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Moleculor

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Everything posted by Moleculor

  1. Did you update MCPC as per '?do=embed' frameborder='0' data-embedContent>> ?
  2. You're going to need to paste the crash log.
  3. First guess, it's an out of memory problem. You'll probably need to allocate more memory. PermGen might be the thing. Try googling 'minecraft permgen' for some options. Allocating more memory through the launcher might do it too. However, realize that Tekkit's current recommended releases are UNSTABLE and do have a memory leak related to Project Red. For some reason they didn't include the fixes in version e, even after being told about the issue beforehand. Don't know why they're dragging their feet on this issue.
  4. I pretty much haven't been able to play Tekkit in a week because we're still using the bad version of Project Red. Or at least we're pretty sure it's that issue, even though we've removed all the pipes we could find. Could you *please* consider updating to a much more stable version? We'd like to eliminate this as a potential source of the server issues we're having. Or at the very least release a beta version with the stable version of Project Red?
  5. That's not 1.2.8d. That's even beyond >1.2.8e. You've somehow downloaded files that are even later than the latest Tekkit files. Try reverting to your backup and make sure you're running only 1.2.8d.
  6. What we had to do was restart the server and log in quickly, break all the pipes. The server for us would be up for about five minutes before crashing and if we broke the pipes fast enough it stayed up.
  7. Yeah, unfortunately even 1.2.8d is too unstable for public use. There were several days where we couldn't keep the server up for longer than five minutes. Eventually we had to revert back to our 1.2.8b backups. The CPU/Memory issue with Project Red *really* bad. It can be caused by a mere twenty or thirty pipe sections.
  8. Check to see who's using pipes. Kill all the pipes. See if you still have the problem. 1.2.8d has a very bad memory leak problem with Project Red and pipes. (Ducts are fine.)
  9. Could you also include a fix for the out-of-control CPU and memory usage in Project Red? Version 4.3.5 build #30 should do that. It's crashing our server after about three minutes of uptime. (I say crash, I really mean error-less hang. Took us a few days to figure out that it was the problem. Buildcraft pipes basically bork the servers.)
  10. I'm having a similar or same problem on the server I play on. The admin and I are trying to figure out what's going on. It's a bit difficult since there's no error messages in the logs. Basically the server is only up for about five minutes before it hangs, stops communicating with anyone, and stops responding to pings and commands. Highly frustrating.
  11. Ok, never mind for now. I got into a chat with the server owner, and it seems like the server is actually just somehow blocking further connections once someone connects to the server. It doesn't seem to leave a log of any kind. I'm going to work on it a bit with him, see if we can't get some more information.
  12. Default Tekkit, so far as I know. I didn't provide the server log because it seems to be completely uninformative? It's possible the admin hasn't provided me with the right log. We've actually been having a problem with the server for a couple days now, so it's not the MCPC+ thing.
  13. Since we don't seem to have that installed... no. Any other ideas?
  14. I have a log. This is not my server. This is the output of the Technic Launcher shortly after the player is connecting. I haven't been able to connect, myself, since the server crashes when people connect, and so far it's the (presumably very busy) server operator who's been connecting and crashing it.
  15. Our server apparently had a similar issue. Kind've annoying that we've had to delete all the pocket dimensions.
  16. Yeah, someone else on the server has already had that idea (using a block breaker, which is like silk touch for most nether ores), and has completely cleaned out all of the obvious nether redstone ore that they could find. Once I had some (non-jetpack) mobility with a powersuit, I found some more that got me a jetpack. The problem is that now that I've lost that powersuit, the jetpack, and all the mobility it provided, so all the easy sources of redstone ore are just *gone*. This makes shiny dust almost impossible to obtain. I still have yet to see any Ferrous Ore drop any once pulverized. I'm going to (eventually, once I finally muster up the willpower to go back on to the server after this latest complete demoralization) have to resort to pumping massive amounts of power into the drill I set up earlier. Thankfully, the Big Reactors update is *finally* available, so I can create a large source of power. I used a wonderful setup with Atomic Science in the 1.1 version of Tekkit, but I hear the 1.2 version is borked.
  17. Oh how I wish that were true for me. The only things that popped out were the two ender eyes I was using to make the goggles and my (now badly damaged) backup Mystcraft linking book. Part of the issue may have been the lag involved. I pulled the item out before my client thought the ingots exploded, but after the server thought they exploded. I think. All I know is that I had the goggles on my cursor and out of the crafting table before I exploded. I am SO pissed. Shiny dust is a crazy rare resource, and I think I lost more than sixteen of them when that armor died. This makes the second time I've lost every item I was carrying to a stupid lag-related death.
  18. So I just tried making some sonar goggles. I didn't have any trouble the LAST time I made them, so I wasn't really doing anything too out of the ordinary this second attempt. Just built a table out in the wilderness to protect my house from any explosions if something goes wrong. The problem? Ingots exploding don't actually damage the surroundings. They just kill you and destroy all your stuff. Additional problem? Yes, this seems to bypass armor. Even powersuit armor with a full set of forcefields on it and a full battery charge. Yes, it even destroys the armor once you die. This problem is further compounded by the fact that the Technic wiki didn't have a page explaining this fact. I was worried about damage to the surroundings, not losing the last week's worth of materials gathering to try and collect what little shiny dust I can scrounge up (since the only reliable way to get it is to use a block breaker on what little nether redstone ore exists to gather the blocks and pulverize them for cinnabar. I'd use silk touch, but I haven't seen a silk touch enchant since 2012). So. Damn. Frustrated. I went in and added Extra Utilities to the mod list on the Tekkit page, and then added pages for Unstable Ingots. The formatting on the pages for Extra Utilities and Unstable ingots is completely non-existent and the version number listed is ????, as I'm pretty much too damn frustrated to try and figure out how to format them like all the other pages, but hey, at least they're there now and the ball is rolling. Someone else can clean them up, it's better than not having them at all.
  19. Yes, but you don't need to store it, so why waste the materials on an LM when a buildcraft tank will do? In fact, I just finished building my reactor/turbine system. I have a buildcraft tank, but it's just there to indicate the presence/absence of steam. it's all pumped straight to the turbines, no storage between the reactor and the turbines. Reactor's there on the right, turbines on the left, liquiducts pipe straight through. A tank sits below the liquiducts filling faster than it drains, and the gate there tells me when the tank is empty. No steam is lost, because no steam is ever lost when using liquiducts and steam funnels.
  20. What's the advantage of Liquid Managers over standard Buildcraft Tanks, if I can necro this thread? Tanks work with gates, no steam is lost even without storage at all, so why not go with the most basic form of storage around just for gate detection?
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