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Norman1346

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Everything posted by Norman1346

  1. Will modular force feilds protect the base? Have not tested but was wondering for myself.
  2. Last night I had some corruption or something in my 1.6.4. test world which is in 1.2.5., single player. I looked at a dimensional anchor interface and the game closed. No crash report or anything. Then after that the game closed immediately every single time I tried to load the world. I was able to save the world by deleting the dimensional anchor mod before loading the world. So the anchor was defiantly the source of the game closing. I have no idea if this an issue with the new 1.6.4 version or if the computer gods just decided to strike me with a random bit of misfortune, but I thought I would mention it in case any other person has had an issue with the dimension anchor.
  3. I always recommend people check out thermal expansion if they are new to the pack. Thermal expansion provides many kool utility machines. The pulverizer lets you double the ingots you get from ore, The induction smelter which can make hardened glass and even give three ingots per ore once you get some rich slag. You can make lava and ice with some machines. Thermal expansion even adds power storage and engines or dynamos to make power.
  4. Just so you know Shawn and Redsector, you can actually make Inter-linking books with Mystcraft that link within the same dimension. You simply need to drop a ender pearl or two into the ink-mixer and have a small amount of luck.
  5. So i just switch from 1.2.2 to 1.2.5. and the coercion driver works now!! That means it is now entirely possible to convert MJ to RF by using the modular forcefeild mod!! Uber Woot!
  6. While I am sure some people can. I could not. I have never changed my skin, or backed up a world, or taken a screenshot, or changed a config file. I am about as able to make a mod pack as I am to spin straw into gold. It is not easy for everybody. That is one thing those comfortable with tech knowledge seem not to appreciate. It took me a year to figure out how to turn off my windows 8 laptop. Back to my original question, are you saying you think the plugin API won't diminish the need for the tekkit pack because large packs will still require much work??
  7. Lethosos and Gio.... Those would both be awesome additions to the pack but don't you think you are completely failing to help Coupe with his concerns by appealing to mods that are not in the pack??
  8. In the launcher before you start the actual game their is a little gear icon at the bottom of the tekkit icon on the left side. Select it and then switch it from the recommended build to the latest one. Be warned though it is highly recommend that you back up your world before trying a version that is still being tested. I actually just made a new world cause I don't know how to do that. It might not be a bad idea to start a new world even if you are comfortable making a back-up because this is an update with lots of big changes and things work a bit differently now.
  9. If they fix that one block to accept MJ it fixes the issues with the update though because the correction deriver can take in and out put both MJ and RF. It could be used to create a power converting system.
  10. I was watching a snapshot spotlight on the new version of vanilla MC and it looks like they finally got rid of numbered block IDs in preparation for the upcoming plugin API. Will the launch of a successful plugin API mean the end of the need for the Tekkit pack? If combining mods becomes as easy as dragging and dropping will there be any need for what you guys do here? I sort of hope not. While I would welcome the ability to put together my own mod packs I have a certain fondness for Tekkit, if it disappeared I would be sad. EDIT for clarity; That is to say I hope that tekkit pack will still be around, not that I hope there won't be a need for what the tekkit pack offers.
  11. Unfortunately the new Tekkit pack never had rail-craft as it is an older mod. Elevator tracks ARE awesome. I would program some turtles to act as an elevator. Have one at the top that is programed to go down wait a few seconds for you to get off and then go back up. Then have another turtle doing the reverse at the bottom. You could also just use a mystcraft portal and save yourself the climb all together.
  12. SO I noticed that the correction derive from modular force fields mod says it accepts both MJ and RF right on the interface of the machine, but it is not currently producing force energy if fed MJ in the latest version. BC pipes show a line of power flowing to the machine. Just thought it might be an oversight or a glitch from changing version. If it was not a glitch or oversight I would suggest changing the interface of the machine so it does not tell players it can accept MJ.
  13. I have to say that I have been testing the new build and I have been getting minium shard drops. The actual minium stone does not make any thing but I was able to craft it.
  14. So it seems to me that in the new version the contents of build-craft pipes don't save when the world is quit and reloaded. Anything in a BC transport pipe is lost when this happens.
  15. I was just wondering what PIM is? Is that something that is being added in the new build?
  16. That worked exactly fine for me. A BC pump should operate continuously in the presence of a dimensional anchor. The only guess I can think of is that perhaps you have the dimensional anchor set to only one chunk and your anchor and pump are on different chunks? You could turn on the chunk grid on the mini map to check. I would also try to put a dimensional anchor at your base too. Just some thoughts...
  17. Would it not make an insane amount of sense for that to be set to true by default??
  18. That is not correct. I have a extreme hills world made from nether brick and there is no instability or destructive traits. Only slowness 1.
  19. Corrected by Jakalth once again... I really thought some of those things made a difference... Maybe in a previous version? NO? Am I just getting ideas in my head from nowhere? Oh well. Anyway. I do have a stable oil Age though. I will edit the Symbols I used onto this post later tonight.
  20. It is entirely possible to make a stable oil world, I have one. I have with 3 biomes with oil ocean, dessert oil field, and just normal dessert. Aslo surface oil lakes. You have to write in symbols that add stability. I have found anything that is not entirely desirable adds stability. Things like Dark Lighting, Dark Sun, double length suns, slow weather, eternal weather, charged, spontaneous explosions, huge biomes. You will want to avoid symbols that reduce stability. This is not just the obvious ones like dense ores or diamond but also bright lighting, no weather, huge trees, and any block of even slight value, such as nether quarts, glow-stone, or crystals. You may get something like slowness2 or mining fatigue, but you won't get world decay.
  21. I saw this thread a couple days ago and thought, not without red-power, but just now I had a idea. How about Q craft?? I have not used this new mode but could it not make a hidden launch door that you can pass through from the bottom but that acts solid from the top?? I am not ready to get into Q craft yet so I probably won't test this but from my understanding it could work for your needs. Q-craft seems like a great mod for those that have problems with greifers.
  22. I am far from very knowledgeable but it seems like you are not doing anything that should cause that problem. I am not aware of such a bug in any of the recent versions either. Does it happen in a new world? A stab in the dark would be corrupted mod data. I would re-download new tekkit and try it in a new world. My apologies if one of the really techy people answers your problem and I am not even close. Thought I'd give my two cents since there was no replies yet.
  23. I don't know about that block, but there is a hand held meter you could use to measure the current going threw the output cable.
  24. Get some cats. Then get a MFR safari-net and launcher, and fire cats at the creepers.
  25. To each their own. I think new tekkit is vastly superior to old tekkit. New tekkit has a better balance of ores so the earth is not overloaded with stuff. New tekkit has better recipes so you are not crafting 10 billion wires to make everything. New tekkit has a way less OP version of equivalent exchange. I don't see a need for another type of wire either. Power Pipes work fine and are much better than they used to be. Max power pipe is like 1 K MJ and conduit is between 2 and 3 MJ, would a wire that transmits like 1.5 K MJ add anything to the game? I don't think so. There is something to be said for a many options mode pack. That is indeed what business elite shoots for. In my opinion New Tekkit seems to be more about getting the same functions with balance and simplicity.
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