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Everything posted by Curunir
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The board language is English, kid. Don't apologize for your language skills - the Internet language is Bad English anyway, and you'd be surprised how well people understand that across the globe. Your link refers to a picture stored locally on your computer. This can generally not be accessed via Internet. Use a service like imgur to share pictures, and something like pastebin to share logs and other text files. Having said that, you are wrong here. Issues go on the tracker, and there is a template to help you structure your problem for analysis. Check first if you simply have this common Java issue. Should apply to both server and client installations.
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And to show you how well the tracker works for your issues, refer to this ticket. It contains the description and two possible solutions for your problem, links and all. Also, try not to vomit logs into forum posts (or tickets) next time. That's what Pastebin is for.
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Load Tekkit mods on Vanilla Minecraft launcher?
Curunir replied to boeing186's topic in Tekkit Discussion
This is certainly technically possible, but not advisable. Launchers like Technic were created to make installing and managing mods simple - without a launcher, it is a complicated thing that requires a bit of coding skills and lots of Java knowledge. So I second the question. Why would you want to do that? -
How much RAM do I need for a server with two people?
Curunir replied to boeing186's topic in Tekkit Discussion
Tekkit main runs with a default allocation of just 1 GiB. It is prudent to raise this to 2 GiB if you add mods and/or resource packs. 4 GiB is quite a lot already and should suffice for lots of additions. Just don't complain when it runs slowly - more RAM cannot magically improve performance, it will just make room for many things that can and will bog down your system. By the way, when you add mods, your installation automatically becomes a custom modpack and won't be considered a Tekkit installation any more. If you need help with that, make sure to head over to Platform Pagoda. -
How much RAM do I need for a server with two people?
Curunir replied to boeing186's topic in Tekkit Discussion
That allocation is fine. The server needs less RAM than the client with just two players. Of course, if you include 200+ mods and make it the mother of all kitchen-sink modpacks, it may still require more. But it won't run properly anyway if you do that. If it's really just you two, consider forfeiting the dedicated server and just open your singleplayer game to LAN. This will be less admin work and simplify some things. Of course, the dedicated server has a lot of advantages, like scaling, easier transferability, easier backups, dedicated server console for monitoring and control, and so on. The question is if you need all that. In any case, make frequent world save backups, ideally after each playing session or once a day, whichever comes first. -
This was discussed, among other things, in my old >Quarry thread. It summarizes more or less like this: 1. Make sure you really want to remove it. Water will not disturb Quarry operation, although it may make manual interventions difficult (say, diving in to silk-touch certain ores). It is also vastly simpler to remove the water after the Quarry finished, as opposed to while it is running. 2. There are two main ways to remove water (three if you count Sponges, but those are only for small amounts): Filling in and pumping out. Filling in is straightforward, just drop Sand and/or Gravel in until all water is displaced. Then (re)start the Quarry to remove the filling material or simply leave it there. Pumping is rather difficult in the default config, because you would need massive amounts of pumps to fight against the water source blocks self-replenishing - the thing that also allows for infinite water sources. You can, however, disable this somewhere in config, so water behaves like lava or oil and does not replenish. This means a single pump will eventually drain it all, but also that regular infinite water sources won't work any more.
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Please take all issues to the tracker. However, this sounds like you are having a very common issue. Read all about it in this ticket, including the two options to fix it. If this doesn't apply in your case, you are free to take it to the tracker.
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Highest efficiency passive cooled "Big Reactor"?
Curunir replied to jakalth's topic in Tekkit Discussion
It's the small things that really make BR 0.4 so much more fun to use. Point in case: Control rods can now be set in +5 and +1 increments, and holding down Ctrl will automatically replicate the setting to all Control Rods even with manual control (previously only possible via Rednet or Computer Port). Even works with Ctrl-Alt-Shift to replicate +1 increments to all rods. All hail ErogenousBeef for a fine piece of work. -
(Support/Issue) Tekkit(MAIN) won't load world up
Curunir replied to Shnuffler's topic in Tekkit Discussion
I leave the nitpicking to those who write and enforce the rules.- 11 replies
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(Support/Issue) Tekkit(MAIN) won't load world up
Curunir replied to Shnuffler's topic in Tekkit Discussion
That is not support, but a sharing a generic way to fix a common issue. Support is about looking at people's individual problems and figuring out what went wrong in a particular case.- 11 replies
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(Support/Issue) Tekkit(MAIN) won't load world up
Curunir replied to Shnuffler's topic in Tekkit Discussion
Please take all issues to the tracker. They won't be considered otherwise, and support (both the giving and receiving thereof) on Discussion is against board rules. Unfortunately, corruptions happen. The best defense against them are frequent backups, so you can roll back to the last one if something breaks. Failing that, the established method to recover a corrupted world save is thus: make sure the game is not running copy the whole world save somewhere safe, so you can try again when this doesn't work rename the world save directory to something else (just append _old or something) start the game and have it create a completely fresh world with the exact same name the to-be-recovered one had quit the game copy the to-be-recovered world completely over the newly generated one, overwriting all files start the game, try to run the world if this doesn't work, repeat the process up to 5 and then copy only region data This usually repairs your world. If it works again, do yourself a favour and get used to making those backups.- 11 replies
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Please take all issues to the launcher, and make sure to share >crash logs. You may want to check first if you are just having this extremely common Java issue. Instructions to fix in the ticket I linked.
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As I said, it happened to me, and I usually don't derp on crafting recipes. Try that shift-click-trick to directly transmit the recipe to the crafting grid.
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Can't get passed verifying launchwrapper-1.8
Curunir replied to precursordesign's topic in Tekkit Discussion
Tekkit does not run on Java 8 at the moment due to a known bug. Please use the recommended version, which is the latest 64bit Java 7. Uninstall Java 8 manually first, reboot, then fetch this and install it. Alternatively, you could stay on Java 8 and just drop the unsupported hotfix in the mod folder. But unsupported means unsupported, so no guarantees. Next time, take your issue to the tracker, where it belongs. -
Tell him to recheck the recipe. Some ingredients are used in both the prechargers and in the actual drill, but in subtly different positions. I once needed ten minutes to figure out why mine wouldn't craft, and I simply had mixed up placement on two ingredients. If unsure, shift-clicking the question mark icon next to the recipe in NEI will transfer the recipe directly to a compatible crafting area if it's opened. Only if the problem persists after doing that, you should look into possible technical causes. Which would be a client-side modpack reset for that user.
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GC runs on either MJ or EU in the version we use, and is set to use MJ. This is a legacy system even in the rather old pack version that is still current. As I said, it's quirky but it sort of works - unlike most MJ to RF conversion. I recall it was prone to produce more power than intended.
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Galacticraft does not work well with TE in the old version we have. I think you need to attach Galacticraft wires to the Solars, and maybe attach those either directly to the Cell or to TE Conduits. I remember this worked once, but it was buggy. By default, Solars should only be used for Galacticraft's own stuff. If you want to power your RF power network, use Dynamos or nuclear power.
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If that is your agenda, consider my comment void. Looking at the (probably vastly outdated) GC build used in Tekkit, I noticed quite a few quirks and issues that mostly prohibited automation (see for reference the extreme measures >some users took to get it automated at all). This gave the overall impression that GC authors don't care overly much if their stuff works together with anybody else's mods or not. This was probably a false impression, given your statement. With the growing number of intricate tech mods accumulating in modpacks, it's essential that these mods work together to a certain degree and integrate into the greater whole. If you are committed to that, I have nothing to criticise.
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Highest efficiency passive cooled "Big Reactor"?
Curunir replied to jakalth's topic in Tekkit Discussion
Don't spend too much time with the old version. BigReactors is out for Minecraft 1.7 for a while now, and packs are beginning to stabilize around that. A few things have changed, and I suggest that you only invest time once you got over to the other side. There has been no announcement when (or if) Tekkit is going to go 1.7, so maybe nuclear enthusiasts should look into other choices. -
You first did it right, and then wrong. This ticket you made is all you need. Seeking technical support on Discussion is against board rules.
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Potentially, but the Resonant Energy Cells max out at 10k RF/t as well. :-p Looking forward to that.
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The Redstone Energy Conduit is just a bout the best there is. The Energy Transfer Node will outscale it, but only if you place the necessary upgrades inside it. Which can be very expensive. But Redstone Energy Conduits should get you rather far, especially when you use several separated pathways that each carry 10.000 RF/t. The issue usually only arises with nuclear power, and finding a good solution for your particular setup could be considered part of the game. There is one more option, although it is of limited use. A Tesseract counts as a direct, completely lossless connection and will transfer as much energy as you can throw at it. But it will effectively be limited by the amount that the target can take. Would be useful if there were single-block machines that used ungodly amounts, but most big energy users are either multiblock or otherwise distributed. So not really a solution in most cases.
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It's not certain that Java is the issue, just very likely. Take all issues to the tracker, and make sure to include >crash logs to enable diagnosis. Giving support on Discussion is against the >rules. I am only doing it for newbies whose first post is a cry for help, giving the "newbie bonus".
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Deadline? This is a game, not a work assignment. Unfortunately, I have no idea about the workings of MFFS. All I remember is somebody once mentioning that the Fortron stuff is oredicted as a liquid and can be piped like one, which apparently makes some things much easier. The Technic wiki seems not too helpful on the topic, but maybe this helps.
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Keep in mind that you don't need Hamachi to play Minecraft (modded or not) over the Internet. A simple DynDNS resolver like the free service from No-IP is basically all you need to avoid having to tell your IP all the time. As for the problem, you very likely started the wrong server. Use the launch script (launch.bat on Windows, launch.sh on Unix/Linux/MacOS) for starting the server to avoid this. Right now, you are running a vanilla server and your generated world is without any mod blocks or ores. Better start over once you fixed it. And next time, take your issue to the tracker.