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Everything posted by Curunir
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And instead of fixing these errors, you decided to rather run the server the wrong way and complain when it doesn't work. If you want assistance with your problem, head over to the tracker. And your problem is not being unable to place blocks, it is being unable to run the launch script. P.S.: You can either run on Java 7 or apply the Forge hotfix. Clients have it now, but for some reason the server downloads still do not.
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AE2 is quite new and runs only on Minecraft 1.7.10. Tekkit is still a 1.6.4 modpack.
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This is possible, just add a Computer Port to your reactor and hook it up. However, you need to look into Computercraft to do it, and this can be daunting if you have no prior coding experience. On the other hand, even if you just dabbled a bit in coding, you should find the concepts familiar. There are good guides on the web on how to do it. A word of warning, though. Computercraft had some major changes in version 1.6, and recommended Tekkit still uses 1.58. In the beta build, we do have CC 1.63. So if you want predictable results, maybe stay on recommended and learn the old ways. Or use the beta and profit from the new versions, which may have some >caveats yet.
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You need three landmarks, because three points will define a rectangle. Click the "middle" one to activate the lasers, then place the Quarry right in front of one landmark. I recommend using the same that you clicked for activation. The trick is putting it against the landmark directly, not somewhere along the frame. I am not aware of any changes in that logic since Tekkit Classic, but then again, that was all awfully long ago and I may have forgotten.
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No. Take it to the tracker, and get familiar with the template.
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Please take all issues to the tracker. Also note that this problem description is not enough to diagnose anything. You should fetch >crash logs and share them with your issue ticket, and also provide as much circumstantial information as you can. Does it happen on all servers or just a specific one? Have you made sure that you are running the correct client version for this particular server? And so on.
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Well, these are still not the default values. Tekkit 1.2.9e has these in the launch script: So the advice remains: Use the launch script, apply the Java fix (or downgrade to Java 7).
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I was looking at "-Xms512M". But then again, I have yet to discover what distinguishes Xms and Xmx.
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Please take all issues to the tracker. Make sure to include crash logs. From the launcher log you posted, it seems that two things are going wrong: There seems to be only 512 MiB of RAM allocated to the server, because some system setting is overriding the default allocation. You are running Java 8. The server apparently does not have the hotfix included yet, instructions here. Always use the launch script. Do not try to run the jar files directly.
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A note on Cyanite production, since you mentioned it: In BigReactors 0.4 (Minecraft 1.7 only, so it cannot be added to Tekkit right now), you can simply craft Yellorium Ingots with Sand to get Cyanite Ingots. So you can save yourself the hassle of making a "breeder" reactor first and go straight for Turbines, if you have enough Yellorium.
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Well, standard limit is 32x32x48, and the simulator subtracts 2 on each dimension for the walls. So naturally, 30x30x46 is all you can get.
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In case you didn't see it yet, somebody made a simulator for BR setups. Much easier to get an idea about outputs now.
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Please take all issues to the tracker. If you have problems with a featured pack (like Tekkit), you can use the tracker section dedicated to it. Otherwise, the Technic Launcher section is probably where you want to be.
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What to use instead of Quarry and Laser Drill?
Curunir replied to badkruka's topic in Tekkit Discussion
You are still more likely to find Magical Crops in "kitchen-sink modpacks", i.e. huge inclusionist packs that throw in everything and the proverbial kitchen sink. I recall that it was in Big Dig back in the day, another notable sighting has been in FTB Monster. Another thing. You are not talking to Tekkit devs here. Even if you were, arguing with them that way is very unlikely to yield the result you want. -
What to use instead of Quarry and Laser Drill?
Curunir replied to badkruka's topic in Tekkit Discussion
Well, there are plenty of custom modpacks on the launcher. Once we get our private pack sorted and find a good host, we may publish ours as well. It's 1.7.10-based, and has all of the abovementioned mods, and more. If you are adventurous and want to add it to Tekkit yourselves, keep in mind that MFR doesn't properly support Magical Crops right now. So you need an additional small compatibility mod for it to work with a Planter/Harvester setup. -
What to use instead of Quarry and Laser Drill?
Curunir replied to badkruka's topic in Tekkit Discussion
I'm using Magical Crops in a custom modpack and it works fine for me. It takes a lot of work up front, and you can choose what to grow, so no useless random shit piling up like with the other solutions (except for the Digital Miner). But I think that the hate squad will hate it for the same reasons it hates Equivalent Exchange. Not that there is any merit in that, but haters gonna hate. So chances are maybe not high for it to be included. As for those Redstone In Motion solutions: May work, but in absence of a proper mod API, mods like RIM will always remain very clunky and awkward to use. Not to mention that RIM carriages tend to tear up the landscape far worse even than Quarries. To me, the holy trinity of tech mods right now is the CoFH complex (Thermal Expansion, Foundation and whatnot), Ender IO and Mekanism. Any tech pack that lacks either of them is sadly outdated, or not a tech pack at all. -
What to use instead of Quarry and Laser Drill?
Curunir replied to badkruka's topic in Tekkit Discussion
Obsidian Generator with Lava and Gelid Cryotheum, and an EE3 chain to turn it into Iron, Gold and Diamond. Turtles for everything else, and that's about it. You could still try creating a Mystcraft Age with dense ores, but that is tricky to get stable. Also, it is only an easier source of ores, not a method to get them. Apart from that, Mekanism Digital Miner, or Magical Crops on an MFR autofarm patched to support them. Both Mekanism and Magical Crops are not in Tekkit. -
I overlooked that line. But all the more you need to clarify - both 1.2.9e and 1.2.10 beta can be viewed as current, and they are vastly different in that aspect. I also have a hard time viewing any 1.6.4-based pack as "current" in any sense of the word.
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40.000 mB/t? Isn't the steam hard limit 50.000 mB/t? Interesting coolant setup. It should be noted that this level of optimization is mostly its own reward. Even vastly simpler arrangements already achieve very high efficiency. As for those random spreadsheets floating around, a note to people who write them: Always make a note somewhere in the document for which mod version(s) your measurements and calculations apply, and ideally in which environment you did the testing. For instance, some settings have changed over time, making old numbers useless, and some modpacks are working with changed parameters. Even some servers use modified settings. So to make the data useful, please document your stuff properly.
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You should mention which CC versions are eligible. We have a rather old version in Tekkit stable and a slightly newer one in Tekkit beta, but it might well be that both are too old, on account of being 1.6.4-based. Especially the situation in Tekkit beta is problematic, because we seem to have version mismatches between BigReactors and CC. I have moved on a while ago, so I don't remember all the specifics and cannot easily check. But using Tekkit for this may be a problem for contestants. Mentioning it here to avoid people getting frustrated when they only find out later.
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There are a few people who likely can help, but they are all forbidden to help you unless you take it to the tracker. As for the initial post, check if you have this java issue. If not, the tracker awaits.
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Yes, something like that probably. I haven't tried this myself, but somebody wrote here recently that he had some success with it. The idea is that the rod only has two or three surface sides touching the Cryotheum to transfer heat. If you put a moderator block in between, this will increase the cooling surface. In the real world, this is done regularly, e.g. with a metal heat sink sitting on a CPU. The heat agent is the air blown by the fan, but the CPU surface is too small for this to be effective, so the metal heat sink is added to spread the energy over a larger surface and expose it better to the actual heat agent. That is also why it's called a "heat sink". The big question is now if there are any solid blocks that BR 0.34 will consider efficient for this, or if plain Cryo works best after all. P.S.: Found it. BlessedWrath wrote about the Graphite blocks being moderators >here and >here.
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Not sure how solid coolants fare in general, but it might be interesting to tinker with them. Keep in mind that they do not replace Cryo, but complement it. Something else about configuration: Checkerboards are not all bad, but you would need to make each "square" of the board a 2x2 rod unit. I still think that Plus-shapes allow for better heat dissipation while offering similar or better fertility, though.
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There is no definitve best setup. Somebody recently wrote that adding Carbon blocks as heat moderators will improve the heat transfer and allow Cryotheum to work better than it would on its own - that is what I understood, anyway. I would go for that variant where you have plenty of Cryotheum surrounding the rods. Even with that, keep in mind that you will most likely need to extend Control Rods a lot in such a "hot" setup. It is recommended to start at 90% (99% if you are able to fine-tune the Control Rods with Redstone or Computer control) and see how much steam it will output. Better to work up from there than down from the other end, because you won't see if excess steam is created. The output will cap steam production even if it's way overboard, so the only thing you would notice in that scenario is low efficiency and high temperature.
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Plus is the way to go because of the added fertility. Even solid 3x3 rod blocks work reasonably well, but you will run into coolant constraints when scaling them up. I have been using BR 0.4 on a private pack, but only built a small passive reactor so far. Will post when I get around to recreate The Core with the new Turbines. Ludicrite for teh win.