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weirleader

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Everything posted by weirleader

  1. has anybody else had troubles with the chronotyper and sheep? I have an animal processing plant set up with pens for cows, pigs, chickens, and sheep; each pen has a breeder to feed them and a chronotyper to pull out the babies into a secondary pen where they are again pulled out once they've grown to adults (and then some are slaughtered for food while others are ground for mob essence). The trouble I'm experiencing is that not all baby sheep are being pulled and so when I come back after a long absence (I tend to leave the server running so that other automation continues) I'll have an incredibly full pen of sheep (estimating over 100 in a 5x5 space). This only happens with the sheep which is what I find so strange. All other animal pens seem to be working fine. And this happened in 1.0.6 and continues to occur in 1.1.5
  2. just took a closer look and your 'end' is also a problem. you only need to 'end' if you're in a control loop, like a 'while' or 'if', etc. so just try: turtle.dig() turtle.forward() see if that does the trick.
  3. Even if you do it the "right" way, you need to be careful. I tried that and when I requested 128 hardened glass it filled the Induction Smelter with 128 pulverized obsidian and had no room to add lead. So you either have to be careful to only request in batches of 64 or less, OR you have to have one side configured to always be full of one resource (e.g., pulverized obsidian) and then add the other side's resource (e.g. lead ingots) as requested. EDIT: somehow missed the comment above that had mentioned two exports... my bad.
  4. I believe you add them with square brackets (e.g., [ComputerCraft] and [buildCraft])
  5. have you, by chance, searched the forum? Because I feel like this has been discussed on multiple occasions.
  6. try "turtle.dig()" and "turtle.forward()" as they are both functions and need the parentheses at the end to indicate that.
  7. whoops -- guess I should've tried 'L' now that I finally have 1.1.5 up-and-running. Now I see why they removed the 'invisible armor' upgrade... TitaniumTurtle, you might want to make sure (a) that you have 1.1.5 running and ( that in your controls you have 'L' assigned to Cosmetic (MPS); I don't think you could access it in 1.0.6 (or, at least, I never did).
  8. I don't know of any way to edit the 'look' of the armor via a keypress (e.g., 'L'). In the MPS version included with Tekkit 1.0.6 you could add colors and/or transparency to the armor using Modules via the Tinker Table, but that seems to be removed now in Tekkit 1.1.5.
  9. I have noticed that there is a new "Field Tinker Module" that suggests it might allow editing away from the Tinker Table. Have you, by chance, installed that? Perhaps 'L' only works when that is a part of your armor?
  10. you know it's bad when Toki notices! ;)
  11. one... once... :mmmhmm:
  12. there's definitely an issue with this, but I'm not sure if it's intentional or not. Even with 1.0.6 I couldn't place covers on things like liquiduct, but now in 1.1.5 some items that I *could* cover (e.g., RedNet cable) are no longer covered and seem to be uncoverable (won't let me place the blocks). Which, of course, is a bit frustrating, as pipes and liquiducts and cable are exactly the things I want to cover. That said, I don't know much about the facade blocks. Based on their recipes, I'm guessing they're really for covering pipes, but I haven't given them a try yet. Sorry, not so much of an answer as simple commiseration. But I can verify that you're not doing anything wrong (at least, not as far as I know).
  13. for now, I'd recommend using Tesseracts instead.
  14. are you using v1.0.6 or v.1.1.5? I don't know about 1.1.5, but I'm pretty sure they're bugged in 1.0.6.
  15. did you go through the steps as listed here?
  16. I use it to run DynMap, WorldEdit, WorldGuard, PermissionsEx, and Essentials. It's actually surprisingly straightforward, though finding instructions for a newbie can be pretty tough. (1) Go HERE and find the latest stable build, (2) download the version that matches your Tekkit version (e.g., if you're running 1.0.6 use a build that ends in C###.jar; if you're running 1.1.5 use a build that ends in B###.jar), (3) replace your Tekkit.jar file with the .jar file you just downloaded (make sure you rename the new file Tekkit.jar), (4) run your server as usual and it will create a 'plugins' folder, then (5) drop your plugins into the 'plugins' folder and the next time you start up the server you should be in business.
  17. don't use bukkit -- look up the latest recommended build of MCPC-Plus
  18. I realize you're new. What you should realize is that on a snark scale of 0-10, with 10 being as in-your-face as possible, what you originally received was a 1. Around here, that's about the best you can expect from a question like "Why isn't XXXX in the Tekkit pack?" Teraku's example is, admittedly, a 0. But you got off easy and should just let it go. If you want to see what real antagonism looks like, keep getting upset or, better yet, visit The Whale Box.
  19. and related to what Viktor said, an Igneous Extruder is an even easier way to get Obsidian if that's what you're after.
  20. try using MCPC-Plus instead
  21. dude, seriously... it's probably because I'm too long-winded as well. HAH well, I'm going afk for the rest of the day (literally), so I'll leave the rest to you, Dash.
  22. okay, I just suck at explaining this stuff; can't think of the right terminology for a brief explanation. Magma Engines are kinder than Combustion/Stirling Engines when they are full of power storage and have nowhere left to send generated power. The Combustion/Stirling Engines will just blow up on you and take a nice chunk of the vicinity with them. The Magma Engines just seize up (smoking and not generating) until you whack them (right-click) with a wrench. But with Energy Conduits, the Magma Engines shouldn't (that's what I understand, haven't tested it thoroughly) seize up on you. Now as for Combustion Engines blowing up on you, that'll depend on being properly supplied with water too, so just be careful with those.
  23. currently Tekkit is at MC v1.5.1 and we're expecting it to bump up to 1.5.2 soon. I won't even begin to imagine when it'll hit 1.6.1. Short answer: Nope, not compatible.
  24. and Energy Conduit is excellent for a power grid as it has some sort of internal buffer and will both allow a bit of energy delivery after an engine is turned off AND will allow a bit of 'bleed' (i.e., energy loss) during usage which can prevent Magma Engines (e.g.) from shutting down due to maxing out on power.
  25. let's say you have only one Energy Conduit (EC) between Magmatic Engine (ME) and a Pulverizer (P)... it could look like: * ME -- EC(IN) -- P where the conduit is configured to let power into both devices only (there's a slight technicality about that but I don't want to add to the confusion), or * ME -- EC(OUT) -- P where the conduit is configured to let power out of both devices only. You see the problem? One conduit won't allow power out of one and into another. Therefore, you need to set it up like this: * ME -- EC(OUT) -- EC(IN) -- P so the first conduit allows power OUT of the engine and the second allows power INTO the pulverizer. Hope that makes more sense. If not, I can add pics. EDIT: Ah, Dash... ninja'd ;)
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