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Everything posted by SemiPr0
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Speculation is generally all we have in these situations. I mean I could have implied that CJ was <insert adjective here>, but I thought I'd take a higher road. Perhaps there is a list of permissions given and Kaker doesn't feel like CJ has the right to demand it. I dunno. I was just offering up a fairly non-inflammatory possible explanation. Facts: CJ asked for it to be removed due to terms of inclusion he felt were not met. Its being removed. No further speculation from me.
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Covert Jaguar requested the removal unless the Technic team could directly provide him with proof of permissions for usage of all the mods in Tekkit Lite. Far as I can tell a lot of the mods in Tekkit Lite are being used on implied permissions from the authors in their development posts, ergo none of them have inherent restrictions on modpack use at this time. This would mean, to me, that there may not be, other than a few distinct mod authors like Eloraam and what not, who have given direct written authorization for mod usage. So there is no list of "Yes thats fine" signatures the Technic team can hand out to inquiring/demanding minds. This is just a theory of course but it makes a fair bit of sense as things go.
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NM phased pipes do work, just ignore the pneumatic generator entirely.
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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 isn't TOO terrible, but yeah EE3 is no where near fully functional yet. -
RP2 added a Blulectric Engine, this introduces grand possibilities for thermopile powered quarries underground without the need for lots of power transfer from other sites and even in the Nether.
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Yeah scuba mask, hazmat suit, hazmat pants, rubber boots. It was burned through really fast.
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DO NOT recommend the hazmat suit for lava, it really doesn't have the durability. Suit burns through extremely quickly.
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Ahh interesting addition, usually when I'm down in the lava lakes I don't really need damage protection too badly cause I've usually cleared and lit the area really well. I'll have to make a set of this and see what I think.
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Oh thank god, and perhaps the Permissions Wiki page could actually link to something other than a place holder? I swear to god the permissions system does not currently work at all, nothing I've tried seems to get it to initialize and assign users to any other group but default.
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I was really looking forward to replacing my usual tank storage systems with the new iron tanks from Rail Craft but looks like I'd best not even bother if this is the way things are going to go.
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Unfortunate though. Quantum is a pretty big jump without EE2, and of course without EE2 theres no DM/RM/Gem/Infernal sets...we're getting really limited on armor expansion here. Factorization adds the Exo-Suit, which looks interesting but I haven't really had time to mess with that as yet. I liked Nano being lava resistant cause I spent a lot of time swimming in lava to make geothermal work as intended. (cause volcanos in RP2 PR6 still aren't fixed and they don't have magma chambers, so you have to go find lakes of lava and connect them up to get the best bang for your buck on geothermal really). Doubtful that anything but Quantum now is lava resistant which makes that whole progression sorta linear and one dimensional. Maybe the Exo-Suit is a viable alternative option.
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Here we go again.
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Its nerfed... No more lava swimming, you will die even with a full charge.
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/home here is working on my server, as is /back and what not, but its a very small server and our members are all on the ops list (cause I can't find any documentation on how to make the stupid permissions/groups configs actually WORK).
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Title: Treecapitator - Block Delay Version: 0.5.1 OS: Windows 2008 Server RC3 Java Version: Java 7 32 and 64 Bit Description of Problem: When chopping trees with an axe, the block pops back into existence for about 15ms after its been cut, then you have to wait, and it disappears and then the tree comes down fully. Error Messages: None specifically. Error Log: No server side error logs at this time. Its not causing a server error its just a very weird glitch.
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You guys really need to take this up with Pahimar over on the Forge forums to be honest, but far as it goes, EE3 is a complete break from EE2, and EE2 will not be updated for 1.4.5+ MC because only Pahimar and the original creator of EE are allowed to update it and....neither will be doing so. Pahimar has also made EE3 an open source project as of the time of releasing EE3-pre1f and that was last October my impression is that hes been hoping to get more collaborative development input and hasn't gotten as much as he'd like but...thats just me looking at the situation as it stands now. Overall I simply wouldn't have included EE3 in the modpack, its an alpha release at best and lacks much of its intended functionality. Its sort of like having a placeholder there for when a real mod occurs, if and when such does occur.
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Yanno looking at how all this has played out, while I'm more than aware we're not owed an explanation for anything, I think it would go a long way for some representative of the Technic team to explain why some mods made the cut for Tekkit Lite and some did not. But since they haven't I'll explain why this one did not. Quoted directly from the MFFS thread on the IC Forums PAID PAED PAYED I'm afraid to say the MC Modding Community is about as depressing a community as it can get in this kind of regard. Skyrims got well over 15000 mods available for it, quite a few of them more technically and artistically challenging than anything MC could ever dream of achieving and no one in the Skyrim Modding community is DEMANDING some method of recompense for their work. Donations are allowed and accepted, but theres none of this adfly....no one can DL my mod any other way cause I won't get paid crap. Saddening really. Modding isn't a job, its what you do to show the game industry that you have the chops to get a real job. So yeah, anyways, thats why MFFS didn't make it into Tekkit Lite. Feel free to install it privately, if you like, to ensure Thunderdark is paid for his time, if you can get it to work with Forge.
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No one knows yet. ForgeEssentials has drastically little documentation available.
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Yeah I knew this was going to be a big problem, ForgeEssentials is more like ForgeBareMinimum at the moment. Its really going to make running even a small server a headache due to the lack of ability for people to even change their spawn point, or...for that matter, for the server admin to change the world spawn. This is really rather a disaster of unfortunate proportions, I respect the idea of ForgeEssentials and obviously the breakneck amount of work thats gone into trying to fill the gap left by forgebukkit going tits up...but its just not enough to cover the needs of even a small server environment, much less larger servers.
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First, congrats on getting a pack out. I should say that first and foremost. But, there are some issues here that I brought up in the Tekkit Classic thread that I'm going to briefly retouch on here. EE3-universal-pre1f is a pre-release version of EE3 that has six working blocks, and about 1% of the functionality of EE2. EE2 was in need of adjustment, I'll agree, but this isn't even a mod, its a alpha test at best and whats more its not been touched since October 28th of 2012 by Pahimar. I'm not sure this should even be in Tekkit Lite right now. ForgeEssentials seems like it will be functional to a certain extent for small servers, but documentation is slim on this project so far (a commands list and an overview is about all there is) and while it should provide some of the basic functionality Bukkit based plugins were providing.....its never going to replace things like BOSEconomy or McMMO or Factions or Towny...which means Tekkit Lite servers can never have any level of variance to them. This is unfortunate. The mod list isn't smaller by any means of course, but its also providing multiple mods that are overlapping each other in areas of redundancy, and of course, are at times, incompatible with each other in areas of dependency. You can do the same thing multiple ways, but its all pretty much the same thing without much variance. The lack of variant methods of progression beyond slightly deviated industrial approaches gives Tekkit Lite a rather bland and less diverse feel than Tekkit Classic. Tekkit Classic is by no means being made unavailable, but most of us are dead tired of being so many MC versions behind, but with the loss of Bukkit, being up to date doesn't really mean anything because we can't use any external mods that are up to date with 1.4.6 So, don't get me wrong, this is great and all, but I'm not sure how I feel about the direction of of Tekkit Lite, its a very enclosed, very linear and very exclusive pack (and I'm not saying thats your fault!) and I'm not sure how I feel about that direction.
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Wow EE really got the nerf bat, not that I'm complaining but seems like Dark Matter Tools aren't even in this EE3-universal-pre1f, even though the MC Forums post states that they are, actually, in EE3. This looks like its going to be a bumpy ride, probably won't be able to convert my server to Tekkit Lite til at least after the weekend at best. I mean why is this mod even included in the Pack? Look at this feature list, it wildly states that the mod doesn't have anything in it currently. Not even EMC values. Wow after going through NEI I'd estimate that EE3 is adding less than 25 blocks and none of the NEI data seems to be accurate or available at this time. I have no idea what this mod is doing in the Pack, its obviously in the process of a huge overhaul and no where near functionally usable even with a new direction, and functioning anything like EE2 is completely out of the question (but not entirely a bad thing either). Oh good gods this pre1f pre-release is over two months old and theres no updates to it either. The pre-release doesn't have anything other than a few items enabled and functional, only six total added blocks work in EE3-universal-pre1f, SIX BLOCKS. Meanwhile the rest of what seems to have been added in Tekkit Lite appears to have added further complex methods of doing more or less the same things that BC2 and IC2 do but making it inanely complex (something like how Railcraft turns basic MC minecarting into a freaking job)....while sitting alongside BC3 and IC2...I mean why would I want to use Factorization other than to challenge myself to build extremely over complex machines that function more or less the same way IC2 machines do but perhaps do a few new things and produce a few new items? RP2 has been bad enough (but still a useful mod in the pack) in regards to sort of uselessly reproducing the functions of BC/IC, and now we have Factorization...which means there are basically four methods of industrial production and power generation...and this two month old EE pre-release which adds absolutely nothing to the Pack whatsoever and doesn't provide any kind of alternative progression options. Seems to me the only reason to call this LITE is because its LITE on any viable alternative methods of approach other than complete industrial focus. Sorry for multiple edits and I'm not shitting on the pack release it just seems like what was making Tekkit such a great modpack, which was mod diversity and expandability, is not in Tekkit Lite, especially with the complete loss of Bukkit, and while I know I can stick with Tekkit Classic, I personally don't feel like playing MC 1.2.5 for the rest of eternity either. I realize that a lot of this stuff is not in the direct control of the Tekkit modpack team and I'm not flinging feces at them here. But my initial impression here (which may change after extended experimentation) is that Tekkit Lite is simply making the Tekkit experience a linear, one progression dynamic experience which over-complicates the process of industrial automation and even introduces complete redundancies in its presented options of industrial approach. You can do the same thing like four or five ways if I'm looking at these new additions correctly. But it all adds up to the same thing with only a slight variation in approach, machine type, transport dynamic and in some cases power type requirements. I wouldn't call this Lite, I'd call it Bland. Tekkit was magic cause of its variable diversity, this doesn't capture that same spirit at all.
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Getting Sphax exactly right for Tekkit though is a bit tricky. There are various tutorials and patches and what not but even with those, while I've got pretty much everything Sphaxi'fied for my Tekkit install (With half the force field modules being all thats not done), my friends who play on my server also have Sphax and, we don't always see everything the same way due to various patch install techniques on each of our parts. Would be nice really if Sphax supported Tekkit natively, lord knows the texture pack is getting a ton of exposure from people Youtubing the modpack (Not to say Sphax vanilla isn't awesome too, just saying I'd never heard of Sphax before Tekkit, I was using Misa's Photo-Realistic pack before that), would make Tekkit a lot more functionally understandable, especially if it was a simple, officially updated Sphax pack. But wishes and fishes, and all that rot.
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Any reasons for updating to 3.1.3?
SemiPr0 replied to grindst0ne's topic in Tekkit Classic Discussion
I'm pretty sure no version of Tekkit is going to be worth upgrading to until they get the 1.4.x build functional. Also probably not til Eloraam fixes volcanoes too. I've tested RP2 PR6 and went and found the largest volcano in my seed and pumped it out in about 25 minutes, to find a nice single bucket of lava down at the bottom. Effectively 3.1.2/1.2.5 is probably going to be the status quo for quite some time. Why they list the 3.1.3 version as the most up to date server version is puzzling. I'd probably list it as latest, then have 3.1.2 listed as "latest stable" (If you're willing to manually disable CC and EE2 that is). Overall though no reason to get into a shit slinging fest about it. It is a somewhat confusing state of affairs for service administrators that aren't up to date with the state of the game. I'm aware of a MC host that recently updated all their clients to 3.1.3 because it was the "latest version", and you can imagine that didn't go over so well. -
I run a small private Tekkit 3.1.2 server for me and some friends. I decided to do so after finding I really enjoyed how the modpack expanded the potentials of Minecraft in a way I could easily share with my friends who weren't really clear on how to mod Minecraft with all the various mods Tekkit uses on their own. Overall we've enjoyed it but we just seem to run out of projects and things to do very quickly. Recently as of a week or two ago, I scrapped our old world and stripped EE2 out of our server install and showed my friends how to disable EE on their client sides because we all agreed EE2 just made the whole process too easy, within a very short time I was pumping out more diamonds and dark matter and red matter than we were ever going to need and this was all done in survival mode with NEI cheat mode disabled...so I figured going at it in a situation where we really had to work for our resources would be more of a challenge. But really within the space of time since generating the new EE-less world, we're already up to generating UU Matter directly off a nuclear reactor, with central power being provided to all our facilities by a very efficient fuel combustion generator system I designed and in the end we just find ourselves logging in less and less...cause theres just nothing really to do after you hit a certain technological plateau in Tekkit unless, of course you're in some kind of uber hostile environment. So I guess what I'm asking is what do the people that play Tekkit do when they hit that area where they feel like there aren't any challenges left? When everything has literally become an automatic process and at best you might have to move a pump to keep your fuel reserves topped once a week. Would love to hear some ideas or advanced projects we could spend our time on. Thanks in advance.