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Everything posted by Curunir
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Get rid of excess fluids (without Extra Cells)
Curunir replied to Roversword's topic in Tekkit Discussion
If you have excess Mob Essence, you could add an auto-enchanting chain to soak it up. Just put an Enchantment Router behind your Auto-Enchanter to sort out the enchantments you have a use for (Silk Touch?), and forward all other books into a Cyclic Assembler that crafts Magical Wood. Which can be used to imbue the Golden Bag Of Holding with a very useful unique enchantment, among other things. Options, options, everywhere. -
[Ultra Modded Survival] Shutting down internal server...
Curunir replied to Redsquare007's topic in Tekkit Discussion
+1 Also, don't spill logs into posts, that's what Pastebin is for. -
Get rid of excess fluids (without Extra Cells)
Curunir replied to Roversword's topic in Tekkit Discussion
Oh, I overlooked that. Well, since they did another rework for TE4, maybe things will be different yet again. -
Get rid of excess fluids (without Extra Cells)
Curunir replied to Roversword's topic in Tekkit Discussion
You can wrench (right-click) a piece of TE pipe to cycle it through its modes. There is red, green and orange, and I honestly cannot remember which one was called dense. The modes govern the preferred direction and can help with fine-tuning your supply network. One of the settings is round-robin, which will only appear when there are actually several directions to alternate between. I would link to Team COFH for details, but unfortunately they still have only an empty page for Fluiducts. -
Possibly. Most mods start as posts on the Minecraft forum, and some things never gain ordered file distribution channles. For it to work on Tekkit, you need to have a version for Minecraft 1.6.4 - and probably also matching the REI version we use: 3.4_01
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You need a large passive Yellorium reactor with air as coolant and rods separated for low fertility. Then crank it up, i.e. Control Rods to 0%, and keep enough Yellorium Ingots around. One Yellorium Ingot gets you exactly one Cyanite Ingot. You could let the power go to waste, but you might as well take it. An example config that will be quite productive: 9x9x9 outer frame, 9 rods arranged like so: FFFFFFFFF F0000000F F0R0R0R0F F0000000F F0R0R0R0F F0000000F F0R0R0R0F F0000000F FFFFFFFFF F = frame 0 = air / empty space R = Yellorium Fuel Rod Lumping the rods closer together will increase heat even further, but also increase fertility, which reduces fuel usage, and consequently also Cyanite production. You want a fuel waster.
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Terrain Smashers are a little glitchy. The most reliable method to break blocks is using MFR Block Breakers. Using them in my Obsidian Generators for a long time without any issues.
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Do the Stained Saplings work with MFR Planters?
Curunir replied to Silmenume's topic in Tekkit Discussion
Can you bonemeal the Stained Saplings? Not perfect, but it might be a semi-automatic workaround, because I think the Harvester will chop those trees fine. -
This is not off-topic, in my opinion. The thread has its merits, I just wanted to drop the criticism here, so that people know up front what they're dealing with. I do think that MPS has its place in Tekkit, and comparing loadouts is useful. It's always a tradeoff, and there are basically no wrong choices in a sandbox game. I do favour a combination of enchanted Diamond Armour and Simply Jetpacks, which is nearly on MPS level in terms of power/utility, just not quite there - but it's way safer to use.
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Logic gates are advanced stuff from Project Red, iirc. I never bothered with them, not my style. I don't quite get your rant about Energized Glowstone. The only engine that regularly runs on that would be a Reactant Dynamo, and it also needs a solid reactant in addition to the liquid. I think that sugar is an option.
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Do the Stained Saplings work with MFR Planters?
Curunir replied to Silmenume's topic in Tekkit Discussion
Thanks for the hint, but no thanks for Stained Saplings then. Coloured sheep farm for the win. -
It does not. I don't think we had any MPS updates since the 1.6.4 jump.
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Do the Stained Saplings work with MFR Planters?
Curunir replied to Silmenume's topic in Tekkit Discussion
I think the ProjectRed saplings don't work with MFR automation, at least not with the Fertilizer. Apart from that, the ground for saplings does not need to be tilled, nor does it require being near water. As far as I'm aware, only the biome decides about tree growth, so they won't grow in a desert if planted, unless you bonemeal them. I honestly didn't get the workings of Stained Saplings yet. Found no way to craft them with any dye - am I missing something or do I really have to find all colours in the world first before I can farm them? In which case I'd rather have a coloured sheep farm. -
I never used it, but I think SirLappy is right. It must be about speed, because the resource cost for this kind of autocrafting is steep. As for autocrafting in general, newer mods have superseded Buildcraft in my opinion. There are semi-automatic solutions like the Machinist's Workbench and the Project Bench (never used the latter), but the true automation solution is the Cyclic Assembler. It even includes Liquicrafter functionality through its internal liquid tank. So any automation chain below an AE Molecular Assembler is best based on those.
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That's my gripe. It's too much customization, the interface is beyond clunky and there is zero explanation about any of the (complex) concepts. I contrast this with the very good Thermal Expansion, which offers visual clues about most of its core concepts and can actually be fun to figure out on your own. Figuring out MPS is a pain in the backside, and just when you think you got it, you get shot down by a bug. I appreciate the effort that went into the mod, but that coder really needs to learn a few things about visual design in gaming, and bringing your concepts across. Not even to mention stabilizing your code before you pile features on top. I have pretty much the same gripes with Galacticraft. Those two stick out like sore thumbs between the higher-quality mods. I add this not just to rant, but because I think having to compare loadouts in the first place is an effect of the bugs and bad design.
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Please take all issues to the tracker, following the template. Because of newbie bonus, here is some free advice off the tracker: If you delete something from a world file, be it a server or measly singleplayer world, always make a backup before the change. If the change has undesired effects, restore the backup and try something else. Apart from that, the issue you describe sounds a lot like wrong server jarfile. Always use the launch script to start the server, to make sure you are really starting a Tekkit server, not a vanilla Minecraft one. If you start vanilla and connect with Tekkit clients, you will be able to see mod stuff in NEI (because the client knows it), but not craft or place anything (because the server doesn't). +1
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There is a known bug with Fluiducts multiplying liquids, but that one probably does not apply here. The thing you describe seems to be normal operation for Magmatics. They "burn" the lava in small increments, and more lava will be drained from the pipe to keep them topped off. The Fluiducts themselves have a certain capacity, something between 2 and 4 buckets per piece. Only when the Dynamos are topped off and not running, the Fluiduct is topped off as well, and the internal storage of the Crucible is completely full, it will stop producing lava. As long as the Dynamos are running, it will of course run as well. As far as I know, this setup is not very energy efficient anyway. I have not done the math, but it might even use more energy than it produces, or not much less.
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Does the Gauntlet count into the weight limit? It seems to have some interaction, especially in the overheating area. My experience with MPS so far is disappointing in both the number and severity of bugs, and I also heavily dislike the design. I will probably only use MPS again when it moves to a more plausible and less arbitrary system.
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No idea how that Antimatter is supposed to work, but the whole Atomic Science mod seems to be in a transitional phase. Some crucial things are not working right, and fixing things seems to require moving on to an entirely new and different version, which Tekkit is not ready for yet. So use that stuff at your own risk.
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Quarries and a list of everything they will pick up
Curunir replied to mini_fitzy's topic in Tekkit Discussion
A Buildcraft Quarry will break any placeable block in its path, even machines. As for sorting, I recommend using a buffer chest at the Quarry and whitelist-pumping out the stuff that arrives, as it arrives. You will eventually get everything listed in your sorting queue, although it may take a while for rare stuff to show up first. -
You probably wanted to post that over here, kid.
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There is an alternative to optimal Biofuel production. Just have a massive tree autofarm and feed the same kind of sapling into the BioReactor in extreme amounts. Who cares if it's inefficient? Granted, without the Fluiduct exploit, you will really need enormous amounts to make enough Biofuel. And don't forget that the Biofuel Generator is way more efficient with the stuff than the Compression Dynamo is. It better should, considering it takes Blaze Rods to make one.
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As plowman hinted, the lossless Tesseract must have been a part of the TE3 rework already, so since version 3.0. As formidable as TE may be, it really lacks in documentation. But maybe this will improve with the new site. After all, it now has this.
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Peculiar. I can think of one non-bug reason, i.e. you forgot to enable one of the components. I usually bind all necessary keys for flight to a single button in the Powersuit key bindings, namely Jetpack, Flight Assist and also the Parachute. Can't remember if that was all, as I have not been using a Powersuit for a while (Simply Jetpacks for the win). And as I hinted, it might just be another bug.
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TeamCOFH should really keep publicly available changelogs about such things. I have closely observed TE3 development, and still missed that one. Apologies for spreading the mistake.