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Yuriy

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Everything posted by Yuriy

  1. I don't see sufficient evidence that's it's run by the Technic team and when the first thing I see is a commercial for someone's server (as opposed to a compiled list of other Tekkit servers)... This makes me think this wiki may provide good information eventually but am I going to put in work on a site that's not just used to provide information but is also used as a tool to drive people to someone's server (someone I don't know and a server I don't know)... [img width=100]http://cirnos.net/meta/src/130387798977.jpg Good luck
  2. Re: Ho do i become self sustaining? from the start... A pumpkin farm is a great point for very early-game EMC (on skyblock maps I've run a tree farm for a decent emc gain until my first flower was complete). Also, making a macerator asap (even before tech-ing EE2 is highly suggested for doubling your ore mining efforts (don't smelt a single piece of gold ever, macerate it). Also, if you don't have a macerator yet, smelt only the ores you need and not all of them until you get one. I often save all my ores then blow a diamond into iron ore as soon as I get a table and then make the macerator so I get max yield from my ores (if I don't have a macerator before my table is complete). Also, once you're table is going, you don't have to waste fuel smelting dusts, just convert them straight into ore. The best thing I can recommend is to get familiar with each individual mod and then work on leveraging their combined effort to tech faster. However, I must note that unless you know how to apply each mod for max gain (based on your goals), you won't get as far as you could (as quickly anyway).
  3. I thought it was only in technic...if OPed, you should be able to spawn items without any problems using NEI.
  4. It's not SMP and it's not ported into bukkit (because it's not SMP!!!!). If you want it added to Tekkit, how about you code a smp version that a server can run without dieing and I'm sure Kaker will think about it.
  5. By argument I meant more debate or discussion with opposing views not a petty squabble. Furthermore, I only ask because many threads have covered the same topic and, because I love EE2, I often participate. Frankly I do so to make sure that people don't make claims that anyone can start in EE2 and within a day rebuild the moon 1:1 scale out of RM furnaces because it's simply not possible without spawning many, many items. I'll admit by end game I can basically burn diamonds by the stack (and something I've done for entertainment on occasion) but I drop by to (attempt to) prevent either side from exaggerating for the benefit of their argument. ;p
  6. I don't use the destruction catalyst but sure, some of the power item will allow you to clear cut a forest and level half the world very quickly once you've got the power, won't disagree with you there. However, a 17/5 flower costs 9,766,667 EMC each (my apologies about my previous number, I forgot a 3) whereas they produce 558 EMC/s. The flower would require 17503s or 291.71m or 4.86 hours to reproduce itself (assuming one was waiting and not building the other flower as each part was available). So still less then half of the time it would take your setup to self replicate. As for both being OP, matter of opinion; but I will say that the reason (as far as I can gather) for EE's power curve is because the higher end items take a significant amount more resources and EMC to reach. I had a much harder time and much longer wait getting my RM Armor then it took me to make IC2's Quantum armor.
  7. 2 17/5 flower producing 558 EMC/s each will both produce, on average, 1 diamond every 7.34 seconds (close to your machine). The cost of making the 2 flowers would be ~1,953,334 EMC or ~2,384 diamonds. This is one of the most efficient way of producing diamonds with minimal resource expenditure. If you were to make cobble gens to feed this thing, you'd probably spend more than you would just building a flower. The material cost is a little less than half of yours. Balanced differently? Sure. IC2 just requires a greater upfront cost for certain projects whereas EE2 allows for EMC generation in the meantime usually cutting down project length and shortening the curve the more its played. Either way, why are people still arguing this. EE2 is fun but some people don't like playing with it because they want more of a challenge by spending more time in the mines. I prefer it because then I can not be bother with mining so much and take on legitimate build projects. It's up to each server owner to decide what type of community they want and that can either include EE2 or not.
  8. Re: Ho do i become self sustaining? from the start... Are you using all of Tekkit? Some servers may block things like Crafting Table 2 (duping exploits, understandable) and some ban certain items from EE2 (or ban the whole mod outright) and some place restrictions on other items. To advise you, we'd have to know if any of the mods are shut off. Personally, I often tech IC2 and EE2 first although I will sometimes set up a forestry farm to increase EMC production (once I have the tablet) or to give me early game building materials and a bunch of free fuel. http://wiki.industrial-craft.net/index.php?title=Tutorial:First_Steps and http://equivalentexchange.wikispaces.com/Getting+Started+in+v6 are always good starting guides and I'd check out some videos on other mods you're interested in trying out. There are a few good people on youtube that do mod spotlights on all the mods within tekkit individually and are good for everything from seeing one method some people tech to learning how to build a fully functional nuclear reactor (there's a forum dedicated just to that on IC2's forums). If you have any other questions, post 'em. @Demon, he's right, keep the SMP stuff in the SMP forum.
  9. ^^^ No need to ban the mod. Just stop it from loading with one of the aforementioned methods and no one will be able to use it on your server although they will still be able to use it on other servers.
  10. I've set up everything from large pipe networks, to logistics pipe warehouse systems (wish it was smp), and many things in between. Once I'm teched to the hilt, I also prefer to get the items I want quickly and easily without having to really do much after the system is set up. Lately, I've been debating switching to red power as a means of delivering the items back to the player but I may continue using buildcraft using wireless transport pipes at the end of each main item hub. By that I mean that each section of the warehouse or each floor will feed into an item teleportation pipe that will feed the retrieval area. A method of collection could be achieved with the use of wireless red stone a skitters hooked up to buttons or levels that would power the means of pulling items from a chest and sending them into the retrieval system. At present, I am experimenting with a rail raft sorting system which am be a bit slower but requires less piping and just seems like an intereresting notion to me. Rather than splitting resources into a webbing of pips, I intend to have a transposer (I think that's it, red power suck items into tubes thing) or a chest feed a storage cart that moves around on a powered track feeding every chest in my warehouse. The sorting system would lose a bit of sorting speed as the car dies its thing but makes up for it with an increase of space and simplicity (IMO). For retrieval, I would probably use red power to pull items with a red stone pulse and find a way to get it into a powered buildcraft pipe to send down the teleport tube and to the player. As someone mentioned, you can instead use a coded ended chest for retrieval and by diminishing the capacity of each floor, add an index chest for each storage chest to have the items instantly pulled into an enter chest for retrieval. The latter would be really freaking expensive but would make the process of retrieval almost instant. You could also do an enter chest per floor or section and that would cut down the cost considerably while maintaining a decent speed. Ah, how I love logistics ;p I also look forward to reading any other people's ideas about their logistical networks.
  11. If you want better help, add in more information that may be relavent such as system specs, OS, Java version, whether or not you also intend to run the client from the same system, and, if so, memory allocated to that. Also, you can try http://forums.technicpack.net/index.php/topic,1908.0.html Whenever you need help, post more details so people can actually help you.
  12. A power loop (as I understand it) is anytime you have an output from a storage unit eventually go back to an input on the same storage unit. If you hook up a bunch of MFSUs, for instance, in series, you should be fine. But if someone mis-routes a cable and it goes back to an MFSU that's providing power to that line, it'll just cycle power around in a loop thereby requiring a bunch of processor power to do all the calculations. My server is small and I handle most of the development for the power network so I haven't seen the problem firsthand, but I've read from others online that a power loop is a fast way to really stress a server because of crappy wiring. If anyone knows more about it or if my premise is wrong, please let me know :D
  13. I often use my Tekkit to hop into singleplayer to either build worlds for SMP or test and never had a problem with it. However, if you're just looking to play SSP why not just use Technic and in Modloader.cfg (think that's the right one) just turn off Mo'Creatures (crocs and tigers and ogres and such), Better Dungeons (all the super hard mobs), and Thaumcraft (likely the floating thing that makes a weird noise). You can also turn off Millienaire (spell?) which gives you a bunch of NPC towns. Anyway, have you tried to re-install Tekkit from scratch?
  14. Depending on how your IC2 equipment is wired, it could be the solar panels or other tech. If you're splitting a ton of cables, causes greater CPU usage. If someone set up a power loop, even more server overhead for calculations (I've heard most will crash servers eventually). Also, a ton of solar panels will over time bring servers to a crawl if you get enough of them.
  15. If that's copy pasted from your config files, I think you missed the above (bold). Otherwise, keep it going, I think we could always use a few more guides to help get people to run servers and get used to certain plugins (I, for one, get lost in all the plugin stuff).
  16. Forestry is coded to not generate any ores unless you are missing RP or IC2. However, in certain occasions, RP and IC2 will generate 2 types of copper and also tin (I think). I don't think they're supposed to generate 2 types of iron. I'm just going from memory so forgive the lack of reference but it may give you a place to look. I believe you're supposed to go into the RP config files and disable copper, etc generation for RP 2 and just use IC2's copper and tin generator. I think the string is something like gen copper or something and I think it's part of the RP Core or World or something like that. Hope that at least helps somewhat... I know if you dig deeper, search here, or search on tr0oubleshooting Tekkit or RP with IC2 installs, you'll find what you need and it'll probably be explained a little better.
  17. Isn't MCmyadmin the one with the backdoor in it?
  18. If the MFSU are not near anything influenced by redstone current, you can et them to emit a redstone signal when full, partially full, empty, etc. Use your favorite color of RP lamp to color code your system and you're good to go. My first (and next) lab has 4 MFSU levels from top to bottom with lights that...ah, I'll jsut go screenshot it...here: http://imgur.com/AQcqg All machines are hooked up in parallel so they can pull from each set of MFSUs and because they drain power and it goes back down, the lights go from green to red as I deplete my available power supply. As for giving you an exact number, sorry mate.
  19. This ^^^ Forget charging them in relays, it's a waste of time. Just drop them into a transmutation table and burn as much EMC as you want to fill them with or until max. I kind of wish it remained the old way for balance but the fact that everything end-game requires fully charges KSOs makes this tolerable.
  20. I always run my pumps in a 3x3 circle for the symmetry and have had no problems yet but I'll keep an eye on it ;D
  21. If it's a 1.1 world, it should work just fine. However, be advised, that new ores will not be generated in chunks you have discovered so you'll have to set off on a new adventure to get things like tin, copper, etc.
  22. 5000% YES! Think about it like this, (with gold pipes) you have 5 highways worth of cars funneling into a tiny tunnel and then splitting into 5 highways again... Each major pathway of water should have it's own transmitter and receiver. You may be able to have them all funnel through 1 if you have a large water reserve between the receiver and the engine and that water reserve is not depleted during normal operations. Without testing I can't tell you 100% that it's a bad idea to have only 1 teleport pipe for 5 engines but considering you have to split a large quantity of water and keep it flowing, I'd rather be safe than sorry.
  23. Also, once in a while, you'll come upon a recipe that's been changed and not updated on the wiki yet (happened to me when crafting nano armor). I would use NEI recipe mode for those items since it'll give you the recipe the game will recognize.
  24. @Kaker I'm not 100% positive this is accurate but from the research I've done: A Tin/Electric Engine is claimed to produce 2MJ/t at the cost of 6EU/t. I believe a combustion engine on fuel produces 5MJ/t. If the aforementioned is reasonably accurate, 1 tin engine per pump should outperform 4 redstone engines (I've heard 0.05 Mj/t per redstone engine but idk) so 2.5 should perform on par with a combustion engine. I may have to test that to confirm. @OP I think not having the gold waterproof pipes is what's doing you in. Even with the pumps running full force, the pipes won't allow enough water to move to keep up with demand. Also, are you using 5 different water teleport pipes or trying to jam all that water into 1?
  25. 1. What are your system specs? i7 980x currently at 3.33, X58 board from EVGA, 12Gb of RAM (2Gb x 6) at 1600Mhz with 8-8-8-24 timings, Radeon 5870 Vapor-X. I also play on this machine while the server is running. RAM Allocation: 2Gb starting, 7-8Gb limit to server; 2-4Gb allocated to the client. 2. How many player slots does your server hold and after how many people do you notice lag? I have only run with up to 5 player slots with no lag whatsoever unless the server is running unstable (very, very rare). 3. What mods do you disable because of lag/crashes/exploits? None, although I have not used computercraft because I've heard that it causes memory and threading issues. I also personally control the placement of chunk loading blocks within the world, just in case, but have over 30 chunks currently loaded with it without too much RAM and memory usage. Some mods I run have the potential to cause lag if they're put in a certain way but I currently have about 8-12 5/17 EE flowers and 150 1/5 flowers without noticeable lag (ton of IC2 machinery too). 4. What mods/items do you disable/manage because of their destructive power, ease of exploiting or just overpowered? None. My server population doesn't really need much micro-management and the server is not run 24/7. If my server would run 24/7, I would probably have to limit the building of some end-game items and possible even a level of EE collectors or two to limit EMC production (I produce over 5-10 diamonds per second on average across all flowers although that's being phased out to create a self-replenishing warehouse facility). 5. Pipes, do they cause problems? If so which kind? Are any pipes better than the rest? I have not noticed any problems with pipes but, at present, my work with BC is minimal and only beginning. On prior testing, I've noticed no problems. I heard tubes are better than pipes for lag but I haven't tested this. I can't wait for Krapht's Logistic Pipes and BC3 to be SMP and in Tekkit because it'll decrease the complexity of pipe systems, eliminate pipes, and make my life a lot easier. 6. Explosives - TNT, dynamite, industrial TNT, nukes, reactor meltdowns. How bad are they really for server performance, not in regards to griefing. A nuke has caused some lag when I was only running with 6Gb or RAM. Haven't tested after. TNT, Dynomite, Creepers, etc don't cause any lag. Edit: Mind you, I believe the nuke going off was client-side lag because no one else on the server felt a thing unless they were near it. 7. Tweak/Fix plugins - I've seen a lot of plugins claiming to optimize server chunk management and lag reduction. What have you used and what do you think? None. Plugins are the bane of my existence because I can't get them to work right. Hope that helps ;D
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