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Everything posted by Digdug83

  1. Planters aren't necessary for any plant that doesn't require re-planting after harvest. The harvesters are intelligent enough to recognize stuff like cactus, sugar cane and pumpkin/melons so you don't need planters for them. I'm not even sure if bone meal works on sugar cane. Typically anything you can bonemeal in vanilla you can use fertilizer on with MFR.
  2. You can do this with a regular anvil as well. I wasn't sure if you meant in Tekkit or period so I thought I'd clarify
  3. Outside of using /give I can only suggest maybe using portable/ender tanks and see if it accepts those. Fortron's (MFFS) in that same boat as I don't think you can bucket it. Neither fluid were meant to be used outside their respective machines for obvious reasons
  4. Well I was going to post a link to my Dropbox account so you could download the archive but apparently it's against the rules. If you want you can PM me an e-mail address and I'll send it there.
  5. Also Silmenume, signing your posts is a rule violation.
  6. I actually never stated this was only for loadouts (not that it would have stopped anyone ) so I don't mind Slimenume. Not getting upset at thread detours is internet 101 stuff lol.
  7. They're a substitute for for dyes and can't be crafted so unfortunately you have to find all 16 if you want to use them. They're handy on occasion but also a pain.
  8. I'm afraid not as I've never had that happen. Obviously I would recommend undoing that change
  9. I can fly faster than the server can load new chunks so weight is not an issue for me.
  10. I know Steve's Carts has an automated crafting component somewhere but that's almost certainly far more work than it's worth. Outside of the AE Molecular Assembler (the big multi-block computer) I can't think of anything. There's also the machinist's workbench but I don't think that can be automated.
  11. You download the LoginMessage Forge Server file Rei has on his page (hidden in the entity radar spoiler section) and place it in your server's mods folder. You reboot the server and after that you should see a loginmessage.txt in your main directory for you to edit to your liking. Bukkit is 100% not required to get entity radar up and running
  12. Using crucibles to power your magmatic dynamos is a stepping stone only in my opinion, not a viable long term option. As Curunir said, the power consumed by the crucible(s) will probably come close to the output of the dynamos which rather defeats the purpose. If you're going for a magmatic setup then I highly recommend building an ender thermic pump and a pair of tesseracts, one for the pump and one for your dynamos.
  13. Yes it can affect the total weight, although the only thing on there that has any weight is the battery so usually it's a non-issue. Typically my only overheating problems occur when I go nuts with my railgun as even at 66% output it can still build heat in a hurry, even with the two heat sinks I have installed. It's unfortunate that you've experienced so many bugs. I've always found the mod to be pretty stable overall but user experiences vary I suppose. I actually really like how he implemented everything. The amount of customization is incredible and it just fits so perfectly with the modpack's theme. I couldn't imagine Tekkit without MPS
  14. As I've seen a few threads regarding MPS I thought I'd share my own loadout for future reference and provide a place for others to do the same. Helmet Energy Shield - Maximum Solar Generator High Efficiency Solar Generator (I'm unsure if they stack but the regular one doesn't weigh anything) Water Electrolyzer Radiation Shielding Airtight Seal Autofeeder - Maximum Night Vision Flight Control - 0% Chestplate Energy Shield - Maximum Heat Sink - Maximum Elite Battery - Maximum Parachute Glider Jetpack - Maximum Cooling System - Maximum Radiation Shielding Water Tank - Minimum Size, 75% Activation Leggings Energy Shield - Maximum Heat Sink - 4.69kg (This balances out the HE Solar and Radiation Shielding) Kinetic Generator - Maximum Sprint Assist - All maximum Jump Assist - Minimum Power, Maximum Compensation (I don't usually need it since I fly) Swim Boost - Maximum Uphill Step Assist Radiation Shielding Boots Energy Shield - Maximum Shock Absorber - Maximum Radiation Shielding Tool Axe - Maximum Pickaxe - Maximum Shovel - Maximum Shears - Maximum Lux Capacitor (All blue ) Prototype Omniwrench (This doesn't seem to remove some items now but still useful for rotating) Leaf Blower - Maximum Flint and Steel Applied Energistics Wireless Terminal Thermal Expansion Multimeter Field Tinker Module Diamond Drill Upgrade Aqua Affinity - Maximum Melee Assist - Maximum Railgun - 20 Heat Emission Blink Drive - Maximum The whole suit comes in either right at or stupidly close to 25kg, which is the author's stated weight limit before you become a turtle
  15. As AetherPirate said you need to have the emitter connected to an ME network that contains the fluid/item (standard emitter works the same way) you want to monitor. If it's not hooked to a network then it will just keep the signal active, which shouldn't hurt anything unless you're using the emitter to turn on a machine. I typically use them to switch export buses on/off but that's me. It doesn't have to be pointed at anything in order to function though, it just won't be sending a redstone signal to anything if it's not
  16. Your fuel reactivity is going to be lower (less efficient) if you have the rods separated. Smash them together for better fuel consumption rates.
  17. Tesseracts require a conduit to be connected between them and a quarry as they don't output MJ. There is no power loss anymore from using a tesseract so whatever you put in RF wise is what gets sent to the quarry. If memory serves a quarry only takes up 60 MJ (600 RF) anyway so if that's what you're seeing then that's as fast as it gets.
  18. I actually only used three power generation models to get where I am at the moment. When I started I constructed 2 steam dynamos and fed them coal/charcoal (whichever I had handy at the time) to power a handful of basic TE machines. Once I had the resources I produced a battery (I believe it was 12 or 16) of magmatic dynamos fed by an ender thermic pump in the nether. This allowed me to set up a rudimentary ME network and expand my TE machines to handle automated quarry processing. With 2 full size quarries in storage I moved on to my current solution, which is a 12x12x12 passively cooled yellorium reactor. It took quite a while to get enough cryotheum for it (640000mB) but it was certainly worth it. The reactor itself consists of 36 fuel rods (10m tall obviously) grouped together in a 6x6 pattern and centered inside the reactor. Currently their control rods are set to 80% and it produces just shy of 50000 RF/t. This powers my base machinery, farms, quarry, and two laser drills.
  19. My current base is a vertical shaft extending from bedrock to around 105 or so. It occupies precisely one chunk (the walls are 18x18) and I built the various floors every 5 or 10 meters depending on the floor's use. Incidentally finding a mountain high enough and big enough around that I could only take up one chunk was a challenge in and of itself. The whole thing is encased in a non-interdiction forcefield (no PvP on my server) just because I can. The top floor is for beds and portals. The second floor, split into two 5m sub-floors, is entirely dedicated to deep storage units. I formed a U-shape (I have twin access shafts running the height of the shaft on the north side) and put a ludicrous number of DSU's in there hooked up to my ME network with item frames on those that have something stored in them. The third floor, again split into two sub-floors, is where my mineral/liquid processing takes place along with non-MAC production. The ME system's primary blocks are also set up in there. The fourth floor contains the MAC, which is currently 16x8x4 meters in size. The space above it is reserved for additional machinery should the need arise as processing is beginning to get cramped The floors below that are for various MFR farms. Below those I have two 10x10x4 mob traps set up. One is just for spawners I carted in using portaspawners and the other is for auto-spawners. The floor below that contains the power plant, a passively cooled cryotheum reactor that is 12x12x12 with 36 rods. At the very bottom is the chunk loader, forcefield apparatus, and sludge boilers as I didn't want something that could kill people hanging around in my processing room. Sadly I have no pictures (lazy) but honestly it doesn't look all that neat. I've always been more of a practical builder than aesthetic, although I do have a severe case of symmetritis lol.
  20. If you're pulverizing and smelting (and you should) your ores will always default to TE versions when there's overlap (ie Galacticraft has multiple copper but once pulverized it becomes TE's pulverized copper). On the off chance I'm exploring and come across non-TE variants of metals I have my processing room setup to pulverize the ingot and re-smelt it so my ingots are always the same type.
  21. There is no energy loss now apparently so hooray free teleporters.
  22. I've never had an issue with using an in-suit battery or overheating, short of going on a killing spree with my railgun anyway. I've also never run myself completely out of power as I find one fully charged elite battery is more than enough to get the job done. If anyone's interested I will post my suit specs for comparison.
  23. I always seem to forget about the power loss, my apologies. HeatHunter's solution should work just fine though.
  24. You need to put another power tap on your reactor and then hook both of them up to a tesseract or run the cable to your device. They need to be fed separately into the device otherwise they'll cap at 10,000 like you said. If the device only has one power input side try hooking a tesseract up to it and seeing if it can draw power directly from that. If that doesn't work I have no idea.
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