in a way to automatically extract forcium to the compact cells and then use those cells to produce FE, I had to come up with a way for players to protect their things once they got advanced enough. If you can produce 8 of those solar arrays, you can pretty much generate all the power you need to run a forcefield or Defence station full time. So trade 8 of those in for a card and voila, infinte FE to protect your belongings.
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Awesome, thanks! One thing I didn't see which I had requested previously was if there was a way you can set up the defence station to emit a redstone signal when it has to do any of the actions that have been selected. For example, if you have it set to inform/kill a player when they enter the range of the device, it will emit a redstone signal, which you can then use to activate your projector (as long as it is in the redstone activate setting). This way the defence station can also allow you to dictate when your forcefield comes on, so as to not have to have it running constantly.
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Thunderdark, would you mind explaining what exactly the new control block does and how it works with the others? Probably alot easier than blindly trying to figure it out.
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We've taken some of the best mods out there to try and make a fun playing environment for everyone to enjoy.
RULES
- No PVP or GRIEFING. No tolerance on this.
- If you try to login with any cheat-type mod (i.e. x-ray, fly mod, etc.), you will be banned.
- Using more than 2 quarries at a time is prohibited.
- Any attempts to lag out the server intentionally by any means will result in being banned.
We reserve the right to add rules as they become necessary.MODS LIST
Buildcraft
Industrialcraft
Redpower
Forestry
Railcraft
Thermal Expansion
Thaumcraft
Ender Storage
IronChests
TreeFeller
Valve Pipes
Extra Bees
Advanced Solar Panels
Gravitation Suite
Gregtech
Nuclear Control
Wireless Redstone Chicken Bones EditionFor more information and installation instructions, visit our website by clicking the logo at the top of the post or join our TS3 server @ ts.dawgsclan.com.
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Love the mod so far.
@Thunderdark:
Any way you can set up the defence station to emit a redstone signal when it has to do any of the actions that have been selected. For example, if you have it set to inform/kill a player when they enter the range of the device, it will emit a redstone signal, which you can then use to activate your projector (as long as it is in the redstone activate setting). This way the defence station can also allow you to dictate when your forcefield comes on, so as to not have to have it running constantly.
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Bah....nevermind. It's there, forgot that the Sphax texture hasn't been updated to include this, so the texture is missing. My bad
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It shouldn't be in config. I reuse item ids from another kit and card. But it is strange if you don't see it in game.Using latest NEI, and when searching for either "sensor", "liquid", or "kit" it doesn't show up. Whats the recipe?
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Did you try wrenching them? I'm getting 2x Low Voltage Solar Array when wrenching a single HV one. Edit: And nothing when wrenching an LV array. That's some really interesting behaviour.
Confirm I am getting same behavior with .110, although breaking pickaxe seams to work fine.
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I installed 1.4.4, but I don't see the liquid sensor kit. I don't even see it in the cfg file.
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Compatible with 1.110?
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Has this been tested with 1.110?
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So I had a question which may have already been answered, but searching didn't find anything. If a bug is listed as fixed in the bug tracker, does this mean there is a new build out that contains this fix, or just that the next release will include this fix? In particular I was looking at the bug I confirmed to have:
CodeSummary 0000096: Miner uses two pipes when proceeding one level down. Description After miner is loaded with pipes and starts mining every level it descends the pipe count is substracted by two (when count is odd first it substracts by one to even and then substracts by two). The second pipe is lost in the process. Steps To Reproduce Place a miner with diamond drill and pipes. Supply it with energy and start watching pipes count. Then, when pipes are withdrawn by placing blocks in pipes's slot (cobblestone), number of pipes retreived will be half the pipes supplied.
Its listed as resolved in the bug tracker, but the latest release does not fix it. Just curious and new to this process, so please dont flame me!
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Little survey for all MFFS User:
thinks you find :thinks you find : ( = improvement suggestions to me)
thinky what you are missing: (improvement add in future)
Personally I love this mod, but I think probably the biggest gripe that anyone trying to use this for the first time and not being familiar with the older versions is the lack of a basic wiki. There are a few videos out there by direwolf, but they are all out of date and some of the blocks in the videos no longer exist or have been renamed or modified to the point where the video is obsolete.
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riza8: hm somehow..i will change it in next version
SPARKST3R: Cool up to Version ? .13 ?
Not a bug i lock some Items from NEI..like SecLinkCard ,PowerLinkcard.MFDIDwrter....
only to get a VALID PowerLinkcard,SecLinkCard is to create it Ingame
Mulittool in hand Sneaking and right click to change all modi
2.2.8.1.14ex 1 is a Dev Version if you have fun with testig download it
Thanks for the clarification. I was able to get it working.