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phazeonphoenix

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Everything posted by phazeonphoenix

  1. Wrapping a modem (or more generally a peripheral) is the term used when you execute something like: modem = peripheral.wrap("back") which then allows you to do this: modem.open(2) instead of: peripheral.call("back", "open", 2) So it's a convenience more than anything. The peripheral.wrap function works on any peripheral not just modems. As to where you would wrap the modem and open the network channel would be early if not first before the rest of your functionality. Typically you'd have some form of configuration and setup to do before the meat of your code comes into play. Just a question, and I'm making an assumption that you're new to CC programming at least, why did you jump to using modems as a first step? You don't have to wirelessly send it commands. In fact, that's more work to make that function properly. You can place a turtle down and get the same basic console as you would when using a computer. You can place a disk drive next to a turtle just like a computer and be able to access the files on it. In fact, if there is a script named "startup" on a disk the turtle will execute that script on the disk when the turtle boots up. A turtle boots up when first placed or when you press and hold ctrl + R (command + R on a mac I think). With turtles I recommend that approach because it's so easy to impulsively remove a turtle to move it and after the fact realize that had your code on it. The files are recoverable but not while in game. Someone with access to the server files would have to retrieve it for you. Pain in the ass.
  2. Take a look here. This api works for both wired and wireless modems. You call peripheral.wrap('side') then open a channel you wish to receive messages on. You don't have to open the channel to send them just to receive them. See if you can figure it out and ask again if you can't.
  3. Seems you might be having a separate issue there Crazy. I received messages like the OP when I improperly upgraded my server. If you're getting it via SSP try the "reset modpack" option in the launcher first and if that fails manually remove (or rename) the folder for tekkitmain and let it rebuild the files. I've had situations where the reset option didn't fix the issue.
  4. Here's what I did and if you've made any custom configuration changes you might have to reconfigure them. Backup you're entire server directory. Make a zip. This should always be step 1. Remove the mods, coremods, Chocolate and config directories. Upload, copy or move the same folders from the Hexxit server zip file into your server directory. Start your server ... Profit!
  5. I've discovered that the omni-wrench tool on the power tool is not the same as an actual omni-wrench. There are some jobs you need one or the other. I think the rednet cables where one where the tool doesn't work on them.
  6. if you don't put anything into the import bus' configuration window it will import everything.
  7. You'll have the same situation. Yes, you'll have oxygen covering the area but it wouldn't be "sealable" by the standards of the Oxygen Sealer which is first of all bugged but also space dependent. you'd have to use air locks leading into the dome so the corridors connected to them could be sealed but that dome area wouldn't be sealable as far as I know.
  8. Using a bubble distributor to fill in a room sized just right for it's dimensions will work but there still would be some pockets without air and you'd still need a oxygen tank setup as backup. It's not the same as a sealed room with oxygen inside.
  9. Problem with oxygen sealers even without the fact they're bugged is that the larger the room, the more oxygen is needed to seal it. There's a limit as to how large of a room you can seal. I personally had trouble with a 10 x 10 x 5 sized room let alone a complex dome shape. If you're determined to use the dome motif build them as gardens where you plant your trees and wheat with Oxygen Collectors piping to the other rooms of the station.
  10. To add to what Flextt said, use the Wiki as a research and reference book. There's more off site information about most of the mods in Tekkit and the Wiki has many helpful links. Often the MinecraftForums thread created for the mod is the place to go for the information straight from the mod author. There can be additional or more up to date information there. Google and Youtube searches for a specific mod will turn up even more information. There's a lot out there.
  11. You start out like regular Minecraft. Go punch a tree. Now realize that you can improve and automate almost every task you can do. You have a greater selection of weapons, armor, tools and food to choose from but largely they follow the same rules as vanilla Minecraft equipment. Start by a basic powered machine setup to get a number of Pulverizers, Electric Furnaces and Induction Smelters running on Steam Engines. If kept small and manually fed this setup can be picked up and moved if need be. Mine for materials. Pulverize your ore. Store some of the dust and cook the rest. Even though ValkonX is true when he said using the Induction Smelter will double possibly triple your ores, you will still need to pulverize some since certain metals have to be mixed as powder and cooked (like bronze or electrium). Save almost everything. Burn charcoal in your Steam Engines rather than coal at first. Find shelter somewhere and start expanding and improving. The exact order of this isn't important. If you maintain a basic setup of machines to help you build the rest comes naturally. I suggest an AE Storage Network. It's easy to get a basic setup going and they are a key component of automation later on. Work towards being able to power a quarry. They remove the need to mine yet leave huge carved out hole in your world. Many of the better machines need items from other dimensions. Get into the End and the Nether. They are still both dangerous so be prepared. Tread lightly with Dimensional Doors you or someone you know have not placed. They can be lots of fun but dangerous. Placing them yourself creates a stable pocket dimension. You'd better have an Overworld Linking Book if you're going into a Mystcraft Age. Learn how and when to use the Dimensional Anchor or Chunk Loader blocks. Turn on the chunk grid overlay on Rei's minimap that helps immensely. Resist the urge to continually build in one large area. You'll experience client side lag and performance issues if you pack too many machines into a space. Spread out your builds. Use a Rift Signature to create teleport doors between your bases. Build larger complicated builds in other dimensions if possible. Stable pocket dimensions work well as do Mystcraft Ages.
  12. You're absolutely right. But there's a threshold there. It IS far easier to pile up magmatic engines than cross the threshold and devote all the resources to building a new power generator. A controlled steady arc of resources to additional power generation, or a large spending spree with the outcome of even more power generation than before. It's up to us to decide what's the better option for ourselves or our group. I saw it as a great achievable goal to work towards building an efficient fusion generator. Choices my friend. Building a successfully operating self maintaining BioFuel power generator is a challenge in and of itself. Those building it want to build it. It's a great notch on your belt.
  13. I ran into this issue too. To fix it: Stop your server. Rename your world save folder. Start your server. Let your server recreate the world save. Stop your server. Copy the ModFlags.dat file from the newly created world save into the old world save, overwriting the old ModFlags.dat. Remove the new world save. Rename your world save back to it's original name. Start your server. ... Profit!
  14. The thing about atomic science, I'm not sure the mod was intended to be used in the fashion we've started using it. None of the documentation on just AS mentions piping steam with anything more than steam funnels that are just basically smoke stacks so the steam rises up. When you place a turbine over a steam source as the mod intended you get a LOT of steam loss. As in real life, not all produced heat energy is converted into electrical energy. But when we start using liquiducts that entropic effect disappears. IMHO the best solution would be to continue to allow piping the steam away (as this is more in line with how real power is generated) but add back in the steam loss aspect at lower percentages than the turbine over steam source layout.
  15. Exactly. The more convoluted and intricate our solutions are the more fun it is :D
  16. If you have a mac you'll need to downgrade to jre6 otherwise that's fine. Post a crash report and maybe we can help you further.
  17. Are you calling hexxit OP? or the idea of hexxit + thaumcraft is OP?
  18. If you downloaded the recommended version (1.1.8) then you'll need to download and rename the files and place them into the correct directory manually before it will work. This post has the URLs. The URLs for these files where changed after the recommended version was released. The latest versions include the files in the zip.
  19. Granted I'll always play the latest version whatever that is, but I can see why having a new pack would probably be a good idea. It would allow both players and server owners to play the version of the pack we have right now without the added complication of having to specify a version rather than a separate pack. It would all depend on how much of a change has to happen here. If it's a relatively minor addition of another energy source plus converters I don't think one would be needed. But hasn't Galacticraft expanded quite a bit since the version we have in Tekkit?
  20. At the very basic level, use what gets the job done. Start with steam engines (not Sterling they're volatile and Redstone engines won't work at all for power generation but they can power pumps for your water supply, albeit slowly) and conductive pipes. Wooden conductive pipes are required to connect the engines to the rest of your piping which can be either stone or gold conductive pipes which has to simply touch the machine you're trying to power (in most cases, a very small amount of machines allow power only on certain sides). You can burn the coal / charcoal that you find / make. You can use makeshift batteries to store small amounts of power for later use. While there's no risk of explosion with steam engines it's still a good idea to at least attach a lever so you can switch them off when you don't need them so you save juice and resources. After you are able to obtain more resources you can upgrade. You can upgrade to using Redstone Energy Conduit. You can also use Energy Tesserects to wirelessly transmit power (at a 20% power cost and with throughput limitations but you wouldn't be reaching those limits right now anyway). Redstone Energy Cells are replacements for makeshift batteries that store much more power. Magmatic engines are a safe upgrade to steam engines that run on lava. The most readily available source of lava is of course the nether. A pump, a dimensional anchor or other such chunk loader block and an energy and liquid tesserect placed into the nether will provide you with virtually limitless lava at the cost of some possible lag and having to occasionally move the pump to fresh lava lakes. More advanced power generation setups include combustion engines running on fuel refined from oil, BioFuel generators which run on BioFuel refined from tree saplings, veggies and a few other assorted items and finally nuclear reactors using either Fission reactors (which run on processed Uranium) or Fusion Reactors (which run on fuel derived from water) both of which produce steam to spin turbines to generate power. Of these options Combustion engines are probably the easiest to maintain but special care is needed as they can explode if they overheat or overload. It takes considerable power to refine oil but the benefit outweighs the cost. Fortunately Combustion engines can run on oil alone at a reduced rate of power. BioFuel requires either a lot of legwork on your part or several automated farms for the different vegetation used to produce the fuel. If you do manage to get a setup going, biofuel is very safe since they won't explode like Sterling and Combustion engines. The two nuclear reactor types represent the end game power generation techniques that require a lot of resources, complicated designs and good old fashioned elbow-grease to implement reliably, but the power generation is enormous and worth it in the end.
  21. I'm not sure it will be an issue. Are you saying your power draw is more than 3000 mj/t? If that's the case maybe a single source of power isn't a feasible design to utilize. Granted I'm just one player and I don't always design the most power efficient set ups but I can't imagine ever needing that much power. And if you do, large amounts of mining lasers for instance, it'd be easier to give it a dedicated power generation source.
  22. There are a couple files whose URLs have changed since the release of 1.1.8 that you have to download, rename and place in the right directory on your server. This post has the URLs.
  23. Actually using a chest as a buffer from the output of your machines isn't a bad idea. I know from experience that the import/export busses are only capable of moving one kind of item at a time in a single tick. In the case where a machine would produce multiple different items simultaneously, for example an automated farm farming trees, only one of the items will be imported the rest are lost somehow. The only answer was to have the harvester outputting into a chest. This might be just with MFR machines I'm not sure. An ME interface will work as well since it has a six slot inventory.
  24. Me thinks you have an excess of emerald there Diggy... LOL
  25. How are you turning off your machines after they switch on? I have a setup for my automated farms that involves two (or more, even numbers) level emitters and a Programmable RedNet Controller in RS-Flop mode (A set/reset toggle basically). The two emitters are configured for the same item, one emitting once the count falls below the amount and the other emitting once the count raises above the amount. Their output is connected via RedNet Cable on different channels to the PRC's set and reset inputs and a second RedNet Cable used to activate an energy tesserect that connects the machines to power when activated by the PRC.
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