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Everything posted by jakalth
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running a server with 1.6.2 should actually be easier. minecraft does a better job of splitting up server and client data and demand in 1.6.x and higher. it's mostly in single player that you get hit harder with memory usage. I've played with basically every mod in Tekkit, on a 1.6.4 alpha modpack(non-tekkit). They all work, but the demand on the computer is a little higher then Tekkit is. Partly due to config differences. On my system, the mods run a little unstable. I've only got a 32 bit system to run it on though. My computer is old... I'm sure the Tekkit team are on the same page here though, but with more stable computers I'm sure. Anyways. The mods are all there now. Now we merely need to wait for the pack to become stable enough for release.
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mffs force fields tend to fall apart if the server runs low on memory. depending on the size of the field, it can be sluggish, to virtually failing when the load gets too high.
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powercrystals has a good mostly stable release of mfr, 5 in fact. works ok with thermal expansion. but with TE3 beta available now, I'm sure he'll have a good strong release soon enough, will full TE3 support AND multi mod support. currently there are issues when other mods are added to the mix between mfr and te3. btw: MFR biofuel will no longer be as OP. It takes a LOT more to get a good biofuel setup going. But once you do, oh man is it still worth it. so yeah, Now it's resource balanced a bit better. Galacticraft mars is so much fun as well. You'll be glad you waited for tekkit to get all the mods together though. So much synergy between the mods now. They do not completely share the same energy systems, but they all connect in odd and wonderful ways. Like galacticraft wires. Those things just work so nicely! Te3 conduits are a whole nother beast now(in the good way). And the item ducts are interesting to use. Mystcraft has a lot of new toys(symbols) and plays better with the other mods. a lot of the other mods have added or changes their features. The thing I see most, holding Tekkit 1.6.2 back is simply this: Not all 1.6.x mods are completely stable. When you add them together, they do not always play nice, yet. There hasn't been enough time with all the mods available to iron out the cross mod bugs yet. Each mod may be stable and very much playable on their own, but when added together, compatibility is a bit shaky yet. Just give it some more time for the mods to mature a little more, now that they are all here for the world to try. Shouldn't take long. also be cautious... 1.6.2 runs a little different server strategy. getting the modpack working, and keeping it from eating all your memory is a different can of worms now.
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BC has the new system implemented. It's actually better then we could of hoped for. Far more stable in 1.6.2/1.6.4 then it even is now. The pipes actually work better if that is believable. BC conductive pipes are completely viable and useful for power systems again.
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Atomic science power generation. Tips and tricks.
jakalth replied to jakalth's topic in Tekkit Discussion
Things are looking complicated for atomic science once you update things to Minecraft 1.6.4. I've already played around with it a bit. In the 1.6.4 version, fusion reactors now have a heatup process. the amount of heat exposed to the magnets makes a bigger difference. Piping steam works a bit difference. The ballance of steam vs power has been changed quite a bit. There will need to be a whole new set of tips needed once tekkit hits 1.6.4. But on the bright side, deuterium can be pumped, as a liquid, strait into the reactor. Huge improvement that basicly nulifies any changes to steam production. in 1.6.4 a fusion reactor can be powered by MJ and water alone. MJ + water = deuterium liquid. deuterium liquid pumps strait into the reactor. reactor uses about the same MJ to run. so reactor produces plasma off MJ, water, and a clean setup of pipes and extractors. -
F6, that is all
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Server hangs (not?) related to Mystcraft
jakalth replied to Timendainum's topic in Tekkit Discussion
gah. such simple things causing such large problems.... Glad you figured it out through. -
Server hangs (not?) related to Mystcraft
jakalth replied to Timendainum's topic in Tekkit Discussion
Hmmm. pondering the ponder able. Something might have gotten corrupted in the server files. possibly one of the mods, hopefully not the world its self... could try reinstalling the modpack onto the server. Just be sure to backup your world so you can restore it if this fixes the problem. If that's not it... maybe an issue with dimensional doors mod? it used to have issues with mystcraft. But when you removed myscraft that should of fixed those issues as well... Hmmm... not really sure what mods could cause issues like this... Unless... Galacticraft? not very likely though... -
Server hangs (not?) related to Mystcraft
jakalth replied to Timendainum's topic in Tekkit Discussion
It's an issue with the very weak multi-dimensional controls in vanilla minecraft. Minecraft it's self has a hard time dealing with more then about 3 or 4 dimension being active at a time, the more memory the server has available, the more dimensions it can handle, to a point... Add in mystcraft dimensions, the end, and the nether, and the server can end up running out of memory if they are all active. Either by players being in them, or by chunk loaders. Dimensional doors mod can cause this problem as well, but the tiny size of each dimension(pocket dimension, or puzzle dimensions) minimizes the effect on the server. Limbo on the other hands has as much of an effect as any other dimension. Are any of the mystcraft ages chunk loaded? If so, is it more then just 2 or 3? Are players using custom ages for their forts? Are there any ages, stored on the server, that can be deleted to free up storage space, like unused ages or ones that never quite turned out right? You can start by having your players go through and remove chunk loaders from any dimension that they do not need to have active all the time.(this includes the end and the nether if they are not being used for resources) Once this is done, have then all travel back to the over world and save/quit. Reboot the server and see if this has any effect on how it runs with everyone staying in the overworld for a while. If this does NOT help, then the simple solution isn't enough, sadly... If this does help. Then the simple solution is to limit the number of total ages allowed to be chunk loaded on the server to a small number of community ages and limit them to just 1 personal age at most, preferable not chunk loaded. If all goes well, you can try letting them each have two ages at most and go up from there as long as the server can still handle it. Just keep the chunk loading limited to as few ages as possible. Overworld does not count for the sake of chunk loading dimensions. Some though will have to be made to find other possible solutions if the simple solution does not work. -
Thing is, for about 75% of the people using the modpack, there is no issues with generating Uranium as it is when the modpack is downloaded. The reason the other 25% of the people have issues is not really known. Cofh Core usually works very well for generation and all around standardization of mod controls. Has no known issues with either forge or chicken bones. Uranium generation works perfectly fine for me in the latest version of Tekkit. I had issues with an older version and that is why I still remember the config tricks.
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How about a room full of flying blocks so you can play a game of dodge ball. Well, sort of. Making puzzles, using buildcraft pipes and vanilla stuff where the goal is to get through it without picking up a block. Gold pipes will throw the block they are transporting quite a ways and an obsidian pipe can pick it up again. if this gives you an idea where to start. Would be interesting to watch if nothing else. Blocks flying through the air in a sort of pipe less transport system.
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Second option is to turn on ore generation in the atomic science config file. Then either look for unexplored chunks or make a new Mystcraft age to mine it from. Uranium ore generation is VERY rare btw. You might find 1 or 2 blocks in a 16 x 16 quarry. At most...
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Possible issue with configuration files. Current version of COFH and current version of Atomic Science have differing versions for their Uranium ore. It should cause no problems for the COFH core to generate the ore, but for some people it does. COFH core is what Tekkit uses to generate all its ores. It is a good custom generator. Go into your tekkit folder and adjust one of the config files. tekkitmain/config/cofh/World.cfg Near the bottom you'll find a section for "uranite". In this section change the line "I:BlockId=941" too "I:BlockId=1402". That should allow the COFH generator to find the uranium ore easier and regenerate the ores in your world. You might still have to move to chunks that have not been explored before to mine up your uranium. But at least now it should start generating the ores. Another option would be to make a mystcraft age just for mining. The new age(dimension) should have all the ores generated correctly.
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Pipe wires might also connect a redstone signal into the same face as the BC pipe.
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Ghast spawning. I've played around with this myself. Things to note: 1: A Ghast present takes up so much space that the autospawner can not find a suitable place to spawn another until the Ghast is removed. 2: They need at least a 5x5x8 room(inside dimensions) to spawn in. The auto spawner has to be taken into account due to the size of a Ghast.(effectively 5x5x7, actual dimensions are smaller) 3: Anything on the ground, that is higher then the Autospawner, can and will make spawning difficult and slow regardless of room height.. This includes conveyer belts. This might also be effected by the autospawner it's self being recessed into the floor. Mine was on top of the floor. 4: Lighting seems to have no effect, except for the mentioned floodlights. 5: Chunk loaders have no effect.(the same goes for all hostile mobs.) Other then for keeping the power supply and mob essence supply flowing.
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What is going to happen with the 1.6/1.7 versions of tekkit?
jakalth replied to Generalcamo's topic in Tekkit Discussion
Well, to note, Buildcraft's power system is becoming more stringent. Making it harder for mods to work with it. So having a different power system would not be all bad if a power converter is an easy way to connect with BC's new system. Or just do it the old way, engines = BC, generators = everything else. Using a different power system would depend entirely on one thing: Compatibility. The energy would need to be flexible enough to allow other mods to pick it up and use it with no hassle. Even if the mods were not originally designed to use that system as it's primary power. It would need to be stable power, so no glitchyness with your power grid or connections between different mod machines. It should also be the core of the new pack. So having the majority of mods use that power. From what I understand, that really only leads us back to what you originally stated: 1: Keep Thermal Expansion and use its new power system as the primary power system. Come on, Thermal Expansion is a good mod and has treated us well this far. Lets give it the benefit of the doubt here. 2: Try switching to IC and use the IC power system.(most mods in Tekkit will accept EU as readily as BC power) Yes, IC3 is getting a much needed overhaul, but I have yet to see the results. Hopefully it will end up for the better. IC always was a good multipurpose mod. 3: Find another way to unify the power. Custom power system would be required here. But that would limit how much customization of the mod pack can be done by the users. It's quite hard to get other mod makers to go with adding a new power system to their mod. It's a lot of coding and work for something that might not even last. And/or it might cause severe issues with their existing code. 4: Find another set of mods that have a unified energy system. If it's not BC, or IC2, then I believe they call it Universal Electric... Those sets of mods are fairly nice. Most of them work very well. But... UE power system is finicky when it comes to mods that are not UE. It is completely hit or miss. I've seen and heard of a lot of... issues... when dealing with UE power and non-UE mods... And besides, doing that would basicly make a whole new mod pack. It would not be tekkit anymore... Edit: do have to add that the new BC power system is looking to be quite a bit more robust then it used to be, so the tradeoff of being harder to connect to it is balanced with the system most likely behaving far better then it even does now. -
Atomic science power generation. Tips and tricks.
jakalth replied to jakalth's topic in Tekkit Discussion
That's a good idea you have there. Stalling the retraction of the control rod to extent fuel rod life. I'll need to add that to the list of tips. That is also a nice video explaining how to build it. A lot nicer to view then my picture explanation. I'm glad you found the information useful. -
I've had it happen to me, once. Thought I had them all set to their correct setting, only to find one that had switched ,a few days later, and it was constantly draining a good portion of my base's power. Odd stuff can happen, even with stable mods.
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Spruce is less productive then oak, but only in that the saplings will not grow when too close to an adult tree. They need their space, not when planted, but between harvesting and growth. sounds like you might have the case of the inverted redstone energy conduit. so check your connections. One of your tesseracts might have a switched connection causing it to act as a huge power dump. 20% loss also counts if the conduit is looped on the tesseract(one input, one output from the same tesseract), so it might just be wasting power there.
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Reasonably transforming my BC network into an AE network
jakalth replied to Flextt's topic in Tekkit Discussion
crafting on demand can be done with import ,export, and I think storage buses as well, but they need something else to do the crafting, like a me interface hooked up to a furnace and/or an me autocrafter(the big multiblock crafting computer). Just click on the lower button that switches between single and stack mode. On the precise and fuzzy ones, they have a craft and move items mode, or a craft only mode. So they will request items to be crafted automaticly. Like a chest full of stone bricks. You pull a stack out and it will craft another stack to keep the chest full. I use this trick on my reactor but it is just as suited for anything you use on a regular basis. best to use small chests for this though unless you really need to keep a large number of them in storage at all times. -
Atomic science power generation. Tips and tricks.
jakalth replied to jakalth's topic in Tekkit Discussion
in 1.1.8, the drain did not work, yet. Not sure about in 1.1.10. The drain and toxicity are parts of a feature that may not be 100% implemented. -
No what he said does sound like an item ID conflict. Or possibly an option turned on in the config file by accident. The crafting ingrediant replacement is probably an option in the config file to allow a recipie from a mod that is not in tekkit. An oversight when the mod was compiled maybe? or simply just the config file was changed with the new version of atomic science and the modpack makers didn't know it changed. Check the config file and see if it has options to use other mods for the crafting recipie. If so, make sure they are all turned off except for either basic components(should be the copper wire), MFR(plastic sheets everywhere), or thermal expansion.
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1) BC works, but not always the safest. If the boiler gets backed up for some reason... mess. AE is always a good option if you can use it.
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In other words, give the steam funnels a loss %.
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Yeah, it's far more efficient to run the wither skeleton farm in the nether due to being able to run the autospawner in standard mode(not exact copy). Otherwise you just use exact copy with a netted wither skeleton in your base.