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Everything posted by plowmanplow
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I tend to watch things pretty closely, especially before and after I add a new machine to the network (until I am confident in my knowledge concerning its power usage) both when powered and unpowered. Lasers are kind of a special case though. They have an internal buffer, but they don't "fill up" (send out a positive "Energy Full" or negative "Can Store Energy" trigger) so I tend to watch them pretty closely. In the 1.4.x version of the mods the lasers would stop consuming power when connected through conduits. With the change to BC conductive pipes, I didn't pay close enough attention to the "maintenance" comment until I saw the leakage. The trigger behavior may have changed with the new BC but I haven't tested it yet.
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Exactly. As soon as I saw that the lasers were consuming power even when not active I remembered that bit about the additional "maintenance", but also that there were more triggers. I kinda, sorta like the idea of having to regulate the sections of the network. One could easily attach a gate to the assembly table with a configuration that turns off an energy cell when there is no work to do. Sounds fun!
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Not really getting at anything other than variety being the spice of life (even in Tekkit/platform). Also, you might want to do some experimentation with machines in the new BC. My testing so far indicates that some machines might be "leaking" power regardless of what is being used to power them or transfer that power. For instance, it seems that lasers constantly "leak" power when not in use where before they did not when using RS conduits.
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Well, if you wanted to run the new BC (and other companion BC pipes mods that are available), you might as well run the new version of TE which has no conduit loss. But then, why not upgrade Galacticraft, AE, and all the other mods that have huge 1.5.2 updates? You gotta pick your poison. My personal poison is a custom, public modpack with all of that and a lot more tossed in, but to each their own.
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Yes, vast amounts of "flowing" (non-source-block) lava can cause a ton of lag. However, that should only show up if the area in the nether with depleted lava has a chunk loader keeping the area loaded.
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Applied Energistics 2 stage patterns
plowmanplow replied to Prototype958's topic in Tekkit Discussion
Or, you can just do it the "right" way and put an ME Interface on the TE machine with one or more appropriate crafting patterns in it. -
Applied Energistics 2 stage patterns
plowmanplow replied to Prototype958's topic in Tekkit Discussion
This is just how ME crafting fundamentally works. If you ask it to craft a combustion engine and you don't have any iron gears, as long as you have recipes in your MAC for wooden, stone, and iron gears the system will craft your engine as you would expect. As for things like hardened glass, you still make recipes for those, but instead of putting the recipe in your MAC you put the recipe in the recipe section of a ME Interface attached to an Induction Smelter. -
If you were to look at the pictures you would see that all the turbines that can be combined, are combined.
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One anecdotal reference does not a case make. If Chunk Loaders really did cause the problem, I would recommend sifting through the errors to find out why. They are quite nice. (and the /chunkloaders command, which admittedly works on all chunk loader types, is very handy).
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"Chunk Loader"
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Transfer vanilla MC world to Tekkit
plowmanplow replied to Mach2Infinity's topic in Tekkit Discussion
You only get world generation things like oil, ores, rubber trees, etc. in "new chunks". Basically, areas that haven't been generated yet. Your best (and possibly only) option to keep the structures would be to use something like WorldEdit to save a schematic of the structures you want, restart the world with the same seed (so the landscape doesn't change) and then paste them back in this "new" world with all the Tekkit goodies. -
Any info on what the effective (after warm-up/consumption costs) power output you are achieving might be?
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I've made a pack for my nephew that has a fair amount of extra stuff in it, including IC2 and Railcraft (his requests). It's called "JacksonCraft" and is available in the ModPacks section. There are both SSP and SMP files available, and there are texture pack links. Feel free to use these to modify/extend/whatever for a pack of your own as I'm just cobbling together other people's work anyway.
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struggling with steam engines - always breaking down
plowmanplow replied to mrcavallol's topic in Tekkit Discussion
Pumps are old school. Use a "Water Pump Pipe" or an "Aqueous Accumulator". -
and yes, there is a guide someone has put together: http://forums.technicpack.net/threads/luke%E2%80%99s-hopefully-comprehensive-modpack-making-guide.44197/
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Just make a custom modpack with TekkitMain as the starting point. I made one for my nephew like that this past Saturday in just a couple hours, including publishing it on the site, and I had never done it before. Makes everything super easy for your players and easy for you to maintain.
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Noob needs help with cobblestone overflow
plowmanplow replied to SurKeN's topic in Tekkit Discussion
You can do a lot with cobble. It can be pulverized to make sand, cooked to make stone and then crafted into a multitude of different bricks. What you might want to do is to put the cobble into a Deep Storage Unit (DSU). It holds up to 2 billion of 1 type of item and you can break/move it without it losing its contents. -
BC Gates are another item that "looks" expensive, but really isn't once you factor in the minium stone. Sure making gates with one laser is SLOOOOW, but they are amazingly useful for reducing your resource usage for power before you have an overabundance of coal/lava/charcoal/biofuel.
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Every "new" TekkitLite and TekkitMain map I've started like this: Go mine for some goodies Make an AE Grinder Make furnace Grind/cook just enough stuff to make 3 steam engines, a few pieces of conductive pipe, water pump pipe and a couple TE machines Hook up machines, pulverize/cook/smelt the rest of my goodies and never make another BC pipe again This is not "end" or even "mid" game stuff. Even tesseracts are relatively easy to get early on if you use your minium stone.
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well, that, and the fact that they suck syphilitic monkey arse compared to Thermal Expansion transport mechanisms.
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A few points: Water pump pipes can be good here as well. One water pump pipe can keep 4 combustion engines supplied from a single source block while using no power It's going to take a lot more than 8 MJ/t to run a quarry at full speed. You might want to check the current BC3 wiki. It will take 8 combustion engines running on fuel to run a quarry at (about) top speed. That being said, yes, I think they are awesome and fun to deal with, and they can easily be configured to compensate for needing to be cooled down completely before restarting by using RS Energy Cells and BC Gates.
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The problem with conductive pipes is a know issue with the version of BC included in Tekkit 1.0.6. You would likely be much better off just upgrading to 1.1.5 (RC) since it seems pretty stable. Additionally, once you are advanced enough to makes pumps, combustion engines, etc. you should abandon BC pipes all together and switch to Thermal Expansion's Redstone Energy Conduits and Liquiducts. They only require 2 machines and a small bit of power to make and are not all that expensive.
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@Delgar: There is a Sphax version of the pack which has most of the mods. You can get it at http://bdcraft.net/forums and look for the Tekkit thread in the forum for mod packs. @Tokiwartooth: do you actually help anyone in the threads you post into or are you always aggressive, condescending, and unhelpful? Not trying to take a jab at you, but just wondering how posts like that (and others in other threads) are supposed to raise the bar?
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[Help with confg file from Thermal Expansion]
plowmanplow replied to ShocwaveX's topic in Tekkit Discussion
If you are playing on a server, the server configuration needs to be changed. Not your local client.