Jump to content

jakalth

Members
  • Content Count

    586
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by jakalth

  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
  16. Atomic Science vs Big Reactors. Well, no answer too that debate, it's all preference, but... Latest version of tekkit using AS has the reactors from that mod nearly unusable. The mod its self had a major change done to it's core functions that did not get ironed out in the version of the mod used in the latest versions of tekkit. later versions of AS were getting close to being fully functional, but then the mod on its own was dumped in favor of an integrated mob/pack called resonant induction. Due too these things, AS reactors are unreliable... I really do miss the big fusion reac
  17. I love Tinkers Construct, but it does bring in a few problems. Once you can get a smeltery going, gathering resources becomes a little too easy at times due to the improved tools. But in a vanilla minecraft way. With it not requiring power, other then lava, it also can easily become the end all way to process your ores... It's an easy trap too fall into. But on the other hand, it also makes a nice stepping stone for early automation. Allowing you to gather resources quicker before upgrading to a mining machine. And, it does give you a small edge when doing early cave diving where you
  18. The 50,000mb/tick is not directly a hard coded limit in the mod. It is entirely limited to the amount of water available too the reactor at any given tick. No matter the setup, or transfer speed, the internal buffer of the reactor will always limit how much steam can be produced in very large reactors. And since the reactor can only hold 50,000mb of water at any given time, that is the steam limit. The other limitation in the current version of BR, as has been said, is the limited control you have with fine tuning the control rods. Newer versions for minecraft 1.7.x have addressed this
  19. Have been playing around a little with the 1.7.10 version of big reactors. The changes made do not seem to have much effect on power output and fuel use for reactor designs. Have not played much with turbines. But the changes to how you interact with the reactor are Huge! Makes playing around with large reactors so much easier and it's even easier to use ComputerCraft or Rednet to control with your reactor. For the passive cooled reactors, there has been a few little changes to coolant. Most of these changes just seem to improve the consistency of the mod as a whole rather then change
  20. Found 3 cats in my base. Now, must... string....

  21. jakalth

    1.8?

    I believe I can answer this whole question with one simple response: Maybe. But I think it just got delayed by another twelve shovels of gravel for this post alone....
  22. Hint #1, Cave World. otherwise you have too chase the glowstone too world height.
  23. An me interface can only have the one row of recipies in it. there is no way to increase the number of recipes an interface can hold, at this time. Building several me interfaces and furnaces has more then one benefit as stated. Spreading out your most commonly used recipes between the different furnaces allows them to be processed at the same time, speeding up the rate at which your system can auto process those requests. Even just having the recipes ballanced between two or three furnaces can make a very big difference. And when using the powered furnaces, like the TE redstone furnac
  24. fission reactor is now called "reactor cell". Simple as that. The reactor cell can be stacked to make a more powerful multiblock reactor. Controlling the reactor though is still touch and go.
  25. There is the MFR Harvester, steve's carts, pistons, block breakers, or the flowing water trick. MFR Harvesters are the simplest to use and probably the cheapest to make for larger sugarcane fields. but for a small field, this is not true. They also require outside power to run. Steve's Carts are interesting to use, but comparatively costly to make. When used for trees, as you may know, they require coal or lava firing to keep them running. But, for an open field, like sugarcane, they can be powered entirely by solar power making them entirely self powered. but going fully solar do
×
×
  • Create New...