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phazeonphoenix

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Posts posted by phazeonphoenix

  1. Let's look closely a third time...

    If you make any content available on or through our Game, you must give us permission to use ...

    OK they can do what they want with it.

    ... and you must also let us permit other people to use ...

    And they can say others can do what they want with it too. Same difference.

    This is merely legalese saying if any litigation is attempted, they have final say in how it's used. It doesn't say that they will every time. So as an example if a mod dev where to say "You can't do this with my mod" he'd have a hard time actually stopping anything. It's the "let's all behave like adults here" clause.

  2. Wait... Looking closely at those pictures am I right in guessing that you either purposely or inadvertently removed the top layer of bedrock? So that the top of the quarry frame is on level with the top of the world? Try lowering the whole thing down at least 1 maybe more blocks. The nether and the end have a much lower maximum height (128) than the overworld (256).

  3. Ow. Sounds kinda childish honestly. "Ew changes we didn't want, screw you MJ, we're going elsewhere" :l

    What about everyone just using 1 powersource (except for IC² cuz it's nostalgic), is it so difficult to accept a powersource not made by yourself??? It is only becoming more stupid.

    Hmm... well if that was the case in the real world we'd probably still be using steam power for everything. Just because it works for a, b and c doesn't mean it will be as useful for x, y and z. BC MJs have been reliable and useful for unimaginably countless things but it has it's problems. MJs are moving towards "work in potential" (kenetic energy, kenesis pipes) like the term "horse power" we use for any form of mechanical power generation. RF, IC2's power, and UE are all electrical power implementations. Yes it would be nice if we'd all agree on one but as long as someone creates a straight forward way to convert power. We might need an updated version of the power converters from Tekkit Lite.

  4. If you start using just TE3 from generation to utilization and everything in between the first thing that I see is that TE is EFFICIENT as hell. They seemed to have taken what BC's MJs where in Tekkit 1.1.x and improved on it in almost every way. As Valkon said MJ has changed and seems to be more a pneumatic style of power. Because TE3 chose to re-implement rather than utilize an existing power format they where able to make it very efficient from the start. Right now we're running into some interoperability issues but give all the mods in question a couple revisions and TE3 might dethrone BC as the core mod of the pack.

    The above is simply my opinion and should be treated as such. :D

  5. Version 1.2.2 will be going live shortly.

    Fixed case issue with Tradebooth config file

    Added:

    Big Reactors v2.14alpha

    Carpenter's Blocks 1.9.9

    Updated:

    Buildcraft 4.2.2

    Logistics Pipes v0.7.4 build 98

    One could copy the files from the client into your server's mods and config directories, removing the outdated buildcraft and logi pipes. Then if you're on linux rename TradeBoothMod.cfg to tradeboothmod.cfg and you've got a 1.2.2 server.

  6. There isn't a way to secure ender chests/tanks. He probably plays alone or on with a small group that won't mess around with one another. Your request-on-demand system would be the safest unless someone watches your ender channel and snags em before you do. AE subnets are the kind of thing where if you're a nit picker and don't like the intermediary items/blocks being in your AE crafting window then you could separate that and only put the end result into your storage network. Completely optional and unnecessary but there you are lol.

    Edit: Correction, you can "lock" ender chests which does make the ender channel private and no one else can access it by placing an identical chest, BUT anyone who can access a physical ender chest that you've created and locked will still be able to access the contents.

  7. This issue isn't an easy one to troubleshoot because most of the causes of this message are related to your networking configuration. Running a MC server on a dedicated box with a wired connection is going to work much better than if it's running wirelessly off your laptop for example. Some things to try:

    1. Is your tekkit modified in any way? Do you already have a lot of things in your world? Try a fresh tekkit server install and see if they can connect to that.

    2. Move your server to it's own box, or at least separate from your client. Put it on a wired connection. Give it more RAM.

    3. Test the stability of your network. This is the troublesome part. You have two "zones" to think about, your local network and your public network (everything past your modem is public). Test both. I can't give you a detailed how to but the jist of it is test the reliability of the connections from where you're hosting your server to your router and then test your internet connection. A simple ping in a console aimed at your router should help with the local network. Pay attention to the response time, usually in miliseconds. On a wired connection your ping should be very low, less than 20 ms. Keep pinging and watch for severe fluctuations in the response time. This is most often found in a wireless network. You'll get patches of time where it takes longer to make the round trip than others and that's not good for a server. This is typically called "latency" to networking boffins. Once you're reasonably certain your local network is as well as can be expected, test your internet connection. Ping an external IP address like 8.8.8.8 (One of Google's DNS servers) and watch the response times. This will be a longer round trip than locally but you're looking for less than 100ms and again no major fluctuations.

  8. I seem to have ran into an issue where the client can't connect to the server.

    Both the server and the client are running v1.2.1 and both client and server are a fresh install.

    Possibly a configuration mismatch between the client and the server.

    Ah I ran into this too. Is one of the affected computers a Linux machine? I'd guess and say your server is. Skuli please make note. There is an issue with filename casing. The zip includes TradeBooth.cfg with the caps. The mod appears to look for tradebooth.cfg no caps. Linux is case sensitive and the mod, looking for lowercased tradebooth.cfg and not finding it, resets to default and then saves a new tradebooth.cfg. This has no effect on a Windows based server.

  9. But isn't it a pain to wait so long for the items you request in such a big base? Isn't it better to use Applied Energistics then?

    And what's that huge red thing on top of your base? Never used the mod that's from...

    Yes and no. If you run pipes all throughout then yes it will take a while for items to move around. But fortunately you can use (or at least could use in 1.1.x) Tesserects and Phazed transport pipes to span long distances.

  10. Galacticraft ore generation in the overworld can be tuned separately in the config. In my world I've disabled its tin and copper ores while leaving aluminium and silicon to eliminate duplicates. Generation on other planets is unchanged.

    To correct myself only Galacticraft Aluminum can't be processed, only smelted. Galacticraft Tin and Copper are processable. Using TE machines to process you only get one type of dust or ingot in the end so it's largely unnecessary to disable the Galacticraft ores. Just funnel all your ore into a pulverizer or an induction smelter and that eliminates the issue.

  11. How dare you call me young.

    Reading what Darth Kitty there said I see nothing at all that even comes close to a suggestion of an age range. If you jump to conclusions that someone's insulting you when in fact they're giving you what's called "Constructive Criticism" you'll alienate a lot of people through your life.

  12. Just a little question:

    Why you don't use up2date versions of all mods for 1.6.4? And i don't want to offend or blame someone (if it sounds like that) =)

    Because adding all your mods at once to a modpack and hoping they will play nicely together would mean headache if there is a problem. Where do you look first? Sometimes it's obvious other times it's not. Trickle updating mods and letting us play with them for a while to work out kinks and bugs along the way makes it easier overall.

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