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Everything posted by Curunir
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Can I safely disable EE3 after world is generated?
Curunir replied to Erudo's topic in Tekkit Discussion
EE3 does allow for diamond mass production, but you need a source of high-EMC items to achieve it. This can be either a wood farm (tedious) or an Obsidian generator (easy). I described the method >here. The stone can usually transmute more things, also allowing an exploit where ingots are transmuted back into ores and then processed (and doubled) again. This is disabled in Tekkit. The usual Obsidian > Iron > Gold > Diamond and Obsidian > Iron > Ender Pearl chains are working. You could opt to just disable the Ender Pearl and Diamond recipes, so people would only be able to produce Iron and Gold, and interchange those. -
The time spent on such a blog is time not spent working on Tekkit, so this seems a bit counterproductive. But a rough roadmap would be nice, which could be done completely without giving any fixed dates. More generally, a project like Tekkit needs to do a bare minimum of communication and - dare I say it - community management to keep its users. Which has not been happening in my view. To put it bluntly, right now it looks like Tekkit is largely an abandoned project. No news for half a year, only very small fixes that were apparently done by poor Skuli alone, and no information whatsoever if anybody even plans on making a 1.7 version. The TPPI launch would have been an excellent opportunity to drop a one-liner on what you intend to do next. Just a short "next up: Tekkit goes to 1.7 - and don't you dare ask for an ETA" would have been infinitely better than silence.
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Can I safely disable EE3 after world is generated?
Curunir replied to Erudo's topic in Tekkit Discussion
As far as I'm aware, that Divining Rod is without function yet. The only functional parts are the Minium Stones with their transmutation ability (with many recipes disabled in Tekkit) and the simple devices used to create them. Alchemical Chests may be working as well by now - but they are nothing more than storage units even if they work. That being said, there seems to be no obvious reason to disable EE3. If you just don't want transmutation to occur, you could simply opt to disable just the Minium Stone on your server, which would pretty much shut down the mod. As for removing the jar file, this should work, but it would have to be done for the server and all clients. The most reliable way to do this is making a custom modpack, or find one on the launcher that already does what you want. As EE3 does - to my knowledge - not add anything to chunk/world generation, removing it should in theory not break anything. Disabling that stone would really be a much easier way to do things. -
Hexxit does have a 1.7 version? Such things belong on the front page. A little more transparency would be nice indeed. Just along the lines of what is planned next, and what Technic is focusing on.
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crash Tekkit Main crash as i start my save :'(
Curunir replied to terrorgio's topic in Tekkit Discussion
You have built something with Redstone In Motion that causes the crashes. Backup your world save, then open it in MCEdit, locate the thing at these coordinates (as stated in your crash log), and delete it. And next time, take it to the issue tracker. -
All issues belong on the tracker, and please wrap the log up on Pastebin instead of spilling it all over the place. You will increase our chances to find a fix if you follow the template and give the problem some context.
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Nope. . . . In case you are asking for help, this way please. A little more information is required as well, because our crystal ball won't light up properly these days.
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Did you know that you can hide an MFR Harvester away, so its activity will appear "magic" to the uninformed? I have a setup, admittedly not in Tekkit, where a Harvester picks oreberries from a dark underground room filled with oreberry bushes. I wanted to hide the actual Harvester behind a wall, which did not work. Seems like the Harvester front side may not be be obstructed by solid blocks for it to operate, but it does work if you use Microblock covers to hide it. Of course, range limits still apply, so the maximum range is a total 25x25 area with an Emerald upgrade, and the crops have to be exactly level with the machine. In case of multiblock crops (sugar cane, cactus or trees), this applies to the bottom block of the crop.
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Galacticraft machines are notorious for working with almost nothing, except convoluted setups of Logistics Pipes. But for a simple supply inventory, a buffer chest connected to Extra Utilities pipes may be all it takes.
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With the recent release of TPPI on the Technic platform, maybe you want to look into that, instead of tinkering around by yourself. It has many of the mods that Tekkit has, and a recent IndustrialCraft is included as well. Along with Mekanism, and some other really useful mods. As of right now, TPPI has the superior tech mod selection. And I am saying that as somebody who doesn't like IC2. After some testing I decided to add Simply Jetpacks to my TPPI, but mostly for convenience. The Mekanism jetpack works as well, but I'm used to the SJ pack now. Dropping that mod in is pain-free, although for multiplayer you would have to look for a server that includes it. P.S.: Valkon's point is an important one, though. I remember IC to be tedious and cumbersome to use, and it has become ten times as tedious since the olden days. It is a mod for masochists and people who like to actually work for the game, not play it.
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I have never used Galacticraft much, and honestly I first thought you were referring to the Railcraft Loader. However, the overflowing problem could be a remnant of the old Buildcraft pipe logic - where this was intentional, forcing users to build around it. If so, you may want to look into Extra Utilities item pipes. There is a Rationing Pipe that will only ever drop one stack of a given item into its target inventory, preventing overflows. Keep in mind that you need to put an Item Node at the extracting end of the pipe to pull items. You could either try and put the Rationing Pipe on the buffer chest, or directly on the loader.
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It's very simple: You are not running a Tekkit server. In the server package, there are actually two server files: the vanilla server and the Tekkit server. If you start the vanilla server, then of course it will reject all mod-originated blocks because they do not exist. Your world will also have no mod-generated ores whatsoever. Fix this by running the server correctly. There is a launch script to help you avoid this mistake, called launch.bat (Windows) or launch.sh (Unix/Linux/MacOS).
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You can try Extra Utilities pipes. The Rationing Pipe (the Lapis one) should be able to do what you require. Remember that you need an Item Node at the extracting end.
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How can i control where items send by itemduct end?
Curunir replied to Kotja's topic in Tekkit Discussion
Right, I forgot to mention that at least one of the outputs needs a Pneumatic Servo, to allow changing the Redstone behaviour. Here is a picture of what I described: One output is only active on Redstone signal, the other only on NO Redstone signal. Flipping the switch will flip the active output. -
How can i control where items send by itemduct end?
Curunir replied to Kotja's topic in Tekkit Discussion
I have done this with a Strongbox that had two Itemduct heads directly attached. A lever was located right between the ducts, both ducts were set to extract mode. One of them was set to be active on Redstone signal, the other to be inactive on Redstone signal. Flipping that lever therefore would switch between the outputs. I will add a picture next time I get into the game. -
The wiki has not been updated for Thermal Expansion 3 yet, and that is with Thermal Expansion 4 approaching. TE3 introduced the Redstone Flux (RF) energy system, which is quickly becoming the standard system as other mods are adapting to it - like BigReactors, obviously. That limit came with the RF system, not sure if there even was one before. At least there is no loss any more, as far as I'm aware. The massive number of Tesseracts on The Core was a design decision. Making four or five max-size turbines would certainly have been more resource-efficient, but the goal was to create this shape. The stalk design is quite efficient in itself, but not the optimum yet. You see, the fuel rods profit from being clustered tightly together, because this will increase fertility (the percentage value), which in turn reduces fuel usage, but also increases temperature. High temperature increases fuel usage again, so you need to strike a balance somewhere. The 4x4x4 starter reactor from my guide is an example for a good low-level balance. I have found that a medium-sized reactor with Resonant Ender can be balanced well with one 3x3 fuel rod cluster, or maybe two 2x2 clusters. If you lump together too many rods, temperature will go through the roof. Unless you are aiming at breeding Cyanite, temperature should never go above 1000°C. Best operation temperature is around 900°C, and ideally casing heat should be equal to core heat. The better the coolant, the closer those two values will be. It's really quite an interesting system. Looking forward to further development, as the author stated that some things will be added yet. Like meltdowns. :-D
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No idea about the actual problem. Maybe they can help you on the correct forum. Which is over here.
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That is rather massive, and also rather inefficient. Observe how the internal buffer is completely full because the Power Tap cannot drain the power fast enough. The temperature is also deep in the red zone. Redstone Energy Conduits max out at 10k RF/t, so you would need five separate Conduit lines to take all that power as fast as it is produced. Which means five Power Taps, each with sufficient intermediate power storage along the line. I suggest you dial it back to 90% and see how hot it gets. Anything beyond 1000°C is considered inefficient, and is only recommended if you intend to run a breeder for quick Cyanite production (and remember that it will burn through your Yellorite supply very quickly). You can also achieve higher output with less resources if you cluster the rods together in groups of 2x2 or 3x3, and generally use less rods to compensate for the increased heat. All this of course is overshadowed by the efficiency of an actively-cooled reactor, i.e. one running Turbines. Compare my >old project, which produces double the output of yours with a significantly smaller Yellorium footprint. Granted, it took a massive investment of Iron, Coal and Cyanite up front to build the Turbines. It's of course fine if you are happy with it. Just pointing out where you could improve.
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You can check if your performance issues are actually lag spikes caused by security/anti-virus software constantly interfering. Create an exception for Tekkit and see if that helps. Other than that, maybe Optifine can help you tweak settings for more acceptable performance. It usually does not double the fps as claimed, but it will enable a wide range of graphics options otherwise unavailable in Minecraft. Make sure to get the latest 1.6.4 build for Tekkit.
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In case nothing starts, you may have the Java 8 issue. Downgrade to a recommended version if that is the case. Otherwise, the issue tracker awaits.
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Please take your issue to the issue tracker, following the template. The crash log will be very useful - >here is how to handle it properly.
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Virtually nothing has been announced yet, so I'm not so sure about what is and is not around the corner. I guess some resources have been bound over here for a while now, so maybe there will be more manpower for Tekkit again at some point. What we require first is a definite 1.6.4-based update that collects all the bugfixes and delivers a stay-that-way version in the vein of Tekkit Classic. I repeat my earlier notice that Simply Jetpacks absolutely needs that update to 0.1.4.1 (from 0.1.4) to fix the crashing bug in singleplayer mode. Upgrading it to 0.3.1.1 right away may be better because of the significant improvements the mod received. It should be a pain-free upgrade because no placeable blocks are added, and it offers the urgently needed alternative to the failing MPS. I have been using 0.3.1.1 for a while now and it works very well. Got my Enderium-plated jetpack, complete with vanilla enchantments. No more MPS for me. As for 1.7 versions, last time I checked there were still key components missing, like that Thermal Expansion sub-mod that will deliver the new pipe system.
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The verifying stage can sometimes take forever. Try again after a system reboot, and let it sit for ten to fifteen minutes after launching. You could also try and remove all Java, then install a fresh environment from here. If that fails, reset the modpack, which will take some time because all files will be re-downloaded. That should cover any corruptions that might have happened. Your world may still be broken if you're unlucky, but that can be fixed as well. But please, take the issue to the tracker if you require more help.
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1. Don't spill logs into posts. 2. Take all issues to the tracker. 3. You are using Java 8 update 20, which does not work with Tekkit. Downgrade to a recommended version, ideally Java 7 (current: update 67).