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phazeonphoenix

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Everything posted by phazeonphoenix

  1. Skipping past MFFS to talk about other things first, Kotja's suggestion is still is the most basic method. I bet you could automate filling a vanilla dispenser with arrows with some AE magic. Some of the OpenCCSensors can be combined with ComputerCraft scripts to react on a couple of events like proximity or time of day. It's just a new trigger for old trap types. Now I'll return to MFFS. The Modular Force Field System has a block called the Interdiction Matrix which can do things like stop mobs and friendly mobs from spawning, kill mobs and/or friendly mobs, attack players and a few other things. It's an end game thing though as it takes a sizable amount of power. The Tekkit wiki is rather bare on MFFS but search Youtube. The mod overviews explain how to use the mod but it's fairly straight forward.
  2. Quarries do not take the same amount of power at all times. It varies depending on what it's doing at that moment. According to the wiki they can take as much as 48 MJ/t and my experience hasn't proven that figure wrong so we'll go with it. Weir's estimate is pretty spot on.
  3. Realize though that the fact IC2 was dropped was not the modpack compiler's fault. As a modpack and not a single self contained mod, Tekkit is at the mercy of sometimes cantankerous mod developers. A replacement had to be found and during that time when Tekkit was transitioning from MC 1.4.x to 1.5.x the other mods you mentioned weren't as mature and stable as they are now. Once we shift to 1.6.x the same thing could happen again. Fortunately though it seems most of the mods currently in Tekkit are still being updated or has been made to work with 1.6.x so it might not be as large of a loss. I agree with Norman that overall Tekkit Main is more balanced than Tekkit Lite was, but I also agree that the unintentional side effect was we lost a lot of the middle tiers of things we had before. I'd agree that Mekanism and most of the UE compatible mods would be a good addition, especially since we've got a couple already. The counterpoint I know someone will bring up is that we have Voltz for the UE mods but why can't it be in both? It seems to me that Tekkit and Voltz cover many of the same areas, the primary difference being the power system it's designed around. Let's have a TekVoltz pack!
  4. How many online games before MC have made decisions that later proved to hurt their "social image" so to speak and their user base simply leave for another form of online entertainment? Yes, the wording could be interpreted as Mojang could so far as directly rip off a mod for new vanilla features. But such a thing would really piss a lot of people off. As an indie game publisher that hit big, the overall approval of their user base is key to the furthered existence of their business. I think Marc Watson said it best there. They're not being jerks about it. The legal wording has to say we have this right to be jerks if it came down to it, but we won't be jerks unless you're jerks first. I'd be willing to say that yes we might lose a couple modders to exactly this kind of shenanigans but someone else will create a similar mod eventually. You want to be a jerk? OK you can stay behind then, see ya!
  5. Oh I agree on the aesthetics aspect. If EnderIO conduits seal oxygen that would indeed be the ultimate for space application. It might be a bit early to suggest adding this mod though. The version jump from MC 1.5.x to 1.6.x will be a large one for Tekkit. Mods like TE and BC have been reworked and improved and I think they're going away from MJ to a different power standard. The convienience of Tekkit is that all of it's components work together as well as could be expected. A while ago I decided to give the "Business Elite" modpack a whirl since it's 1.6.4. It included Buildcraft, EnderIO and Mekanism and there was a rather blaring problem with interfacing the differing power sources with blocks taking differing power and 3 differing types of conduit. Mekanism machines would drain a MJ power storage source. The other way around was completely bugged and I was getting infinite power or at least a very disproportionate exchange ratio. It's every bit as much about balance and interoperability as throwing every good mod in the mix
  6. This horse has been beaten a couple times over. While I am in favor of Ender I/O inside Tekkit it might be deemed as redundant. Tekkit already has ore processing so the SAG mill and the Alloy smelter are redundant and TE's is better IMHO. It's modular power cells are nice but rumor has it there will be tiers of RECs in later versions of TE (if it's not there already). There's a direct duplicate of the Sterling engine only in block form. The ores and powders are already in Tekkit. Yes the conduits are sexy in how they operate but we already have 2 types of conduits/pipes and 1.6.x versions of Galacticraft include a 3rd type of power conduit. Add yet another wrench into the mix. I will say though that the power monitor block is definitely nice.
  7. It depends on what Mojang's long term plan is. Right now the Minecraft modding community relies on third party hacks and launchers. It seems that Mojang is acknowledging the fact people want to be able to modify their game and so are implementing an official modding API. But that could only be part of a larger plan. Perhaps they're going to implement something like the Technic Launcher and the Solder API. An officially supported modification index and modpack support. If that's the case then that bit might make more sense. Such a system would be the next logical step after an official mod API, an official mod distribution model. It will be nice to be rid of all those adfly links. Since a mod is in effect a packaged hack and with creative interpretation of laws could be seen as at least questionable from a legal stand point, making money on a mod was akin to someone robbing a store and hocking the goods in my book.
  8. Hmm, interesting solution to oil supply problems. That was one of my turn offs for fuel and combustion engines that finding oil is like a never ending scavenger hunt for drops in the bucket. That and the risk of coming online to a crater instead of a power plant lol . If you like massive scale builds a single fusion reactor setup that would power all those devices would be right up your alley. There are a couple really good threads on the subject. I'd only suggest to place the reactor well away from the rest of your builds. The spinning rotors of the turbines causes quite a bit of client side lag and you can't turn it off as of yet.
  9. Ah that was one of the threads I based my design off of. Any one of those are viable with a little refinement. I seem to have a thing with symmetry so the solid cube design was appealing. Which design did you start with? I'm curious if yours was similar to mine but biiiiig lol. I believe you have to be careful not to create loops with the pipes in these arrays. At first I tried a design where the input and output pipes in my design where all connected at the bottom and that's where I fed and drew from simultaneously. I think the liquid would continually circulate through the system. In one LM then back out and into another. If this happened to you too at 64x64xbedrock sized array... God lol now what am I going to have to do to try and top you guys hmm...
  10. Well first thing I want to point out is that doing a wirelessly controlled turtle will be tricky. Turtles and computers won't do anything unless you program them to. For example, without a program running on your turtle that listens on the network for commands and executing them your turtle won't do anything. So lets say you create a simple program to do just that what happens if the turtle moves out of range? Does it return home for more instructions? How does it do that? What happens if the server goes down or the chunk unloads? Will it resume mining from where it left off? There's a lot of things to bear in mind. Your best bet would be to take a peek at the computercraft forums. There are several good mining scripts there. You'll probably get better help coding your own script on their forums than this one.
  11. The latest Tekkit is 1.1.10 and it's based on minecraft version 1.5.2 so you're as updated as you can get currently.
  12. Makeshift batteries and Redstone Energy Cells. Makeshift batteries are much easier to craft but hold only 10k, 35k or 80k MJs depending on their upgrades. Redstone energy cells are the best power storage at 200k MJ but are complicated to make early game. If you're already able to make Redstone Energy Conduit or Tesseracts then you have the necessary blocks to craft one. Also since it seems like you're coming from tekkit classic don't go looking for rubber trees to tap for rubber. Firstly you don't need rubber even a quarter as much from Tekkit Classic and the rubber trees in Tekkit Main simply drop rubber when you cut them down.
  13. Also bear in mind that Oxygen sealers are a little bugged in Tekkit. Not sure why but it has difficulty creating a seal or the seal will drop. Also the other possibility is that if a sealer isn't getting enough oxygen it won't seal a room until it does. It's the same basic ordeal as the oxygen bubble's size based on the amount of oxygen it receives.
  14. Breathe, breathe in the air, don't be afraid to care. Oh wait... It's probably the night vision as weirleader said. I always assign a key to the night vision toggle so I can go in and out of the dimensions that have this problem. Also if you don't have an oxygen setup you'll run out of air rather quickly. It is the great gig in the sky, you just have to prepare a bit for it. On the overworld, place an oxygen collector and an oxygen compressor linked together with some oxygen piping between them and you've got an infinite air supply to fill oxygen tanks with. Then craft yourself an oxygen mask, oxygen gear and two oxygen tanks of any size. Place the tanks into the compressor to fill em then place each of the oxygen items into their special slots in your inventory. Bang, one oxygen setup for short excursions into space. To make a similar setup on the moon or your space station, place an oxygen collector and compressor and surround it with tree leaves. A single oxygen collector will pull oxygen from leaves within a 5 block radius to fill itself with oxygen. More leaves = more oxygen. The leaves will eventually deteriorate and you'll have to replace them. Growing trees helps and I've heard growing wheat does too. You can survive for extended periods as long as you keep filling your tanks. In addition to the tanks the oxygen collector can feed oxygen to either the oxygen bubble distributor which will create a pocket of breathable air or create a structure and use the oxygen sealer to fill that structure with oxygen.
  15. These fusion reactors are complex and there are multiple ways to achieve the end ultimate result which is large amounts of steady power. Do you run the reactor core constantly or in bursts? Do you store the steam or just let it clog the pipes? Do you use RECells to buffer an intermittent period of power generation or is it truly constant? It largely doesn't matter how you balance it long as you can achieve something effective. My experience with storing it has proven to me that it is largely pointless except to keep enough around to ensure the turbines don't spin down, ever. But then I didn't use RECells to buffer my power so... on and on
  16. Actually it would... that is a really good idea... The redstone wouldn't be needed... but yeah RECells with REConduit would also benefit from that 3x3 arrangement... I don't know about using energy tesseracts the same way I used the liquid ones...
  17. I'm not sure whether to laugh or *facepalm*. Add a new definition to go big or go home huh? Let me illustrate my liquid storage solution, albeit it doesn't store 2m buckets of anything but it can be scaled. Here's some screenshots. These little beauties are Liquid Managers (the multicolored blocks are at least). One block that holds 128 buckets of up to 4 types of liquid. They're originally from the Steve's Carts 2 mod and have a lot of functionality for that mod, but they're great for holding large amounts of a single liquid. They can act exactly like BC Tanks except that they do not join together to form a multi-block structure. The solution is to chain them together with Liquiducts. There are many ways to do this but here's my solution. In the first image, you see my liquid storage pocket dimension with my LM liquid arrays. I have 3 large tank arrays holding oil, lava and liquid meat and 4 smaller arrays holding liquid redstone, ender, mob essence and pink slime. I grouped liquid managers can be grouped into "cells" illustrated in the next two images. Four LMs spaced apart with liquiducts in between and a redstone source in the middle, blocks being the least hassle. Notice that each LM has two connections, one in and one out. You can stack these LM cells as many times as you want and you can place them adjacent to one another as seen in the 2nd image. If you are consistent with where the input and outputs are on each cell in the stack you'll end up with a vertical pipe that is independent from it's fellows as you see in the first image. You use these pipes to either pump liquid in or out of the system. I chose to use Liquid Tesserects at the base of these units for transporting liquid in and out of the tanks (and pocket dimension). I have a single tesserect at the base of the vertical pipes and as you can see in the last image I have (a lot of) tesserect channels that correspond to in or out from the array. The trouble with this build is that if you cross connect your oil source pipes to the input tesserect of the wrong tank it does some strange things. Since the LMs can hold 4 types of liquid the erroneous liquid will either enter the LM and take up one of it's internal tanks or worse remain inside your input liquiducts and block any further input of the correct liquid. Edit: Damn my verbosity... you guys got there first...
  18. Yeah that's the just of it. It's hard to compete with storing 128 buckets in a single block. The thing is that using LMs as just a liquid tank is like using a pocket knife as a letter opener. Yes it works and does the job right but it's capable of so much more. But it's the classic Tekkit mentality that anything worth doing is worth doing in the most complex manor possible, and even crafting the LMs is a complex ordeal.
  19. I am almost as clueless about this issue as you are. I've noticed playing alone on my SMP server that when ever I was near my base the amount of memory used by MC would slowly and steadily increase until it reached a threshold and started doing the exact same thing, lag fest and a crash instead of a close. When I wasn't anywhere near my base it seemed to behave although that might be because I didn't wait long enough. Changing the memory allotment did nothing to prevent the eventual hogging of all my memory. I'm not an expert but I think it's more to do with Java than MC or Hexxit... any other reports of this?
  20. I've seen a similar bug when using Liquiducts combined with the liquid router would cause a crash and I fixed it by getting it to launch then removing and replacing the ducts and liquid router. If I where to wager a guess I'd say you have a buggy liquiduct somewhere. Try rerunning your lines?
  21. I don't know if you need to set CLASSPATH as well honestly. You want the full path to java.exe and you need the quotes surrounding the path. Since Program Files has a space in the file name you have to use the quotes so it will work.
  22. Well there's your problem LOL So Java hasn't been added to your path. It's easy to fix. First locate where Java is installed (usually C:\Program Files\Java\jre7\bin). Once verifying java.exe's location, modify the launch.bat file and change the word java to "C:\Program Files\Java\jre7\bin\java.exe" with the quotes and the correct path for your java installation.
  23. Hexxit is a bigger set of mods than most of the other packs. Your crash report doesn't include the options used to launch Hexxit so I don't know how much memory you have allocated. For the clients they make a change in the launcher settings. For the server it's best to modify launch.bat or launch.sh with the correct memory settings and use that to launch the server. Try increasing the amount on the server first and see if that helps with the connectivity aspect.
  24. Due to the way MFR machines work, a larger area of effect will make the machine slower overall. The machine will check each space within it's range one by one for work to be done. Larger area = more spaces = longer time between cycles. I had some success setting up a mob farm inside of a pocket dimension. A single chunk loader or dim anchor can keep the whole pocket loaded and you have a fair amount of space, especially vertical space. It can be severely disorientating inside the pocket but you can build it out a bit using a filler.
  25. But wouldn't completely ignoring such requests be a better solution than locking a thread or using the ban hammer and essentially killing any possible constructive discussion? If they get the wrong idea from an unofficial source then guess who's fault that is? It's a PEBKAC error... (Problem Exists Between Keyboard and Chair)
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