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ZeroWire

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  1. And this is with the most up-to-date version of atomic science (I.E. not the broken one from several months ago/last year)?
  2. I've been playing Tekkit for a bit now and I'm still quite perplexed as to how to create Strange Matter. I've heard that it has been fixed since the last time I tried using the Atomic Science mod, but I'm still not sure how to produce it. My attempt so far has consisted of a ridiculously long particle accelerator powered by magmatic engines with a constant stream of lava from the nether (thank you, ender tanks), but so far I haven't gotten a single piece of the stuff (PS: final particle velocity before explosion was 56% ). Now, I only play single player, so multiplayer limitations on strange matter don't apply to me. I'd really like to know how to generate the stuff now though, but all the tutorials and words of advice that I can find on the net are woefully outdated and are from older versions of the mod that are not in use anymore. Any assistance would be most appreciated.
  3. Here's a bit of info regarding launching missiles: Missiles have different effects seeing as how they're loaded with different payloads (explosives). A missile must be launched from a launcher. The higher tier the launcher, the more accurate will be. A control panel is required to make the missile launcher work, and the higher the tier of the panel, the more options you will have (tier one gives you the basic X and Z coordinate input for determining where the missile will go, tier 2 gives you the option of a detonation height, and tier three gives you these two things plus a frequency setting). There are also special blocks called support frames which further increase the accuracy of all missiles fired out of its launcher. Control panels are placed in the front of the launcher, and support frames are placed directly behind the launcher. Missile platforms need power, and power is supplied to them through the control panel by a wire leading from the control panel's side to a battery box, power cube, or some sort of generator (coal generator, solar panel, fission reactor, fusion reactor, ect). A missile platform won't fire until it is properly powered. Control panels, missile launchers, and support frames are individual items and are built one at time (they are not constructed as the result of a single recipe, and require different crafting items to produce). To load a missile platform, right click on the launcher itself (not the control panel or the support frame). You will get an interface image with a slot near the top-center of the image for loading the missile into place, and your inventory will open up showing you everything you're carrying. You can load the launcher by putting a missile in your inventory into the slot in the same way you would store it in a chest (in other words, click on the image of the missile in your inventory to pick it up, move it over to the slot in the launcher's interface, and then click on the empty slot to deposit the missile in the launcher). Missiles need to have coordinates put into them from the control panel in the form of X and Z coordinates. A radar gun can be made in order to find them and quickly input them into the control panel, or the coordinates can be manually entered in. To use the radar gun: 1: construct the radar gun (use the item crafting recipe, which can be found using way too many items or by looking it up on the Voltz wiki). 2: charge the radar gun from a charged power cube/battery box 3: point the radar gun at the location where you want the missile to land and right click. This will store the coordinates in the radar gun. 4: go back to your missiles platform and right-click on its control panel while holding the radar gun. This will automatically transfer the X and Z coordinates from the gun into the platform. To set the coordinates manually: 1: find out the X and Z coordinates of the location you want the missile to land in. This can be done via Rei's Mini Map (the small map that appears at the top-right corner of your screen in Voltz). Below the map image, you find a set of coordinates, namely X, Y, and Z. Walk to where you want the missile to land and either write down or memorize the coordinates. 2: with the coordinates written down, head back to your missile launcher and right-click on the control panel. The user interface (or UI) will open and you'll have an option to enter the two sets of coordinates. 3: enter the X and Z coordinates into their appropriate locations. DO NOT MIX THEM UP, or your missile will veer drastically off course. Once you have the coordinates in your launcher and a missile loaded inside, you will need a redstone input to the launcher to fire the missile. The best way to do this is to put a lever right next to the control panel of your launcher, and then activate it to fire off the missile. It's not much information, and certainly not a complete guide to Voltz, but I hope it does help.
  4. So there's no way to mass produce it now? I take it they haven't reinforced electromagnets or anything either to survive the explosion, right? *EDIT* I built a series of accelerators which increased the particle's velocity to 56 percent before terminating in an open end for the particle to explode. I ran all four of these very big accelerators for about an hour or two, full loads of dirt each time. I still didn't get a single piece of strange matter.
  5. I just downloaded 1.1.4, and I can't manage to get red matter out of my old red matter generators. I was told about a bug that existed in 1.1.3 that prevented red matter from dropping at all, so I held off on updating until 1.1.4 came out. Now that it's out, I still cannot manage to generate red matter at all. I'm curious; is the bug still there, or have the requirements for generating it changed?
  6. I just went back to an older version of Voltz which had working SM Generators. I have no idea when they'll update Voltz again though, so I have no idea when they'll bring Atomic Science up to its most recent revision (with working SM Generation). Any idea as to when they'll have the next Voltz update?
  7. Just tried it. I still can't get strange matter for some reason. I made sure that Voltz was at version 1.1.3, replaced the atomic science file in Voltz's folder with the one your link led to, but still I can't make strange matter; it just won't work.
  8. The ones that you recommended before, the ones for minecraft 1.4.7, all are a variant of version 0.4.1, the bugged version that you said doesn't work. Which ones should I download? The newest ones in the section of the atomic science page that you linked me to before that correspond with version 1.4.7 are 0.4.1.162, and its API file. Are these the ones I need to download to get it to work, or should I try downloading one of the other versions?
  9. I'm not sure what to do with these files, as I don't know how minecraft mods work, to be honest. I don't know the code, many of the file locations, or much else about how to make them work (I rely on the launchers mostly to get it in place, as I don't know the correct locations of where everything goes). Does anyone know when they'll be fixing this problem, or are they planning on removing strange matter from Atomic Science completely?
  10. who would know how to help, and how does one contact them?
  11. So how do I update Atomic Science independently of every other mod in the pack? I'd really like to get around to making strange matter in 1.1.3.
  12. For some reason, the older styles of strange matter generators (a 4-long, open ended accelerator) won't work anymore. I've tried looking around youtube, google, and other locations for help, but so far I haven't found anyone who knows how to make a successful strange matter generator. I tried using the other method (taking two particle accelerators and slamming their particles into one another by pointing their ends at one another) but that doesn't work either, and getting both particles to arrive at the same point at the same time seems impossible as well. I even tried downgrading Voltz to 1.1.2, but I still can't manage to get any of the designs to produce even a single piece of strange matter. I could really use some help, as I'd quite like to get an atomic assembler up and running.
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