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plowmanplow

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Everything posted by plowmanplow

  1. just pump the liquid directly into a tesseract, ender tank, etc. No need to use buckets.
  2. Hehe, probably a poor choice of grammar on my part. That was what I was trying to convey.
  3. Plus, not everyone is having this problem. I am running a server from home (albeit on a ridiculously beefy ESXi host and a 5MB back channel) and even with 4 remote players and 3 local we are at a solid 20 TPS and everything is running smooth as glass.
  4. 1) Steam engines are part of Thermal Expansion 2) Steam engines require water 3) The "output" side of the engines should be facing what needs power 4) You need some place for the quarried blocks to go other than popping out on the ground
  5. Honestly, I have a very hard time believing a modded server would ever be pushing as little as 16K/s per player. With a lot going on you can get 200-300K/s per person with a ton of activity and complex stuff going on. 60K/s per player doesn't sound all that unreasonable.
  6. Or the water pump pipe. That thing is awesome. No power required like the AA, but only a single source block is required and it is quite speedy. Hehe, put 6 water pump pipes on a liquid tesseract and you could fill the grand canyon in the blink of an eye.
  7. Applied Energistics even has a hand cranked (literally) "Grind Stone" which can bust up your ores and such early on so that you never lose any of the doubling even before you have powered machines.
  8. BC gates will allow you to only "request" items from buffered inventory when there is space available to put them. This will work best when using a hopper... well, until you graduate past (nearly) all things BC and use ME Networks.
  9. Yes, there may currently be a lack of diversity in tech buildup. However, as a little experiment I made a new world and focused exclusively on getting a fully equipped modular power suit (which lets you fly and a ton of other things) and 48 magmatic engines running on lava coming through tesseracts from the nether that were controlled by a BC gate on the redstone energy cell to only run the engines when the cell wasn't full. This took 6 hours. So, in 6 short hours you can fly, be invulnerable, and have 192 MJ/t worth of infinite power. Not a bad start to a base.
  10. Craft another storage unit, preferably pre-format it with what you want in it, then run it through an IO Port and it will, with the correct settings, pull from your existing storage. Then put the new storage in an attached drive.
  11. It seems that the "Heavy Duty Axe" was not included in the list of valid axes in Treecapitator. Simply edit the server config and add the id 5588 to the list and you'll be back in business.
  12. The new Tekkit is simply Forge based, but it is a 1 step, single download to drop in MCPC+ (or similar) as a Bukkit provider.
  13. The version for 1.4.6 is the one you want
  14. The water/fire/lava issue you are seeing get fixed if you install Optifine... which you should be doing anyway (although you will probably want to disable animated terrain textures... ugh, wobbly netherrack) also, PM to you
  15. Heh, yeah. The amount of time I've spent gathering resources (damn you, copper) just so I could keep making more solar panels is staggering. Once MFR came along in Lite, getting rubber was easier, but those first couple HVs, and the storage to support them, are brutal. I've kind of gotten to the point where it seems that the huge amount of resources to make IC2 power sources (solar and nuclear) is kind of a chicken and egg problem. I wouldn't need the avalanche of resources if I wasn't making IC2 power, but I'm making IC2 power so I can more easily have an avalanche of resources. At this point, I'd just rather head a different direction than spin in that same loop again (although the glacial pace of TE machines will have me missing the advanced/overclocked IC2 machines).
  16. I recently refreshed the server I host for friends and family. I made the choice to "go a different route" as far as tech progression was concerned and picked something other than solar power as my "tier 1" power source. In the past, having enough copper was always the long pole in the tent. It turns out that if I'm not making solar panels I haven't been short on copper one time and I've got 192 MJ/t of magmatics running MUCH earlier in the game than I would have had an HV solar array (a basically equivalent amount of power during the day, two HVs if you factor in night time). This is a different, updated collection of mods. I think you may be surprised how much that difference can add to the enjoyment of the game.
  17. One processor per ore type? Not so much. Stack 3 relays on an induction furnace to get more "sides" to export to and when combined with level emitters to hold a certain amount of dust in storage you have a fully automated system with a single machine since the induction furnace is fast enough to keep up. TE Doesn't really take multiples of power since this is paralleled setup, but I get where you are coming from.
  18. The only real thing I would miss are the advanced machines. Nothing even comes close to the speed of an overclocked macerator. The TE machines are fantastic... but a tad on the slow side. If there was a way to speed them up, even if it was expensive or had some other requirement, life would be grand.
  19. Excellent choice! It seems that Thermal Expansion is extraordinarily friendly to server performance. Add in the wonderful block interfaces and you've got a real winner.
  20. The idea wasn't to switch out the diamond for ender, but to use the ender as a transport mechanism. For instance: Say you wanted to make a big cobble generator. Take 6 igneous extruders and put them all around an ender chest. Then you pipe out from another ender chest into a DSU or ME Network (or both of you have a storage bus on the DSU. In Tekkit Lite, having de-centralized storage would definitely be considered "old-school". If you must use BC pipes (shudder) then using Logistics Pipes can be a big improvement in item/container management without having to use retrievers, sorting machines, etc. BC as a whole, while it can be fun is showing its age compared to a lot of the other mods. For instance, say you need to provide water to something. A Water Pump Pipe can provide a ton of water, only needs 1 source block which it does not consume, and doesn't have to be powered. An aqueous accumulator can pump a HUGE amount of water if it has a lot of source blocks around it which it also doesn't consume and does not need to be powered. BC pumps? Yeah, not so much. And engines? All the Thermal Expansion engines do everything a BC engine can do, they don't blow up, are easier to manage, slow down automatically when not under load, and are generally better in every way. Logistics pipes are very neat, and provide an alternate path to going "ME Network Or Bust!". From a server management perspective, any game mechanic that has the potential to flood item drops into the world if something is mis-configured is just "bad". The idea about timers isn't that you might not be using a lot of them (which would be bad for a lot of other reasons) but that if you have a system that requires them, it is probably outdated and inefficient in regards to Tekkit Lite. That isn't a criticism of your design, but just that MUCH of the information available on line is not up to date with where the mods are. Mystcraft provides a mechanism to make "custom worlds" that you can enter just like the Nether or End, but with many custom properties such as always day, "bright" even underground, different world generation properties, etc. Ages that are "stable" can be a challenge to make, especially early on, are challenging to achieve but fun to play with. Ages that are not stable can have 1 to many permanent debuffs which can make them VERY dangerous if you are not well armored (think fully upgraded modular power suit). The challenge with Mystcraft from a server perspective is that it can be a MASSIVE resource hog. Imagine an always night world where there are TONS of mobs always spawned, each of which has 3-4 debuffs which have to be managed and counted down by the server. Ugh. A server that can handle 10 people being very active, all in different places in the normal world can be brought to its knees with just one person in a Mystcraft age that has the worst instability.
  21. 1) Get rid of the crystal chests. I see that you have signs on them anyway so that shouldn't be a problem. 2) Never use BC (or additional pipes) for anything. Ender chests for things that won't push items into tesseracts (are there any?) and tesseracts are your friend. 3) A pretty good rule of thumb: If you are playing Tekkit Lite, and are still using timers, you probably are doing something old-school/wrong. Sure, there are times they "might" be useful, but nearly every application has an updated and more efficient way of doing things in Tekkit Lite. 4) I know it's been brought up a few times already, but you could probably replace that entire (enormous) factory with a 10x10 room of stuff using Applied Energistics.
  22. Tekkit Lite gets the "Lite" moniker by not having Bukkit support built in. You need to switch from using the TekkitLite.jar to either MCPC+ (my preference... here: http://ci.md-5.net/job/MCPC-Plus-Legacy/ ) or BukkitForge in order to get support for Bukkit plugins.
  23. Both BukkitForge and MCPC+ provide the capability to use Bukkit plugins with Tekkit Lite servers. Adding WorldEdit after choosing one of these solutions is likely the best option.
  24. Alright. I need to admit to being an idiot. I had a couple tabs open and thought I was replying on one talking about Dimensional Doors. Conceptually I think it's awesome, but I don't think it is at all ready for prime time. As for Dynmap, it seems to be working perfectly fine, right out of the box on my server. Sorry for the confusion.
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