Jump to content

Magicthize

Members
  • Posts

    125
  • Joined

  • Last visited

Everything posted by Magicthize

  1. Yeah that'd be fine if I was using the default 3x3 grid pattern but when you extend the range the planter will plant in blocks. So much choices are to make an assload more planters or mark out a pattern in dirt which will prevent the saplings from being planted next to each other.
  2. Well each field only has 1 crop so no.
  3. I'm not shearing the leaves. The field just uses far more than it produces so it's always trying to play catch up. I think it might have something to do with the trunks merging. I might try adding some brick blocks between the saplings so they can only be planted in a chequerboard pattern. It'd effectively reduce the size of the crop but if it solves the problem it'd be worth it. Frankly as it is right now it's ugly as fuck - it just looks like a giant 25x25 bush with the odd bit of wood visible. If it wasn't for my completionist tendencies I'd fuck it right off and not bother but I want to have easy and automated access to all possible crops, dammit!
  4. So I've got my 25x25 automated tree farms running. My AE network feeds the planter via a precise export bus, the harvester sends the wood and saplings into an interface via buildcraft pipes and there's an ME Emitter set to turn the harvester off when the number of saplings reach a desired amount. This seems to work well with my birch and spruce farms but oak seems completely incapable of sustaining itself. As the saplings grow and the field fills with more and more trees the planter seems to continue to plant saplings even though there should be nowhere for them to go. Has anyone else experienced this kind of behaviour?
  5. Try increasing the amount of RAM allocated to Tekkit.
  6. Sweet! As long as it's balanced well enough to be much quicker and cheaper to go mine manually or run quarries.
  7. I find if it's worth doing it's worth overdoing. I'm putting the finishing touches to my automated fields all of which are 25x25 with one crop per field. They'll all turn themselves off when they reach a predetermined amount. All the harvested melons and pumpkins are automatically converted seeds again until there is enough of an excess. I've got 2 Bio Reactors and currently 10 generators with about 40 tanks full of fuel. :)
  8. Maybe it's just me but Solar panels seemed massively OP. On our Tekkit Lite we just started with Solar and never had to think about anything else after that. I like the fact that in the new Tekkit I've had to start with steam engines (even though they did explode), graduate to a single and then multiple magmatic engines and am now working on replacing all that with BioFuel. I'm hoping that it won't be long before we'll have another tier which is even more complex. I also don't think ANY system should be without some potential pitfalls. It just seems to take away alot of the fun if it's too easy. :)
  9. n00b question: PRC? Also, I never got the chance to use frames (other than for building scaffold) and I miss them too given what I've read about how they can be used.
  10. Annoyingly I ran out of Certus Quartz last night. I hadn't planned on needing to set up another quarry for some time (given that I have vast reserves of every other raw material), but my first port of call this evening will be my remote desert quarry site.
  11. The most recent changelog for Buildcraft:
  12. Applied Energistics is by far the most useful mod in Tekkit. What it does is "converts" your items into bytes of data which can then be stored on disk drives. If all your items are stored on a disk drive you can then carry about that disk drive as a single item rather than having to carry stacks of everything you own. All your items can also be viewed in a single, searchable, sortable interface and the system can be configured to see items in other inventories, eg vanilla chests, ender chests, deep storage units, etc. Now add in the ability to import and export items from this disk drive to other machines. So if you wanted to have an automatically refuelling furnace you just plug an export bus into it, configure it to export coal and then make sure it is wired up to your disk drives. Now as long as you have coal on this disk the furnace will never run out of fuel. THEN add the ability to have the system automatically craft items. All you have to do is build the appropriate AE crafting machine, plug it into the network (so it can see all your items) and provide it with a pattern for the thing you want to make. Then from the same interface as you use to view your items you can request that it make stuff for you. And that's just scratching the surface... The system is highly configurable, expandable, fast and compact.
  13. Because why come up with a realistic and viable alternative that will be supported in the future when you can just try and bodge together a patch for a mod that is just going to create more and more problems as time goes on? There are a ton of way to do the things you want. You're just not prepared to learn how. And the thing is you don't have to. Tekkit Lite and Tekkit Classic still exist.
  14. OMG YOU'RE RIGHT. Why didn't someone say something before? ^^
  15. I'd rather not use the Vet station. Speed is not a concern and natural growth is alot less resource intensive in comparison.
  16. I had considered this but ComputerCraft is one of those things that I can't even begin to get my head around.
  17. DSE = Deep Storage Unit AE = Applied Energistics MFR = Minefactory Reloaded LoL = Laugh Out Loud
  18. I'm trying to refine my slaughterhouse so that I don't generate the overcrowding that is the big problem with my existing setup. Currently 2 animals are kept in a 5x5 pen with access to a breeder. Once they breed the babies are moved to a 2nd pen. Here they grow up naturally before being slaughtered. The issue I'm having is that the growth process takes alot longer than the breeding process so inevitably I end up with an overcrowded growth pen. I'd like to be able to switch off the breeder when there are more than, for example, 5 mobs in the growth pen but I can't figure out a way to do it reliably.
  19. Ah sweet. I clearly don't remember alot of that video's contents :D
  20. Emitters can control buses?
  21. I used to use Energy Cells for quarrys and the Filler but I've since moved on to using Energy Tesseracts. There's a 25% power loss by using them but it's much more convenient as you never have to refill them. I still have a couple of Cells but they rarely get used.
  22. In all likelihood if you haven't had a reply it's because no one else has experienced it or no one knows how to fix it. I've posted things myself and not got a response. The only thing I can suggest if you haven't tried it already is to completely remove tekkit completely and reinstall it from the launcher.
  23. I highly recommend watching Direwolf20's Mod Spotlight for Applied Energistics. It's how I got started and I'm still learning.
  24. What way do you have this configured? Do you have individual machines set up to craft each of these items? I'm planning to start using Level Emitters on my automated farms soon so I can really stop them running when not needed. As I understand you configure it so that over/under a certain number detected on the network it'll emit a signal and turn on/off the machine. I haven't used any yet because I currently have multiple crops planted in the same field (using the same planter) so I can't control things on a per-crop basis until I build more fields.
×
×
  • Create New...