Jump to content

Gorian

Members
  • Posts

    161
  • Joined

  • Last visited

Everything posted by Gorian

  1. what are you using for the bore head? Like, for destroying blocks. I know that I built one a while back with AE transition planes, and they couldn't break hellfish blocks, so I turned them off on my server, as they kept stopping my bore.
  2. dynmap has commands [iNFO] Valid subcommands: add-id-for-ip cancelrender del-id-for-ip fullrender hide ids-for-ip ips-for-id pause purgemap purgequeue purgeworld quiet radiusrender render resetstats sendtoweb show stats triggerstats updaterender version webregister Among which, I want to give perms to my users for things like webregister, etc ( I have chatting without registration off)
  3. true. Also, need it if you want Dynmap and a bukkit permissions plugin to play nice
  4. Just an FYI, since I also use MCPC+. If you want to use Dynmap, make sure you grab the forge version, NOT the bukkit version (This is the one I use with tekkit 1.2.6). There is a bukkit plugin for integration with the forge version, things like permissions, etc. You can find it here: http://www.curse.com/mc-mods/minecraft/dynmapcbbridge
  5. actually, there are server-side configs, such as banning blocks from showing in NEI (bedrock is disabled by default. Join a server without NEI installed server side, you'll see bedrock in the list. Join a server WITH NEI, and you won't see it). You a can also enable or disable features by groups, such as changing the time, or the delete item thing.
  6. So, I was working on an issue with some guys and noticed that NEI was not included in the tekkit server, even though it's config was. You can copy and paste the mod from the client version into the server and it will respect the config. Tekkit really should have Not Enough Items installed server side by default.
  7. You need to more than just add more texture. According to Mikeprimm, after adding textures, you need to edit shaders.txt and change the texturepack: standard to texturepack: <filename.zip>, though this still didn't work for me. On top of that, you can't texture block dynmap doesn't know about. After a lot of research and poor documentation, it seems that you have to actually write models files to tell dynmap about custom blocks. @TonyVS problem is not dynmap not working. Have it working great. Custom CSS, bukkit permissions integrations, custom config,etc. Problem is not rendering custom blocks (I.E. from mods in tekkit) About custom textures: https://github.com/webbukkit/dynmap/issues/730 about defining custom blocks: https://github.com/webbukkit/dynmap/wiki/Custom-Block-Definitions
  8. That doesn't make much sense. Tekkit Classic, Tekkit Lite, and Tekkit are all completely different, from the ground up mod packs. Tekkit 1.2.6 is a clear update to Tekkit 1.1.10, not something completely different. Tekkit Classic and Tekkit Lite have their own version numbers, as they are old mod packs that have been discontinued and will never get an update.
  9. I'm wondering if anyone has experience in getting Dynmap to work with tekkit 1.1.10? I have dynmap up and running (currently online if the tekkit server is, moving to a dedicated web server is later on my todo list) http://map.tekkit.pr.clan.ws seems that it has support for some blocks, like ComputerCraft and Greg's Lighting, but not for anything from Steve's Carts, immibis MicroBlocks, or MFR (at least, not MFR rednet cables) There may be more, but most of my mod-specific blocks are inside building, so I haven't had a chance to do much testing information: Tekkit Version: 1.1.10 (recommended) Server: Ubuntu 12.04 LTS MCPC+ versions: git-MCPC-Plus-jenkins-MCPC-Plus-Legacy-646 (MC: 1.5.2) (Implementing API version 1.5.2-R1.1-SNAPSHOT) dynmap version: core=1.9.2-1885, plugin=1.9.2-310
  10. wow, people replied! Like, a month later loqk, this is the newest tekkit, there is no deployer. Lethos, Good idea, but there is no Redstone in Motion in tekkit 1.1.8. I could add it, but I run a server, so I'd have to update all the clients. Something I might look into though. Thanks!
  11. They'd be better off just adding OpenBlocks, as they already have OpenPeripherals by the same author.
  12. I believe that you may be on the wrong forums. This is for Tekkit, not tekkit classic or tekkit lite. There is no EU, recyclers, mass fabricators, or iron tanks in Tekkit. With that said, this would work in the newest Tekkit, as Thermal Expansion Steam engines are available for burning coal, and Thermal Expansion Magmatic Engines for lava. You'll have to use buildcraft tanks or Steve's Carts Liquid Managers for storage though.
  13. I did learn how to plant Cocoa (after a LONG while). Setup your standard 3x3 dirt plot with a planter underneath, full of cocao, and your fertalizer. Instead of a harvester, add a fruit picker, and in the middle of the 3x3, add 2 or 3 jungle logs, and the planter will plant the cocoa on the jungle tree, and the fruit picker will pick it. I'd post a picture, but my last world got corrupted EDIT: ACK! They beat me to it this time! :p
  14. The omniwrench works for a lot of the mods (though, less removing than providing other wrench/hammer/etc. functionality). The official wiki can be found here: http://wiki.technicpack.net/Tekkit I also should list the tool required to break each block. If it doesn't, well you can add it I'd suggest creating a creative world for testing. Before I implement things in survival with my resources I worked hard at getting, I move to a creative world to make sure I understand how a thing works, and I don't worry about losing hardwork.
  15. No. If you right click the corner of a square or cube made with landmarks, and they all connect, you'll get red lasers connecting them all. EDIT: Buildcraft wiki explains the difference, and has some pictures of what I mean.
  16. just an FYI, you don't need ANY torches for the landmarks. just right click one, and it will make a square (or cube) if there are connecting landmarks. Redstone powering the landmarks is an unrelated operation that creates a blue laser in 5 directions for 64 blocks.
  17. Good to know. I have a good biofuel setup, but I'll keep combustion in mind :)
  18. Interesting. I've never bothered with Sterling Engines or Combustion Engines because they can explode, and i've heard they bug out and act like they aren't cooled when they are full of water? You haven't had any issues with them then?
  19. why sorry? Lol, I'm not trying to convince you "fusion sucks and you can't tell me otherwise LALALALALA!!!". And, I just mean, yeah, you can get some tin, but you still have to mine it, or hope your laser drills get enough. My point is, you can't really automate it like you can most other fuel types ( I don't know about oil/fuel as I don't use it much, but lava lasts a really long time in magmatics). Also, I had 4 or 5 fully charged laser drills running at one point, it felt like it brought in more coal, emeralds, etc. than iron or tin or copper (especially since I BELIEVE tin is added by TE, and according to the tables for the laser drill generating tin, KingLemming made the Laser Drill chance for TE ores a little lower than other ores. I had found numbers on it in a thread that KingLemming commented about it on, but no luck trying to find the source again). Yeah, I I read that too, can't wait for liquid deuterium, seems like it would be a much better mechanic. With liquid deuterium, you could just store it like any other liquid, have chemical extractors running 24/7 to keep it stocked, and keep the generator full with liquiducts. Chances are it would probably be profitable. On another note, seems that there are differences with the laser foci here: Tekkit wiki: http://wiki.technicpack.net/Laser_Focus FTB wiki: http://ftbwiki.org/Laser_Drill According to the FTB wiki, there is a focus for tin? It says light gray, but the tekkit wiki says light gray is Coal/Redstone ne
  20. I can use the power, I just wish I wasn't burning so much natural, non-renewable resources with fusion. What SHOULD happen, is you get the empty cells back. Even burning coal/charcoal, you can automate that with tree farms. Lava lasts enough that you only have to switch pumps about once a week if you place them right. But once you run low on tin, burn through whatever stockpile you have, it's not as easy to replenish. But, I'm just upset it doesn't work better for my needs, 'cause Atomic Science is awesome :/
  21. ONLY? The cost of consuming tin to power a reactor is what is stopping me from using is as a source of energy when biofuel is completely renewable. I want to setup a fusion reactor, but the cost of consuming all my tin is kind of a big con if I end up having to spend my time renewing it instead of working on projects. Particle Accelerators cause a crash last I tried, so making new cells with an Atomic Assembler is not an option, and last I checked, we don't get empty cells back from the reactor.
  22. I'm pretty sure that stone is a bug. It's in all the chests I've ever found, just a single piece of stone that you can't shift click.
  23. if you are interested in learning the new tekkit, there is a good guide on the wiki to kinda help you transition, with replacements to stuff you may have been used to from IC2, Redpower 2, etc.
  24. Yup. That was just for the 64k storage, which you said you were using. It's different for each one I believe. Just read the wiki, these guys are doing a good job of getting it all up to date (it's the "official" wiki for tekkit btw)
×
×
  • Create New...