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plowmanplow

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Everything posted by plowmanplow

  1. I previously made a post about this exact problem. The server ZIP files have configs for MFFS and Transformers which haven't changed (assuming you are using a version with those mods included). I installed the Technic Launcher and after choosing Tekkit Lite the configs for those two mods were different on my client than the ones in the server zip. Making my client match the server fixed this problem. If you are starting a new world you wouldn't really have a problem changing the server to match the client. However, if you are connecting to a world that has these items/blocks in it already and then change the server configs you are gonna have a bad day.
  2. There is a certain amount of stress relief that comes from knowing your machine will never malfunction. However, with quarries needing the better part of 50MJ/t to run at full speed (about 128EU/t if converting) that redstone engine just doesn't keep up anymore even if it could connect to a conductive wooden pipe (which it can't).
  3. Truer words have seldom been said. Given that, I do understand the appeal that if one has a server that just a few friends use that telling them "Just use build 0.x.y" instead of having them have to add it their clients or make a custom mod pack (although that last option would admittedly be better long term).
  4. Are you SURE all the wood is going away? Fly up there and break the leaves to see if there is some wood that didn't break. Is your axe surviving the Treecapitator mod? Do you still have it after the tree comes down? There is an "amplifier" that increases the damage to the axe as the number of blocks it has to break goes up, if it is enabled: item_settings { # Enable to cause item damage based on number of blocks destroyed [default: true] B:allowItemDamage=true # Enable to allow chopping down the entire tree even if your item does not have enough damage remaining to cover the number of blocks. [default: false] B:allowMoreBlocksThanDamage=false # IDs of items that can chop down trees. Use ',' to split item id from metadata and ';' to split items. [default: 271; 275; 258; 286; 279; <BiomesOPlenty.Muddy Axe ID>; <IC2.itemToolBronzeAxe>; <IC2.itemToolChainsaw>; <RedPowerWorld.axeRuby.id>; <RedPowerWorld.axeGreenSapphire.id>; <RedPowerWorld.axeSapphire.id>; <Thaumcraft.Thaumaxe>; <TwilightForest.IronwoodAxe>; <TwilightForest.SteeleafAxe>; <TwilightForest.MinotaurAxe>; <DivineRPG.Bedrock Axe>; <DivineRPG.Crystal Axe>; <DivineRPG.Realmite Axe>; <DivineRPG.azuriteaxe>; <DivineRPG.corruptedaxe>; <DivineRPG.denseaxe>; <DivineRPG.divineaxe>; <DivineRPG.donatoraxe>; <DivineRPG.energyaxe>; <DivineRPG.mythrilaxe>; <DivineRPG.plasmaaxe>; <DivineRPG.serenityaxe>; <DivineRPG.twilightaxe>] S:axeIDList=271; 275; 258; 286; 279; <BiomesOPlenty.Muddy Axe ID>; <IC2.itemToolBronzeAxe>; <IC2.itemToolChainsaw>; <RedPowerWorld.axeRuby.id>; <RedPowerWorld.axeGreenSapphire.id>; <RedPowerWorld.axeSapphire.id>; <Thaumcraft.Thaumaxe>; <TwilightForest.IronwoodAxe>; <TwilightForest.SteeleafAxe>; <TwilightForest.MinotaurAxe>; <DivineRPG.Bedrock Axe>; <DivineRPG.Crystal Axe>; <DivineRPG.Realmite Axe>; <DivineRPG.azuriteaxe>; <DivineRPG.corruptedaxe>; <DivineRPG.denseaxe>; <DivineRPG.divineaxe>; <DivineRPG.donatoraxe>; <DivineRPG.energyaxe>; <DivineRPG.mythrilaxe>; <DivineRPG.plasmaaxe>; <DivineRPG.serenityaxe>; <DivineRPG.twilightaxe> # When useIncreasingItemDamage=true the damage applied per block broken will increase by this amount every increaseDamageEveryXBlocks blocks broken in a tree. [range: 0.1 ~ 100.0, default: 1.0] S:damageIncreaseAmount=1.0 # Axes and shears will take damage this many times for each log broken. # Remaining damage is rounded and applied to tools when a tree is finished. [range: 0.1 ~ 50.0, default: 1.0] S:damageMultiplier=1.0 # When useIncreasingItemDamage=true the damage applied per block broken will increase each time this many blocks are broken in a tree. [range: 1 ~ 500, default: 15] I:increaseDamageEveryXBlocks=15 # Whether you need an item from the axeIDList to chop down a tree. Disabling will let you chop trees with any item. [default: true] B:needItem=true # IDs of items that when placed in the hotbar will allow leaves to be sheared when shearLeaves is true. # Use ',' to split item id from metadata and ';' to split items. [default: 359] S:shearIDList=359 # Set to true to have the per-block item damage amount increase after every increaseDamageEveryXBlocks blocks are broken. [default: false] B:useIncreasingItemDamage=false }
  5. Your electric engines are gone because the Transformers mod has been removed. The functionality of that mod (well, most of it) can be accomplished with more features using PowerCrystal's Power Converters. Think Energy Link with producers and consumers. Personally I also like the engines and the fact that I could just put one anywhere and power it with a charged up crystal, but them's the beans. As for Modular Power Suits... as far as I can tell, 0.6.0 has the Modular Powersuits mod. An upgrade to 0.3.0-178 from 0.2.2-144 to be exact. What makes you think they aren't there? Mods I see missing (just looking at zip, haven't started 0.6.0 yet): Modular Force Field Systems Transformers
  6. I wanted a way to automatically include MystCraft ages into GroupManager's world permissions. I have seen an option for the GroupManager config.yml which would match any world name (specifically the "all_unnamed_worlds) in the Github source but haven't had any luck with that. Enter inotify. The Linux kernel has the ability to watch files/directories for changes. I have written a script that watches two of these: 1) Watch the TekkitLite.jar file for "CLOSE_NOWRITE" which will throw an event if TekkitLite.jar was previously opened for reading (i.e. when the server starts) and was subsequently closed. On this event the monitoring script simply terminates itself. 2) Watch the "worlds" folder under GroupManger for the creation of new directories with the assumption that this would be a user entering a new age. The script will copy the files from an existing "good" world's permissions into the newly created directory and then push a "manload" command into the Tekkit server (running inside a "screen" session of course) to reload GroupManager's world permissions. Simply execute the script in the background (i.e. "sh myst_inotify.sh &") from withing your launcher script directly before running the Java/Tekkit process. The Script: (myst_inotify.sh) #!/bin/sh screen=/usr/bin/screen scrname=minecraft TEKKITDIR=$HOME/minecraft TEKKITJAR=$TEKKITDIR/TekkitLite.jar GMWORLDS=$TEKKITDIR/plugins/GroupManager/worlds GOODPERMSDIR=$TEKKITDIR/plugins/GroupManager/worlds/overworld MYPID=$$ inotifywait -m --format '%e %w %f' -e create -e close_nowrite "$TEKKITJAR" "$GMWORLDS" | while read event dir file; do FPTARGET=${dir}${file} if [ $event == "CREATE,ISDIR" ]; then cp "$GOODPERMSDIR"/* "$FPTARGET" $screen -d -r $scrname -p 0 -X stuff "$(printf '\r')" $screen -d -r $scrname -p 0 -X stuff "manload $(printf '\r')" fi if [ "$dir" == "$TEKKITJAR" ]; then kill -9 `pgrep -P $MYPID -n -x inotifywait` fi done
  7. Specifically, the version of IC2 included with Tekkit Lite 0.5.7 has this bug. The version of IC2 included with Tekkit Lite 0.5.8.1 and above has this bug fixed.
  8. double post by slow internet
  9. I've seen those before. A few questions: 1) Can you connect to your server and do things operate as expected? 2) Is the server process using an expected amount of CPU time? With 3 or 4 people on mine and a server with 4 CPUs and 8G of ram I see loads in the 10-15% of a single core. If you are maxing a core with the server "idle" then something odd may be afoot.
  10. All those messages are saying is that Treecapitator is NOT including compatibility for mods that are not currently installed. If you look at the end of each line you will see plugins listed (i.e. ExtraBiomesXL) which are not included in Tekkit Lite. This is normal.
  11. As Gio stated, this is a bug. Specifically it is a bug in the version of IC2 used in Tekkit Lite 0.5.7. I can confirm that the 0.5.9 Tekkit Lite with a newer IC2 (industrialcraft-2_1.115.220-lf.jar to be exact) seems to work just fine.
  12. Or, just for giggles, one could use a bunch of manager controlled chests linked together (one item type per chest) with one wireless crafty turtle for each crafting step that moves between the chests (if necessary). Then one could have a crafting controller turtle with an inventory sensor watch the chest contents and direct crafting activities by the turtles. If one was into that sort of thing of course.
  13. One could use the vanilla anvil to repair just about anything. Seems to work for me. Can be pricey (levels) if you have a diamond or gem tool with 3 or 4 enchants on it, but XP levels are a dime a dozen in Tekkit Lite.
  14. OpenCCSensors is included with the dev version of Tekkit Lite 0.5.9. You can select this version from the drop-down in the launcher if you choose "manual build selection".
  15. Without knowing more about how you actually have things configured... 1) It is almost always a good idea to have an "overflow" container (big chest) set up on a restrictor tube to catch things that would otherwise have no home and would be bounced back plugging up RP2 machine output buffers (the sorting machine in your case). Once you get the system working as expected you probably won't have anything hitting this chest but it is a great way to see what is "failing" in the sorting system and target the bottleneck. 2) The version of RP2 in Tekkit Lite has some advantages over Tekkit Classic. The sorting machines have two additional modes and one additional feature. The feature is that you can make them auto-pulse (and they do so much faster than once per second). Since there isn't a timer there aren't any lighting updates and one less thing for the CPU to manage so it creates a lot less lag (plus you don't have to worry about running red wire in addition to the blutricity). The two modes are the same as the last two modes from the version in Classic, but they move whole stacks instead of single items. This is so fast compared to the old version when you combine the two. 3) Managers are your friend. Use a sorting machine to peel off the stuff you want separate (ores to process, junk to recycle, etc.) and then just send everything else to a default route. Once the items are bound for the managers you don't usually have to worry about any color coding. They basically "talk" to each other and make sure all your goodies are in the correct location. This is where you would typically put the overflow chest sitting on a restriction tube.
  16. If you are using BukkitForge (at least the last few builds) do not upgrade yet. Something about block breaking/updating is seriously broken and the server crashes constantly. EDIT: So, I just kept going back through the changelogs for BukkitForge and saw that there was a "move blockbreak into main project" note on build #246. Just as a WAG I put in build #245 and things seem to be working fine with 0.5.9 right now (02-25-2013 16:33 EST). Hopefully they'll get that worked out soon. As for changes, just some anecdotal info since they are quite fundamental and expansive: 1) Complete MystCraft update. We are talking complete re-tooling of the system here. (overly complex and tedious as hell IMO... YMMV) 2) Added OpenCCSensors for IC2. 3) Added ChickChunks chunk loaders. 4) Updated many mods which get bug fixes, specifically IC2 which fixes the texture bug. 5) Tons more stuff.
  17. I downloaded the latest build from the LWC dev builds site. However, it seems to be down at the moment. I'm reluctant to pass around something that should be coming from them. I would guess that the build site will be back up and running shortly. This is where they reside (you can get the link from the Bukkit page as well): http://ci.griefcraft.com/
  18. I used the latest build of LWC this weekend and made additions to the config file to include a ton of stuff from all the plugins. It works perfectly with not a single error in the logs. The only thing that doesn't seem to work correctly for me is the RP machine blocks. The IDs are right, but it LWC just ignores them for some reason. My config additions: (These go after the existing items in the "blocks:" section) '116': # Enchanting Table enabled: true autoRegister: private '145': # Anvil enabled: true autoRegister: private '181': # Iron Chest enabled: true autoRegister: private '181:1': # Gold Chest enabled: true autoRegister: private '181:2': # Diamond Chest enabled: true autoRegister: private '181:3': # Copper Chest enabled: true autoRegister: private '181:4': # Silver Chest enabled: true autoRegister: private '181:5': # Crystal Chest enabled: true autoRegister: private '251': # Ender Chest enabled: true autoRegister: private '4092:2': # Black Hole Chest enabled: true autoRegister: private '751': # Alloy Furnace enabled: true '751:1': # Blulectric Furnace enabled: true '751:4': # Blulectric Alloy Furnace enabled: true '250:1': # Iron Furnace enabled: true '250:2': # Electric Furnace enabled: true '250:13': # Induction Furnace enabled: true # IC2 Machines, Note furnaces are above '225': # Personal Safe enabled: true autoRegister: private '225:1': # Trade-O-Mat enabled: true '225:2': # Energy-O-Mat enabled: true '246': # Generator enabled: true '246:1': # Geothermal Gen. enabled: true '246:2': # Water Mill enabled: true '246:3': # Solar Panel enabled: true '246:4': # Wind Mill enabled: true '246:5': # Nuclear Reactor !?! enabled: true '227': # Batbox enabled: true '227:1': # MFE enabled: true '227:2': # MFSU enabled: true '227:3': # LV-Transformer enabled: true '227:4': # MV-Transformer enabled: true '227:5': # HV-Transformer enabled: true '188': # Rotary Macerator enabled: true '188:1': # Singularity Compressor enabled: true '188:2': # Centrifuge Extractor enabled: true '250:3': # Macerator enabled: true '250:4': # Extractor enabled: true '250:5': # Compressor enabled: true '250:6': # Canning Machine enabled: true '250:7': # Miner enabled: true '250:8': # Pump enabled: true '250:9': # Magnetizer enabled: true '250:10': # Electrolyzer enabled: true '250:11': # Recycler enabled: true '250:14': # Mass Fabricator enabled: true '250:15': # Terraformer enabled: true '223': # Teleporter enabled: true '223:1': # Tesla Coil enabled: true '223:2': # Crop-Matron enabled: true # Build Craft Stuff '153': # Quarry enabled: true '169': # Automatic Crafting Table enabled: true '4092:1': # Automatic Crafting Table MK2 enabled: true '161': # Redstone Engine enabled: true '161:1': # Stirling Engine enabled: true '161:2': # Combustion Engine enabled: true # Redpower Stuff '751:2': # Buffer enabled: true '751:3': # Project Table enabled: true '751:5': # Charging Bench enabled: true '763:3': # Filter enabled: true '763:5': # Sorting Machine enabled: true '763:6': # Battery Box enabled: true '763:8': # Retriever enabled: true '763:10': # Regulator enabled: true '763:14': # Ejector enabled: true '763:15': # Relay enabled: true # MineFactory Reloaded Stuff '3120': # Planter enabled: true '3120:1': # Fisher enabled: true '3120:2': # Harvester enabled: true '3120:3': # Rancher enabled: true '3120:4': # Fertilizer enabled: true '3120:5': # Veterinary Station enabled: true '3120:12': # Breeder enabled: true # Factorization Stuff '2050': # Router enabled: true '2050:5': # Barrel enabled: true # Mystcraft Stuff '200': # Book Stand enabled: true '201': # Writing Stand enabled: true
  19. Check the BuildCraft 3 wiki. It specifically states that redstone engines no longer connect to conductive wooden pipes with a statement directly after that they cannot be used to generate power that way.
  20. I have a RP regulator hooked up to a planter in order to throw out a redstone signal if the planter contains a certain amount of seeds/carrots/flax/etc. This functions properly in that items in the planter are being detected in the regulator output filter and throwing out the signal. The problem is that this configuration prevents the planter from actually planting anything. Simply removing the items from the regulator output filter permits the planter to function as expected. Am I missing something? Edit: Sigh. I fiddled for quite a while and 30 seconds after I post I realize that of course it won't work like that. It sends out a redstone signal to the planter right beside it preventing it from pulsing.
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