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jakalth last won the day on June 22 2015

jakalth had the most liked content!

About jakalth

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  • Birthday 11/19/1977

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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, e
  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 idea
  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.
  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
  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 r
  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 loadi
  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 hig
  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
  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
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