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gloomwalker

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About gloomwalker

  • Birthday 07/05/1993

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  1. Just a pointer: It does say that right on the front page. I quote: "Tekkit 3.1.1 is live, as a reminder your clients will have to manually select the 3.1.1 build in the Launcher options until we are sure Tekkit is running completely fine. Generally this takes a week or less.

  2. I had a problem similar to this not that long ago. I believe You have to OP buildcraft (/Op [buildCraft]). Apparently sometimes the mods(IC2 and Buildcraft at least) aren't given permissions to break blocks, so by OPing them(/op [industrialCraft] and /op [buildCraft]) It allows them to break blocks. Hopefully this helps :)
  3. Awesome! It works, thanks alot We did the same with buildcraft for the mining well, and its working as well.
  4. Title: Miner Eats EU, doesnt mine? Version: 3.0.3/3.0.4 OS: Win7 64x Java Version: Java 7 update 4 Description of Problem: IC2 miner doesn't mine at all, uses EU at much faster than normal. We placed fully charged drill, and OD scanner inside, and miningpipes. I've tested the miner in SSP Tekkit, it works fine, but for some reason it isn't working on our server. Error Messages: none. Error Log:
  5. Updating from Technic 6 to Technic 7 I tried to update to Technic 7 and all I got was a saving chunks error or white screen Solution: Go to your .techniclauncher folder, and delete your technicssp folder. Then just re-launch the Technic Launcher and re-download and install Technic 7. Reason: Technic 6 is installed to the TechnicSSP folder. When You try to update to Technic 7, it installs all the Technic 7 mods into THE SAME FOLDER. Think of it like this: If You installed Hack/Mine, and then installed The Yogbox Directly into the same folder, You would expect errors right? The same goes for upgrading to Technic 7. Technic 7 is essentially a new Modpack. Since it doesnt delete the original TechnicSSP folder before updating, You end up with config files and such for the Technic 6 mods. Minecraft doesnt like that, and will crash. Hopefully This helps, I've seen a TON of people posting with this problem. I know Technic 7 is still a Dev build, but If this is a common solution, it might reduce the number of people who post about getting this issue.
  6. Re: 6 chamber Nuclear Reactor Setup Esilaire, If You made any changes to the reactor wesnc made, You have to use the "save" button, otherwise You're just linking to the reactor wesnc made (which is what You did) Just need to fix the link so we can see the modifications :)
  7. What technic version is this? 1.1.4 doesnt sound remotely familiar to me... You should probably post more information regarding Your setup, if You have recently tried installing other mods etc otherwise its difficult to actually offer any help at all... Your current issue could be a large variety of different things, so without more information of what You have been doing prior to getting the error there's nothing anyone can really do...
  8. Re: 6 chamber Nuclear Reactor Setup Wesnc, While that does look like a pretty good layout, take a look at this (Created by SimpleGuy) reactor that uses half Uranium Yours does, and creates almost as much EU(20M opposed to 24M).It only has a 38m cooldown, so its essentially more efficient as Your getting the approximate same ammount of EU in the same amount of time for much less Uranium. Pilchard, I don't think anyone has actually, no. Mainly because theres no such thing as a perfect reactor. You can have a reactor that creates massive amounts of EU(See my post about the reactor build i tested and got working), but needs alot of ice(SUC-Single Use Coolant), or a reactor that creates much smaller amounts of EU(such as Wesnc or the reactor build I posted in the part to Wesnc), that are much less work, and dont require any extra coolant. Most setups use anywhere from 2 - 4 or 5 uranium usually, in order to get the maximum efficiency while keeping generation time at max to avoid redstone work, and to keep the cooldowns relatively small as well. Then there are the reactors that have all their chambers almost entirely full of uranium, but require alot of extra redstone work, and SUC's such as water buckets or ice blocks. THe only other thing I can think of on the topic of perfect reatctors is that there are so many possible setups that it would be practically impossible to go through them all to find the one that does the absolute best. Thats why we post our designs here that way we can see the best designs we've found so far, but again, its hard to come up with a "perfect" reactor due to the fact that everyone wants something slightly different from the reactor they themselves are using.
  9. Re: 6 chamber Nuclear Reactor Setup Yes You could use it as a second reactor, no doubt. Low-Maintenance reactors are pretty nice, I do agree on that point. You can run a 3 cell reactor and a breeder reactor and not have to check on either, and still only have to come back and check them at the same 4 hour interval as before. My reason for saying "make a breeder type reactor" is that the way You are running it now, Yes you are getting one uranium cell back, Your still getting a -2 loss of cells each generation cycle. So regardless of whether you put that depleted cell in there or not, You're still losing uranium in the end. If You don't want to have to go hunting for uranium eventually You can make a breeder reactor, run it a few times, then switch it to your preferred layout after that until Your low on uranium again. It's mainly to help self support your reactor systems. I run a breeder style reactor and a normal reactor, and whenever i have a decent surplus of uranium cells i just switch the breeder to a normal reactor setup, and when i get low again i switch back. I don't have to check up on it constantly as both the normal reactors and breeders have no real cooldowns.. As well, The reactor setup I use only uses 3 cells(no depleted cell) and has a 21 second or so cooldown. That reduces the wait time to about 3 hours, instead of 4, theoretically. Even if I did come back a bit early, it can run for infinite cycles, so it will never overheat. Breeder Reactor Setups: http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?7baq0hj5hnxytheu41au4olui=1m101010114010101001019 http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?9101qiia11xpishk9m5teqhzms476xac3=101k1010114010101001019 Reactor Setup I Use: http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?93qkkjfufykbie9pp8uqkalr76aw69z4=1k10101001501521s1r11r10 Again, As You can see, none of those reactors requires checking, other than to refill or refuel them every 3 or so hours. Im not saying You have to do it this way, it's just a suggestion to maybe reduce the effort on your part :)
  10. Re: 6 chamber Nuclear Reactor Setup @mmaughanjr While that looks like a pretty decent setup, having a 69 minute cooldown is quite a dealbreaker for me :l I could run my 3cell reactor twice in the time yours would run and cooldown, and I'd be generating more power as well:P for a four cell reactor it is pretty decent though @Naturam, Cool idea, although If You really want a reactor to recharge a depleted cell, You're probably better off creating a second reactor and using it as a breeder, or switching layouts every other generation... It is nice that You get one cell back essentially after each run though..
  11. I could be wrong here, but isnt everyone else playing technic 6 now? Because apparently he's still using techinc 2.0? if that even actually exists anymore.. And even if He has an alienware, You can get custombuilt alienwares that are absolute S#!t if You dont max out the specs. They can be so Underpowered and still cost more than the average pc, all because of that fancy little logo...
  12. Re: 6 chamber Nuclear Reactor Setup Thanks Blaster. And as SimpleGuy said, efficiency is hardly the only thing to look at in a reactor. Cooldown, generation time, and how much Ice You're putting in are all factors as well. I don't play tekkit, but I still prefer using something that I know isnt going to possibly blow every four seconds if I messed something up... I also never find myself needed 350 million EU's ever... It is cool to have that much power, but hardly necessary in my opinion.
  13. Re: 6 chamber Nuclear Reactor Setup hey blaster, check your links, the last three You posted all lead to the same 5 chamber setup as You originally posted...
  14. Re: 6 chamber Nuclear Reactor Setup Very Nice reactor Blaster, Mind if I steal that at some point? haha Post a picture or two of that solar array, I've always been interested in setting up something using solar energy, but never felt like actually building them all...
  15. Re: 6 chamber Nuclear Reactor Setup They both look like plausible reactors for sure, and as the cooldown is low on both I dont see that it would be a problem to run them on redstone and ice, similar to the way i did mine. I will say though that You would probably have to re-do the ice converter timing in order to not have to little ice being generated, and If You change the redstone timer for running the reactor itself, that would cause further changes to the ice converter... It is plausible to setup reactors such as those, It just requires alot of effort to do so to make them safe. And be aware, no amount of calculations can guarantee that something wont go wrong, and You wont still have a giant hole in the ground. But Yes, They're both plausible, however unless You really need 300+ million EU's, Theres no real need to make reactors such as these, or even the one i did. I could make that much energy last a full minecraft year, if not more...
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