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Kalbintion

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Everything posted by Kalbintion

  1. "r/f" isn't a valid form of measurement that I've ever head of in minecraft. Are you sure you didn't mean RF/t? (Redstone Flux per tick)
  2. All of those gates found in project red can be done in vanilla redstone. Your tone is really unnecessary. And no, I don't have a setup that works on a larger scale because I never had a need to use one a larger scale since I simply use a pulverizer to process ores and the only time i ever use a smeltery is if i'm making a new tool. The other time? Storage of copper and tin into block form since it won't take the galacticraft block, but this is all automated so I won't ever need to touch it again. All of those gates found in project red can be done in vanilla redstone. The logic gates you find in Project Red can be done in vanilla redstone. It won't be as compact of course, but it is still all doable. If you really want something to melt your brain, look at the Programmable RedNet Controller as it combines all of that redstone gates into a single block (and up to 36 different logic systems) - oh and the in-game manual on that block isn't entirely useful but does get someone minorly started with it. All of those gates found in project red can be done in vanilla redstone. However, if we want to continue this conversation, it should probably be done elsewhere as it is getting away from IDEDs intentions for this topic and I feel we've intruded enough at this point.
  3. I really suggest looking at the config folder that comes with the server setup. Specifically for the WeatherMod folder there, as it'll contain the settings for changing things around (besides the in-game method which I think misses a few settings) - Anyway, if i were to do the settings myself on a server, I would leave them as-is and just turn them back on.
  4. Isn't really a variation, it is exploiting the same bug in the exact same way. The only "variance" you can get is what TE power based machines you use.
  5. Hello xxxnano, I looked over your post, but I do not see anything signifying why your server is any different from the potential 400+ other threads looking for people. What makes you and your server unique? What do you want to see in your players? While your "sign-up form" asks for information that may help benefit you figure out if they are a good fit, why should some of these people take the time posting a request if they have no idea if they'll be accepted or not before even posting? I personally feel a good server thread should really include some information about you as the host, that helps set-up your personality, goals, and planned events so others who want to join can see that you care about running a community based server as well as see if there is actually anything they may be able to help with or might be interested in doing besides being just another server they could potentially join to do whatever they wanted.
  6. Yeah. I don't know of too many people who would go out of their way to ban evade just to advertise their server in the wrong section on a forum with active moderators...I'm sure hulse even told him and everyone else on the server that he got banned and wanted someone else to post on his behalf. Oh well.
  7. Only three days huh? I take it is indeed a different person then than the one who got perma-banned. Oh well, part of me wished for additional drama.
  8. Problem: Slot 4061 is already occupied by com.mrcrayfish.furniture.blocks.BlockDoorBell@2f7ba6f6 when adding com.mrcrayfish.furniture.blocks.BlockCeilingLight@5f0e78d4 Solution: Fix the conflicting ID. Shouldn't be happening with a clean 1.0.12a install though anyway, since the technic team wouldn't overlook an ID issue. Perhaps you're copying things wrong or have a corrupted server source. Also, there's a tracker section for modpack related issues, link available in signature below alongside the guidelines.
  9. rube goldberg setup is fine, but generiks method of doing this isn't 100% fool proof and has its limitations (especially when it comes to the amount of liquid in place and the size of the smeltery etc, his setup works because it was designed specifically for his setup, and probably won't work on larger setups), if they really want something of a rube goldberg system of setting up automated smelting, they may as well setup a power system that powers a laser drill that ends up sending its ores directly to a nullifier, as the end result is the same - that is, wasted resources to a stupid amount - if its for creativity sake, sure, minor things would work but I would rather see someone come up with their own idea of how to make things overly complicated then rely on someone elses designs. Speaking of which, how many designs do you see that use tech based mods or tech related blocks to make such contraptions when most of the time people want efficiency or ease of setup/use?
  10. There's a correct location for issue posts, known as the tracker. Link to it and its guidelines is available in my signature below.
  11. There's a correct location for issue posts, known as the tracker. Link to it and its guidelines is available in my signature below.
  12. I wouldn't say TE specifically, since COFH can be installed without any dependency mods installed.
  13. Could also be the integrated graphics doesnt support the other games being played for directx so it has no choice but to use nvidia, but nvidia says to default to integrated otherwise. Wouldn't be unheard of for integrated to fail to support DirectX 10+
  14. Only thing this will "fix" is the conversion ratios between mods, it has nothing to do with this infinite power exploit (unless you changed the conversion rates to be 0.000000000000001 [as 0 would cause a / by 0 error])
  15. Kinda? I'm not sure if the config changes are server+client required to be set, but the changes that do this are biomesoplenty config related, could overwrite the new config with the old one. However, there are additional means to fix this issue as this issue can appear due to the update. See: '?do=embed' frameborder='0' data-embedContent>> (post #4) and page-5#entry512232'>page-5#entry512232
  16. The server doesn't use optifine. Optifine is a client side mod.
  17. Flans is buggy and unpredictable quite a bit of the time. So no. Also, thaumcraft has been mentioned multiple times, each time resulting in reasons on why not to include it and/or reasons on why it won't be added. Look around. Proof?
  18. This could be done though using a dedicated smeltery setup for simply processing ores. It isn't difficult to setup two smelteries, one to auto-pump all liquids out into basins to autocraft the blocks, and another setup for your day to day operations of tool making etc.
  19. Yeah no, there's a server section for this, let alone a >post format.
  20. ~>50 tanks connected to each other would start to show sign of performance hits.
  21. Interesting results, I did testing like this back in 1.0.9c of the modpack, and MFR has since updated for the modpack since my initial testing. I wonder if the mechanics were changed because I was only getting 1250RF/t max output from a precharger, for a total of 5K RF/t on the drill.
  22. You misunderstand, the pre-chargers have a higher limitation to the power they can receive than the drill can. The drill only receives 5k RF/t regardless of how much power the pre-chargers are acquiring. If the pre-chargers are getting more power than 5k RF/t then they will simply store the power in their reserves until it is necessary.
  23. Open Block Tanks lag like hell in large quantities, and fluid displays would be cheaper to use since it can display the fluid without consuming the actual liquid.
  24. The server config value should take precedence and without issue. If you do end up doing this however and do have an issue, here's a copy of the original config file brought with the modpack since version 1.0.1: # Configuration file #################### # compatiblity #################### compatiblity { D:"BuildCraft Conversion Ratio"=2.813999891281128 D:"IndustrialCraft Conversion Ratio"=0.11255999654531479 D:"Mekanism Conversion Ratio"=0.0015999999595806003 D:"Thermal Expansion Conversion Ratio"=0.28139999508857727 }
  25. I'm not sure you understood: The shaders mod will work with this modpack, somewhat, just as it would work with any other minecraft 1.6.4. My post mentions that it would work, and that any shaders you find that work with 1.6.4 will work with the mod you add to this modpack. My post also warns of a known issue and incompatibility with project red and may cause issues, graphic glitches, or crashes by using the shader mod with this pack.
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