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Everything posted by Curunir
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As the others suggested, Thermal Expansion is the new core mod. It provides the energy system, along with the pipes, and most core concepts. It is something of an heir to IC2 in that regard. You will need to look into a number of things, but you may want to start by getting to know Thermal Expansion well. The next thing after that would be Minefactory Reloaded. A modest power solution and small machine park from TE, together with a first MFR farming chain will get you started and well-supplied with most things in early game. Try setting up a Planter/Harvester combination and feed Oak saplings to the Planter. This will get you apples to eat, more saplings, and copious amounts of wood to smelt into charcoal. Make sure you throw in the occasional Rubber Tree sapling to also get Rubber/Plaastic for more MFR machines. P.S.: You may get the rare drop "Sacred Rubber Tree Sapling" from farming those. Do not plant that. It is a gigantic world-sized tree that will cripple your server. I understand it was meant to test server limits, or something like that.
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Tekkit Madoxgame.com 1.2.9e Server problem
Curunir replied to Karel Vyšinka's topic in Tekkit Discussion
Please take issues to the tracker, following the template. -
Im getting alot of stuttering in Tekkit and Hexxit.
Curunir replied to keisirr's topic in Tekkit Discussion
If the suggested quick fixes don't work, it is time to take it to the issue tracker. -
Tekkit is now built around Thermal Expansion. To have everything work properly, you will have to do way more than just resolve ID conflicts - which is not trivial to begin with. Not recommended to invest so much time and effort unless you do plan on making your own modpack on the launcher.
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While we're at it, Portable Tanks and Drums filled with liquids should be in any self-respecting treasury. A full Drum of Gelid Cryotheum or Blazing Pyrotheum spells wealth quite openly. With all the different liquids in Tekkit, you could probably make a rainbow line of them.
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Im getting alot of stuttering in Tekkit and Hexxit.
Curunir replied to keisirr's topic in Tekkit Discussion
May be anti-virus software acting up, or a graphics issue. Minecraft itself changed a lot between 1.2.5 (which Classic is based on) and 1.6.4 (which we are on now). If it isn't your anti-virus software, try adding Optifine. It is not integrated right now, but it has been integrated in Tekkit Classic, I think. -
Modular Powersuits (MPS) infinite energy bug. Please help!
Curunir replied to Rasral's topic in Tekkit Discussion
Thank you for taking the time describe the issue. If you want it to be visible to Tekkit developers, you need to post it on our issue tracker. However, it might be more productive to take it directly to the mod creator, Machinemuse. -
Please take issues to our tracker, following the report template. Before that, you may want to look at the >unofficial FAQ and see if you just got one of the common problems.
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It's usually not just the "price" of an item, but also how it looks. You could expand your options by using item frames to put up non-block entities. For instance, I find the default textures of Buildcraft gold and diamond gears rather appealing. Be sure to integrate a few stacks of Resonant Energy Cells, so they look like vertical power gauges. Surround them with blocks of Enderium for additional swag. I hear you can create Dark Matter with Atomic Science's Particle Accelerators. Might be a nice exhibit, too. For showcases, consider using Obsidian Glass, Golden-Edged Glass or maybe Glowstone Glass. Assorted Metal blocks are also quite nice. Make sure you explore the possibilities of Forge Microblocks.
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Stuck with my back against the wall, I need help!
Curunir replied to Erik Mancha's topic in Tekkit Discussion
1. This thread is nearly a year old and predates Tekkit 1.2.x 2. Some reworks in 1.2.x (hello, Thermal Expansion 3) did a lot to reduce lag and server load. -
It is 5000 RF/t per Precharger, to a total of 20000 RF/t for maximum speed. The 500 you see floating around is correct as well. It is the amount of MJ one Precharger takes. The conversion ratio MJ:RF has always been 1:10. This is also the source of some confusion with other MJ-based mods, including Modular Powersuits.
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How do i install sphax textures for all mods in the current tekkit?
Curunir replied to keisirr's topic in Tekkit Discussion
The good news is, Sphax PureBDCraft is indeed one of the few, if not the only resource pack that can cover almost all the content in Tekkit consistently. The bad news: Due to license issues, you have to craft the final pack yourself. You need to pick up all the patches and integrate them into the Sphax base pack. There is no centralized, searchable source of patches (that I kow of) other than the Sphax forums. Their patches section should serve theoretically, but it is usually incomplete and outdated. At least it was when I looked last time. -
The musket from Balkon's weapon mod is a great little boomstick to fend off the hordes in early game. While it often takes two shots to kill armoured zombies and skeletons, you can take out anything else, including creepers and ghasts (!) with a single bullet. It takes just iron, wood and flint to make, and you will need paper and gunpowder for the bullets, along with some more iron (and be glad Tekkit didn't make it so that you need to use those precious lead ingots). Then go creeper hunting, harvest some more gunpowder and turn Minecraft into a first person shooter. However, that musket is not a machine gun. After each shot you need to reload by keeping the attack button pressed until it clicks again. So find yourself a 3-4 block pole to stand on when there are actual hordes rushing you, or try to kite them. Improvement suggestion for Tekkit devs (or maybe for Balkon): Add recipes for different classes of bullets, based off different metals, with (depleted?) Uranium or maybe Cyanite as the basis for a nasty radiating slug of accelerated death.
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It would easier for us to follow if you didn't edit out your initial question. It's fine to update if it has been resolved, but it's hard to follow you if you delete the problem description. ID conflicts are not to be trifled with and inserting another block-adding mod is not trivial with already over 100 included in the Tekkit pack. There are ID conflict resolver tools out there, but they may behave strangely when used on a large pack like Tekkit, and I have heard people advise against using them. I believe you can get a complete ID dump through NEI, so you can check in the export file for free ranges to use. I also once heard that the higher ID ranges above a certain number are not placeable in world, so they only work for non-block entities (e.g. things like tools and armor). Also observe that there are sub-IDs. It's a complex topic. Maybe somebody with more in-depth knowledge than me can weigh in.
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Please refrain from discussion in here. Feel free to start another thread and discuss as much as you want there, but leave this topic as it is now, so it remains useful for everybody. For instance, you might want to issue a challenge for the most ludicrous "Redstone Engine Power Plant", and make sure you share screenshots. After all, it will only take a measly 53 of them to match the output of one Dynamo. And another one: Thermal Expansion's item and fluid transport pipes, Itemducts and Fluiducts, are passive by default. They will transport anything dropped into them, if a valid destination is also attached to the same pipe, and you can influence flow direction by right-clicking the pipe heads with a Crescent Hammer (circles between default, extract-only and not attached). But did you know that these pipes also have an active mode, in which they can force-extract from an attached inventory? You need to set the pipe head to extract and by default apply a redstone signal to activate this. Using Pneumatic Servos, you can further fine-tune this behaviour. Right-click with a Pneumatic Servo on a pipe head to install it. There will be no visual cue that it is installed, but when you then right-click with an empty hand, you will get to the advanced configuration. Here you can enable the pipe to be active even without the redstone signal, and get access to its filter mask for white- or blacklisting. You can build your entire (pre ME network) transport grid with just these tools.
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You can also feed Galacticraft Silicon Ore into the Placer/Breaker setup, once you silk-touch it or get it from Laser Drills. That is just about the only way to get silicon out of that ore.
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Problems with server update from 1.1.8 to 1.2.9e
Curunir replied to OberProGamerY's topic in Tekkit Discussion
To my knowledge, we had two major changes in Tekkit so far. First, the transition from old Minecraft 1.2.5, which can still be played as "Tekkit Classic". Then more recently the transition from Minecraft 1.5.2 to 1.6.4 (Tekkit 1.1 to 1.2), which is the one you are experiencing now. Most mods need to be overhauled and partly rewritten on each of those transitions, and many mod authors take the time to make (compatibility-breaking) modifications as well while they're at it. Some have lost interest and fail to deliver the update altogether, so modpacks have to look for replacements, which of course break compatibility with older worlds in even worse ways. For instance, when IndustrialCraft failed to update, it was replaced with Thermal Expansion, which has proven to be an excellent choice. What's more, the already-good Thermal Expansion 2 (Minecraft 1.5.2) was rewritten in version 3 (Minecraft 1.6.4) with a completely new power system called Redstone Flux. Other mods have adapted to it, and it works very fine as one of Tekkit's core components now. The price for this innovation is breaking compatibility with old worlds and old milestone builds. The majority of the Tekkit community is fine with these disruptions. You can't have real innovation and full backwards compatibility, something has to give. Of course none of us is happy having to convert worlds or rebuild our stuff in new ones, but there is always something good to make it worth the effort, too. The upcoming, but not imminent, transition to Minecraft 1.7.2 (probably Tekkit 1.3, but not announced yet) may be another breaking point. But for each annoyance, I'm sure we will also be given great new things to play with. -
Server not allowing certain mod items?
Curunir replied to mr_herpvanderp's topic in Tekkit Discussion
It is recommended to use the launch script (launch.sh on Unix/Linux/MacOS, launch.bat on Windows) because it will start Tekkit.jar with the default parameters. If the Minecraft server.jar is started instead, you are essentially running a non-Tekkit server, which prompts the exact symptoms you describe. No idea what you mean by "both ways", but it certainly were two wrong ways. So either use the script or make sure you start the correct jar file. -
Problems with server update from 1.1.8 to 1.2.9e
Curunir replied to OberProGamerY's topic in Tekkit Discussion
4. The mod is called What Am I Looking At (Waila) and can be configured with the numpad 0 key. As for transition pains, it is recommended to abandon such ancient worlds and start over. If you absolutely must migrate, I posted the necessary links here recently. Not guaranteed to work. -
Interaction between BigReactor and BigTurbines
Curunir replied to M1r077's topic in Tekkit Discussion
I daresay Big Turbine efficiency is justified. Consider the sheer amount of resources required to build a big one, and you also need to solve the steam/water transport problem. All of this is neither trivial nor cheap to make, so the efficiency is the reward for investing all those resources (and all the work). Good work on the reference values. So I guessed right that a Silver block uses just about half the steam that a block of Enderium uses. Too bad it didn't improve my Turbine setup.- 23 replies
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Retrogen means "retroactive generation", which is a process that takes generated chunks and modifies them to contain the ores.
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Maybe you'll find a pointer or two in my >quarry guide. You could also opt to look into >alchemy at this point.
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Energetic Infusers are Thermal Expansion's charging stations. Your Powersuit parts and Flux Capacitors go in here for charging, but did you know that you can also put whole Energy Cells in the slot? It's quicker than manually placing them on a Conduit, and charge rates peak out at the same level as Redstone / Resonant Energy Cells do. Keep in mind that cell input limits still apply. And of course, you need to supply enough power to the Infuser.
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I have no idea about the workings of Computercraft, but it should be noted that we are right on the edge of the CC1.5>CC1.6 migration right now. In 1.2.9e (recommended), you should be able to do everything the old CC1.5 way. In the 1.2.10 beta, we currently seem to have a mismatch with the BigReactors version, which only supports CC1.6. And there is still only CC1.5 in there. So make sure you don't use the beta if you want BigReactors to work with ComputerCraft. Tekkit devs have >acknowledged that the CC1.6 update is up in the near future (barring any problems that might still arise). Probably another beta release soon.