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Everything posted by Curunir
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Any sufficiently large well-lit room is good for your base. Many find building a base compound quite enjoyable and have many creative ideas how to do it. Maybe look around Youtube guides for inspiration. As for item storage, AetherPirate already gave you the gold standard. For mass items like Dirt, Cobblestone and whatever else comes in large quantities, Deep Storage Units are the way to go. You can hook them up to Itemducts and automate things with Pneumatic Servos or Item Routers so you don't have to haul around the stuff by hand. For anything else, an assortment of Strongboxes should be your intermediate storage. They can be picked up while full, which is not true for the chests from the Iron Chests mod (including Gold/Diamond/Obsidian/Crystal Chests). Of course, if you have a permanent safe storage room, Obsidian Chests are a nice option. It should be noted that all Strongboxes are totally blast-proof and won't despawn even when dropped. Of the other chests, only Obsidian Chests share that trait, and I'm not sure about despawning and keeping their contents. Later in game, when you have everything aplenty and also gathered copious amounts of Quartz, an ME Network will be your final storage solution. You can integrate DSUs into it, and the other items will go onto Storage Disks that can be accessed via ME Chests or Drives. Applied Energistics is quite an advanced mod with lots of details to learn, so don't rush it.
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Before you post it as a bug, check if you simply lack the energy to use the Power Glove. Put an(y) charged Thermal Expansion Energy Cell in your inventory and see if the Glove works. If it does, try disassembling and reassembling your whole suit. You could do this either way, but no guarantees that it will help. Other than that, MPS does have a few very annoying bugs. Every detailed report with crash logs may help fixing them, although somebody whould have to forward them to the actual mod author (MachineMuse in this case) to get them noticed. Our issue tracker is mostly for modpack bugs, but needs to take any technical issue to sort those out of the mass.
- 4 replies
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- help
- modular powersuits
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(and 2 more)
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As a sidenote about pumping oil/water mixtures: Using two different BC Pumps might do the trick. One with its nozzle dipped in water, the other explicitly in an Oil source block. It might even be possible to use two outlet pipes on a single Pump, but I don't know how flexible those Pumps are. An MFR Liquid Router might help as well, but probably can't do anything when the Pump stalls because of "wrong liquid".
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Has anyone ever seen or heard of a "Water Spring"?
Curunir replied to Silmenume's topic in Tekkit Discussion
Yes, an old Buildcraft feature. You can place a block on it to make the water "disappear", but it will reappear when that block gets removed again. I gather that it is meant as an infinite water source to use with a BC Pump. Adds a bit of "realism", if you actually want to play without the unlimited water exploit, or without its machine manifestation, the Aqueous Accumulator. In the same vein, you might put up MFR Weather Collectors to catch rain water. -
I think the block removal machine you meant to name is the TE Terrain Smasher. Good to know that it needs a Redstone pulse, so that is why they never worked for me. As usual, the utter absence of documentation is my only gripe with Thermal Expansion. So, yes, a Terrain Smasher setup can produce the desired effect without any power, while the Harvester is a much simpler and cheaper alternative, (1 Harvester vs. n Smashers, where n is the number of Sugar Canes), as long as you have power for it.
- 11 replies
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You still need MCPC+, but it has a new name now: Cauldron. No, it's not simple to use. No, we can't help you with it.
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Unable to use Configuration tab on Tesseracts
Curunir replied to AetherPirate's topic in Tekkit Discussion
I have been experiencing a rare issue with Strongboxes as well. Looks like single instances of TE items can get corrupted in rare cases. It was also an "ArrayIndexOutOfBoundsException" in my case. Making another one usually solves it, as it is so rare that it won't occur twice anyway. Still, all data points are useful, so you may want to submit that crash log to team COFH. -
Unable to use Configuration tab on Tesseracts
Curunir replied to AetherPirate's topic in Tekkit Discussion
And you want to discuss this problem? Or get it solved? You have been around long enough to know the tracker, haven't you? -
This is Tekkit Discussion. That modpack is not supported here. Ask the modpack author.
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This is Tekkit Discussion. Thaumcraft is not in Tekkit. Therefore, it should be pointless to ask that here.
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Discussion is for gameplay help and... discussion. So you are right here. I wrote an >introduction to Tekkit, with a suggested step-by-step progression that you can follow partially or completely, just as you like.
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I think the Tekkit team knows that Atomic Science is up for change - which can either mean removal or migration to Resonant Induction in an upcoming version. Either way, they have not announced anything in that regard, so we have to wait how things are sorted out. People are always free to tinker with their own modpack builds (based on Tekkit or from scratch) and try changing this for themselves if they cannot wait. Tekkit is a slow-moving ship, so people won't fall overboard. It may be desirable for many to have all the cutting-edge mods included immediately, but if this was done, savegame compatibility would be compromised often, and outrage about that would probably eclipse the positive effects. Add to this the cliffs of base game version changes that have to be navigated (next up: jump to Minecraft 1.7.x) and you'll see how hard it can be to maintain a large modpack. It's a difficult balancing act.
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Thanks for the contribution, but IndustrialCraft is not in Tekkit any more. Tekkit Classic has it, but that has its own Discussion forum.
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Please take all issues to the tracker, following the template. However, login issues do not belong there, either, as we cannot help you with them. Your login is handled by Mojang servers, so if login/authentication fails, then your problem is with Mojang, not Tekkit. You can always check here if Mojang's servers are having issues. If they don't, and you still cannot login, then you are having a network issue of your own. Either locally or with your Internet Service Provider.
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It probably has not been iterated enough yet. Equivalent Exchange 2 has been a mod for Minecraft 1.2.5 and cannot be used on anything more recent. Tekkit needed to drop it in order to migrate to newer Minecraft versions. Tekkit devs have been nice enough to create Tekkit Classic, which is somewhat frozen in amber and retains EE2 (among other things) to this day. Of course, it is a dead end. Xenophobe stopped all Equivalent Exchange development and chose to not open-source his code, which makes it impossible to adapt and upgrade it. This is his prerogative as the author and owner of the code. He wanted it to die, so it died. He did allow Pahimar to start from scratch and use the name to make a new, open-sourced mod. This has become EE3, and it is still largely a work in progress. But Pahimar, being a clever fellow, took the criticism about old EE2 to heart and decided not to recreate everything as it was. Rather, he shrunk the concept back to size and made it a cute little alchemy mod that is mostly about matter conversion, not generation. The very things people are wishing back, namely Condensers and the other overpowered stuff, were huge server breakers and griefer tools. Many servers had to clamp down heavily on EE2 back in the day, and some disabled it entirely. It was just too powerful and broke the game in several ways. EE3, on the other hand, is much more of a teamplayer as mods go. It will not create the gameplay "black hole" that turned all progress into how far you were along the Condenser chain. It will not give players the tools to destroy in seconds what others built in days. EE3 is of course incomplete and I do miss some of the low-key features of old EE. But Pahimar promised to finish it, and it is also open-sourced (or will be?), to enable others to take over this time. So, good things will come to those who wait. Don't bother poor Pahimar about it, just allow him to finish his work. In the meantime, you may want to explore a few of the other 100+ mods in current Tekkit. Have fun doing that.
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Which one? I was able to download all of these directly.
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It may be enough to just remove DDoors data from the world save. Apart from that: 1. Don't spill logs into forum posts. That's what Pastebin is for. 2. We only give tech support on the tracker, not on Discussion. 3. If you need further assistance, take it to the tracker and use the template.
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Thanks for the addition, kattzkitti. Apparently, I never fell deep enough to reach that limit. To turn all lava into obsidian, which can be mined by the Quarry. You may want to have a look at my >Quarry guide for more details.
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Welcome to Tekkit! Sphax has a Tekkit patch again, we recently >discussed it. There are also working versions of >Faithful and >Soartex, it seems (Soartex was linked in the last post there).
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No luck? They should provide some illumination, although less than regular torches. If you need bright light in a no-oxygen environment, try Redstone Lamps or Floodlights. Night vision may also help. The cheapest and easiest way to obtain that buff is crafting an XP Extractor, filling an empty bucket with Mob Essence (need to have at least one level currently), placing the liquid somewhere and touching it. Lasts for 60 seconds and can be renewed by touching the Mob Essence again, infinitely. I don't know about liquid placement on the Moon, though. Galacticraft may have imposed restrictions to that, like the Nether does.
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No. Tech support is only given on the tracker, so I suggest you head over there. Please use the template to make your issue readable, and ultimately solvable. Please make sure to include your >crash logs.
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Rename is the one feature that the Auto-Anvil cannot do. As for using items and the Auto-Disenchanter: Works of course, but you usually want the full course - weapon, armour and one or more Silk Touch books, so a few stacks of books are my recommendation. You can always use the surplus books to make Magical Wood later.
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Regular Anvils serve exactly one purpose in Tekkit: Being a crafting ingredient for the MFR Auto-Anvil. Ok, a second purpose would be to drop them on somebody's head.
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You usually get a return rocket when you land on the moon, but you need to set it up and fuel it. As for things to do there, I believe standard Galacticraft progression is farming Meteorite on the Moon, until you have enough to advance in the Galacticraft tech tree. Which will allow you to build a rocket that can reach Mars, where you maybe want to set up a base. Just for the record, I think Galacticraft progression is asinine, together with most of its concepts.
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Did you know that you can produce fifth-level enchantments (level V) in an Auto-Anvil? The mechanism is usable to turn any two identical enchantments into one with a +1 level, e.g. two Sharpness III will become one Sharpness IV. As the Auto-Enchanter does not produce level V enchantments, putting two level IV into the Auto-Anvil is the only way to obtain those. Only weapon enchantments even have a level V, but those are quite useful when fighting the Ender Dragon or the Wither. For instance, Smite V on your sword will make that Wither fight somewhat easier to finish. It is highly recommended to only auto-enchant and anvil-craft enchantment books, not the actual items. Only when you have produced the desired enchantments at their final levels, use the Auto-Anvil to apply them to the items you want them on.