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Kalbintion

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Everything posted by Kalbintion

  1. Munaus, I'd like to bring up my old post I made about this topic back in April: I haven't seen the original poster post in this thread since march much less update the OP, and the fixes that were available are no longer an issue in the modpack as it is now. So, perhaps that unpin and perhaps a lock would be fitting since this has been nothing but a breeding ground of issue posts?
  2. See '?do=embed' frameborder='0' data-embedContent>> And '?do=embed' frameborder='0' data-embedContent>> (Post #4) And page-5#entry512232'>page-5#entry512232 And http://forums.technicpack.net/tracker/issue-2010-connectionarea-crashes-server/
  3. If you are however experiencing lag, and receiving that message, it stands to reason either something in your world is causing the lag, or the machine running the server isn't powerful enough to run it.
  4. Might be a micro-block version of the fluid display that still functions? Other than that, there is no "thin" display method of liquids.
  5. From my testing and what I've read, each drill only takes 5k RF/t, split four-ways to the prechargers. Not sure how you ended up with the values you did. Also, edit much? Only reason to use them lasers is so you dont have to go out and mine anymore lol, not that mining is annoying since theres so many ores to begin with...but who wants to spend time mining when you can essentially become creative mode?
  6. Been speaking with radfast (a developer of Galacticraft alongside micdoodle8) and after digging into it myself in regards to a power conversion issue for GC to TE (1/2 RF from panels was stupidly low) Galacticraft changed the default power conversion to Buildcraft and Thermal Expansion back in build #946 of GC, but the config files do not reflect this at all, and are still using the old values. This change is actually very significant, as the old value indicates 32RF/s for the advanced solar panels on space stations at max efficiency, where as the new value indicates 225RF/s. The fix to this is simple, delete the power.conf file found in /config/Galacticraft of the modpack and let GC regenerate it. Source code history: https://github.com/micdoodle8/Galacticraft/commits/1.6/common/micdoodle8/mods/galacticraft/api/transmission/compatibility/NetworkConfigHandler.java Jenkins' Changelog: http://ci.micdoodle8.com/job/Galacticraft/946/ Commit Change: https://github.com/micdoodle8/Galacticraft/commit/50a769116df1758224783e9f856587ab1dafe69a#diff-f272154795eb6216947b058abc0e89f3
  7. Did you even read the rest of my post? If you continue to have issues, post on the tracker. Link available in my signature below or at the top of the page. Make sure to include the logs and information on how you guys updated.
  8. The shader mod is actually not compatible with project red and may have issues (read: crashes) with this modpack overall. If you wish to try it anyway, the shaders will be identical to any other shader out there, and wouldnt be a specific one to this modpack.
  9. Sounds like the block "Fluid Display"
  10. I am actually building around the 10k RF/t limtiation. Actually doing it where I need roughly 50k RF/t being generated in total. 40k RF/t of that going to laser drills at their max 5k RF/t. The other 10k RF/t going to public use/local machines (w/ about 1.2 billion RF stored)
  11. ID mismatches are not "mods" folder related, but "config" folder related. However, be on the same version as the server, otherwise you'll experience issues.
  12. Bundled cables are for redstone signals only, not for power. My best suggestion for transferring power is the use of tesseracts as running conduits in a building not designed to hide wires, etc can be a problem (it also becomes a problem if you try to run project red pipes with conduits, as you'll end up having to go around them in some cases which would be more pipes/conduits and is just more painful) As for power systems, there a ton of options for "set it and forget it" systems - revolving around tree farms, XP, mob farms, etc... Each with their own server performance hits and advantages. I personally use the XP system with enough dynamos to procure 10k RF/t, which is the maximum the redstone energy conduits can handle anyway. This particular setup is another forget it type system, but it isnt by any means the only one. Another power option? Solar panels, while they don't produce a ton of power, you can overcome this with stupid amounts of them on a space station, and itd be set forever and itd be passively generating power during the day cycle (ie: have cells store power, otherwise no night operations really).
  13. @arriej - Just an update on the StructureStart issue, it was supposedly resolved in 1.0.12a, which has shown true to a lot of people, however there has been quite a few cases where the update actually started the issue out of the blue for them or didnt fully resolve it. Make an amendment to the instructions indicating the following information (this should be before the original region replace method): Update to 1.0.12a if not done so already If done, and issue persists, Shut off server/game go to the world save folder Go into the data folder Delete BOPVillage.dat and villages.dat If issue still persists, then they should fall into the other two methods. And feel free to re-do the wording a bit.
  14. See >1.0.12a and this, this, and this.
  15. Witchery Rowan Doors come to mind actually, and theyll be location bound too. You get the door key when you place the door. I believe the keys from better storage won't work on doors, though i havent tried before. Those keys would be the best though for locking chests (so if you wanted bonus loot or something, thatd be the way to go) - Keep in mind though, both can be broken through with relative ease, especially if they know its a part of the puzzle/maze/etc. Edit: Both Loaders and Munaus' posts werent here when i started typing this
  16. What Loader said, however also keep in mind that installing 64bit java on a 32bit machine (also known as x64 and x86 respectively) is just impossible. So keep in mind that your operating system's bit is important on which of the two versions of java is necessary. This said, using 32bit on a 64bit is generally bad practice and will limit you severely (most noticeable in the limitation of RAM assignable in the launcher) in most things. Always double check which one you have before you go out and download a version of java (also, at the time of this posting, Java 8 has had some issues with this modpack and isn't recommended by myself to use with this modpack until the mods support it or java 8 is stable enough to be backwards compatible - both of which need time)
  17. @pirahnah3 - No intention of stealing IDEDs light here, but that type of technical work is something I intended on doing tutorials on myself since I do nothing but tech based stuff in modpacks to begin with (Made an in-game offline timer using a few mods for example, that i'll be recording soon as the space im manually clearing in survival on a server i play on is ready to be filled in with them)
  18. I play 1.7.x+ as well, however I still double tap over using the dedicated sprint key. This goes back to the whole it became second nature to me, why change what wasn't broken?
  19. Can you at least provide a better (preferably with punctuation) explanation of exactly what you're experiencing Chris3819?
  20. Indeed, there used to be a time when the advanced solar panels were worth it, but keep in mind galacticrafts power options are for galacticraft machines, which in themselves do not require a ton of power to begin with so why generate a ton of power with the panels? The conversion rate could be better balanced, but I would rather see additional planets to visit than a better conversion rate.
  21. Wouldn't be any much laggier than the potential for hundreds of space stations on larger servers...
  22. Also, keep in mind that along with the same thought process of ores/etc missing (which btw there are some things that can be retrogened via the configs) is that the chunk edges would not match up at all, so you would have ugly chunk borders where new chunks were generated.
  23. I don't know when you started playing Minecraft, but I find myself double-tapping even with the introduction of a dedicated sprint key. I haven't had any issues with double tapping and find it natural for minecraft at this point. So, no.
  24. You do the exact same thing as altiris posted, but on the launch.sh file instead of the launch.bat file.
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