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Curunir

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Everything posted by Curunir

  1. Allocating too much RAM (and all the housekeeping tasks involved in this) can waste quite some time, depending on software architecture. Java is not the most efficient of architectures, to put it politely. Once all relevant data for an application are loaded into RAM, you cannot speed up anything by giving more RAM to the application. The only scenario where that used to be true was on systems with insufficient RAM, where the pagefile (Windows) or swap partition (Unix) had to be used. Managing RAM, the OS would put rarely-used bits of application data onto the hard disk, which in turn caused long waiting times when that data needed to be fetched. But when all relevant data fit into regular RAM, this should not occur. At best, allocating too much RAM does nothing. At worst, it will slow you down and even cause quirks. I concur on the use of SSDs. While they of course are still more expensive than spindle drives for sheer storage, SSD prices have gone down a lot recently. I can get a good 120 GiB model around here für 60€, which is not bad, considering they used to be 300€ not too long ago. Still, some cannot afford this, so it's only an option if you can. As for 120 GiB not being enough: It should suffice for Windows 7 (~20 GiB + pagefile), the necessary drivers and programs, and still have ~60-70 GiB of space for your favourite games. The reason you're thinking the game isn't making full use of your powerful hardware: It's running on Java. It's really that simple.
  2. You can check memory allocation. It defaults to 1 GiB, and Tekkit should run on that. If the allocation is higher, start time will be considerably longer, at least that is my experience. Of course, if you found that 1 GiB was not enough because of resource packs or added mods, then you need to find the lowest value that will still guarantee a stable game. Not using resource packs, or only using lightweight ones, is another thing you could look into. >Faithful X32 is quite lean.
  3. You would do well to start using some punctuation, to make your posts more readable. And maybe buy a Shift key or two. I think that Fedora is simply a bad choice to run your Minecraft server on, given all the limitations you mention. I am using Mint for my server (among other things) which has none of these limitations. Apart from that, you are quite impertinent to demand this kind of thing when the "generic answer" was already way more than your word salad deserved.
  4. As it should be. :-)
  5. I will treat this as a question, not an issue. All issues go on the tracker, only questions and gameplay hints/discussion belong here. JDK stands for Java Development Kit. You only need that when you want to develop software yourself, not to run it. For this, a JRE (Java Runtime Environment) is sufficient, and recommended. Note that you can have many different versions installed next to each other, which is often a cause for problems. So try removing the JDK and install just one Java runtime, namely Java 7 update 67, which is recommended for Tekkit. Then open a terminal in the folder where you unzipped your server files and type: sh launch.sh The console should get lively with lots of messages rolling over the screen. This first start will take a while, because there will be no world, so a new one will be generated. And just for the record, Minecraft is quite oblivious as to which OS it runs on, which is one of the few true advantages of making an entire game in Java. Tekkit of course inherits this trait. So if you find Linux too daunting to use, the server will run just as fine on a Windows machine, you just need to use launch.bat instead of launch.sh.
  6. Medium-compact setups like yours need to be run at rods 60-70% or even higher to get to the optimal temperature, which indeed is around 900°C. Remember that the Control Rods moderate the reaction, i.e. slow it down, so the higher this percentage, the cooler it will run. Your reading says that your reactor is rather inefficient, compared to what it could be. But if you can supply fresh Yellorium at the rate it is consumed, I see no reason to change it. Any Yellorium Ingot consumed is a Cyanite Ingot produced, so if you plan on building an actively-cooled reactor by attaching Turbines, you actually want that. Turbines take quite a bit of Cyanite to make. With well-designed Turbines, you can get those ~40k RF/t with just 0.100 mB/t of Yellorium. An optimal passive (=Turbine-less) setup will get down to maybe 0.300 mB/t for the same power. If you do have trouble supplying Yellorium at that rate, you can just increase Control Rod settings (need to set each individual rod, or use a Rednet or Computer Port to remote-control them), or change the setup to one with less rods overall, or less tightly packed. Because of the nearly limitless design options, it is hard to really recommend any particular design. Your rod blocks are alright, although some prefer a slimmer design with just one central 3x3 or 4x4 rod block. I personally like to make such a layout, and just increase reactor height when I need to stack more power.
  7. I guess you mean this one. You are free to download that (1.6.4 for current Tekkit Main) and you are also free to tinker with your Tekkit. Just don't expect us to support you. Head over to Platform Pagoda if you need pointers about building custom modpacks, or want to discuss it. This here is reserved for Tekkit Discussion.
  8. Apologies, I just read the roadmap and changelog. The 1.7 dependecy was not mentioned there. Or I'm turning blind. That being said, I am anticipating 1.7 quite a lot by now. If you decide to alpha-test a 1.7-based Tekkit version, I'm available as a guinea pig.
  9. Pease take all issues to the tracker, using the template. Also, don't spill logs into posts. That's what Pastebin is for. And as your first-post bonus, here is some off-tracker advice. The error points to DimensionalDoors, so you probably have a data corruption in one of the additional dimensions. Removing that corruption is likely required to get the world to load again, and this is done quickest by just deleting the additional dimensions from the world save. Make a backup before you start deleting. If anything valuable is in those dimensions, try deleting one-by-one to find which one is corrupt, then load the backup and only delete that one.
  10. I never experienced them myself, just replying to Robincnp. Maybe he can elaborate. On the other hand, it seems my prediction already came true.
  11. You maybe want to look into that crash log and see what caused the crash. I guess it's either ID conflict or a configuration thing that you neglected. Not that I have any useful knowledge on modpack configuration. I just know it's tricky and needs to be done right. Basically, you should be able to upgrade (or downgrade) to any mod version that meets requirements. Which is 1.6.4 base game version and maybe additional dependencies. And you always need to sort the block IDs out. As for the location of the log, it should be saved under crash-reports in your modpack directory if it's a client crash. When the server crashes, look in its directory structure for crash-reports. I made a >short guide how to locate client-side crash logs. P.S.: Strictly speaking, what you are running there is a custom modpack, so you should ask in the "Platform Pagoda" forum section for help.
  12. Since Atomic Science was integrated into Resonant Induction now, maybe the Mekanism incompatibility can be resolved. Maybe drop the author(s) a note that the issue (still?) exists and ask them if there is a workaround. Maybe you're lucky and it will get fixed for good. Of course, there has been no official comment so far on including Resonant Induction when Atomic Science is phased out (which it probably needs to be due to its unstable state).
  13. You're bringing up some worthwhile points, so let's try some more on-topic. The basic question here somewhat revolves around what a game is. Is your generic console shooter with heavy scripting, cutscenes, tube levels and (if you're lucky) two different possible endings a game? Most would call it that. Now, is Minecraft a game? It's certainly extremely different from aforementioned console shooter. Being what is commonly called a "sandbox (game)" now, there is no clear-cut progression as in the scripted prison that is a console shooter. Of course, the lack of freedom has its merits. It allows designers to deliver a narrative, and get it across with methods invented for movies or television. We tend to expect being led by a leash there. Compare the freedom of Minecraft. Even when not in Creative, you can basically ignore most "rules". You probably should punch wood and build a shelter, but you don't have to. You could take a vow to never break a block, and see how far you get with this. You could try never fighting, just using tamed wolves as your personal bodyguard. The options are overwhelming, and many people love Minecraft (and other sandbox games) just because of this. Now, why did I make that excursion? A mod adds blocks to Minecraft. The author probably had some ideas on how to use them, but players will most likely surprise him with the ways they end up using them. Did Pahimar think about fully-automated diamond factories when he wrote the code for the Minium Stone? Probably not, but together with Thermal Expansion and other mods, these factories were built. Which leads to the real key point: Mod interaction. A modpack is in the favourable position to combine several mods and allow players to find synergies and cool cross-uses for them. Most of the long-term fun in Tekkit comes from that. Thermal Expansion is great, but without Extra Utilities, Minefactory Reloaded and even BigReactors, it would be entertaining for a few days before it turns stale. IndustrialCraft tried more than other mods to be its own game inside the game. It brought a broad range of power generators, along with machines that needed the power, and the wiring to connect both. It had its own (freedom-limiting) progression through its internal tech tree, which was made rather well as game design goes, but not without its quirks and pitfalls. That completionism came with a price. When the time came to overhaul everything and migrate it to a new Minecraft version, nobody was able or willing to do it. Even the somewhat-alive new IC version that still exists has a very tentative status. What really came together in the meantime was teamwork. Based on Chicken_Bones' excellent groundwork with Forge, mods have begun to work together in a way that I had not thought possible. I'm not a coder, but I know enough of them to know that organizing them is like herding cats. Expecting them to self-organize without a dictator (project manager) overseeing them is brave at best. And yet, things work out more often than not. Of course these mods will not offer a well-designed structure and progression path like old integrative IndustrialCraft did. They are different mods, and cooperation between them has its limits. But they all work. The tools may be a bit littered around the sandbox, not neatly arranged, but does that really hold us back? Half the fun is in finding out how things work, and the other half in giving shape to your ideas, especially the crazy ones. I know that all this can be overwhelming (as can a wall of text, so I'll stop now). Maybe you will find my >newbie guide useful, which offers a first progression, to empower new players to make their own decisions. Have fun in the sandbox.
  14. As far as I know, that generator uses anything pink. Dye, wool, and whatever has been stained pink. Add to this the Heart Glass, and you have all the building blocks for Tekkit Barbie World. And the most disturbing thing is: Most people playing with it will be male.
  15. Yes, we don't currently have the additional generators from Extra Utilities. Which is, by the way, one of those cool mods that we didn't have back in the day, but would sorely miss if it was removed now.
  16. Well, at least that was an elaborate rant for once. I agree that Tekkit as a whole lost some things when IC2 had to be dropped. But it also gained a lot, and I would not give up the new things we have now to get old IC2 back. The problem is: Tekkit is a modpack, nothing more. Tekkit staff can only take from the pool of available and compatible mods, and those choices are sometimes limited. I'm sure if somebody had made a kind of "IC2 Reloaded" in time, they would have included it. But nobody did. At least not to the point where it was usable, stable, compatible and up to standards. But you might want to stick around and see what the 1.7 transition will bring. I hear that the recently-finished Thermal Expansion 4 gained some interesting new things, some of which may fill long-standing blanks left by IC2. And there is always a chance that exciting new mods join the family. Just think about our newest functional addition, Simply Jetpacks. Finally an accessible, scaling and well-balanced solution for personal flight, and it ties in very well with exisiting TE infrastructure. BigReactors also has exciting stuff on its roadmap, even meltdown is among the planned features. And while I understand your resentment against EE3, you can take it from my cold, dead hands.
  17. I don't know about any new dependencies in BR 0.4 other than the COFH Core, which we already have. I think something major like 1.7.x dependency would be mentioned on the changelog. ErogenousBeef is not one to forget such things. The Jetpacks issue is very strange, because it causes the Machinist's Workbench to crash the game, and in singleplayer mode only. I have used the 0.1.4.1 version on my client and local server for a few weeks, no issues since then.
  18. Are you aware that BigReactors 0.4 is out? It's still a release candidate, but the feature list looks tasty. You did not include the Simply Jetpacks hotfix 0.1.4.1, which was mentioned (and linked) in this ticket as the solution to that crash in singleplayer mode. Works very well, and the crash can be reproduced when running just 0.1.4. Thermal Expansion already was on 3.0.0.7.
  19. If I may interject: I have been running a small local server and never could connect to it via public IP, although friends were able to connect using just that IP. On my LAN, I had to use the local IP. So a proper test would be not connecting yourself that way, but having a friend connect via Internet using the public IP. I guess it should be basically possible to use the public IP on a local computer, using DMZ and whatnot. But it should not be necessary, in my experience. I'm not a network geek, so no guarantees that I got everything right. But my server is working.
  20. If you're on Minecraft 1.2.5, then you're not using Tekkit. The only pack running on 1.2.5 still is Tekkit Classic. If you do run that, you require an entirely different version of Sphax, and also of the the patches. It should still exist, but you'll have to find it yourself. Running Tekkit Main is recommended, however, for several reasons. So only run Classic if you explicitly want that one.
  21. Build them side by side. Or use Fluiducts between them. Either way, you need to set the intended output side to orange on the Crucible, and the intended input side to blue on the Transposer. If you simply place them side by side, with the Crucible on the left, the default configuration will work.
  22. The primary power system is called Redstone Flux (RF), and is produced by the four types of Dynamo. Steam Dynamo - runs on solid fuels, the same things that work in Furnaces; needs a supply of water Magmatic Dynamo - runs on lava, needs no water Compression Dynamo - runs on liquid fuels, i.e. Oil, Fuel and Biofuel; needs a supply of water Reactant Dynamo - runs on advanced agents; rarely used The BigReactors mod also produces RF with its multi-block reactors. They are sometimes called Yellorium Reactors, after the reagent they use, but basically their name is Big Reactors. I describe them in point 17 of my newbie guide, there even is a picture. A Quarry is one of the older machines that still use the old power system, Minecraft Joules (MJ). There are also still engines in Tekkit that produce MJ, mostly Buildcraft Sterling and Combustion Engines and the Solar Panels from Galacticraft. It is recommended to not use those unless you know what you are doing. Producing RF is enough, you can even power MJ machines like the Quarry with it. Just make sure that you attach the machines via Redstone Conduits, which can and will convert the power as needed. As for the amount of power a Quarry needs: It varies depending on what it's currently doing, but the peak usage is 60 MJ/t, which equals 600 RF/t. This means fifteen Steam Dynamos, or eight Compression Dynamos, or a few less if you buffer the power. Or simply use the 960 RF/t example reactor that I describe in my guide. So? English is not my native language, either. The ones you should admire are those who speak four, five or more languages fluently.
  23. Thanks for the compliment. You found my Quarry guide, but maybe the >newbie guide will be more useful for you. It contains the recipe for a small reactor that is more than enough to power a Quarry.
  24. I'm not sure, but the oilSprings setting might be responsible for the "fountains" of oil that you get above deposits close enough to the surface, mostly in ocean biomes. I have quarried a lot, found quite a few Water Springs, but never something like it for oil. Or it's just a deprecated setting.
  25. Sprinting was added bloody ages ago, just double-forward and then hold forward. Only works when your hunger and health bars are high enough (i.e. you're not hungry or hurt). Both recommended and beta versions of Tekkit are based on Minecraft 1.6.4, and have been for a while. The migration to 1.7.x will come eventually, likely as Tekkit 1.3.x. But nothing has been announced yet in that regard.
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