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Mr_Pink

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Posts posted by Mr_Pink

  1. Probably the most annoying problem in the removal of IC2 is the lack in TE of some sort of serious mid-late game energy sources as in tekkit lite are nuclear reactors and solar arrays and mostly the total lack of fully renewable power like windmills , watermills solars or the most used late game power source the HV solar array . Sure you can go on with TE even without these power source but to reach a comparable energy production you will have to build huge power plants that use non renewable resources like lava or oil and that's not good . There are quiet a few ways to produce energy with renewable resources tough but still you have to get loads and loads of these machines to reach a comparable energy uotput . Anyway the new Tekkit is pretty awesome , and the "unified" energy system ( BC's MJs ) simplifies a lot the way Tekkit works and that's a good thing . For some serious late game power source , well , lets hope that the TE developer or some unkown guy who wants to make a addon for BC gives us a mod with a lot of new machines that work on renewable resources .

  2. With the anvil added by 1.4.5 we are able to enchant pretty much everything with every enchantment , but they'll work properly ? I read that there are some problems with some mod armors enchanted with protection enchantments as they don't have a proper damage value like normal armors and so they wear out and break . Same with weapons and tools . Now these mods have been updated a couple of times , the enchantments work properly now ? I need to know for Modular Powersuits ( a power 5 railgun is tasty ! ) , IC2 ( sharpness 4 on a nanosaber ... well that's overkill but also a fortune 3 diamond drill is pretty awesome ! ) and all of our techy tools .

  3. Well i'd help solve it' but im no techy guy, just telling you what the problem looks to me. Off topic : What color are you eyes?

    Pink lol

    @ marble : i'll try thx

    PS : if you didn't noticed ( maybe you're to young ) that avatar is not me he's Steve Buscemi as Mr. Pink in "Reservoir Dogs" a film of Quentin Tarantino

  4. here's my problem , i don't know if it's a problem with the server i'm playing on or with the new version of the modpack , the problem is that i see the powersuits as dyied leather armor and it's not a problem with the mod itself as i've tried the same mod on a ftb server and it worked fine showing the right texture , it's not even a problem of another texture pack as even in default texture pack it show the wrong texture . Any advice ?

  5. Here is my problem , i've set up a refinery that runs on a combustion engines ( 3 refineries with an engine each ) , all of them cooled by a pump with 4 redstone engines that have reached max speed and i've even built a chunk loader to prevent the pump from stopping working . Everything is going in the right way since i leave the refinery to continue to put down pipes to connect my second oil rig in the ocean . I returned from this trip around half an hour lather and instead of my well built refinery i found a beatiful hole T_T . What's the problem ? I don't get it ! Everything is setted up correctly , all the pipes connected , the engines constantly cooled by the pump and there's even a chunk loader that keep everything loaded ... please help me ...

  6. MFFS has a way to generate monazite from EU and power the fields with out mining the ore but it greatly increases the power needed to run the system. A better option is the UU-matter recipe it adds for monazite which is possibly cheaper then running the fields with out it.

    Personally I like MFFS better as it has more options for protecting areas with its defense stations as well as better protection from cheaters. Namely the ability to strip trespassers of armor/items that you do not approve of such as their quantum suit or other destructive items. Insuring that the protection offered by the system cannot be bypassed by any means other then going into creative.

    However at this point it would be best to avoid swapping from ARS to MFFS due to the need to regen worlds for the monazite which really helps to reduce the energy costs of the mod.

    You pinpointed the problem , MFFS require to restart a fresh new world to be efficiently take advantage of , and as many of us have already started a world from a long time it's not a good thing . Anyway i like much the security devices of MFFS but i don't think that they could be used in a normal server as it's equivalent to steal , probably in some anarchy servers these devices are premitted .

  7. I'm trying to setting up a refinery too to power up my diesel power plant ( actually fuel is a powerful energy source as with 1 bucket you can produce 572k EU ! ) and i've figured out that you can run a refinery powered by only 1 combustion engine and it will generate enough fuel ( 1 bukket every 2 minutes ) to run about 20 more engines ( a bukket lasts around 45 minutes inside a combustion engine ) .

    @cashandraven : actually conduits are not so convenient on short distances as they have a fixed 5% power loss while golden conductive pipes loses 0.1% power per block ( so it is more convenient on distances smaller than 50 blocks ) .

  8. simple , open your voltz directory ( if you don't know how to find it is in C:/Users/*yourusername*/Appdata/Roaming/.techniclauncher/voltz ) then open the mods directory and read the version of the mods you find in the directory , then look if the version matches with each latest mod version here -> http://universalelectricity.com/ <- and if they doesn't match just download the latest version of that mod , copy it in the mods directory and delete the older version .

  9. I'm actually quite certain Tekkit lite is the same as regular tekkit and already has Optifine installed... I could be wrong but I'm pretty sure

    Nope , the creator of optifine has decided to deny the permission to include his mod in any modpack .

    @phantomizer : here you can find the addon/patch and also the link to the vanilla sphax texture pack , it still need some work as minefactory and advanced repulsion system doesn't have a sphax texture pack yet .

    http://bdcraft.net/forum/128x64x32x-tekkit-lite-smp-050-addon-pack ( don't worry if it says 0.5.3 version of tekkit lite , it'll work fine even with 0.5.7 )

  10. How do you install it? As i understand, most texture packs require that you use something like MCPatcher and since i'm using the Tekkit Lite setup, i think MCPatcher would overwrite the Tekkit Install.

    MCpatcher wont work as it search for Roaming/.minecraft folder not the Roaming/.technicpack/tekkitlite one .

    Install Optifine HD C3 instead . You know how to install it ? Simply open modpack.jar ( it's a file in the bin directory of tekkit lite install directory ) and drop the files of Optifine inside it .

    After installing Optifine you need to download the sphax vanilla texture pack ( i suggest to use 64x as have both good performances and quality )

    and then the Tekkit Lite patch , to patch it simply open both the archives with winrar and copy all the content of the patch inside the texture pack archive , then save it and obviouslly drop it in the texturepack folder .

  11. The Rocket Launcher with Conventional Missile will hit the Ender Dragon. I've tested it a couple of times. Nukes will too but there not that efficient considering that The End is not as large as the Normal Minecraft Map.

    Now as far as some of the things I would like to see, without mentioning any other mod names.

    Railgun Artillery- Capable of Splash Damage with very little Collateral Block Damage "Like a long range shotgun"

    More Railroad Assets- "Steam, Diesel, Electric Trains" that kind of thing. More here from another mod- http://www.minecraftforum.net/topic/1587267-146sspsmplanforgetraincraft-formerly-trains-zeppelin-mod/

    As mentioned before some type of mining equipment that uses UE API would be cool too.

    Here's my choice for Electric Mining Equipment. XD

    muskie8header.jpg

    http://en.wikipedia.org/wiki/Big_Muskie

    I used to stop down and watch this thing in the coal strip pits when I was younger.

    That muskie it's a bit too little :P , look at this

    lakata.org-01.jpg

    however the idea is great ! these machine could be used as a model for a frikkin'-huge-mining-monster !

  12. Actually Voltz should really have a warfare mod , big missiles bases shooting each other from distances is quite boring after some time while big planned assaults with aerial support , artillery/missiles barrages , tank blitz and supporting infantry squads , well that should be THE warfare mod ! In this period i'm trying Voltz with Flans with Manus Warfare Pack and Modern Weapons Pack and it's quite close to what i was thinking . Redpower , Wireless Redstone and Computercraft ( with miscperipherals addon to refuel your turtles with electricity ) should be the other mods to add as they allow computer cotrelled bases and simplifies redstone circuits . And BTW only "Digital" part of Redpower would be needed ( along with "Core" obviouslly ) as microblocks and machines are not really needed .

    PS : Voltz doesn't need BC and IC2 at all , UE mods do everything that BC and IC2 stuff does in a better and more realistic way , adding them would kill the pack turning it into a big cauldron full of mods not a well built modpack .

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