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plowmanplow

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Everything posted by plowmanplow

  1. On another note for those folks planning on "upgrading" an existing world. CoFHCore will attempt to retroactively generate ores and flatten bedrock in all existing chunks. While I suspect this is fairly safe, if you have a decent sized world along with many 10s of MystCraft ages it may take a long time during which your TPS will be suffering.
  2. This build has some significant changes to existing configs in name, content, and location. It also has some additions for new mods. If you have altered your configs at all (and who hasn't) you'll need to do some diffs to make sure you don't miss anything. Handy for me: find . -type f -exec vimdiff {} ~/114/configs/{} \;
  3. Combustion engines must cool completely before turning back on after shutting down. Use two RS energy cells with a gate attached and a bit of rednet with a PRC to cycle them in an efficient manner. Or use one cell with two gates, or CC. Many ways to skin this cat.
  4. Liquiducts are the correct answer here. Using pipes for just about anything other than decoration is living in the stone age. :)
  5. Combustion engines are greedy when it comes to water. Anything more than 4 engines per Water Pump Pipe and you are rolling the dice. Aqueous Accumulators may be a bit faster than that, but YMMV.
  6. Well, by default, yes. However, both the max transfer AND the energy loss are simple config settings. Change them to be more balanced and able to deal with higher power and it becomes a non-issue.
  7. I made the sorry mistake of assuming that there would be some consistency with version control. Having the 1.1.0 version be a moving target has created some... challenges, all of which are easily solved with a simple "download this 125meg zip and you are good to go" but I wouldn't recommend it for the faint of heart hehe. The price I pay for running a non-recommended version
  8. The 1.1.0 server zip, and the 1.1.0 that you get from the client (currently) are different. Stick with 1.0.6 if you are trying to run a server.
  9. That does happen when you upgrade just as a "you have upgraded and things might not work as expected.
  10. Using one of the Bukkit providers (MCPC+ for me) you can easily add something like GriefPrevention to control access to containers and machines. I've done multiple tests with Tekkit Lite 0.6.5 and the behavior is always that using a diamond locked ender storage (chest/tank) does indeed limit access to the owner.
  11. chjade84: You should just be able to use your old world in the 1.1.0 version. There were no ID changes (just a few additions) so everything should work just as it was before.
  12. Indeed. I'm not complaining, just stating an opinion. Thankfully TE is designed/built in such a way as to make these kind of debates moot. When built incorrectly, the systems "break down" for the player. They don't break the whole server. And as far as tesseract energy loss, it's a config option that is trivial to change to what anyone would like to have. Easy peasy.
  13. We are going to have to agree to disagree on this one. Once you start scaling up the numbers (and yes, I advocate increasing the max energy transfer through tesseracts from 100 MJ/t to 500) it gets ridiculous. If I need 400 MJ/t somewhere, I should make an extra 130+ MJ/t and just throw it away for "balance"? I think not. That doesn't even take into consideration how poorly optimized phased pipes are compared to tesseracts in regards to server resource requirements. If it were a practical matter to do so, I would limit each player to never placing more than a dozen BC pipes of all types in total. A transport mechanic that can just flood the world with server breaking lag from items on the ground when players who think they know what they are doing (and most of them, quite demonstrably, do not) build BC pipe networks is just irresponsible behavior as a mod developer (IMHO).
  14. Phased conductive pipes have a 5% loss. Energy tesseracts do have a 25% loss by default, but any server owner worth their salt (and anyone playing SSP) will change that to match the loss in Phased conductives since the tesseracts are far, far superior in every way (notably, on server performance). The default 25% loss is punishing and ludicrous and should have been changed by the Tekkit pack maintainers ages ago.
  15. Just a quick test looks like well over 100K MJ per ore, maybe closer to 200K MJ. The speed would be largely determined by how quickly you could feed power to it. Not fast, and amazingly power greedy, but automated and renewable. Setting up a power network to provide 100s of MJ/t seems like a good goal :)
  16. Just "copy link/shortcut" for the 1.0.6 download and change the 1.0.6 to 1.1.0
  17. Both the client and server are available. The server seems to be running error free so far with moderate testing on an existing SMP world and using the latest MCPC+ (build 510).
  18. Indeed.
  19. You could just download it and compare. Items of note: (not exhaustive) AdditionalPipes 2.2.0 -> 2.3.0 BuildCraft 3.5.0 -> 3.5.3 (not the 3.6.0 update, but hopefully soon) ChickenChunks 1.3.2.5 -> 1.3.2.11 ComputerCraft 1.5.2 -> 1.5.3 (Works with RedNet cables!) DimensionalDoors 1.3.5RC3-61 -> 1.3.6RC1-73 EnderStorage 1.4.2.4 -> 1.4.2.10 MineFactoryReloaded 2.5.4-665 -> 2.6.1-897 (Major additions) NetherOres 2.1.3-60 -> 2.1.4-71 OmniTools 3.1.2.0 -> 3.1.4.0 OpenCCSensors 0.1.5e -> 1.5.2.0 StevesCarts 2.0.0.a109 -> 2.0.0.a117 ThermalExpansion 2.4.1.0 -> 2.4.3.0 (many bug fixes and tweaks) bspkrsCore 2.02 -> 2.04 AppliedEnergistics rv10-l -> rv10-n (many bug fixes and tweaks) DimensionalAnchor 54.0.0 -> 55.0.1 EE3 pre1g -> pre1h-16 ImmibisCore 54.0.2 -> 55.1.2 IronChests 5.2.4-368 -> 5.2.6-412 TradeBooth 0.3 -> 0.4 CoFHCore 1.5.1.5 -> 1.5.2.2 CodeChickenCore 0.8.6.1 -> 0.8.6.12 Galacticraft a0.1.34.186 -> a0.1.35.289 (many, many fixes. No additional content, and won't be for a while it seems) NEI 1.5.2.9 -> 1.5.2.21 PowerCrystalsCore 1.1.3-90 -> 1.1.6.107 ImmibisMicroblocks 54.0.9 -> 55.0.1
  20. TokiWartooth: Just use a ME network and/or a Cyclic Assembler from TE.
  21. Actually, I'm fine with that. If someone wants to spend 10x (maybe not quite that high, but WAY up there) the resources to go wireless instead of wired then go for it. I even go a step further. The default transmission limit is 100 MJ/t. I up that to 500 MJ/t (Energetic Infuser anyone?... or a large laser array). Making a couple large stacks of magmatics can quite negatively impact FPS performance. Just put the engines in a "plant" farther away and port the power in where you need it.
  22. I have no idea why the "default" for tessearct energy loss is 25%. That is so astronomically, punishingly high that it discourages their use over phased pipes. When comparing the two, an analogy is in order: Phased pipes = monkey waving a bone by a giant obelisk Tesseracts = "one giant leap for mankind"
  23. Let's just throw "-ish" on the end of all those numbers and and it's within enough of a ballpark to make a rational decision. No, 100K/sec is not "exactly" a megabit connection... but it's close-ish.
  24. Unless you have a truly unlimited connection (not likely) you will DEVOUR your monthly allotment over 3G/4G if you play something like Tekkit. It is not uncommon to push over 100K/sec (a megabit) to clients and can go up from there. That can easily exceed 300 megabytes/hour.
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