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plowmanplow

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Everything posted by plowmanplow

  1. No offense to the "average" Tekkit user, but there it makes little sense to post massive amounts of information on each mod here when each mod has an (almost) always up to date list of info maintained somewhere else. If you want to be an expert in the mods you can't rely on Technic or even these forums to get there. If you just want to play a "curated" pack, simply revel in the simplicity of not researching anything and play with what shows up in NEI. Not being critical, just my two cents.
  2. Tekkit Classic is much older and has a more mature support/experience base.
  3. A couple issues: TekkitLite (and any server with tons of mods): can be enormously resource intensive if a lot of people are doing a lot if things in different places at the same time. has many challenges with griefing without either banning huge amounts of many mods or severely limiting who has access to what (it is possible to crash/hang servers using some stuff in legitimate ways, not to mention the myriad ways people can bypass a lot of protections) This is by no means an exhaustive list, but you get the idea. Many of these problems can be worked around by throwing lots of system resources at it and by some considerable effort on the part of owners to control access to items and features that can mess things up.
  4. The TekkitLite wiki has a changelog that is currently up to date Draemus: One can use a redstone energy cell which both acts as a MJ storage device and provides a mechanism for controlling output with redstone. Additionally, the conduits and tesseracts from Thermal Expansion provide a great way to both control output with a signal, and to automatically limit MJ usage. I have conduits running from a cell attached to a BC producer which connect up to a tesseract feeding a quarry. When the quarry finishes it stops drawing power and my usage falls to zero even if I don't turn it off with a redstone signal sent to the tesseract. (I'd be happy to demonstrate to you on an active server if you like)
  5. On a plain vanilla 0.6.1 install, if I use anything past build 245 the server will not start. I forget off the top of my head, but it is quite early in the starting process where it throws a fatal error and stops. Using build 245 seems to be working error free. My plugins: Essentials LWC WorldEdit WorldGuard
  6. Yes, you can put a BC structure pipe on the cell with a regular gate to put out a signal when the cell is full, or on one of the pipes connected to the engines to turn them off when they get past a certain heat level.
  7. There are so many recent posts on this. To reiterate, Transformers mod is not included in 0.6.1 which is were the engines came from. Use PowerCrystals Power Converters to provide this functionality and you can use Thermal Expansion's Redstone Energy Cells to act as an MJ battery.
  8. You are missing your electric engines because the Transformers mod was removed (the maintainer hadn't updated in quite a while, although he recently posted that he would be restarting development). Simply switch over to power converters (bridge, producers, consumers). As for what has changed, check out the Changelog page on the TekkitLite wiki.
  9. The BC machines will simply use up the the max power they have been designed to use (check BC wiki to find out exact numbers) You can put a structure pipe on a energy cell which will allow you to place a gate on it providing you a mechanism to output a redstone signal when the storage cell is full (or vice verse) to control power to your engines.
  10. The quarry can eat up to just below 50 MJ/t which equates to about 128 EU/t. The best way to prevent this when the quarry isn't actually running is to put a redstone energy cell after the BC producer. This provides a MJ battery as well as making it easy to turn the output on/off with a redstone signal.
  11. Ahh, I just meant deleting the files in the nether folder on the server would delete the nether and it would get regenerated with the proper ores
  12. It won't change anything in your current nether world for chunks that have already been generated. It will have the new placements for any subsequently generated chunks. If you don't have extensive nether installations just have people pull anything they want out and smoke the nether and let it regenerate.
  13. That works. You can actually just remove the "MinY" lines and it will put them back in for you at the correct value (1 in this case)
  14. Gates allow you to make a pipe automatically move the liquid so that if you put an emerald waterproof pipe on a lava tank and apply a gate set to pulse if liquid is in the tank then it will keep your pipe network full all the time. Thermal expansion (to my knowledge) is more efficient in terms of CPU load for many things compared to BC so you might have better results using what you can from there for liquid and power transmission, with the caveat that you currently cannot attach BC gates to TE conduits and liquiducts. As for your magmatics on the quarry, keep in mind that a quarry needs power to not only move the gantry, but to actually break the blocks so in order to move a gantry at max speed, and provide the power to break those blocks you will need a supply slightly north of 48MJ/t. Admittedly, at this rate, the quarry is nigh unto hilarious to watch, and possibly overkill. I also believe it is slightly less efficient at this speed, but WHO CARES hehe, it is freaking fast.
  15. Reading through the IndustrialCraft wiki may help you get a better idea about how the systems (other than the magmatic engines) operate. Specifically, look for detail on these topics: 1) Different cable types and their capacities and loss/block specs 2) It is almost always better to just line up your geothermals in a row and feed them all with lava that way, then connect their power output to a single (or chained) storage unit 3) IC2 power can be confusing when considering EU/t and EU/p (that's "t"=tick and "p"=packet). For instance: a machine that says it won't take anything over LV (like an electric furnace) can only take Low Voltage which is voltage in the form of a packet that has no more than 32 UE in it. It can USE a lot more than 32EU/t if you put a lot of overclockers in it and can hook up multiple storage devices to its power input. If you have 4 geothermals generating 20 EU/t each and hook them up to a batbox (or MFE/MFSU) the storage device will charge at a rate of 80 EU/t from 4 sets of 20 EU/t geothermals outputting packets of 32 EU/p (it doesn't output a packet until it fills it up which takes more than 1 tick since the generator is only making 20 EU/t). This is one of the reasons that all the machines have "storage" built in to help buffer this packet size vs. EU/t flow. 4) I know it can take a bit to set up (later in game), but Gates/Autarchic Gates from BC are awesome for doing what you are doing with redstone engines on those pipes (and you might look at emerald as a replacement for the wooden for extraction) 5) Anything but gold conductive pipe can incur quite a bit of loss in transmission. Consider upgrading. 6) On that note, consider upgrading to Redstone Energy Conduits. They are superior to BC conductive pipes in almost every regard (for instance, they don't explode) (part of Thermal Expansion) 7) You may also consider (once you get going with TE) putting in a Redstone Energy Cell. It acts similar to a Batbox/MFE/MFSU but for BC power instead of IC2.
  16. This may be related to the removal of the IC2 Transformers mod from the pack. Take a look at the changelog on the TekkitLite wiki to see if any of the "removed" mods are ones you were using.
  17. Take note that anyone who is using the Electric Engines (or anything else) from the IC2 Transformers mod will need to switch their setups to something else since it was removed.
  18. Did a quick edit to the Wiki to include the three mods changed from 0.6.0 to 0.6.1.
  19. You config is like mine except that I have no "MinY" specified for any of the ores. Try just removing those lines and see what you get. Edit: It seems that this is a change to the config file included in 0.6.0 and up (specifically NetherOres 2.0.6 and up). Not sure what is going on with that since I can't imagine having both MinY and MaxY set to the same value is correct.
  20. 1) You don't need that engine under the wooden conductive pipe. 2) Put a redstone energy cell between the BC producer and your conductive pipes. This can be used with a lever to switch the power on/off.
  21. True, but with decent armor there is essentially no risk as well.
  22. Won? Hmmm. Automated, self regulating crafting systems, self managing power generation and delivery system, Mystcraft exploration, automated farms (both plants and animals). Lots of stuff to do there each one of which has two or three ways it can be accomplished.
  23. True, true. But with the increase in the max MJ/t for quarries between BC2 and BC3 going from 9 to 32 the lower tier stuff just doesn't cut the mustard. 128EU/t | 50MJ/t? That's a not inconsiderable amount of power.
  24. I don't mean "chunk resetting". I mean using something like WorldEdit to simply remove the blocks.
  25. Just edit it out of existence?
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