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Everything posted by SemiPr0
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You can argue for or against condensers, but effectively you only need condensers because of EE2, previous to Tekkit Lite's release I'd been running my server on 3.1.2/1.2.5 with EE2 disabled, there was nothing holding us back from what we wanted to achieve simply because we didn't have EE2. As of right now we've switched to Tekkit Lite and the current state of EE3 is actually quite acceptable, I don't mind a logically costly transmutation system (heck I didn't even really mind the transmutation tablet in EE2) that requires interaction with it to work. I have no problem securing diamonds by straight up old school MC strip mining techniques, and if there is a need for more diamonds I can always transmute some of my excess gold over to diamonds to quickly fill a supply gap. I see no issue with EE3 and I look forward to seeing how Dark Matter is reimplemented without the need for condensers/collectors to make it a reality.
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Well its not really about being easy to power the most expensive item, lets say I wanted to use RP2 by itself as my primary source of energy generation. Ostensibly with the RP2 engine I can do this and forgo using BC or IC2 sources entirely. Problem is the total energy output from RP2 requires gigantic arrays of turbines, solars or thermopiles to create large enough amounts of power to be sustainable under heavy draw from IC2 machines. Just pointing out that if you wanted to use RP2 as a primary energy source mod, you'd be having to invest about 3 times the materials and 10 times the block space you'd use to create the same level of energy using standard BC or IC2 options. @PortableJim, I had the turbine set up at y: 108, there were no obstructions and no geography to block the wind at all, there just wasn't enough wind to get much out of it at all.
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Well main concern here is I even though the RP2 Engine is adaptive, unless its being applied to something extremely low power, the core issue is that its own power generation systems do not seem to be able to support its demands. RP2 Solars, Thermopiles and Turbines do not seem to be able to generate MJ fast enough to deal with the engines demands. I'm going to do a bunch more experimentation with this tonight to get a better handle on it. Main issue is I don't think huge 16x16 solar arrays are space efficient. I love thermopiles but their MJ generation is pretty minor though constant and dependable. And turbines just aren't going to be a fast energy solution at any point it seems because wind is unreliable even with gigantic sail turbines. So, TLDR is, I think Blutricity is outgrowing its power systems.
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Can you let me throw money at this guy? Seriously. This mod is fantastic, complex and intricate but good gods I can build automated sentry carts that'll keep spiders off my house....thats freaking awesome.
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Its pretty simple, once you've made the kinetic generator, and the wind turbine sails, just access the kinetic generator, and insert the turbine sails into the inventory slot for the block and it then spawns the sails on the generator. Pay attention to the wind meter on the left side though after placing the generator block, if you don't have fairly constant wind in the high green to mid yellow area, the energy generation is extremely slow without multiple turbines in play.
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Hrrm I suppose no ones delved into this as yet. I'm going to take another approach with this and build a gigantic thermopile array and see if I can use phased pipes to transport the power to remote locations.
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You really don't need the Energy Link unless you're trying to preserve a Tekkit Classic world.
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WinRAR can access .jar files, pretty sure 7zip can too.
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Simple distribution never hurt brand recognition for anyone period. Steam sure hasn't hurt the game industry well other than kicking the console industry in the nuts lately with their foray into making everyones computer a console. That aside, half these MC mods I'd have never bothered even getting to know without Tekkit/Technic, I've had Minecraft since early beta way back in 2008, I hadn't played it seriously for a couple years til finding Tekkit, and it was the mods in it that sold it to me and I've really appreciated a lot of work I'd have never experienced without the Tekkit mod pack making the situation a simple process that didn't require power user level understanding to be able to enjoy it. Whats more these mods became easier to share with friends because of the work the Technic team did to make them work together in a simple, non-conflictory manner, so now I've got friends who had written Minecraft off as good, but no longer all that interesting, that sit around with me on a server I run and we do all kinds of interesting stuff with mods we didn't even know existed. Simple statement is, I can almost guarantee that without Tekkit, the user base for even the most popular mods of the pack, would be exponentially smaller. And while I suppose its cool to have a small power user clique of people using your stuff, it doesn't exactly gain you any credibility with people outside that circle of high end users.
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Odd I'll have to test that when I get back on my world and see if I see the same results coming off an MFE rather than a direct power source like a geothermal generator.
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Slightly off topic on the issue but if modders are concerned about permissions, why aren't they targeting server operators that are running their mods and using them to make a fair profit off a 5 dollar a month MC server, rather than modpacks which simply make using their mods less of a hang up nightmare for most non-power users? Seems to me like the people that are actually exploiting the usage of MC Modders mods aren't modpack authors, but server operators with a commercial focus. Anyways sorry for that aside, but seems to me if a modpack needs permission from mod authors surely high volume MC Server operators that are making RL money hand over fist by using their mods should need permission as well, that would be, at least, more logical.
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Well a lever should work, or even a redstone torch. Anything that emits a redstone signal.
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Odd, I'll have to test that again to see. I've been running my electric engines directly off a geothermal generator, and when I switch them off, the generator stops outputting power.
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I am noticing a little more chop in Tekkit Lite than I was seeing in Classic. Course I'm running a pretty beast rig through so for me its usually just an occasional hitch where I drop a few frames then everything goes back to normal. If I was to take a wild guess it might be the Factorization ores, least underground, I don't get any of these hitches when I'm above ground and I'm usually running max graphics with my render distance set to maximum.
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Odd my water and lava are Sphax textured with the 128 patch there. Course water and lava are part of the official Sphax pack so I think their textures are covered by the main pack, not the patch.
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Turn it off using a switch. A redstone signal will shut the engine off. And while the engine remains powered by the power it stored, it should not still draw from the MFE after switched off. Electric engines appear to store around 20000 EU on initial connection to a power source, but shouldn't draw any further power unless the engine is actually active.
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Right I figured that was just wondering if the tool had a server admin toolset which allowed us to cleanly merge mods without block ID conflicts, to then of course be able to present an error free environment while also presenting the files necessary to our user base. I misunderstood the capabilities of the tool I suppose.
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For clarification sct, does this entail doing server side merges with the Tekkit/minecraft_server.jar manually? Or using only Forge compatible mods for extension of the modpack?
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I wish I knew who dong princess was. But perhaps its better if I leave it up to my imagination, I mean it could be Stoya or something....mmm Stoya.
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http://tama63.co.uk/modpacks/?tekkitlite The 128x version is the WIP version and its pretty good and has a lot of stuff covered. The 64x and 32x versions aren't ready yet.
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Why is Equivalent Exchange 3 even in this modpack?
SemiPr0 replied to Logan Rusling's topic in Tekkit Lite Discussion
You know this is probably perfectly viable really. You could build a condenser, using some autocrafting tables, several Minium Stones, some RP2 Filters and Pneumatic Pipes...sure it wouldn't be a single block but you could still do it with just whats in Tekkit Lite...this is an interesting concept, I may have to toy with it just for the fun of figuring it out. -
RP2 has always brought some awesome things to the table as far as block addtions with great functionality. But overnight tonight I decided I was going to do an RP2 Engine based quarry, just because I was dying to see what I could do with RP2's power output. Suffice it to say, I cannot figure out an RP2 energy production method which can meet the demands of a single quarry, using just one RP2 Blulectric Engine. Using 12 RP2 solar panels and a wind turbine (Which are GREAT except wind conditions are horribly undependable in MC), I was able to fill an RP2 Battery Box fairly quickly, I wired it up to the engine on the Quarry, applied a redstone signal to the engines and wow did that thing FLY....for about 6 minutes, until the battery box was completely tapped and then the quarry was just operating on the slow trickle of energy coming in and dropped to a block every few seconds. Effectively, while I love the introduction of the RP2 engine, it doesn't seem like its own power sources can meet its MJ demands when interfacing with BC machinery. Effectively you'd need a huge bank of wind turbines (huge I mean super huge), a gigantic thermopile array or somewhere around 16x16 solar panels connected to each side of the batbox, to meet the voracious energy consumption of the Blutricity Engine when interfacing with BC machines. Seems like RP2's capabilities are outgrowing its ability to power itself least in the area of the new engine addition. And given that RP2's components are so much more intricate and expensive in their crafting requirements, seems somewhat unfortunate to have such great potentials for alternate energy, but not have them even be able to meet their own power requirements. If anyone has any insights on this in the vein of YER DOIN IT WRONG, I'd love to hear some practical examples. Only thing I can logically think of is the engine is a way to convert RP2 energy to BC energy which can the be stored in IC2 storage units. But thats just me throwing a dart at the wall.
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Why is Equivalent Exchange 3 even in this modpack?
SemiPr0 replied to Logan Rusling's topic in Tekkit Lite Discussion
Minium Stone + 4 Blocks of Gravel = 1 Clay Dust Minium Stone + 4 Blocks of Clay = 1 Iron Ingot Minium Stone + 8 iron = 1 Gold Ingot Minium Stone + 4 Gold = 1 Diamond So as you can see if you have an excess of gravel, you can eventually have an excess of diamonds, it just requires actual interaction rather than dumping it into a box and forgetting about it. Effectively, the Minium Stone, which is the only functional part of EE3 right now...is just as much EE as EE2 was, its just a different way of going about it. Actually to be honest its about the same as the Transmutation Tablet, just a little less user friendly. So no its not a condenser, but you can still transmute your way straight up to diamonds if you want. -
Why is Equivalent Exchange 3 even in this modpack?
SemiPr0 replied to Logan Rusling's topic in Tekkit Lite Discussion
I run a server, I do play with friends, we share resources all the time, we all go mining in various different areas when we obviously are in dire need of certain things, like diamonds. Now granted I'm not attempting to supply diamonds to 20 or so people. But, if you are having an issue in that regard, 64 gold = 16 diamonds using the Minium Stone....not a bad exchange rate unless you have dire need for gold. I generally have excess gold cause I always pick it up on mining runs, so when I'm super short on diamonds I simply pull a stack or two of gold out, and set up the Minium Stone recipie in the project table and shift click...no more diamond problem. -
Why is Equivalent Exchange 3 even in this modpack?
SemiPr0 replied to Logan Rusling's topic in Tekkit Lite Discussion
I had 61 diamonds on my first night of install. You can get plenty of diamonds for what you need them for, without EE2, if you're simply willing to go down to the 11 - 16 levels and set up some nice 2 high parallel strip mines. A diamond drill and a lappack and a little time and you can have a stack of diamonds from natural mining within a few hours of play if you do the tunnel stripping right. So far I have not found anything I need inordinate amounts of diamond for, without EE2, that I cannot supply without EE2. Now...if EE2 was in the mod I'd need a huge amount of diamond for collectors and what not. But the demands of BC/IC and all that, diamond wise, are pretty balanced against natural mining intake. I haven't gotten deep into Factorization yet but regardless I'm able to keep an adequate amount of diamonds on hand if I'm willing to go dig a hole for awhile.