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Shoe

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Everything posted by Shoe

  1. Ic2 used its own power system but that is gone now, redpower used to have blutricity but it is also gone, and some other modpacks like Voltz use Universal Electricity. As far as I know all power sources in new tekkit are now BuildCraft producers and all powered machines are BC power compatible. Old habits die hard I guess.
  2. Derp, so I did. No reactors for now, the old ones were part of IC2 which isn't in new tekkit. Last time I looked up BigReactors it was still very early stage and incomplete. Hopefully when it is ready the Tekkit guys will think about including it, I really miss the old ones.
  3. There are Buildraft engines (redstone [weak], stirling [stronger, requires fuel] and combustion[strongest, requires fuel and water coolant]), biofuel (biofuel reactor turns some biomaterial into liquid biofuel, burnt in a biofuel generator for Buildcraft power) and magmatic engines (turns lava into Buildcraft power). Batteries have been replaced by Redstone Energy Cells, pump power into those and they'll store it. Are you using conductive pipes? They're bugged at the moment, and power tends to get "stuck" in them (look for a pipe full of blue stuff). Try breaking them and replacing them. When you've got more resources try redstone conduits. They're not bugged but they're more expensive. Hit the connection between a conduit and something it is connected to with a wrench to change the direction of the blue or orange arrow to control where power flows to/from. Yeah, calling everything Tekkit X/Y/Z makes it a bit hard to find version specific info in Google.
  4. You could always run the quarries a few blocks underground: you'll not miss much in the way of ores, and you'll only see the quarried space if you head underground. Also, underground exhausted quarries are my favourite place to set up experiment areas and industrial plants where I don't need to worry about how they'll look from the windows of my house. I think it's also possible to tell turtles to mine ores but leave most of the surrounding ground, but I'm not sure.
  5. Ah, I didn't catch that. In that case I'm probably going to be useless.
  6. You need to keep it as a .jar. How are you opening it? I don't unpack or unzip the file, I just use a program called 7zip to open it as a .jar which lets me see and edit the files inside. I then open the Optifine .zip using 7zip as well, transfer the files and then close 7zip: no unpacking or converting to a file necessary. I'm pretty sure it won't work as a folder, and I don't know if there are technical problems with just saving a folder as a .jar instead of putting it through some sort of converter. Try just opening the .jar with an archive program instead of unpacking it.
  7. Just installed it and it works fine for me. Try: Download 1.5.1 HD D1 Open the modpack.jar from the Tekkitmain/bin/ folder in the Tekkit files. Drag all of the files from 1.5.1 HD D1 into the modpack.jar. Delete the folder called META-INF Close everything and start Tekkit
  8. Nope, they've been removed. I could swear there was a different one-block replacement but I can't find it. You might need to use a power converter instead.
  9. That's what I mean though, with redstone cells and redstone conduits it's much harder to set up a long-term power network. With IC2 it was quick and easy to set up a batbox, copper wire and generator to do you when you started out. As you moved up the tech tree you just swapped out the low tier machines for the higher end replacement. In new Tekkit the lowest useful level of gear, redstone cells and conduits, is actually quite advanced and needs a lot of resources to even start out compared to copper wire and a batbox and is pretty overpowered for anything an early player could need it for.
  10. Oh they're obviously not better if they jam up like that, but an engine per machine early game isn't how my friends and I progress. Maybe we're just too used to IC2, but we normally make an energy producer, some sort of storage device and then wire all of our machines up to that right from the beginning. I don't really see the point in an engine per machine when it's faster and cheaper to make conductive pipe, and we normally set up our machines the way we mean to keep them instead of having a temporary setup which we move around later. In other words: Conduits and tesseracts make a long-term setup hard though, seeing as you don't just need more advanced materials to make them but also because you need machines to fill them. It shoehorns you into a temporary setup with pipes which you're just going to dismantle later and makes conductive pipes a throwaway item you have to use but get rid of ASAP.
  11. There is a lot of information and some links here. Looks pretty good, I loved the reactors in IC2 and I'm glad there's going to be a replacement for new Tekkit.
  12. Try breaking and replacing them, that often fixes them for me. @Calvariae - the problem with energy conduits is that they're far more effort and resource-consuming to make, especially for early-stage players. You have to sit and wait for them to fill too.
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