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About Jebussz

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  • Birthday 03/18/1991
  1. So im trying to two tesseracts to transport oil from an oil field to my base. I have both tesseracts set up with the one in the oil field set to SEND the oil and the one in the base to only RECIEVE oil. both items and energy are shut off and they are both on the same public frequency while set to control status disabled. I have also placed a chunk loader at the oil field and and chunk loader at my base both of which are in the same chunk as the pumps/tesseracts and also reaching a radius of 3 ( Therefore it should cover anything and everything ). For some reason the only time i recieve oil is
  2. I think that if when you're clearing the rifts and you miss even one, they might all just respawn out of control. That seemed to have happened to me!
  3. Im not saying what TonyVS said doesnt work, Im just going to say that when I hosted my old hamachi server, the config file had the ip= line empty. Really shouldnt need to port-forward anything at all with hamachi. make sure your both in the same hamachi group or whatever it is called, and then make sure your using the right IP. It can be kinda confusing to read the right IP address if you are new to log me in hamachi.
  4. well that depends on what exactly happened when the power went out. could've corrupted some files. when you say you see the world save files, what files/folders do you see. do you have a level.dat file?
  5. there is no EU in tekkit. only MJ and technically a atomicly small sized of Universal Electricty. EU was a Industrial craft component that is NOT in tekkit 1.5.2 so i guess im confused on what you did/are trying to do...
  6. Great. Im glad that you were able to get your world up and running without having to restart ( cause that always sux ) Bermuda, personally think you should start your own topic but Time: 12/22/13 11:56 PM Description: Exception in server tick loop java.lang.OutOfMemoryError: Java heap space at net.minecraft.network.packet.Packet51MapChunk.func_73594_a(Packet51MapChunk.java:276) at net.minecraft.network.packet.Packet56MapChunks.<init>(Packet56MapChunks.java:55) at net.minecraft.entity.player.EntityPlayerMP.func_70071_h_(EntityPlayerMP.java:288) at micdoodle8.mods.gala
  7. to remove it, just select that area and delete that block (change it to air) or anything else. its been awhile but i believe the block you need to remove will have a yellow outline and nothing inside.
  8. -- Tile entity being ticked -- Details: Name: Chest // net.minecraft.tileentity.TileEntityChest Block type: ID #54 (tile.chest // net.minecraft.block.BlockChest) Block data value: 2 / 0x2 / 0b0010 Block location: World: (-211,66,261), Chunk: (at 13,4,5 in -14,16; contains blocks -224,0,256 to -209,255,271), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Actual block type: ID #54 (tile.chest // net.minecraft.block.BlockChest) Actual block data value: 2 / 0x2 / 0b0010 Stacktrace: at net.minecraft.world.World.func_72939_s(World.java:2202) at net.minecraft.
  9. The logs would definitely be needed to help you. I'm going to start of by assuming that if anything is corrupt and causing problems, it wont be your level.dat or the player files. if something is corrupt it will be in your chunk files, but again logs would be needed.
  10. Well with MFR barrels are replaced with deep storage unit. The thing i missed was the ore processing. I had a sweet automatic system in tekkit lite, oh well 2x isnt that bad :P
  11. could just use the MFR deep storage unit to store the bazzillion stacks of cobblestone you may have. I mean Quite helpful to have a ton of it ready to go. I personally used my ME network to output cobblestone directly to it while making sure I had at least 1k in the network ( never know when you might need a ton for some crazy crafting project ).
  12. # Type of quota management to use for chunk loaders. Allowed values: perplayer, unlimited S:chunkloader.quotaType=unlimited B:chunkloader.useFuel=false B:enableMicroblocks=true } if you want to limit there use of the chunk loader all you would need to do is change the value for unlimited to perplayer like so [s:chunkloader.quotaType=perplayer] Then in another config file ( i forget which one, but it should be Chicken chunk loader or forge chunk loader ETC. ) you will find a section that limits the amount of chunks a player can keep loaded over all chunk loading devices.
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