CashanDraven
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Posts posted by CashanDraven
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You'll have to reupload the mod that the item is in. I had this problem as well awhile back, just reupload the mods and it should replace the ids. Hopefully it won't require a reroll of your world like mind did because Thaumcraft messed up.
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I was able to solve this problem wit some of the mods by uploading my offline mods instead of the server pack mods, however log pipes still seem to be out for the time being
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Right, so I shouldn't come to the forums for help then? Get serious guy.
All the mods are in the folder, and clearing the lib folder did nothing, still do not have certain items. Such as anything from Factorization, and some things missing from EE3 and Mystcraft. It is odd because I still can make minium stones and everything except scribing tools in mystcraft.
It's not the end of the world, but it certainly doesn't help. I'm not keen on having things stuffed into chests all over the place, barrels are so convenient. AE is in, but I'm not keen on needing power for freaking storage.
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So, I recently updated a server I have running with some friends, and updated to 6.1, however upon attempting to craft Factorization barrels, I could not, so I tried spawning them, and got this item does not exist error. Long story short, there is no block ID for this item for some reason, no biggie I can live without barrels.
however a few hours later the same thing happened with minium shards and a few other key things that I use as well as my friends. Wondering if anyone else has had these problems, and how to fix it.
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Me and a group of friends are getting a server together, and when I start the server, redpower throws an error saying that Redpower compact requires redpowerbase to be installed.
the issue is there is no file called redpowerbase in the pack or for download.
// Why did you do that?
Time: 3/14/13 8:30 PM
Description: Exception in server tick loop
cpw.mods.fml.common.MissingModsException
at cpw.mods.fml.common.Loader.sortModList(Loader.java:222)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:461)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at ho.c(DedicatedServer.java:64)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Linux (amd64) version 2.6.32-279.19.1.el6.x86_64
Java Version: 1.7.0_15, Oracle Corporation
Java VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 903785824 bytes (861 MB) / 1205862400 bytes (1150 MB) up to 1205862400 bytes (1150 MB)
JVM Flags: 3 total; -XX:+UseParallelGC -Xmx1200M -Xms1200M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26a FML v4.7.22.539 Minecraft Forge 6.6.0.517 62 mods loaded, 62 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded
FML [Forge Mod Loader] (coremods) Unloaded
Forge [Minecraft Forge] (coremods) Unloaded
CodeChickenCore [CodeChicken Core] (coremods) Unloaded
NotEnoughItems [Not Enough Items] (coremods) Unloaded
TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r03.Uni.CoreMod.jar) Unloaded
APUnofficial [Additional Pipes] (AdditionalPipes-2.1.3u40-1.4.6.jar) Unloaded
AdvancedMachines [iC2 Advanced Machines Addon] (AdvancedMachines_1.4.6.zip) Unloaded
AdvancedPowerManagement [Advanced Power Management] (AdvancedPowerManagement-1.1.55-IC2_1.112.jar) Unloaded
CoFHCore [CoFH Core] (CoFHCore-1.4.7.3.zip) Unloaded
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.481.zip) Unloaded
ComputerCraft [ComputerCraft] (ComputerCraft1.481.zip) Unloaded
EnderStorage [EnderStorage] (EnderStorage 1.3.1.1.jar) Unloaded
factorization [Factorization] (Factorization-0.7.10.jar) Unloaded
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.6.zip) Unloaded
LogisticsPipes|Main [Logistics Pipes] (LogisticsPipes-MC1.4.7-0.7.0.81.jar) Unloaded
MFReloaded [MineFactory Reloaded] (MineFactoryReloaded_2.0.8.zip) Unloaded
MFReloaded|CompatExtraBiomes [MFR Compat: ExtraBiomes] (MineFactoryReloaded_2.0.8.zip) Unloaded
MFReloaded|CompatForestry [MFR Compat: Forestry] (MineFactoryReloaded_2.0.8.zip) Unloaded
MFReloaded|CompatIC2 [MFR Compat: IC2] (MineFactoryReloaded_2.0.8.zip) Unloaded
MFReloaded|CompatPams [MFR Compat: Pam's Mods] (MineFactoryReloaded_2.0.8.zip) Unloaded
MFReloaded|CompatRP2 [MFR Compat: RP2] (MineFactoryReloaded_2.0.8.zip) Unloaded
MFReloaded|CompatSoulShards [MFR Compat: SoulShards] (MineFactoryReloaded_2.0.8.zip) Unloaded
mmmPowersuits [MachineMuse's Modular Powersuits] (ModularPowersuits-0.2.0-42.jar) Unloaded
NetherOres [Nether Ores] (NetherOres_2.0.4.zip) Unloaded
OmniTools [OmniTools] (OmniTools-3.0.1.zip) Unloaded
PowerConverters [Power Converters] (PowerConverters_2.1.1.zip) Unloaded
PowerCrystalsCore [PowerCrystals Core] (PowerCrystalsCore_1.0.1.zip) Unloaded
RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded
RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded
RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded
RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded
RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded
RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded
RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded
StevesCarts [steve's Carts] (StevesCarts2.0.0.a48.zip) Unloaded
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.2.2.2.zip) Unloaded
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.2.2.2.zip) Unloaded
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.2.2.2.zip) Unloaded
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.2.2.2.zip) Unloaded
snyke7_Transformers [Transformers] (Transformers v1.7b.zip) Unloaded
WR-CBE|Addons [WR-CBE Addons] (WR-CBE Addons 1.3.2.4.jar) Unloaded
WR-CBE|Core [WR-CBE Core] (WR-CBE Core 1.3.2.4.jar) Unloaded
WR-CBE|RedPower [WR-CBE RedPower] (WR-CBE RedPower 1.3.2.4.jar) Unloaded
weaponmod [balkon's WeaponMod] (Weaponmod.zip) Unloaded
BetterFurnaces [better Furnaces] ([1.4.6-7]BetterFurnacesV2.2.zip) Unloaded
AdvancedRepulsionSystems [Advanced Repulsion Systems] (adv-repulsion-systems-52.0.4.jar) Unloaded
BuildCraft|Builders [bC Builders] (buildcraft-A-3.4.2.jar) Unloaded
BuildCraft|Core [buildCraft] (buildcraft-A-3.4.2.jar) Unloaded
BuildCraft|Energy [bC Energy] (buildcraft-A-3.4.2.jar) Unloaded
BuildCraft|Factory [bC Factory] (buildcraft-A-3.4.2.jar) Unloaded
BuildCraft|Silicon [bC Silicon] (buildcraft-A-3.4.2.jar) Unloaded
BuildCraft|Transport [bC Transport] (buildcraft-A-3.4.2.jar) Unloaded
CompactSolars [Compact Solar Arrays] (compactsolars-universal-1.4.7-3.2.3.23.zip) Unloaded
DimensionalAnchors [Dimensional Anchors] (dimensional-anchor-52.1.6.jar) Unloaded
EE3 [Equivalent Exchange 3] (ee3-universal-pre1f.jar) Unloaded
ImmibisCore [immibis Core] (immibis-core-52.2.4.jar) Unloaded
IC2 [industrialCraft 2] (industrialcraft-2_1.115.208-lf.jar) Unloaded
IronChest [iron Chest] (ironchest-universal-1.4.7-4.5.4.217.zip) Unloaded
Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded
ObsidiPlates [Obsidian Pressure Plates] (obsidiplates-universal-1.2.0.3.zip) Unloaded
Tubestuff [Tubestuff] (tubestuff-52.1.2.jar) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml'
Type: Dedicated Server (map_server.txt)
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recently set up an auto-rafting center with log pipes for solar panels. However when requesting a solar panel, I'm being told that I'm missing redstone, and tin, even though they are both set up in the tables to be crafted from uu matter. No biggie, make barrels and load them from another set up.
However, it is also requesting for 118 glass fiber cable for some unknown reason. Especially odd considering I'm not using glass fiber in my set up, but gold cable because I had plenty of spares from an earlier project.
I'm wondering if anyone else has encountered something like this.
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I am having this issue in SMP as well, only it happens when I chop trees down,water does not reform, and sometimes the trees just stay there though they dropall of their items.
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here is my little refinery operation:
granted, this is using railcraft tanks, which are not in tekkit lite normally. BC tanks could just as easily be used instead.
the combustion engines I used initially are no longer running because I moved all my BC power production to a central location, but you can see how it was setup initially. the engines are cooled with water from an aqueous accumulator just under them. initially I used the oil to run them until I got enough fuel, then I ran them on fuel and they practically filled the 576 bucket tank on 4 buckets of fuel each. the accumulator really takes the hassle out of supplying them with water.
Railcraft tanks, stupidly expensive but they make jobs like this so much easier. And Accumulators are borderline broken at the moment, they can handle huge jobs with just one.
Long story short for the OP, I use a steam engine hooked to an accumulator until I get a bucket of fuel. That bucket will make many,many more buckets of fuel for you to use later.
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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 ) .
Conduits also cannot explode from too much power being pushed through them either, 5% is negligible in the grand scheme of things you won't miss it. IMO it's more than a fair price to pay for the benefits regardless of distance.
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im trying to send energy using Tesseracts how do i do it i cant seem to take energy from an mfe or bat box?
Tesseracts only receive buildcraft power, since TE is a buildcraft add-on. place the tesseract a few blocks to the side, make an electric engine and connect it to the mfe/batbox. Teh engine will connect to the tesseract and upon recieving a redstone signal will pump power into it.
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my mfe and bat boxes say they are full but if i dont have power going into them my electric engines dont work
any ideas?
Make sure that you have a redstone signal going to the engine, such as a lever or redstone torch.
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1. Unless you really want to, don't use refineries, because they are only useful for combustion engines and there are better sources of BC power than combustion engines (eg. use IC solar panels with electric engines or energy bridge or RedPower solar panels with blulectric engines).
2. If you want to find something out about Tekkit Lite, don't use the official wiki, since it won't have much information (Tekkit Lite being relatively new). Look at a combination of sources, such as Tekkit Classic wiki or directly Buildcraft wiki.
3. Here's the actual answer to your question:
Pump in the oil to refine into the side with the 2 tanks (I think you can pump it from the sides as well, but I'm not sure). Pump out the Fuel from the side with 1 tank (note: you must pump it out with wooden pipe and engine; the refinery doesn't push it out automatically, like a Pump). Also, the refinery needs to be powered with about 12MJ/t at maximum speed. The ideal method to power it is to use solar panels and power converters (as mentioned above). If you don't want to use power converters, here's how to do it using engines:
Don't bother using Redstone Engines for this, as they only give about 1MJ/s. The simplest way is to use 4 steam engines, but that won't give the best results.
For max speed, use about 3 combustion engines to power it. However I don't advise using them, as they like to blow up. If you really want to use them, here's a good setup that prevents explosions:
Every time the timer ticks, the toggle latch switches between each side, allowing time for the engines to cool. For a combustion engine which ISN'T cooled by water, it takes ~16 min. to overheat, so set your timer to approx. 930 sec.
Also, there is a loop in Tekkit Classic which gives you infinite energy (obviously, you can use solar panels, but this is cooler). You use an oil fabricator (I don't think that it is in Tekkit Lite), pump the oil into a refinery, pump the fuel into combustion engines (use above setup), use a power converter to convert into EU, then store in BatBox, MFE or MFSU. Use energy to power oil fabricator and use another power converter to power refinery. Naturally, this loop will need some energy to fabricate and refine some oil in the first place, but in the end, it pays off.
(By the way, sorry about the essay )
I don't quite agree with you, fuel is amazingly efficient is combustion engines, lasting a little over an hour per bucket. combine that with the fact that even a small oil well will have hundreds of buckets in it, you have a long lasting reservoir of fuel to be using. If I find oil early, I actually spend the time to refine it, as with TE, you can easily pipe it around as needed and use the engines to charge redstone cells.
Also, you can use pneumatic generators to produce EU at a decent clip if you take the time to set it up. Perfect if all you want are the electric tools/armor, slap down a charging bench and there you go.
Also, Aqueous accumulators can provide more than enough water for several engines...current record is 16 engines with 2 AA's.
PS: Don't use conductive piping, use redstone conduits they cannot explode and can carry more energy than even golden pipe.
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it's not really possible to get a reactor with a high EFFECTIVE EU/tick
That is not the case at all, I can get a full cycle reactor that gets about 2k eu a tick if I want to, those condensers are very good, albeit expensive to make and maintain but since you're making it from UU matter it's not really an issue is it?
Fact is, every other method of power production is just not as good as a single HV solar array. It saves space, is more power than most people will ever need, and even if you build it by hand. (Not that hard since barrels are around now, just throw your items into them until you can make full stacks of solars at a time)
Nukes are fun to play around with but solars are fire and forget, and if you don't mind the set up, windmill towers are stupidly good. I prefer my massive geothermal farms with tesseract pumping lava into them. Makes me feel accomplished and what not.
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Has anyone tested if a Modular Powersuit with full forcefield strength lets you swim in lava?
Yes it does, and amazingly well at that. You will still take damage, albeit very very slowly, half hearts every 30 seconds or so. However this will quickly drain your suits power bit by bit but it will keep you safe.
To be honest, while a bit of a hassle it is a great alternative to Quantum, until much later and much more fun. I mean come on...a running jump can make you go like...200 blocks. It's insane.
Power Armor catching on fire
in Tekkit Discussion
Posted
I don't have an issue with the suit being cheap to both build and maintain. And when I say cheap, I mean easily accessed really, because you're going to go through a HUGE amount of wiring, which means more copper and silver than you will find for quite sometime.
While it is easy to recharge your pack just by kind of derping around, the mod author obviously wants this mod to be more casual than hardcore. You want harder suits? Install gregtech.