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redsector

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Everything posted by redsector

  1. Find a village and trade with the villagers for emeralds. Some of their trades are quite favorable in terms of exchange rate, like 10 raw fish for one emerald. Or a bunch of coal, wheat, wool and other easily farmable stuff. If you want to mine them, you'll have to do so in Extreme Hills biomes, they only spawn there. Y-Level is about the same as for diamonds, i. e. 16 or lower, I think.
  2. Probably. But why the hell would you worry about that? As long as there are only minor Tekkit updates (such as 1.2.10 as an update to the current 1.2.9), I'm pretty sure nothing will be entirely removed. So there's no problem unless you decide to delete mods from the package yourself after already using their blocks in your world. And after a major update, i. e. when Tekkit finally makes the jump to a new Minecraft build and some mods might indeed not make it into the final package, you'll most likely have to generate a new world anyway. Big updates like that have a tendency to mess up existing worlds from earlier minecraft versions in a number of ways in addition to the whole "missing blocks from older mods" issue.
  3. Hehe, sorry for derailing the thread. The Pink Generator thing just came to mind when I was thinking about Extra Utilities. As for the different electricity tiers, yeah, I guess most people would agree with you on that one. As I already said, I too think that the three cable tiers in TE3 feel a bit... boring. However, we have to accept that there aren't many alternatives. A lot of mods are adapting to RF (Redstone Flux) as their primary power system now or at least make their machines compatible with it. The only other somewhat widely used energy systems I can think of are Buildcraft's MJ (Minecraft Joules) and, well, IC2's EU. MJ has no tiered power either (and is interchangeable with RF on top of that) and EU died with IC2. Yeah, there are others, but they're usually only used by one specific mod whose author felt the need to implement their own power system, and are incompatible with anything else. Which leaves two options: wait and see if the TE team decides to eventually expand the RF system into different tiers, or wait for Industrialcraft to come back in a somewhat stable, reliable and awesome enough form. It's waiting in any case, since right now, I really can't think of a sensible alternative to RF/MJ.
  4. I stand corrected concerning the Extra Utilities generators, sorry. I just read up on Extra Utilities back when the mod was introduced into Tekkit, saw some of those generators and, seeing as they don't seem to do anything the TE dynamos can't do, I decided not to bother with them, so I never noticed they weren't even there. Also, I vaguely recall that they have this Love Generator or whatever it's called, which uses pink wool as fuel, and uh, seriously... no. Just no.
  5. All right! Yeah, some people would call that "overpowered". In IC2, you just had to plop down solar panel after solar panel, then combine them to more advanced and compact solar panels, put down some of these and then some more (or windmills, watermills, whatever). Added a few energy cells as buffers for the night and you never had to worry about power generation again. Honestly, the easy, no-brained energy generation is the one thing from IC2 that I don't miss at all. About variety, there's the reactant dynamo that runs on a whole lot of different stuff - sludge, sugar, gunpowder, glowstone and other kinds of weird crap (including literal crap i.e. sewage) in any combination of solid and liquid. And we still have biofuel from MFR. Then there's those generator thingies from Extra Utilities. I never use them, but they seem to provide even more options. (edit: out current EU version doesn't have them.) Big Reactors. I agree that they lack the risky aspect of nuclear power and should be dangerous in some way if built improperly (overheating etc.), but I think those features are planned. Though I have to admit that the IC2 reactos were indeed very cool. Agreed on the whole technological progession thingy, the three energy tiers are bit lackluster. But other than that, IC2 didn't have that much that TE or MFR don't provide either. Redstone Arsenal (flux-infused tools). Okay, so they don't provide the different firing modes the mining laser had (which were also kinda cool, I have to agree), but well... their purpose is easier and faster mining, and they do that well enough. Redstone in Motion is still in Tekkit, to be replaced by the newer Remain in Motion fork in upcoming versions. Didn't go anywhere. Neither did those. Aaaaand, finally... Yeah, I don't like it either. Though removing it from the pack yourself is as easy as deleting the EE3 jar file from the mods folder, so I really don't care if they want to stick with it for some reason.
  6. You seem to confuse Tekkit and Minecraft version numbers. - 1.2.9 is the current stable TEKKIT version, 1.2.10 is the current Tekkit beta. Choose whatever you want in the launcher. - 1.6.4 is the MINECRAFT version the current Tekkit is based on. You cannot change this, the pack was made for this Minecraft version only. Updating to a newer Minecraft build would require new versions of every mod. The modding community usually stays one or two major Minecraft builds behind, as those are usually stable and mostly free of bugs. That said, the transition to Minecraft 1.7.x is currently underway, so once it's supported by all required mods, you can probably expect a new Tekkit build some time in the, uh, not-too-far future. Oh, and about your sprinting issue, try double-tapping your forward movement key. Works totally fine in 1.6.4.
  7. And if Sphax Faithful isn't the right thing for you, then try Soartex. They don't have a pack specifically for the current Tekkit, but you can just download the "Modded Universal" pack (under Downloads -> Modpacks) and it's also mostly complete from what I've seen. You can edit the zip file and remove all the textures for mods that aren't in Tekkit, or just leave them in, doesn't matter. EDIT: uh, sorry, confused Sphax with Faithful. You can try Soartex nevertheless, though
  8. Some of those natural portals are unstable until you put an actual dimensional door on it. Just go exploring and find another one. I think the default chance for one to be generated is 1/30 per chunk, so it really shouldn't be too hard to find some more.
  9. Explore the world until you come across small structures consisting of two 2-block high stone pillars atop a small stone brick platform. They're not too hard to find. Look through the pillars from east to west (or the other way round, can't remember exactly) and you'll see some sort of dimensional portal. Enter it and you'll be transported to a natural pocket dimension or dimensional dungeon where you can loot chests for the various dimensional-related stuff such as world thread, unstable fabric and whatnot. As for everything else you need to know about those dimensions (going up and down dimensional layers, dying in dimensions, The Limbo etc.), the wiki is your friend.
  10. Also, use your Mojang account for signing into the launcher (aka your minecraft.net acc/password), not your Technic account. Oh, and consider using a better thread topic next time.
  11. If by "pinpoints", you mean your map waypoints, those are saved client-side, as the minimap is a client-only mod and technically not part of the server. They're saved in your modpack folder in ..tekkitmainmodsrei_minimap as *.points files and their names are both server-specific and dimension-specific. So, for example, if my server's IP was 212.32.101.94, the waypoints file for the Overworld (dimension 0) would be called 212.32.101.94.DIM0.points. The fact that it's all client-side makes me wonder why you lost them in the first place. Did your server IP change? In that case, you have to rename the various pointfiles accordingly. If you installed the new client in a different folder, just copy over the files from the old client.
  12. The only thing I can think of right now is that you edited the wrong config file. There are somehow two MPS config files in the Tekkit 1.2.9e server package, namely mmmPowersuits.cfg in the config root folder, and powersuits.cfg in the "machinemuse" subfolder. I guess Machinemuse changed the config structure some time during the Tekkit lifespan and they forgot to take out the old, redundant config file when they updated the mods. I don't know which of the two is the "real" config file, but since your changes to mmmPowesuits.cfg did nothing, it's probably the one in the subfolder. Worth a try, I guess. edit: too slow
  13. Hello there guys, is there any way to speed up carriages from the 1 block/second default? It's probably been asked before, but I couldn't find any definitive answer, only assumptions and workarounds. What I did find was an option in the config file... I:"Duration of motion in ticks"=20 .. but changing it to a lower value doesn't seem to do anything at all. Increasing it, on the other hand, resulted in weird things happening such as carriages going through solid blocks, no interaction possible with blocks within the frame etc.. so the mod does apparently recognize the variable in some way. Am I missing something here? Is there a hardcoded speed cap of 20 ticks per motion? I had planned to use the whole thing for an elevator of sorts (and I guess I'm not the only one), but it's pointless at such a slow pace.
  14. Yeah, well, the OP did say that he hates mining and quarrying because it messes up the landscape. Of course he specifically mentioned diamonds later, but honestly, there's a ton of other ores and minerals to be mined in way larger quantities, which will ruin the landscape a lot more than picking a handful of diamond ore blocks from the lowest layers of the world. So unless you literally want to craft EVERY ore using Equivalent Exchange to avoid mining altogether, the most obvious solution to avoid large-scale uglification of your world is to destroy places you'll never, ever gonna visit again anyway. You could set up quarries 20,000 blocks away from your home base, or simply do it all in a separate mining dimension you can forget about once it gets too ugly. If you're averse to Mystcraft, that's fine - other people, including myself, are averse to Equivalent Exchange, which, honestly, feels more like legitimate cheating in its current, unfinished stage. Way too simple for the sheer power it provides (though I admit that Mystcraft CAN be imbalanced as well if you create oceans of liquified ender or whatever). Opinions differ, we provided two different solutions and the OP can now pick whatever he/she prefers
  15. Well, if messing up the landscape is your only concern, you can just use Mystcraft to cook up one or more "mining dimensions" where you can go wild with quarries, strip mining and whatnot without destroying your original homeworld.
  16. Yeah, I know. And it's all correct, I specifically used a 16 mB tank with only 8 mB of fluid to have enough space left for any eventual overflow after pumping the stuff back out of the Deriver. Got to be prepared for everything with those weird conversion mechanics in place
  17. Glad I could be of help! Come to think of it, maybe this little bit of information would also fit nicely into the "Did you know?" thread. Maybe I'll rewrite and post it there later. Regarding the conversion rates between kL and buckets, though, my results are different from yours. I pumped some fortron back and forth between a Coercion Deriver and a portable tank and found that 1 kL equals 1 bucket (1,000 mB). I had a hardened portable tank filled with 8,000 mB of fortron. Pumping it into a Deriver gave me 8 kL there, and pumping it back into the tank resulted in the original 8,000 mB. So: 1 kL = 1,000 L = 1,000 mB = 1 B. For consumption rates, which are measured in L/s, the formula is: 1 L/s = 1 mB/s = 0.05 mB/t. Now, the RF->Fortron ratio ... well, I have no idea and my the results of my experiments aren't consistent, ranging between 1:4 and 1:6. I hooked up energy cells containing different amounts of RF to empty Coercion Derivers and immediately pumped out the resulting fortron into a tank, using fluiducts in force extraction mode (doesn't seem to work in other modes anyway) to avoid their fluid amount conversion bug. Here's what I found so far. - Cell with 1,000 RF -> derived 5,500 mB of Fortron (RF : Fortron = 1 : 5.5) - Cell with 4,000 RF -> derived 22,500 mB of Fortron (RF : Fortron = 1 : 5.625) - Cell with 16,000 RF -> derived 68,900 mB of Fortron (RF : Fortron = 1 : 4.30625). Integrating this back into RF gave me 12,268 RF (Fortron : RF = 5.616). My actual MFFS network consumes 5,040 L/s = 252 mB/t and the dynamo supplying the two Derivers is running at 56-57 RF/t, so that's 252 mB/t / 56.5 RF/t = 4.46 mB/RF. Needs moar science, I guess.
  18. When I started fiddling around with MFFS, I couldn't (under-) stand the weird distribution mechanics and operation modes of Fortron Capacitors either, so my ultimate solution was to simply not use them at all. Fortron is a Forge-registered fluid and can be pumped around using fluiducts and tesseracts. Leaving out the Fortron Capacitors makes the entire system a lot easier to use. All you need to do is feed power (RF) into a Coercion Deriver which will convert power into fortron at some fixed rate that you usually don't need to care about, maybe pump it into a storage tank if you want some kind of buffer, then use fluiducts to transport the fortron to its respective consumer device (Interdiction Matrix or Force Field Generator). No need to worry about frequencies, filling mode, distribution mode, emptying mode or whatever you can set the quirky capacitors to. As long as you're producing more fortron than your end devices are using, their internal fortron tanks will first fill up, and once the'yre full, the Derivers should regulate themselves to only produce as much fortron as your devices are actually consuming (i.e. they'll simply consume less RF). No need to worry about kL or whatever units it's measured in either, though keep in mind the 200 mB/tick limit (or was it 120 mB/t? can't remember) on fluiduct connections which may become bottlenecks at higher fortron consumption rates. I can't remember the conversion rate between kL, mB and RF right now, have to check ingame when I get around to it. It's probably not exactly how the mod authors intended us to use their machines, but hey, it's not our fault if they're not providing any useful documentation about the inner workings and mechanics of their mod.
  19. Working as intended. Well, sort of. It's just like that even in vanilla minecraft. Apparently, you're not supposed to craft chain mail... so why they even added a recipe for it is anyone's guess. See also: http://minecraft.gamepedia.com/Fire
  20. What he/she said, except that it's "cd disk" instead of "cd rom". As to protector on blue and brown floppy disks, yes they are, in fact, the same. Treasure floppy colors are random and have nothing to do with their contents. You can recolor them using the vanilla minecraft dyes if you want. edit: recoloring apparently doesn't work with treasure floppies, only those you crafted yourself. Still, programs are the same regardless of color.
  21. Whee, thanks for Wireless Redstone! Greatly appreciated.
  22. I wondered that myself, seems like it's not possible. But you can place an energy conduit first and the dynamo will automatically orient its output (top) face towards it.
  23. Not quite, it's 1 million per bucket, and you need to pulverize and liquefy 10 coal for one bucket. If you already have a lot of coal in stock, you could probably run a few quarries off it, but I doubt that every quarry will produce enough coal to replenish your reserves, unless you get extremely lucky with a few large clusters. That said, it's probably still the best use for coal. With IC2 and their artificial diamonds gone, I haven't really found a significant use for coal so far. My steam dynamos usually run on charcoal, which is easily renewable.
  24. There's no IC2 in Tekkit 1.2.x/MC 1.6.4. Use Thermal Expansion dynamos. A quarry attains max speed at ~48 MJ/t, i. e. 480 RF/t, which is exactly what 6 dynamos of whatever kind can produce. They all output 80 RF/t. Be prepared that you'll need A LOT of energy, though. A quarry at max speed mining a 16x16 chunk from sea level to bedrock (64 layers) uses something between 20 and 30 million RF in total, if I remember correctly. I ran one off a few redstone energy cells (10M RF each) and had to change them twice, with some energy remaining in the last one when it was finished. EDIT: Just ran another quarry, and apparently, according to the multimeter, maximum energy intake is 564 RF/t. So make that 7 dynamos instead of 6. And it ate up ~45 million RF for 64 layers.
  25. You can't place water in the nether, it will just evaporate. Free-flowing water in the nether is not possible. If you need water for machines (cooling engines or whatever), you need to collect it in the overworld and use buckets and portable tanks, or pipe it in using tesseracts and fluiducts.
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