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badkruka

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Everything posted by badkruka

  1. It's a know bug and it have been fixed but I'm guessing Tekkit doesn't have implemented that version of Galacticraft yet. https://github.com/micdoodle8/Galacticraft/issues/414
  2. Can't get it to work either. Have you writen a bug report on it?
  3. Build a fully automated machinepark and storage just using BC mod. (ofc machines and storage units can be other then BC. )
  4. Don't know since when I build that powerplant, steam funnels where broken and couldn't even power a singel small turbine put directly above it. If they have fixed it I can't tell since our fusin plant produces so much power with small turbines put above the water with no steam funnel between. Atomic Science feels like it's gone back into an alpha stage so I will wait going into deephs with it untill it's seems to be back on track.
  5. Atomic Scients small turbines produces arount 6-7k RF/tic each if I remember correctly. You can put 8 small turbines in the center water of the fusion powerplant and get so much power it cover all your needs. If you need more you can put small turbines in the outer ring of water and get even more power. We have a fusin powerplant with 8 small turbines and it runs a laser drill at full speed and all other machines we got.
  6. in tekkit folder you have a folder named "mods". In "mods" folder are all the mods. If you for an example whant to remove the mod minefactory you move the file "minefactoryreloaded-2.7.8-482" out from "mods" folder. If you then start the game and enter the world all minefactory blocks will be removed and you cant create/build minefactory stuff. Stop the game and move back "minefactoryreloaded-2.7.8-482" to the "mods" folder and the minefactory mod will now be back when you start the game and enter the world but all the minefactory block will be gone but now you can build/create them again. This works on a server but if it works on singel player game I dont know. Make a copy of your world and then remove one mod you know you have used from the folder "mods" and then start the game. If you can enter then you know that mod had a broken block in your world and now are gone. If you still can't enter the world then close the game and remove another mod you have used from the "mods" folder. Do so untill you can enter again the world again. The last mod you removed will be the one that had a broken block in your world. Now copy back the backup world and move back all mods you had removed all but the one you know caused the problem. Now enter the world and all blocks from that mod will be gone. Save and exit the game and move back the last mod and now you should have a working game again. Just enter creative mode and create all the missing blocks and you are back. But as I have said earlier I can't promise it works on singel player game.
  7. I have no clue how to know what is wrong and how it will effekt singelplayer when you remove mods. In the first version of tekkit 1.6.4 we got problem with our server where we couldn't join the server and my gut told me it should have been Minefactory since I was building a huge fully atomated farms and biopark. So I simply removed Minefactory mod from the server and my client and after that I could join the server again. I lost my farms and biopark but it saved the world. Don't know if this will work on singel but make a copy of it and start to remove mods you know you use one by one untill it works again. The last one you removed should be the one causing your problem. Then just copy back the backup and just remove the last mod and that should do it. If this is a possible on singel I dont know but it works as a way to fix a broken server. By removing I mean cut and paste the mod file/map out from the mod folder and then move them back again later.
  8. If you know what is causing the problem you can just remove that addon from the server and your client. Enter the world and the server will remove all blocks from that addon. After that just put back the addon and enter the world and replace all the missing blocks in creative mode.
  9. That was the point with this post to see if anyone here knows if Minefactory have changed the behaviour of auto-spawner or if it's a bug.
  10. This isn't a new built I built after the patch. This is an old one that I have used throu the latest versins of Tekkit. The problem started after last patch.
  11. After we updated to the latest tekkit we have problem with one auto-spawner that are built into the wall. http://imgur.com/a/N2g7V Before the upgrade it had no problem at all spawning mobs but after it takes realy long time between each spawning. I tryed to remove the conveyor belt but no improvement. The other spawner we have the auto-spawner are in the floor in middle of a 5*5*5 pit and it have ni problem att all spawning mobs after the update. Does anyone know if something have changed with the new version of Minefactory or if it may be a bug related issue.
  12. linked books only works between worlds so you can't use linked book as a teleporter in the same world. Best way to teleport are dimentiondoors but they are now expensive to build since you need worldthreads to make them. But they work in the same worlds or between worlds.
  13. connect a rednet cable on the back of the computer thats stands on the floor and then put a redstone behind the rednet cable. A flat surface on the edge of the rednet cable toward the redstone will now apear and the cross on it will have the colour white. (You can change the colour on the cross to those you can see in the color api I linked in the earlier post) Now enter the lua mode by typing lua and then enter in the computer. now type the following code. rs.setBundledOutput("back", 1) "back" = the side of the computer 1 = colors.white (in the colors api, you can use the decimal number or the Color name now the computer will send a redstone signal throu the rednet cable and lightup the redstone on the floor. If you change the colour on the cross on the rednetcable to another colour the redstone will stop glowing since the computer only sends a redstone signal on the colors.white band throu the rednet cable.
  14. redstone API: http://computercraft.info/wiki/Redstone_%28API%29 colors API: http://computercraft.info/wiki/Colors_%28API%29 These API's with rednetcable are realy awsome to build your own programs to control stuff in tekkit.
  15. Fusion powerplant are still viable. I'm just using 8 small turbines and it produces over 40k RF. More then powering a MFR Laser att full speed and have alot of spare power for the rest of the stuff. It's easy to fully automate so it still beats all other powerproducing machines.
  16. I'm using this autospawner to generate essence. http://imgur.com/a/N2g7V So sewers can collect exp balls and turn them into essence?
  17. Best way to get ore are the MFR Laser. It's power consuming but If you can build a fusion powerplant then power isn't an issue. To feed the fusion reactor with power and deuterium just hook a tesserect underneeth the reacter. The new tesseracts can send power,items and fluid throu the same tesseract.
  18. Since its an easy thing to add sealable blocks in the config I think the Tekkit owners should ask the comunity wich block that should be sealable from the other mods as standard. On the server I play on we feel very limited on Mars buildings since we only use original configs and are going for seals. I know we are not the only ones who have decided to use nonedited configs.
  19. Since 1.2.8c are locked I ask here instead. Was the infinite power bug with TE and GC mod supose to be fixed in now? Thought it was but I see its still there.
  20. I can't get it to camoflage. It turns the forcefield to glass by default when you add it and doesnt matter what block I put into it, the forcefield still looks like glass. Bug or have they changed how it works?
  21. Thanks for that info. I thought they had changed it since the last version of tekkit. Good to know an easier way around then using the Machinists Workbench.
  22. Have you tryed rednet cable as a signal carrier if it is the wire that is messing it up? Otherwise you should be able to use a vanlilla redstone comparator as a switch since it will close if a stronger rednet signal enters from the side of it then what is comming in from the back. Put a delay on the repeater so a signal first go throu and then be cut of by the repeaters signal. This should probably be able to be done with rednet + programmable rednet controller aswell but not sure since I never have dug into that one. I use computer + rednet cable instead.
  23. If it doesn't connect with the crafting table just use TE Cyclic assembler. To be able to "program" the schematic you need a Machibist's Workbench.
  24. Hehe missread your earlier post and got it that one large is better then a small one directly over the water so I tested it and came upp with that a big one are just half as good as nine small ones. Then I read your post again and saw that it was just that you said. Bah, I should have jumped on atomic science in the last version of tekkit as it seems to be way more fun playing with than this version if it.
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