jakalth

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jakalth last won the day on June 22 2015

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About jakalth

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  1. Thanks for the topic move Munaus.
  2. What I'm looking for is a farming companion mod that gives more use to all the crops and food that can be farmed up in modded minecraft. Reasoning is, I'm making a farming based modpack for 1.10.2 that is a bit empty feeling without some type of goal built into the pack for using all the crops available. The specifics I'm looking for, or hoping for are as follows: 1: The mod has some type of currency for buying and selling crops and food that is not already in the game. Some type of coin system maybe? 2: The mod is compatible with may mods including harvestcraft, mystical crops, enderio, immersive engineering, and may others. 3: The mod includes a way to turn off seed drops so all crops have to be purchased through a market system of some type. The specific seeds that would need to be turned off would be just the vanilla seeds since modded seeds can be controlled via the mod that adds them. This would give farming a bit more of a challenge making it a bit less plant and forget. 4: Config options to adjust buy and sell prices to alter the balance a bit and make it a bit more challenging if needed. If a mod that does this doesn't exist, then this is a formal request for one that can. What I'd envision is a single block(Produce Market) that allows the purchase and selling of crops/food. The Produce Market would allow items to be piped into it for automation of selling. The Produce Market would also have an internal storage for the coins used as currency by the mod. For currency, I envision 3 levels of currency being used in the mod. First being a simple coin, as an item, it could be (possibly?) found in dungeon and village chests to help get the player started. The second level of currency, I envision being Emeralds. This allows the mod to work with existing "currency" methods used in minecraft already, by villagers for example. The Emeralds would be worth the same as a stack(64) of coins. The third level I see as being a Regal, or high value coin. This coin would be worth as much as a stack(64) of emeralds. Some way for the Produce Market to store and auto convert stacks of coins into emeralds and emeralds into regals would be quite helpful as well as a way to do the opposite, converting a regal into a stack of emeralds and an emerald into a stack of coins would make things a LOT easier. Having a currency system like this would allow some other items to be available for sale. Items that can not be aquired through farming or crafting, like nether stars, dragons breath, and dragon eggs. These would be at an extremely high price. Having the mod be able to regester the items and price through the config file would make it a lot easier to add new crops and items to the Produce Market. And this would make the mod a bit easier to make since then ONLY the vanilla crops would need to be added to the mod initially. The rest being added by the modpack creator. NOTE: I have no skill or understanding for programing... It is a completely foreign language that makes no sense to me... No matter how much I wish it did...
  3. Thank you so much! Your the man Plowmanplow! That's has got it fixed. Found the offending file you mentioned and corrected it. You've saved me days of further frustration. And thanks again Disconsented, your program works a treat.
  4. Tried making a new zip file. same issue. tried redownloading and installing every mod in the pack, pulling out the config files, mod files, and forge, then repacking them into a zip file again. same issue. tried changing the zip file compression ratio and settings for 7-zip. once again same issue... Edit: found the issue. Both the technic launcher and your checker file do not like the Millenaire mod. If I remove the mod and it's associated files, the zip checks out clean, when I add them back in, it throws an error... without millenaire, the modpack is basicly useless... Any ideas how to get Millenaire to play nice with the technic launcher?
  5. ok... ran the test, got unhandled exception error, and malformed. That's it. no idea what I'm supposed to do with this info or how i'm supposed to fix the problem when the zip file opens just fine, just not through the launcher.
  6. I've put together a small custom modpack for use by a few friends of mine. The mod pack it's self works just fine if manually installed, but if I try installing it through the technic launcher, it downloads just fine, but when it gets to 44% mod installation, it freezes and throws an unable to extract file error. I've followed the "how to make a modpack" and "how to make your pack available through technic launcher" tutorials and don't see anywhere I've gone in error. I've gone through and tested the zip file it's self, I can find no errors with the zip file or the files contained in it. I can manually extract the files into the install folder it is trying to place them into and play the pack just fine as well. The launcher just can't extract all the files from the zip file... compressed using 7-zip in .zip format file hosted on dropbox with arguments set to allow direct download. The modpack: http://api.technicpack.net/modpack/jakpack-villager-edition it's still basicly a beta but is fully playable, if it will actually install...
  7. Replacing the 4 blocks of redstone with gelid cryothium will allow the reactor to run even cooler. But for the biggest bang for your buck, going with 3 blocks of gelid and having a single block of resonant ender against the casing, for each line of coolant, gives you a slightly higher output. A single block of redstone might have the same effect. Gelid alone does not really improve the output of the design you gave BlessedWrath. At least not by much. just runs a little cooler for about the same power.
  8. Sorry, I was just using coolant as a generic term for any of the fluids/blocks that can be used in a reactor to cool the fuel rods. If you have the redstone, yeah, Destabilized redstone is another good fluid to use. I thing too note: the smaller the reactor, the less consistant the power output. The design I suggested outputs between 270 and 320 RF when first turned on, with a full fuel rod of yellorium. But as it runs, it will convert some of the yellorium into cyonite and slowly drop in power output. It drops down to about 200 RF by the time it has used up 1 ingot of yellorium. Just set one of the access ports to output(blue) by right clicking it and selecting the blue arrowed icon on the bottom right of the interface. This way, you can place fresh yellorium in the yellow access port, and the reactor will output cyonite into the blue access port once it has a full ingot(1000mb) in the fuel rod. When it outputs the cyonite, it will pull in a fresh ingot of yellorium and the power output will raise back up to full power again. Curunir's suggested reactor is more expensive to make, but it is far more consistant with it's power output, due to more fuel being in the fuel rods. His suggestion is also far more powerful. More then 8 times more powerful if my guess is right. So upgrading to his suggested design at some point, if you can't make it right away, is a good idea. His design would be able to run the quarry and a good ore processing setup with power to spare. Nice thing about big reactors, it is easy to upgrade your reactor, when you start out small. Just wait until you have enough resources to add more to the reactor, remove the top blocks from the reactor, scoop out the coolant with a bucket, and then modify the reactor by removing then replacing the blocks into the new, larger design. Adding in the coolant again, if needed, as you build it, or once it is nearly finished.
  9. I would also give the suggestion of using your fuel infrastructure to implement compression dynamos. They work the same as the combustion engines you already have, using fuel and water, but are easier to operate in that they can self regulate their power output. Other then that, very much the same as the BC version. Just use some redstone conduits to transfer the power to the quarry since the compression dynamos output RF and the conduits can convert that to MJ energy. If you really want to go with a big reactor, and want to keep it as small as possible, I'd suggest going with a 3x4x3 reactor. 1 fuel rod and 1 coolant block inside a reactor made of casings, 1 control rod, 1 controller, 1 power port, and 2 access ports. It's minimalistic, but the 1 coolant block slightly increases it's efficiency but more importantly, increases it's heat transfer rate(which means more power). Works just fine with just water as the coolant, but other coolant types, like graphite, diamond, or resonant ender, work better. In a small reactor like this though, do not use gelid cryothium, the reactor will not be able to get warm enough to produce sufficient power. C = casing F = fuel rod X = coolant R = controler A = access port P = power port N = control rod First layer: CCCC CCCC CCCC Second Layer: CRPC CFXC CAAC Third layer: CCCC CNCC CCCC
  10. That comment right there says is all. It also explains modded minecraft in general. You use what you like. Wonder if Tekkit will ever add the option of selecting optional mods to include or remove from their packs according to the players taste. I believe it is the AT Launcher that has this feature to some degree already with some of their packs. Also wonder if the technic launcher is capable of doing this atm without a huge rewrite in code...
  11. 4 Tips that seem to help any 1.7.10 mod pack. 1: set the max frame rate slider to limit frame rate to just 60 fps. This helps with some of the issue with mod custom GUI's not rendering/working properly, and seems to help a little at speeding up chunk loading. Might not help everyone though. Haven't tested it in hexxit yet, but it does work for mods, like Open Blocks, that otherwise have very twitchy and/or unresponsive gui interfaces. 2: Make sure Vsync is turned on. This helps with most of the mod custom GUI issues that tip #1 does not help with. This also can improve chunk loading slowness a little bit. Tips 1 and 2 work best when done together... 3: Advanced OpenGL... Issues here as well. Having this option turned on can cause lag and slow chunk loading while exploring. Not sure what causes this issue in 1.7.10 modpacks. Not everyone is effected negatively by using advanced opengl, it's only about 1 in 5 that are. Everyone else still benefits by using it. 4: Try having at least 3GB of ram allocated for 1.7.10 modpacks. They tend to be quite power hungry. The "too much ram allocated can slow down the game" issue does still effect the game though so it is a balancing act. These are tips and might not help everyone. But since they are simple video setting changes they are easy to try out.
  12. Too bad twilight forest or blood magic weren't in this. both have interesting ways too gather ores.(mining tree and ritual of magnetism) Otherwise, you could get convoluted with iron pickaxes in autonamous activators and more these using RIM frames. You'd only need something to pick up the dropped items that are mined up the activators.
  13. resonant ender helps with radiation levels, even if only slightly, so having them on the outside like this boosts the efficiency of the reactor while still allowing for the superior cooling performance of gelid cryothium. It's really just a few percent difference though. In the small 9x9x3 reactor i usually build, it's only about 2% improvement. The reactor layout above is boosted by about 5%. Gelid alone is the next best thing. The reactor, one layer high(15x15x3) produces about 13.4K rf/tick when the control rods are set for optimum temp(900C). and about 55K rf/tick when 5 layers high(15x15x7) when the control rods are also inserted to max efficiency(about 900C) It's capable of outputting more if temp and efficiency are ignored. The single layer, in steam configuration, sits at about 6800mb/tick steam production, also with the control rods set. and the 5 layer, in steam configuration, sits around 40,000mb/tick with the control rods set. The pros: 1: efficient 2: looks interesting. The cons: 1: the mixed coolant is a pain to do for the multiple layer design. 2: That's a lot of coolant. To get any more info I'd have to rebuild the reactor. I kinda broke the game playing around with Rim frames and reactors. Oops.
  14. Well, I have been reading up on spreadsheets scattered amongst various areas. There is a LOT of data available for designing reactors, but not always data that is actually useful... Although, I did find some very useful data dealing with large builds and they all suggest going for large diameter flat reactors. Easier to balance out coolant and rod setups for flat reactors. It also shows that radiation travels out up to 5 blocks from the fuel rods, but only in a strait line and only from the 4 sides of the rods. This means that only rods that are lined up with the side of another rod, they do not have to be touching actually, will share radiation and boost each others radiation level(efficiency). The data also shows that the corner blocks don't even have to have coolant. They will not effect efficiency, but might effect temperature control. The + design works well because it is compact, but it is not the best overall design for large reactors it ends up. What is the best design is to have your rods in the center with several layers of coolant between the rods and the outer wall of your reactor. And to allow room for some coolant to be fit in between some of the fuel rods to help balance out heat flow. A good example is this design someone else had posted, If stacked up to 7 blocks high, it should be able to produce the max of 40,000mb/tick of steam and still be quite efficient. The design is 15 x 15 x 7 high, outside dimensions(the dimensions of the outer casing). It also outpaces any design I've made so far. C = casing R = resonant ender G = Gelid cryothium X = any block or fluid. H = fuel rods CCCCCCCCCCCCCCC CXXXXRRRRRXXXXC CXXXXGGGGGXXXXC CXXXXGGGGGXXXXC CXXXXGGGGGXXXXC CRGGGHHHHHGGGRC CRGGGHGHGHGGGRC CRGGGHHHHHGGGRC CRGGGHGHGHGGGRC CRGGGHHHHHGGGRC CXXXXGGGGGXXXXC CXXXXGGGGGXXXXC CXXXXGGGGGXXXXC CXXXXRRRRRXXXXC CCCCCCCCCCCCCCC
  15. Underground subway system linking player bases and the spawn point. I've done this one before myself. Real challange here is setting it up so all the player bases are linked together in a loop or closed circuit system allowing the user to move from one base to the other and get on/off where they want to without having to exit at each base. Can make it more interesting by making a separate "Express" line. This express line would link the player base to the spawn point directly making it quicker for the player to return from spawn to their main base. The challange comes in when you have say 7 different players/bases all linked directly to the spawn point and set a way to allow the player to select which base they go to so you only have 1 line running from the spawn point to a nexus point.