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Yuriy

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Everything posted by Yuriy

  1. I recently tried the texture pack too... Loaded it up and the client hung bad but didn't seem to be frozen. RAM usage spiked drastically (I have 4Gb allocated to the client). Ended up closing the client and re-launching and the texture pack ran. It looked kind of cool but wasn't my style so back to the reg for me (saves RAM anyway). The whole exploding thing must suck though, I don't think a texture pack can do that because that's handled by the server.
  2. Between the memory used by the server (starting and max) and the memory you allocate to the client, are you >= your RAM?
  3. That or only loading the current chunk and just requiring more chunk loaders. Until yesterday, I thought it was only the individual chunk that was loaded into memory so I had to go through and rearrange some things. Also, for the person who talked about building his or her house on a chunk corner, try turning on the chunk grid (in rei's minimap) when planning builds for anything that will contain machinery or anything you will ever want to load into memory. It helps me a lot when creating factories and workshops underneath my house(s).
  4. Not for your original question... Those will turn off cheat mode but you can go right back into it from the settings. If you really have no self-control, you need to set lock_recipe_mode to true (the exact name of the variable may differ slightly). This will prevent you from accessing cheat mode without first changing the config file.
  5. Thank you so much for that! Now I can move mine around to eliminate loading chunks I don't need. Thanks again ;D
  6. ^^This Also, even if you were to remove TMI, any OPs would be able to spawn themselves items using server commands so that wouldn't really stop people from spawning items just inconvenience them.
  7. What are your server specs? I have had up to 30-40 chunks force-loaded and it increased my server's memory usage by ~1Gb after having it run for a bit. Upon restarting the server it was only using about ~600-800Mb. I ended up destroying them all (pain to find them all) and my server's RAM usage dropped pretty significantly. All in all, I think they're nice if limited to 5-10 chunks but forcing a ton of chunks will eat RAM pretty quickly and will require more server restarts. Then again, my RAM was acting funky that week so I had to up my VDIMM and I haven't had any such problems since. Note: I play on the computer I use to run the server and usually have no more than 5 players on at any one time.
  8. I believe Recipe Manager ( http://dev.bukkit.org/server-mods/recipemanager/ ) does what you've described. It's included as a part of Tekkit so give it a shot. I don't use it just yet but it does allow for adding and blocking recipes (from what I've read).
  9. Did you get factions to run without errors? I've been trying different versions for days, what are you running? Also, are you running it with Tekkit 2.0 or 2.1.1?
  10. Try 1963405579 That seed has been a good seed for us (in Tekkit 2.0 because of the world gen changes in 1.1) with plentiful trees nearby, a nearby snow biome (we avoid it), and a swamp with a few rubber trees in it. Also, if you play Technic SSP, it drops you next to a village at the base of the hill I often build on. In case you care, we normally set up base around +120, +233 (we often develop the whole chunk and work our way out). Swamp is 'northeast' (on minimap). I've also erected a giant structure on the four chunks around 0,0 and found some cool stuff nearby (including lava near the surface so watch your step). Let me know if you like it ;D
  11. Well, I have used EE to get IC2 machines (and, in fact, I use IC2 machines to get more early game EMC by macerating everything ), I would like to revise a previous statement based on a few things; some here, some below. Some mods such as IC2 do offer exponential scaling as well because once one gathers enough base mats, one could sit by his or her HV solar array or MV solar flowers and generate UU matter until they get whatever they want, in fact some do or some may use a chunk loader and just keep mining while their UU matter farm works. EE2 works in much the same way because one has to set up the operation and then it often conitnues running and gathering energy that through certain means can be converted to matter. Where the distinction comes into place is IC2 is focused often around developing tech for it's own uses to increase things like factory and mine efficiency, EE2 is based around creating 'machines' used to transmute and produce matter. Whereas the former allows for improvements to make work easier, the latter focuses on eliminating some of that work. When looks at individually, both could be considered nearly identical because they produce a very similar result (freeing up the player by increasing overall efficiency thereby lowering the amount of time necessary to gather ingredients). Where they differ is the method and rate of growth. Personally, I think both mods and many others are coming into their own to achieve a level of balance (even considering other mods) then ever before. As long as mod authors care to balance for the types of mods with which people may end up playing, eventually we may see all such mods reach an equilibrium in which no one method of tech advancement is superior to the other and no method of combining techs would produce an overpowering result. However, until this point is reached, certain combinations of mods may empower the knowledgeable to achieve faster advancement than others. However, if Xeno adds in code that permits server operators to define the EMC value of other mods' devices (and hopefully code that also permits other mods' machines to become transmutable by judging the absolute value of the machines ingredients), server operators will be able to balance EE2 with other mods to their community's liking. However, the basic premise and spirit of EE2 (matter transmutation), I believe, is a wonderful thing because it permits people to not only use up less storage space by transmuting everything to a common block (the basics of currency and economics, imho) but allows those unfortunate in their mining adventures to transmute to the materials one needs. I agree, by creating a series of large arrays (although very expensive), I can negate building multi-chunk farms and instead create an asinine amount of bread without having to go out and tend the fields or set up more additional machines. For example, for farms, you'd need stuff to plant, fertilize (if applicable), harvest, till, repeat; with EE2, I can have a single 17/5 flower make 7.75 bread per second (I don't actually know if buildcraft pipes would be able to remove it fast enough ). It comes down to building additional tech to handle everything or building additional tech to handle distribution. Either way you look at it, I never have to cook again or use a large portion of land for farm space...instead I think I'll build a giant gold, phallic statue with an obsidian pipe (that connects to my warehouse and routing network) to collect from those who come by to worship it. Ok, enough of the digression and the jokes . The way you point it out is a great example and, as I stated above, other mods often follow a similar exponential progression because, eventually, everyone comes to the point that they just can't produce anything faster. Eventually, all the arrays in the world (and the time it takes to manage them) will reach a point that isn't even worth discussing unless you're a theoretical Minecraft physicist hell bent on reaching maximum efficiency. A question to those who have some good experience with the new EE2 (I haven't had a chance to test yet) Any of you guys know how many WoFT one needs to reach the maximum efficiency of 10x production? And is it 10x in the chunk (or several chunks) or the entire world? Just a quick crunch gave me 143 WoFT to reach 10x production assuming a 7% stacking gain (7%+7%=14%). 143 WoFT (81,297,216 EMC) + Pedestals (216,719,360) = Total EMC cost of (298,016,576) or 36,378.98 diamonds. If compounded, I get 74 WoFT. Anyone test to see which is the most efficient and if the effect is global or limited to a chunk (or several chunks). 74 WoFT (42,069,888) + Pedestals (112,148,480) = Total EMC cost of (154,218,368) or 18,825.48 diamonds. For those that are new to EE2 ( http://equivalentexchange.wikispaces.com/Watch+of+Flowing+Time ) Well guys, I'm going to go grab a beer and start drinking before I get it into my head to test that :P
  12. I can't think of a single block that EE2 generates in the world. It adds many new recipes and items but it doesn't add any new ores so having or not having EE2 shouldn't change world generation in the slightest. If you used to have EE2 installed and you have EE2 machinery, just destroy it in creative or toss it in some lava and make sure the world saves and you should be able to disable the mod after.
  13. I can agree that it sometimes unbalance other mods because they're not designed to work together and remain balanced. Xeno does do a great job trying to balance it out as best as he can but unless the mod makers start working together on a joint project, their mods will always have odd effects on other mods (positive and negative). As for getting gem before quantum armor...I don't know. What's the time from start that it'd take you to get it if that was your primary objective? If I beelined it for gem armor right now I would estimate it'd take me an absurd amount of time. I play with my girl a lot so we usually split up or take turns in the mines while the other builds. With both of us working hard, it took us about 2-4 hours just to get our first Mk1 collector. Take out an hour for base construction. Extrapolating my experience with EE2 and the new balancing decisions, I estimate it would take me more than 60 hours (I think it'd be over 100-140 hours) unless I exploit a bug or cheat. Mind you that's for one set or armor. To get my girl a set would probably take another 20-30 hours on top of that because the growth is supposed to be exponential. I think the reason most people call it so unbalanced or unbalancing is because the progression of EE2 is not linear like many other mods. Although some still make you really powerful end game, most will limit your ability to generate matter to a specific set of stuff. EE2, however, features exponential growth (although slow) but leaves many an end-game player wanting for nothing because they can create matter over time by converting from energy collected to matter. Hell, if a server admin wanted to change the rate of growth and matter generation to balance a large server with many players, just limit everyone to Mk1 collectors. That would not only diminish the potential for creating asinine amounts of matter end game, it would also stretch the progression out to at least 500 hours (rough guess, I'm not taking the time to quantify it) before a person is capable of getting something like gem armor. For normal players, however, I doubt they'd want to spend 500 hours tinkering to get 4 items...this isn't WoW. ;)
  14. Well put and I agree completely. I enjoy EE2 (and previous EE) and have been waiting for the SMP forever because the server I normally run is just a hangout for RL friends. We play legitimately but don't have the time nor desire to spend days grinding away or building some sort of server economy. We play for fun and to build cool stuff so being able to transmute and set up a factory that generates matter from energy over time is great for us. Plus, I like the way it looks better without the massive gaping holes of build-craft quarries . If I were running a 100+ server with a server economy and the like, I would probably dislike (or at least disallow) the mod as well because it may have an adverse effect on certain server environments depending on the community. In the end, like all mods in Tekkit, if one ruins the experience for you (or, in this case, your community), disable it (I can't stand Mo' Creatures half the time because most of them just get in my way). Happy mining ;D
  15. One (1) fully charged Klein Star requires 76,365,824 EMC. That equals 9,322 diamonds (145.65625 stacks of diamonds). A Mk3 Collector produces 24 EMC per second. If you were only using collectors, you'd need ~88.386 collectors (Mk3) alone just to create the amount of energy to create a charged Klein Star Omega. ChKSO = 24*(60^2)*10x The EMC cost of all those collectors would be ~39,643,143.225 EMC or ~4,839.251 diamonds (~75.613 stacks). If you had one (1) fully saturated 17/5 flower (considered by some to be the most practical geometric array) of all Mk 3 collectors and relays (with each relay saturated on 5 sides) and a condenser to convert to matter, you would produce 558 EMC/s (33,480 EMC/m or 2,008,800 EMC/h) for a total cost of 9,766,667 EMC or ~1,192.22 diamonds (~18.628 stacks). It would take one (1) 17/5 flower would take ~38.0156 hours to produce enough energy to create and charge a Klein Star Omega. It would take a little less than 4 of these arrays to produce a single fully charged Klein Star Omega in under 10 hours. Aside from exploiting the current fuel bug or spawning yourself several stacks of Red Matter Furnaces to burn (of which you'd need ~28 to get a fully charged Klein Star Omega) please, enlighten me, on how you would get top tier armor and weapons. Keep in mind that these calculations are for one (1) fully charged Klein Star Omega of which you need 4 along with 1 of every power item (2 swift gales), and a full set of red matter armor as well as 11 pieces of red matter and every red matter tool to achieve your claim. The armor alone would require 317,397,830 EMC for a total cost of ~38,744.852 diamonds (or ~605.388 stacks). I should also note that I've made and fully charged a Klein Star Omega using the fuel bug and just the un-automated process of making one (1) Klein Star Omega took me an hour after I gathered the 2 alch chests worth of materials. I should also note that that Klein Star then took me about 2-3 hours to charge burning infinite amounts of matter (testing the charge rate). Long story short, unless you start out with sixteen (16) 17/5 arrays of Mk3 collectors and relays, there's no freaking way you could make the armor in 10 hours much less the weapons to match. EDIT: legitimately
  16. @SimpleGuy You're welcome to run your server as you see fit. I, however, can't wait for EE to hit Tekkit SMP so the people on my server can play it. I've been waiting for the SMP for months, ha-ha.
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