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Curunir

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Everything posted by Curunir

  1. I understand your predicament, and hope that you get this resolved as you are planning to. But you should really start doing proper announcements when you are planning big things like a forum software change. I know that your communication is spread across a number of channels, much of which are so-called social media. Being an old-fashioned guy, I would vastly prefer if you could get (back?) into the habit of using your website to publish relevant news items. For many people over the age of 30 (and some below that), an official website is still the main, and sometimes only source we scan for substantial information. We don't want to scrape it off Twitter or Facebook or Reddit or whatever else is cool right now. You could use it to explain your stance on "official" modpacks, which is very different from what people expect it to be. You could post a roadmap there about what you are working on and plan to do next. And even a brief "by the way, forum software will change in x days, for these reasons" will go a long way. I appreciate many things the Technic team is doing, but your project communication is all over the place. An undertaking as big as Technic (in terms of scope and user count) really needs to establish a news reference. Technicpack.net is a good domain that users can remember, so why not use it? I will close Slowfox now and continue to just read the forums. Wake me when something interesting happens.
  2. After all the forum troubles, I guess it is fair that I at least drop this notice, in case anybody has been wondering where I was. Ever since the Technic team dropped this unannounced and poorly managed forum software change on us, I have been unable to post. It turns out that with my browser of choice, the new software fails to open any edit boxes. I would rather stop using the Internet than stop using my browser of choice, so this is not acceptable for me. I have little hope that anybody is willing to fix this mess, because my browser of choice is Presto-Opera (12.14, without the bugs introduced in the hack jobs up to 12.17). I will stick with it, because it is perfect and I refuse to use anything that is not perfect. Any website that fails to support this is a website I will not use any longer. That means no more guides. Sorry, folks.
  3. Of course only the batch file will work when you are on Windows. If you are running the server on Java 8, you still need to add the Legacy Java Fixer to the mods directory. If your problems persist after you have done that, please take it to the tracker, where it belongs.
  4. No, not the launcher. The launcher is client-side and responsible for getting the actual game ready for joining players. The server has a launch script: launch.sh for Unix/Linux/MacOS and launch.bat for Windows. If you fail to use the script and just start the server by executing one of the JAR files, it won't run properly. You need to run the script, either from a command line or from a properly designed desktop link that calls it.
  5. You do not need to supply the IP to the server. It is only needed for the client to locate the server - note that when using Hamachi, you need to use the Hamachi IP of the server. If you don't have mod ores, you likely failed to use the launch script and managed to start a vanilla server. Always use the launch script - and keep in mind that your now-generated world won't have any modded content in the chunks that were already generated. So maybe restart from scratch. If you require further aid, please take it to the tracker.
  6. I am by far no expert on ME networks, but I think the Encoded Patterns are useful with Interfaces to make an external machine available to the network as an on-demand processing device. The Patterns can also be used in the Molecular Assembler for (non-machine) crafting automation. The Im-/Export Buses on the other hand are just to get items into and out of the ME network, with the different levels (regular, precise, fuzzy) offering increasing degrees of control over how they operate. You can of course use Im-/Export Buses to construct some kind of assembly line, but bear in mind that the on-demand processing is probably better implemented with Interfaces in some cases (like smelting and pulverizing). That being said, don't invest too much time into old Applied Energistics. The world keeps turning, and the cool kids are using Applied Energistics 2 now, which is drastically different from the old system in many ways. It will of course only work on Minecraft 1.7.10 and is thus not available on still-current Tekkit. But once the new pack is released, AE2 is very likely to be included. Sadly, no announcement has been made yet for the actual release, and the rules forbid to ask about it (=it's done when it's done). About Microblocks: Yes, only Immbis works with ME cabling, and those even have crash issues in addition to the other quirks. In the new world, there are much better solutions, but on 1.6.4 that is what you need to work with.
  7. Your workaround with buffer chests is indeed the only working solution to bridge them, iirc. Keep in mind that these are from separate mods, and interaction is not that good at least in the old build that Tekkit is still running on. Also, ducts generally tend to connect only to inventories, and are usually not inventories themselves = can't connect to each other (hence buffer inventories, like chests). The best way to hook up processing to your ME network is using ME Buses extensively, i.e. on each and any interface. That means hooking up all possible in-/outputs on TE machines ideally. I think you can also work with ME Interfaces (instead of Im-/Export Buses) and put some kind of recipe (from Applied Energistics) in there to control the machine. But I never used that option myself, so don't quote me on it. Basically, you don't need Itemducts for ME network integration. They can be useful for some select cases, where their sorting and distributing options might outperform what ME stuff can do. But the usual path is replacing Itemduct paths with ME equipment the more you "professionalise" your operations.
  8. A Peaceful Table will also generate Blizz Rods eventually when placed in a Taiga biome and supplied with enough weapons (Redstone Arsenal swords work fine for this). But it will take a long time until you get any significant amount, because the spawn rate is so low. To this day, I have never seen a Blizz in a Taiga biome. I only ever met them in Ice Plains (where even the trees are made of ice blocks). And I only ever found those inside Mystcraft Ages. The hint about the MFR Auto Spawner is good, but you do have to find that one specimen.
  9. Simple: It is not done at all. Atomic Science is an old, derelict mod that only still exists in Tekkit because Tekkit itself is old and derelict. I never used AS Dark Matter myself, so I can't help you with this particular issue. As for pipe systems, maybe try Item Transfer Nodes from Extra Utilities. If those can't catch it, probably nothing will. And make sure to check if a simple buffer chest can help you, i.e. dropping the items in a chest and putting an Import Bus on that chest.
  10. About the Intel graphics, modded Minecraft should at least run decently on those chips. I tried it once and while it was not great, it ran smoothly with settings toned down. What the OP describes cannot be attributed to anaemic Intel graphics alone.
  11. I think the rarity of Blizzes is a bug. I only ever encountered them in exotic ice biomes that do not generate in the Overworld, but (rarely) in certain Mystcraft Ages. As Gomo said, the standard way (and possibly the only way in this version) is infusing Snowballs with Destabilized Redstone. You need a Magma Crucible to melt the Redstone and a Fluid Transposer to apply it to the Snowballs.
  12. You can get Shiny from Mekanism processing, but it may be necessary to also have the compatibility mod Another One Bites The Dust (AOBD), and it only works on ores. The byproduct logic is exclusive to Thermal Expansion and its Pulverizer and Induction Smelter. Which work nicely and with upgrades in TE4, by the way. I have the full Mekanism quintupling chain in my (1.7.10-based, non-Tekkit) base and it works for Shiny, although it is called Platinum in most intermediary processing stages. You do need to find Platinum Ore, which at least should be available as Nether Platinum Ore. You will get five ingots from one ore with this. Beware, though, that the full Mekanism chain is an ungodly monster with gazillions of tubes and all sorts of dangerous chemicals. The real benefit of having Mekanism is the Factories - upgraded, supercharged versions of the base machines that can crank up production rates to industrial level in just a few blocks.
  13. Optifine may still help some people for some reason, but most of the time it will break more than it fixes. If you try it, be prepared to remove it again if the game starts acting strangely or crashing. I much rather recommend Fastcraft.
  14. This log fragment indeed looks like a promising lead. Unfortunately, I have no idea what may be causing this. Standard cause for fps drops and lag in singelplayer is usually security software (Anti-Virus and such) holding Tekkit files hostage or constantly re-checking them. You might also have an unfavourable graphics driver setting, so maybe check with default settings. Apart from that, you are supposed to take all issues to the tracker. But I honestly can't say if anybody following it will be able to help you.
  15. Please take all issues to the tracker. Judging from the funky effects you experience, your computer is probably infested with gremlins. Or smurfs. But we shall still see what can be done if you >give us a chance.
  16. I think the sand-crafting is exclusive to the 1.7-based version of BigReactors (0.4 and newer) and thus cannot be added to current Tekkit. The best way to increase temperature is high fertility, i.e packing rods very tightly. A 3x3x3 inner chamber filled with only fuel rods will do this well. Set Control Rods to 0% and it will be very inefficient, which means Cyanite gets produced quickly.
  17. Well, I can't help you much there. I have only used MCEdit twice, and fought with the interface and basic concepts both times. You need to load the world save, then switch to the dimension you need to edit, locate the blocks, mark them and delete them. Sounds not too hard, but I found the interface to be a train wreck. Good luck finding a useful tutorial - I could not find any. If your Space Station dimension is mostly empty anyway, you could also try to delete the entire dimension and hope the default one is generated again. However, not sure if this will work, and do make a backup before you try radical solutions like that.
  18. You should be able to change or reset your position using an NBT editor like this one. It might also be a good idea to remove the problematic blocks from the world save using MCEdit (which might also spare you the use of the NBT editor). Generally, you should not brick up your spawn point in any dimension.
  19. No, the MFR Unifier apparently does not recognize/accept Liquid XP and Mob Essence as the same thing. You can convert Liquid XP to Mob Essence by using the tools that OpenBlocks and MFR give you, namely thus: put the Liquid XP in a tank that will work with an XP Shower (maybe just prepare it first and leave it empty until all is assembled) put aforementioned XP Shower on that tank install an MFR Sewer under the XP Shower attach some piping and a suitable tank to the Sewer to catch the Mob Essence The XP Shower will just convert Liquid XP back to experience orbs that can be picked up, and the Sewer will simply do its thing with them. With the addition of an XP Drain to convert player levels, I am calling the whole contraption the "XP Toilet". Converting the other way will only work through a player and cannot be properly automated. You drink Mob Essence through a straw, then stand on an XP Drain to turn it into Liquid XP. The decision what to use depends on which enchantment machines you prefer - those from MFR or the OpenBlocks ones. In case it is not yet obvious from this, I also vote for OpenBlocks to be included when Tekkit rises again.
  20. I updated and cleaned up some parts of the text yesterday that were a bit ambiguous, and added a few details that I simply didn't know when I first wrote it. As for the curtain, this is a method that can be employed easily in a running Quarry by just moving along the edge of the pit. You can of course flood it before you even start, but that will spread the liquid over more blocks, which has two disadvantages: Performance might drop more, because more water blocks are generated and updated. The water will impair your sight more than a curtain would, so it is harder to spot problems from the edge. You avoid these if you only start flooding when the arm has already reached y=20 or so, but at this point a single water source block will not be sufficient any more. Of course, if the Quarry starts at a sufficiently high y level, even a single corner-placed water source block will cover the entire pit once it reaches lava level. I have no idea how high it needs to be for that, but for a 64x64 pit, this might require higher placement than sea level. Do respect the chunk update storm that all this water will cause. It should be safe in singpleplayer, but multiplayer may be different story. Also note that Cryotheum will (slowly) drop like Sand or Gravel, so you cannot just splash it into the pit. It needs to rest on the edge and flow over it for the source block to be preserved. Alternatively, you could place it on a single solid block above the Quarry frame area. I never said a curtain was the only way, it's just my way. If you have copious amounts of Cryo to spend, here is a truly elegant option: Flood the entire Quarry pit with Cryo one block high using a Buildcraft Floodgate. The cryo carpet will sink eventually as the Quarry progresses, and you can suck it back out with a Buildcraft Pump at the end. You do the math on how many buckets that will take - even a 9x9 standard pit will already need 81.
  21. You can always shift-wrench Tesseracts and move them around to use elsewhere, so your investment will endure even if you only cover short distances first.
  22. I suggest you include that in our own pack, bochen. Looking really nice indeed. Nicer than the current gtfo item, at any rate.
  23. Well, I have been on 1.7.10 for a few months now but never knew it was there. Thanks for putting a name on it.
  24. You can farm Emeralds with a Quarry, but you need to manually locate an Extreme Hills Biome and set it up there, because Emeralds are only generated under those. Village trading works as well, of course, but I suggest using a Trading Station to make it less tedious. Gathering the guys in one spot also makes sense, so don't forget that you can catch them by shift-right-clicking with a Reusable Safari Net and resuce zombified villagers with a De-Zombification Syringe (takes a moment until they turn back). Shiny Metal can be reliably generated: quarry the Nether for Nether Redstone Ore put it into a Redstone Furnace (NOT in a Pulverizer) alternatively you can just silk-touch regular Redstone Ore, the point is getting the ore itself and not the dusts when you pulverize this ore, you will eventually get some Cinnabar put Ferrous Ore in the Induction Smelter with Cinnabar to get one guaranteed Shiny Ingot from each ore It's a little work, but you can lift your limitations with that chain. That and EE3 should basically auto-generate MPS parts for you, once you advanced far enough. If you need some pointers about the Quarry, I wrote down what I learned >here.
  25. That is, to my knowledge, not true. You can of course pick up inventory items and drop them elsewhere with just one left-click each time. If the game behaves differently, check your input settings, also your mouse settings in case you have a non-standard (gaming?) mouse.
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