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Roversword

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Everything posted by Roversword

  1. About two month before it went beta...bought four accounts and gifted three to friends...addiction ensued
  2. Technically (I have not tried it yet!!!) you start with exchanging the extra utilities jar-file on the server and on the client with the new one. To be more precise I would personally do this: Make a backup of your server world! Stop the client Replace the jar-file on the client start the client, open a new world -> check the log files for any errors indicating issues with extra utilities Try all (or at least some) of the extra utilities stuff on the new world if OK, then stop the server See 1) replace jar-file on the server before starting check whether the conf-file from the server (old extra utilities) and the client (with new utilties) is still the same or changes need to be made on server side to match the client config See 1) start the server connect to server testing If you are lucky it is done within a few minutes...if you are unlucky...it will not work even after a few hours of testing Good luck
  3. That is a very very risky thing to say. While YOUR website on YOUR server might not use any performance (because no one is visiting it), I can assure you that even medium sized companies have to shell out quite some money for websites. And...saying that...there are very few "webservers" left...most of them have whole applications (with databases or acting as first tier in a multitier architectur) and therefor do plenty more that just serving (static) websites
  4. And no one mentiones linux I do know that chaning your habits and learning new things can be a hindrance (I know that about myself, sometimes I just do not want to change)...but linux offers a rather nice way to run a minecraft server.... No particular need to use Windows Xp (or any Microsoft Windows for that matter). Patching is also rather easy. However, I get the feeling that I will not get much love for that
  5. Biomes'o'Plenty has trees as well, even more so. However, I do get your point. IIRC Forestry has an (license) issue with Tekkit and this is why it is not implemented
  6. I haven't had the chance to test this yet...but you are saying that one mushroom produces 360 RF per tick? So that 8 pieces of mushroom produce enough biofuel to get 360 RF/tick out of it? But...for how long? How much did you really get out of it? Do you have pics?
  7. I am somewhat skeptical about added mods (however, I must admit that I added some myself): Tinkers Construct adds some early-mid-tier stuff which you might not have with powersuits (which tends to be mid-late-game) MFR is indeed good enough Thaumcraft and Morph are really better suited in Attack of the B-Team rather than Tekkit I added Advanced Genetics (because IMHO it fits the technic-science-related theme and it uses power), Natura (simply because I wanted the Nether to look a little more alive), Biomes'O'Plenty (which I somewhat question now), Tinkers Construct (as I said because of early and midterm benefit and "technic-sciency" approach). On the other hand I am a bit skeptical about dimensional doors and mystcraft...other than offering more space in "parallel" worlds, I kind of fail to see the connection in terms of theme...but that is just me.
  8. When I added mods to Tekkit there was a file called IDconflicts.txt that helped me. In this file there were the information about which IDs are conflicting. I changed the conf-files accordingly and tried again....
  9. My native language is not English, my apologies. There is no "Perpetuum mobile" (see http://en.wikipedia.org/wiki/Perpetual_motion) in Tekkit...or should not me (anymore). The "use water in a steam turbine to get energy" bug/feature has been fixed as mentioned by ValkonX11. The only way to produce energy is to actually construct something that allows you to semi-automate the energy harvesting. IMHO the best way to do that is either with biofuel (using MFR and tons of animals) or with steves minecarts (harvesting trees and burn them). Magmatic/Lava dynamos require some sort of source (usually an ender pump in the nether, where plenty of lava is available, or even in a mystcraft age) as well as reactors (ores). They, however, deliver quite some RF. If you play singleplayer (or on a server managed by you), you can ALWAYS change the conf-files accordingly
  10. Just to make sure. You are talking about a active reactor (from Big Reactors) that should produce steam (and as far I understand you: it does produce steam) and now you want to know how to transfer that steam from the reactor to the steam turbine? There are some youtube videos that might help you with that: http://wiki.technicpack.net/Big_Reactors http://www.youtube.com/results?search_query=Big+reactor+minecraft
  11. To add some info: Thermal Expansion (which the pulverizer is part of) uses RF (redstone flux) as electricity. The stirling engine is - as you can see in your pic - production MJ as electricity. That will not work. You need to produce RF. This can be done using dynamos (steam, magmatic/lava, etc.). Hint: If you produce RF, you do not need to produce MJ additionally for machines that only can use MJ. Using conduits from a RF-producing machine into a MJ-using machine automatically converts the RF to MJ. It just does NOT work the other way around.
  12. The fact that you could run the steam dynamo with water only was a bug (or at least an unintended feature). This is being fixed and now you need to use actual steam. I am afraid that I am not sure how many ways you have to actually produce steam (reactors are one way, I think)
  13. I do not think this question can be answered completely or even seriously. Attack of the B-Team and Tekkit consist not only of minecraft (vanilla), but also more than 100 mods each. These 100 mods each add to resource consumption (CPU, RAM, I/O). So it is safe to say that, depending on your computer and/or server hardware configuration, you will experience lag with Tekkit and/or Attack of the B-Team. Are you also using resourcepacks? Add some more requirements in terms of resources to that... Good luck....
  14. Well, therer are tons of youtube videos out there, that explain quite a lot. I am afraid it will be a lot of learning First things frist. Tekkit (the one that is based on minecraft 1.6.4) is the newest one and has no solar panels (at least not that I know of). There are older packs (Tekkit Lite and Tekkit Classic) which offer you the solar panels. I am telling you this to make sure you know what modpack we are talking about. Tekkit (yes, only "Tekkit", the one that is based on minecraft 1.6.4) offers you basically only a few options early game. Using coal and water to make electricity, then magma/lava (which can be pumped out of the nether at some point) and biofuel. After that somewhen a nuclear reactor is possible .)
  15. I have to ask again What are the two blocks used at the tank? What are the names? Sorry, I had to watch the movie full screen...now I know
  16. Kalbinition, you are absoultely right. However, I personally looking for anyway to somewhat efficiently (or even automatically) way get lava from the Nether to the overworld for power production. So far this is the most automated way. But then again, I am sure there must be other good and efficient ways. I wish the nether pump would be implemented
  17. Sorry for asking, but what are the two blocks you are using on the tank? What is their name? Thanks
  18. Welcome to the world of Minecraft where we still wait for some-sort-of-standardised-API for mods. Once THIS happens, chances are that existing mods may survive more vanilla minecraft updates before going stall or abandoned or unsable, etc. Since every (major) update of Minecraft (vanilla) introduces new features and usually breaks any kind of compatibilty with the mods, they are either abandoned (which means you can still use them of older minecraft versions -> see tekkit lite, tekkit classic, etc.) or they are likely going to rewritten completely and therefore offering usually much different experiences as before. Now the modpacks, as you surely have recognized yourself, are made with hundred and more mods (Tekkit 1.2.9.c has 109 if I recall correctly). To change the underlying minecraft version all of those mods need to have a version which works with this new minecraft version AND need to work together in a preferably bugfree way. The last point you made (about longevity) and not being about the newest and greatest confuses me. Tekkit Classic still works and can be played. Those mods (and minecraft) are rather old. The mods are not supported anymore? So what...as long as they are not absolutely bug riddled there is no reason why that matters. Since you do not need the greatest and latest, there is no reason to use the latest versions. Stick with Tekkit Classic or Lite. They work, they are not absolutely buggy (there will always be bugs, also in new versions of mods, no matter what). So you basically asking for older mods for older minecraft versions still being maintained? I am not sure if modders can be motivated to do that...bugfixing maybe if you are lucky...but new features very unlikely. TL;DR: It is in the nature of volunteering work (and minecraft with its unstable API) that modpacks will get old and it takes usually a lot of time and effort from a lot of people to make sure to have an updated pack (which will be outdated immediately anyway). The "FTB-"-experience you mentioned will happen eventually with every single modpack (or even mod).
  19. Oh my...terribly sorry. Apparently this question was asked AND answered several times: My apologies
  20. Hi everyone Compared to other Technic-packs (eg. Tekkit) Attack of the B-Team actually has a rather high spawn rate of ores (and some ores spawn in places where it usually or comparably does not spawn). Does anyone know if that is a special mod or a certain configuration? I would like to do the same to Tekkit Thanks
  21. I am afraid I am not much of help, but...here we go: 1) Yes, they are. Check the website of the plug in you want to use to find out which one you need (1.6.4 for Tekkit Main at the moment). There are some plug ins that may be backward compatible, most are likely not. You have to check every plugin individually for that. 1.1) Yes, certainly. Some plugins are simply abandoned and are not further developed. Some of them might work perfectly fine with minecraft 1.5, but not anymore with 1.6, etc. That is easy to find out on the official page of the plugin in question 2) Depends on how you go about it. If you use MCPC+ with your server, there should be a "plugins"-folder on which the plugins can be stored. Mostly a copy in that folder is sufficent to start it (however, config is needed as well at some point). 3) No, there is likely no "easy" way. However, the plugin "permission" might help with permissions (sorry, there might be other out there, but I only know permissions). 3.1) Very likely not as the basic and most important config is done by config file which then is stored at the server (in the plugins-folder or something nearby the plugin). However, some things can be done in game as well, because the plug in offers that... 4) Well, of course. You have to make sure you upload all necessary files (server files, plugins, config files, etc.), Other than that...not really I guess, 5) That is tough one. MAYBE...you have to test it (which is easy to test as you backup your world anyway, right? ). It can work (depending on what you did and what you change in the server), but it as well not work. 6) That is likely unique to the hosting site. Contact them about it, they surely can tell if they do it in their services (and how) or if you might need a plug in for that (and then make sure you copy those backups away for...backing the files up) 7) The only way I know and use is...disable it completly by deleting the mod and config file
  22. I do not think that this is possible without any plugins. If you go with MCPC+, then I would say that "essential" plug is one way to go. It offers the possibility to make kits for players (also first join kits). Good luck
  23. Oh my...some linux bashing again. Some people really need to check their facts and their knowledge. We are not in 1998 anymore (and I mean that for both OS).
  24. Also works in 1.2.9 (Beta)
  25. Hoppers also work, however, they are more expensive than normal chests (but likely not as expensive as strongboxes). I never used normal chests for that (placed directly next or above a pulverizer) so I can not say how it reacts. Why strongboxes? (asking out of curiosity)...are they behaving especially well?
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