SemiPr0

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  1. I think you could blacklist the block ID for the door material itself, then of course delete all the pocket dimensions from your server. This would largely just leave the dimensional door platforms but since the block ID for the door block itself would be blacklisted it wouldn't spawn. I really hate Dimensional Doors, other than cheaping your way across vast distances I just don't see its point...its a huge memory hog for very little actual benefit.
  2. Interesting cause I just attempted to connect a heavy aluminium wire to a redstone energy cell and it simply wouldn't connect, and redstone energy conduits connect just fine to the GC Solar block..but the array doesn't output power via conduits at all. I'll have to dick around with it some more but regardless of that the GC Solar Panels aren't really designed for heavy power output regardless and don't really match the capability of IC2's solar arrays..but again, thats not that big a deal given the other power generation methods available.
  3. You can actually use the steam your reactor is creating by....creating a turbine reactor to harness the steam power. I've been building them in creative to get my head around them and so far Big Reactors is really coming along as a very nice long term power solution as long as you set everything up correctly and feed a main reactor to a blutonium, then push steam from both of those to a turbine reactor using gold blocks for the conductance coil (there may be better blocks for it....AE crystal blocks might be even better but not sure if its supported yet but the main idea here is conductivity and when it comes to conductivity you go to crystal silicon or gold as an electrical engineering standard). Once you get an array of these running, the power potentials are largely through the roof. The new Turbine reactors are actually pretty interesting multiblock experiments and require some fine tuning to keep them performing optimally. Overall I've been a fan of Big Reactors for awhile and it just seems to be getting better as it matures.
  4. IC2 is a mess compared to Thermal Expansion, don't get me wrong I do miss a lot of the power generation capabilities that IC2 gave us but you can do almost all of them via Thermal Expansion and Atomic Science and Big Reactors have replaced IC2 nuclear options relatively well. The only thing I think that is really missing from the dance in comparison between IC2 and TE based tech modding is IC2's solar array's as compared to the solar options available in Tekkit right now. Galacticraft Solar is completely incompatible with Thermal Expansion energy storage, which means power generation on non-overworld bases is extremely limited, and/or extremely expensive to manage (without abusing DD/Mystcraft as your way to get back and forth from a station/Moon/Mars base) getting the resources into place to generate TE compatible power solutions. This could be pretty easily filled by adding Mekanism to the mix but thats another point entirely. Main deal is...everything that IC2 did, TE actually does better, and its getting over that "re-learning" curve about the differences in approach that can make people more used to the IC2 based Technic/Tekkit Classic and/or people that are more used to FTB based packs that force these old, crowd sourced and consistently out of date mods into their packs, really sit around wishing that Tekkit still had IC2...but in all fairness you just don't need it. The only thing I really miss from IC2 is the Charging Bench, the Energetic Infuser is okay in that regard but I preferred having a one block solution for dealing with all my charged item needs especially when you get into Power Suits and Redstone Arsenal....course Mekanism has a Charging Pad that you can stand on and it charges all equipped items that need energy, but again we don't have Mekanism...largely because TE already does most of what Mekanism does....just Mekanism does it slightly better in some cases. Anyways, long story short, IC2 is superceded by Thermal Expansion...not just simply replaced but completely superceded. Everything IC2 did..other than solar power, TE does better or does more efficiently in respect to server resources than IC2 did or ever will do. So in the end, the big thing about Tekkit's main branch is learning to love Thermal Expansion, I did a video about it...its very basic though but it covers this little rift people get stuck in coming to main Branch Tekkit from previous play experience with the old versions and/or other IC2 based modpacks.
  5. Basalt from Project Red is a very blast resistant material. Its my favorite anti-creeper buidling material.
  6. Okay lets keep qCraft and dump EE3 then. I mean seriously, who's using that stuff anyways? Anyways we don't really get to decide on this process but its nice to field opinions about it just the same.
  7. If we really want to talk about Mods that belong in Tekkit as it currently is...Mekanism is a definite choice...just because of its variant powergen options. The addition to Osmium to the worldgen is a little problematic but...largely it does fit the needs of higher end high/tech industry and its power generation systems are very suited towards being smaller, but effective for providing legitimate power on non overworld bases. Its not super effective to haul a ton of resources to the Moon unless you're willing to go into Mystcraft to deal with the travel...I personally think its kinda cheating and prefer the more industrialized method of doing things and sending up supply rockets, but thats expensive to do and trying to send up enough supplies for a BR Reactor or Atomic Science reactor is pricey. Overall if you wanted to do a trade off. I'd trade out Mystcraft, Dimensional Doors and qCraft...largely because of the additional stress they put on a server with all the pocket dimensions and ages that can get generated, and qCraft...which while cool, really isn't anything more than a technical demo of a scientific concept and doesn't functionally do anything for the modpack other than be there....and I'd like to get Mekanism, ICBM and Gascraft because to be honest I feel they serve a more functional purpose in this branch of Tekkit than I feel Mystcraft, DD and qCraft do. Only main problem is...I can get Mekanism working with the current version, but not ICBM...which is stupid because they have the exact same pre-req's, I haven't tried Gascraft because I use it instead in my Resonant Rise SSP game that I'm checking out. But overall I prefer the simplicity in functional interoperability of the mods Tekkit uses, rather than the more cluster bomb style packs that just have every mod they can jam together in them. So yeah overall, Mekanism, ICBM and GasCraft...not specifically "new" mods, but mods that definitely fit Tekkit as it stands better than Mystcraft, DD and qCraft do. Really, in all fairness, Tekkit needs to just consume Voltz and they can be one gigantic science based tech pack together, that would definitely make the Mars Express run a lot more fun. And a lot more convenient for the guys I'm working with and...a lot easier for players to just grab on to, install and play. And in the end what really makes a mod pack good is the ability for lots of people to share the same experiences in their own way.
  8. 2MB is generally the max if you're using Multicraft's FTP interface, you can upload larger files by using an FTP client and your FTP login information and doing it that way.
  9. This mod largely works on the UE API...which is in Tekkit Main, it also requires CalclaviaCore...which is in Tekkit Main, and requires Forge...which is also in Tekkit Main. So...any idea why my client just flat out refuses to load when attempting to build it into a native Tekkit main installation? It should literally be automatically adaptable..but the client just crashes loading up. Crash log to follow, not that its going to help make it more understandable. If anyones worked their way around this before, please feel free to point out where I'm completely being a derp. But far as I can tell, this should be working.
  10. If you've done a straight tekkit install then it should be called Tekkit.jar, if you've run a custom mod install you will either get a custom.jar or current.jar as your jar file that is launched by the server. PermissionsEx and Grief Prevention should work together fine.
  11. Well there are thousands of plugins it largely depends on what you're trying to achieve. I run a very small server for the purposes of videography so I just use EasySpawn....which allows me to quickly change the world spawn to where I want it after finding the area of a map I want to be working in. I also use CreeperControl because that allows Creepers to stay dangerous but stops them from constantly blowing holes in the world...which gets old after awhile....though could possibly be considered a bit cheaty depending on how you look at it. I also use BoiledFlesh to turn Rotten Flesh into something you can eat cause the Flesh to leather plugins are out of date and I hate getting tons of items that I rarely have any use for and zombies constantly drop rotten flesh. Other than that I don't use many plugins at all. Depending on the scale of the server you intend to run, the plugin requirements and needs change. If you're going to run a larger server with automatic whitelisting or something, you're definitely going to need WorldGuard/WorldEdit, and probably the entire Essentials package. Factions or Towny can be nice too depending on what kind of server you want to run. Civilians 2 is also a nice plugin to add if you want your MC world to seem more inhabited by people other than just players. Overall its down to what you're trying to achieve with your server, which largely defines what kind of plugins you'd want to add.
  12. If you're using MCPC+ setting up plugins from Bukkit.org is relatively simple, as long as the plugin you want to use is compatible with MC 1.6.4 you're largely good to go. So basically get MCPC+ for MC 1.6.4, upload to the server root directory via FTP, rename the Tekkit Jar file to Tekkit.jar.bak and name the MCPC+ Jar to Tekkit.jar or Custom.jar depending on what your set up requires. Then after that any Bukkit or Forge based plugin can be dropped into your Plugin directory and used relatively easily depending on the plugin.
  13. Enriched Uranium does give radiation poisoning but you can mitigate it by moving it quickly from a furnace to a storage space and just making sure you're not starving so you don't die. But yes the starting process for processing yellorite using a furnace turns up enriched uranium and not yellorium ingots, you get yellorium ingots once you start pulverizing the ore into dusts and using a redstone furnace to make the ingots.
  14. Soon, I have some friends that are going to be getting involved and we're getting some music worked out for the series because we have a couple guys that do original music as well...it'll be fun and hopefully fairly good due to the collaboration and production quality going into it.