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Curunir

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Everything posted by Curunir

  1. Thermal Expansion's Portable Tanks provide decent liquid storage and their stackability makes them useful also in great numbers. I still vastly prefer Steel Tanks, but I won't go through all the hassle to manually add railcraft to my game. I still think it should be re-added to Tekkit, but that is just my opinion.
  2. In the current Tekkit, power generation is recommended in RF only, that means Dynamos or Reactors. The conduits will do the magic, and output MJ to machines that request it. So the answer to your question is "you don't". You produce and store Redstone Flux, which is done with energy cells from Thermal Expansion.
  3. I was asking here because I was not sure whether Extra Utilities, Thermal Expansion, Tekkit itself or something entirely different was causing this. But thanks, I went and wrote about the issue on the Extra Utilities thread.
  4. The main focus of the TE3 rewrite was to reduce lag as much as possible, and that led to some design conflicts with older mechanics, like Buildcraft MJ. That is what I took away from reading their debate, anyway. I think TE3 is very consistent and well-designed overall. The only thing it could use is some actual mass power storage, as the Redstone Energy Cells are not that huge at 10M RF. I find myself building vast arrays of them to buffer the output of my reactor.
  5. If you just want to remove the oil, you can also (temporarily?) add lava, which should turn the oil to cobblestone, iirc. I think the ender-thermic pump might be an alternative as well, but I read somewhere that it is only enabled by default in the Nether, which can be changed in a config file. I did not test this myself.
  6. This is a wild guess. but maybe you could obstruct the rift site with some random blocks and provoke it to break those blocks. I remember some trees growing around my rift site, and they were missing some blocks.
  7. I am writing schematics with the machinist's workbench, to use with the cyclic assembler. As I said, the schematic writes fine, it is just the wrong result item (iron sword instead of iron spike), and the CA produces the wrong result just fine. This is the only recipe where this occurs. Maybe just an item ID typo somewhere, but I have no idea whom to report the issue to. That is why I am asking on the forum. To clarify, the very same recipe that produces 4 iron spikes on a vanilla crafting table produces 1 iron sword on a machinist's workbench. I thought the workbench was just an automation device and therefore should produce the exact same items the vanilla workbench does, given the same recipes. Here is a picture of the problem. The result item should not be an iron sword, but 4 iron spikes, the item that can be seen in NEI in the top right corner of the screen.
  8. I can confirm this. Found a couple of world threads near my base under what I think is a rift. Dark particle effects abound, and it destroyed some blocks around it. Easier to find in tundra biomes because of the contrast against snow.
  9. It is recommended to start fresh, but you can try and see how your world fares. The most important thing to do is setting up Redstone Flux (RF) generation, for which you need any kind of dynamo. Steam dynamos run practically all hard fuels and need water cooling. Compression dynamos are the heir of combustion engines, they burn most liquid fuels and also need water. Using those and attaching energy conduits, you can power just about anything fine, as the conduits will output RF or MJ as needed. When resources are low, start out with leadstone cells and conduits, but upgrading quickly to "hardened" is a good idea. This is all about Thermal Expansion 3. You can get the basics in the new (!) wiki here: http://teamcofh.com/
  10. It should be noted that this has only changed with TE3. In 2.x versions, anything that produced Buildcraft "Minecraft Joules" (MJ) would power TE machines fine. But now that they switched to "Redstone Flux" (RF), you are limited to the Dynamos. A Big Reactor is an option, too (in later game). Note that the TE energy conduits are able to output either MJ or RF, depending what the machine needs, so you can use your dynamos to power just about anything in the Buildcraft universe right now if you put conduits in between.
  11. I will be needing a lot of Iron Spikes (from Extra Utilities) to top my perimeter fence, so I figured it might be a good idea to autocraft them with a cyclic assembler. I put the recipe together in a machinist's workbench to write the schematic, but the result would only be an iron sword. The schematic would write fine, and when used in the cyclic assembler, would indeed produce iron swords. This is a bit silly, considering the recipe takes three iron swords, three iron ingots and one block of iron. Apart from being the wrong item altogether, that is. What might be causing this? I am using Tekkit 1.2.6b straight from the launcher without further tinkering, and the world has been generated in 1.2.6.
  12. I got it working, but it would use more power than could be generated with the fuel it produced. Not re-tested with Tekkit 1.2.6, it was two or three weeks ago in the beta build. Seems glitchy. I also solved it by switching to the Buildcraft refinery. Not too pretty, but that one works like expected.
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