
Roversword
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Everything posted by Roversword
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Get rid of excess fluids (without Extra Cells)
Roversword replied to Roversword's topic in Tekkit Discussion
Okay, the conclusion is that with fluiducts there is not possibility to get rid of excess fluids if you, for example, have a certain tank filled. The fluid void pipe does connect to the fluiduct, so that part would work. However, I am still missing the logic that would make sure that the excess fluid is recognised as such and can be transported to the void pipe. Anyone an idea? -
Get rid of excess fluids (without Extra Cells)
Roversword replied to Roversword's topic in Tekkit Discussion
Jakalth, thanks a lot. However, I have difficulties to understand your instructions. How can I set a fluiduct to filter mode or dense mode? Installing a servo appears to have no effect (how should I be able to configure this?). Edit: How do you actually put a fluiduct on dense mode? I can on a itemduct, but not on a fluiduct... -
Hi all I have an automated animal farming which does breed, chronotype and grind the animals. When the animals breed and are being grinded I get Mob Essence which is being transfered into a rather big tank. However, I get way too much mob essence which (at the moment) is blocking the whole sewage as well (which I need somewhere else). I have not yet tried to attach the liquid router directly to the sewer to ensure a complete seperation of the two fluids (however, that would make things really complicated). Is there way to get automatically rid of excess fluids (in my case mob essence) once a certain limit is reached or a tank is full? I am not yet using extra cells (in which such a solution with the liquid void would exist). Are there any other options?
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Hi all I am trying to tinker around with fluids in applied energetics. However, I may have stumbled upon an issue. Testing the fluids in an ME network I made an iron tank (railcraft) with a capacity of 2'000'000 (that is 5x5x5, IIRC). I filled it with water and then added a fluid import bus on one side. According to its GUI you can change the amount of intake up to 1000mb/t (meaning 20000mb/s). HOWEVER, that is not the case. When I checked how the tank is being emptied, it appeared that only about 750mb/s were being imported into the AE network. That would be extremely slow (compared to what it said it would do in the GUI). I am on extra cells 1.6.9c. Do you experience the same?
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As stated before...at the end it will be "try and find out". Just a sidenote: 240 mods is amazingly many...are you sure you want that? I have a modpack with about 120 mods and can only think of about 10 more to get until you are completely overwhelmed
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What Neowulf said, at least it is very likely. Your launcher is making a log file which contains a lot of valuable information. It may tell you (and us) why it reverts back to the launcher screen rather than starting the game. It is very likely some id conflicts, however, it may also be another problem causing java exceptions. Only the log file will tell.
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Will adding railcraft manually cause problems?
Roversword replied to kennaah's topic in Tekkit Discussion
Of course I did clean the ID conflicts. Otherwise it would not have worked. It is actually very simple. You see either on the screen or as a text file in your modpack-folder (client) which IDs are conflicting. Additionally you also should see which IDs are recommended to be used (last line). Now, you find out in which configuration file the conflicted IDs are and then you changed ONE of the two conflicting IDs to another free number and try again. Example: Block A from railcraft conflicts with block R from Minefactory Reloaded Block B from Big Reactors conflicts with block U from railcraft Last line telling you which IDs are free Now, having two ID conflicts with railcraft it would be wise to change all railcraft conflicts in the railcraft configuration file. You look up block A and U which will have the same ID as Block R and B. Then change the ID with a number from the range that was listed in the last line of the conflicts info....save the change in the config file and try again. Of course, there are some mods that help you deal with those conflicts. However, I have never used them and I personally think it makes sense to deal with it manually. This way you actually know what you are doing and what is being changed (if further problems occur, you have a history of what was being done). But, as usual....YMMV -
Will adding railcraft manually cause problems?
Roversword replied to kennaah's topic in Tekkit Discussion
I added some mods to Tekkit (and deleted some). One of the added mods was railcraft. Except of some ID conflicts there are so far no issues. So the answer would be "no, I do not think that adding railcraft manually will result in problems". -
Trying to make a server, dont know how.
Roversword replied to garkalla2's topic in Server Op Swap Shop
Benxie...there is no difference between Windows and Linux. You make the modpack or server exactly the same. Only thing that might be different is a script that launches the server (which will not be a .bat, but rather a .sh and a little different content). -
Hi all I am running Tekkit with some alterations (some newer updates, some different configs). Hopefully my questions are correctly placed here: I would love to get rid of EE3 as it does not really fit in my opinion, however, I pretty much can't as it is (at the moment) the only source for vast amounts of ender pearls. Of course, there are always ender lillies (which take ages to grow) and MFR combinations to make Ender mobs to farm the pearls. However, I am looking for a way to make ender lillies a little more worth the time (by cutting down the grow time). Is there a line of config that I might change or is the growth time indeed hardcoded in the mod? Does anyone know? Using extra utilities the new ender pump and ender quarry are a perfect way to ensure less lag on the server and making it a little more challenging to get quarries (and pumps for that matter). However, I would like to have BC still in the pack as it is still something that I usually use in the beginning (before MFR, AE, etc.). Now, is there a way in the config to disable the construction (or at least placement) of the quarry and pump? I somehow fail to find it. Thanks for your help
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I might not have worded it like Curunir, but that is basically it: Tekkit Classic is available and live and working....use it if you like it more. Very simple As the mods are not (or were not) available the whole thing shifted (rightly so) and now we are were we are. Please deal with it Some of the stuff is still in Tekkit....you have your nuclear reactors twice with two mods. MFE (is that the IC2 battery?) is also there in Thermal Expansion...it is just called differently and it uses differently energy, that is all. The chest and bag should be back or at least have other alternatives. Yes, the windmills....they are not available anymore. Sorry about that. UU Matter is not either, but I am not sure what you want to use it anymore (or do you need the quantum suit?)
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What has changed in Tekkit in the past year?
Roversword replied to Kommunističeskiĭ's topic in Tekkit Discussion
Hi There There are tons of comparisons between "Tekkit" (not NASA Tekkit or Tekkit Main, simply "Tekkit") and "Tekkit Lite" or "Tekkit Classic" respectively. They were discontinued mostly due the fact most of their mods were not supported anymore in newer minecraft versions. So, well....that happens To try and answer some of your question: I am not aware that MFFS did not work aside from usual occuring bugs now and then. What makes you think it still is in multiplayer? Any indications? Can't really say about Redstone in Motion, as I am not using it very often...however, the forums might be a indication if there are significant problems. There are no commonly banned items (at least not in single player or your own multiplayer). If you refer to what other server owner might ban or not, it is hard to say. There are probably as many "open" server without banning items as there are servers with a banned list of blocks. I'd guess that the Buildcraft quarry is one of the first that gets banned...and everything that might circumvent PvP rules or land owning rules. Latter might depend on the configuration of the server and the particular mod in question (and its version), so not really easy to tell. That depends on the server, so not really easy to say. There are some that allow it, some allow it only as something predefined (admin offering several "fixed" dimensions to roam, but you can not build some yourself) and some will disable it completely. Now, if you could say what you mean by "fixed those issues"? Are you referring to the potential lags and resource hogging? Well, I would not say "only" modular powersuit...as this is pretty much the only gear (and I guess you are referring to the quantum suit, etc.) left. That makes it likely the best PvP gear. Most of your questions very much depend on multiplayer and the server owners...and the way you like it (and how you search for servers). -
Need help with a Tekkit Classic Server
Roversword replied to BananaShake's topic in Server Op Swap Shop
Quick questions: You downloaded tekkit classic again and started a new world...and THEN your friends could join again? But when you started the old world again they could not join anymore? And transfering the old world to the new server installation did not work either? -
This suggest you have a intel cpu which includes the graphics card already (intel hd4xxx likely). Additionally your display mode suggest you are on a laptop. I am afraid I had no luck with those internal graphic cards (even with 8 and 16 GByte RAM) to play reasonably. I am not sure what others appear to do to make things run "OK" with Intel graphic card (hd4xxx), but I had no luck so far. This might change with the upcoming intel cpu chips which have better internal graphics.
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Cant get plugins on my 1.2.9e server! HELP!
Roversword replied to ExTiNcT's topic in Tekkit Discussion
As you surely have recognized and read in those lines are an error concerning "PermGen space": 20:52:21 [sEVERE] java.lang.OutOfMemoryError: PermGen space For this to fix you need to check and change your launch.bat or launch.sh. In this file there is the command how java is being called with what kind of options and parameters. The parameters for PermGen is not included (therefore default values have been used). Now, without knowing how much RAM you have and how much RAM you already allocate for Java, it is hard to say what you need to do. The parameter are called "-XX:PermSize=yyym" and "-XX:MaxPermSize=yyym". The first one is for the initial value of PermGen space, the second how much it can grow (basically). Examples: -XX:PermSize=128m -XX:MaxPermSize=512m Attention: I do not know how much RAM you have and how much you already allocated to Java. So my 128 MByte initial PermGen space and the maximum of 512 MByte PermGen space may not work for you. -
I think it can hardly get easier to understand the rules than that. I must admit that I very much like the way Mojang is communicating these changes...very "user friendly" to understand. I even go so far and say: If you can not grasp the limits and rules of the EULA by now, you should not run a server and ask for money in the first place. However, I am still a little worried about the access thing (once, subscription, etc.). I fear that it has potential to somehow drain money from people who may not be able to manage theirs very good (I am mostly talking about minors who are surely not a small part of the minecraft community). But then again, it is not Mojangs job to educate and check upon the children
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I am all game with the new rules by Mojang. Only one thing makes me wonder: While I think that the "ticket" idea is okay to a certain degree, I am still a little worried that this might (emphasis on might) go sideways. It is okay as long as there is a choice for the player...either choose a server with those "entry tickets" and pay or choose a server which has no tickets and enter for free. However, if no server host decides to offer free access, then...we are back on square one...you own Minecraft and can play it only on your own (or host a server yourself which likely brings you to the same impasse). Additionally, Mojang does not mention how this ticket system should work...is this ticket for once (very unlikely, but still possible), is it for a month, for a year, only needs to be payed once? That could bring either more choices (in terms of servers to choose from) or makes things even more expensive. Well, as I am not hosting a server publicly I am not worried. I looking forward about those changes.
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My own hand cannot break blocks (multiplayer only)
Roversword replied to Roversword's topic in Server Op Swap Shop
Okay, this is emberassing, but I found out why I have this issue: I opped myself shortly and went to creative mode just for testing, than I went back to what I thought was survival and deop'ed me again. Turns out...it was NOT survival, but adventure mode. And apparently in adventure mode you can not break blocks. My bad! I misinterpreted the buttons when clicking them...thought the "backpack" symbol is survival, however, I had to click one more time to actually put myself in the desired mode. My apologies for this... -
My own hand cannot break blocks (multiplayer only)
Roversword replied to Roversword's topic in Server Op Swap Shop
Hi Plowmanplow Actually...none at all. I just prepared MCPC+ to use plugins in the future, but right now, none are installed (except pluginmetrics, but that was there from the beginning, I didn't install it from my side). -
Hi all I am sorry, but I do not know where this might belong to...so please forgive me for asking here. I took Tekkit 1.2.9e (client and server) and added Tinkers Construct, Natura and Railcraft to it. Additionally I changed the jar-file of the server to use MCPC+. Now, in single player I do not have any issues to break dirt or wood with bare hands. However, in multiplayer (connecting to my own server) I cannot break any blocks unless I have the appropriate tools (wood -> axe, stone -> pickaxe). Funny part is, that started not immediately. It started to behave like that later...because at the very beginning I was able to break wood blocks (had to, of course). Has anyone an idea if I am missing some sort of permission problem here?
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There is no need to add IC2. Thermal Expansion, Extra Utilites and MineFactory Reloaded offers IMHO everything. Besides, is IC2 for Minecraft 1.6.4 usable (stability wise)? Well, do as I did...make your own modpack
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newbie guide On the fine art of quarry mining
Roversword replied to Curunir's topic in Tekkit Discussion
With the ender quarry I was under the impression that some of the drawbacks have been solved/eliminiated. Additionally I also thought that the Ender Quarry is not that expensive as the Buildcraft Quarry (well, at least in terms of diamonds). However, I do not know how it behaves with fluids (such as water, oil, lava...) which it might encounter. And as for quarrying the Nether, maybe pumping out the lava with an ender pump (you might need it for power anyway) is a solution.- 42 replies
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The pulverizer in Tekkit 1.2.9e is from "Thermal Expansion 3" mod. This mod is using RF (redstone flux) as power. The Stirling Engine is from Buildcraft and is producing MJ (and not RF). In order to power thermal expansion blocks/machines you need to produce RF and that is (at the beginning at least) achieved by using dynamos. There are other means to do so, however, I am not getting into that. RF is automatically converted into MJ once you connect a machine to the power grid using redstone or lead stone conduits. However, MJ can not converted to RF, however.
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You do not need to install ANYTHING...at all. You have all the information you need. Go find the config file for the appropriate mod that has issues (I'd suggest Buildcraft) and then change all those IDs with the conflict to numbers which are already suggested...then try again...done.