
Typee
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Everything posted by Typee
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I... it's so simple. How did none of us on the server ever think of that.
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Kelzie, you might be confusing with something else. Hamachi isn't a paying service or an internet provider, it's a free VPN service.
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Hey, so I'm setting up this Tekkit Lite server, and I have no clue what to do with Mystcraft. On the one hand, I do want to keep it. Exploring worlds is fun and good, as is cutting down on the grind with dense ores. Also since Tekkit mods require so much ressources, I would rather see people mine in parallel worlds rather than make big square holes everywhere in the overworld. The problem I have with it is how it can be used for quick, cheap and easy teleportation. Really when you have it, there is not really a point to rail systems, IC teleporters, clean roads and paths or anything of the sort. It sure is convenient, but it completely destroys the notion of distances, which I feel have a negative impact on the infrastructure and architecture done by the players. And it does it right from the very beginning. So I'm not sure how to handle it without disabling Mystcraft. Sure, I could remove the link modifier, but in the end, players with a lot of ressources would still teleport by making a teleportation hub in another age. So in the end it would be the same result as intra-linking/following linking books, only with more clutter (and possibly server lag). So the only working idea I can come up with so far is the following: - remove the linking book recipe - set up a mystcraft hub near the spawn - put a trade-o-mat there which exchanges regular books for linking books (crafted by an admin there) And that's it. So people would still be able to use Mystcraft for ages exploration, but all linking books would point back to the same place. Now that means they would still be able to teleport freely to the hub, but that's it. No more teleportation anywhere in the world. Any thoughts?
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It should be considered a beta. That's why it's still 0.X.X 0.5.2 had the "console error spam" issue and crashed when dimensional anchors where used in Mystcraft, and so on. The thing is everything in Minecraft mods is pretty much in a state of permanent beta because there is still no official consistent modding API for Minecraft. The good news is Forge itself (the "core" of tekkit lite) is stable, so if crashes and bugs happen, it's caused by one mod, which you can deactivate until it's fixed. As for map generation, it's really not up to the tekkit team. Whenever modders update their mods, they might choose to add something in the world generation. For example, Thaumcraft just did that, but he was nice enough to add a script to re-do the Thaumcraft generation on an existing map.
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What's wrong with mass fabs? You only need a small percentage of your UU matter production to put back into your reactor, unless you have a terrible design.
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Just build quarries. Diamond will never be the limiting factor with advanced technology. What you will find yourself lacking of, however, is copper.
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No, it's legit, it's the repository for prerelease versions of industrial craft.
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Just keep making books until you find a world with star fissures. It's nice being lost in the ages, you're gonna see strange things.
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Excellent, thank you.
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I can't seem to find an up-to-date answer for this: Does Mystcraft keep a loaded chunk around the spawn in unoccupied ages, and if so, does it do it all the time or just once someone visits this world after server startup? I wonder if unused worlds are a memory load on the server or just hard drive space.
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Easy Crafting Table (aka Crafting Table III) and Optifine
Typee replied to PhilGoodInc's topic in Tekkit Lite Discussion
Optifine can put a lot of stress on low-end servers due to the way it loads chunks. I would rather keep it off the pack. -
Wait, you mean you can't install Gregtech on a tekkit lite pack?
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Anyone had any luck finding a texture pack for logistic pipes 1.4.7 yet?
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I go to the nearest jungle and treecapitate the biggest tree I can see with a diamond axe, then proceed to pick up my 24 stacks of wood. My 3 diamonds converted into 5 millions EU, or 74 real-time hours worth of generators. I'd say it's a good exchange rate.
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Upgrade industrialcraft manually, it was fixed in build 184 I believe. http://ic2api.player.to:8080/job/IC2_lf/
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Updating manually to dimensional anchor 52.1.4 fixed it.
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Try them in a Mystcraft world and you will get a "no chunckloading on client world" server crash on next startup. And even if you don't use them in Mystcraft worlds, they might cause the "exception in server tick loop" error, though I have no idea where this one comes from. As of now, there is no choice but disabling them.
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They were probably killed by the phased transport pipes. I guess we will try and install chickenchunks then. Isn't there a forge server command to set a chunk as always loaded?
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So, since railcraft is gone and dimensional anchors are bugged and incompatible with Mystcraft, my players and myself are looking for an alternative chunkloader, for loading distant oil pumps, the base and of course the nuclear reactor. Teleport tethers work fine but are limited to 1x1 chunks. Quarries do act as chunk loaders but putting quarries everywhere is a bit... backward. I believe I read about a fourth chunk loader in one of tekkit mod, but I can't remember which one. Is there such a thing?
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Removing the block with mcedit won't work, and removing the dimensional anchor mod will only work until you reactivate the dimensional anchor mod. Here is how to make a clean swipe: Remove the dimensional anchor mod from your server (NOT the immibis core mode). It should start fine. Now visit all parallel worlds where you had dimensional anchors, and make sure they have disappeared. Stop the server. Go into your world data and remove ICL-world.dat Then you can put the mod back and tell your players not to use dimensional anchors in parallel worlds, or you can wait for a fix. Reason for the above: Deactivating the dimensional anchor mod will remove all dimensional anchors on startup (because it can't recognize they block ID). ICL-world.dat will tell dimensional anchor to try and load worlds where a dimensional anchor is present. There is a check in dimensional anchor which test if such worlds are instances of the overworld, which Mystcraft worlds are not. This check is supposed to prevent the server from loading worlds from the clients, but in this case it's conflicting with Mystcraft. Since dimensional anchor is open source, you might want to try and hotfix that yourself. I will try tonight.