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Everything posted by Curunir
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I think that checkerboard patterns are not very good. At least group them into 5-rod "plus" columns, like so: CRC RRR CRC I also think that this frame size is probably too big already if you use an efficient rod configuration. I managed to get over 20 buckets per tick of steam (iirc) out of >The Core, which was considerably smaller with only one plus column in a 5x5x48 frame.
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It seems that this is still not common knowledge: Forge had a bug. It didn't break anything because it was masked by another bug in Java. Then Java 8 update 20 came around and fixed the Java bug that had been masking the Forge bug. Thus, the unfixed Forge version(s) cannot run with Java 8 update 20 or newer. It will run with earlier Java 8 versions (not recommended because of missing security fixes), or Java 7. There has been a Forge hotfix for quite a while now to patch the old version (just drop in the mods directory of affected packs). Tekkit and other modpacks suffering from the issue will run fine on Java 8 update 20 or newer when it is applied. The hotfix should have been brought at least to Tekkit beta asap, but has not. I am summarizing this to raise awareness, and reinforce my point that Tekkit needs that patch. Oracle is pushing Java 8 now, and has even announced that Java 7 downloads will be discontinued in half a year. Of course it will still be available somewhere, but "just use Java 7" is not a good solution any more.
- 100 replies
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- technic platform
- technic launcher
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Java 8? At least for the latest Tekkit, you need a Forge hotfix to make that work. Details here.
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Depending on the kind of server you are running, a whitelist could help as well. Just kick the griefers out and there won't be any need to fiddle with protection. A simple two or three strikes warning system, then perma-ban the dipshits that won't learn.
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I never used server plugins, but I think that Thermal Expansion allows players to set access controls on their machines and Strongboxes. Since Strongboxes are also indestructible, that may be a good start.
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Another idea: Mystcraft portals. If you managed to get Crystal blocks, which spawn in some Mystcraft Ages, you can attach your linking books to Crystal Portals (needs one Book Receptable per portal) and teleport players. The fun thing here is, if you manage to get a page (from the Ink Mixer) with both Intra Linking and Maintain Momentum on it, you can craft what could be called "Flash Portals". You could do crazy things with them like shooting players at 90° or even 180° angles out of the exit point with all the speed they had when jumping through the portal. Getting the exit points right may be tricky. But you wanted challenges... ;-)
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Thinking about it further, you will need to take measures against bypassing via flight or high jumping. You could of course mandate that it's ruled out, but maybe it would be more fun to have a ceiling lined with Iron Spikes (from Extra Utilities). More ideas to add: Force-Field-gated shortcuts that players can "earn" by de-activating the Force Field for a second or two (hitting a pressure plate or somethng) moats crossing the track that require timed jumps to get across and avoid losing momentum (add some spice by using lava, pyro or cryo instead of water) buff fountains that players can hit for a short boost (milk or liquid Glowstone) dispensers with Splash Potions Of Swiftness firing randomly, or activated by skill shots/moves
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Here is an idea that is part building challenge and part fun activity with friends: Build a racetrack The idea is to make a "winding road" a few blocks wide, in the style of a race circuit - the track itself being made from MFR Road Blocks, which will accelerate any entity moving across them (Ice will work, too). The track should have (grass?) side lanes, so skill would be required to stay on the track and not slide off to the side lanes and lose the speed boost. Also needs installations to prevent shortcutting, and maybe some redstone magic to time players (or maybe Computercraft?). It will become particularly interesting when players are allowed to use speed boosts such as provided by potions or a Powersuit, which will make staying on the track a real challenge at higher speeds - note that the speed effect increases as suit weight decreases, so this is also a challenge in suit design. Before you lay down the track, make a test strip with MFR Road Blocks to see how fast you can go on them, so you have an idea about minimum track length and what diameter the curves should have. The main fun will be the actual racing, of course. But I imagine that the thing will also tickle a builder's creativity in no small way. I never got around to build it, but I had the idea ever since I made a road system and discovered the break-neck speed that you can achieve.
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Please take all issues to the tracker. But before you do, check if this applies to you. Two possible solutions included.
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Actively Cooled Reactors: Limitations and Concerns
Curunir replied to BlessedWrath's topic in Tekkit Discussion
Glad to be of service. Floodgates are a bit overlooked, as most people only fall back to old Buildcraft for the Quarry and Pump. Cryotheum is also the only liquid that really benefits from them, as most other coolants work fine as a single layer below the reactor roof, and have no ill effects. When placing the Floodgate, remember that it will fill all empty layers below it, so it should only be applied to a completely finished setup. Arrange it so that you can pick it up again from the side when breaking it (not from the top), otherwise it will fall into the Cryotheum and be destroyed. Now that I think of it, it would be quite nice if BigReactors had a reactor port for this kind of thing. -
There needs to be a valid inventory at the other end of the Itemduct (any end), otherwise Itemducts won't extract. The target inventory needs to be attached in insert mode (blue arrow) and needs no Redstone signal. I'm actually not sure if MFR Item Routers are considered a valid inventory for this purpose. They should be, but it's a different mod with different logic behind it. If you set the same item to be sorted into several outputs, this _should_ distribute the items evenly in round-robin mode. But again, not sure if that is how Item Routers work. Using Pneumatic Servos, you can set up your sorting system with black- and whitelists directly in the pipe heads that connect to the storage inventories. Using Item Routers should work, but it's an exotic cross-mod configuation and may take a little tinkering to get right.
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You set the one at the chest to extract mode correctly, but it's inactive. Apply either a Redstone Signal or install a Pneumatic Servo and set to be active without a signal. The arrow will visibly light up when it's active.
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Not really. You can automate it somewhat, but it's clunky for large amounts of resources. I'd also not call it a trap, but an alternative. A good pack is about choices. I also think that TiC can be included in a tech pack just fine. The tinkering thing is a third "flavour" besides tech and magic, that is why I compare it to Railcraft. Smeltery and High Oven are not that different from Coke Oven and Blast Furnace in their scope and gameplay. And nobody seriously claims that Railcraft does not belong in a tech pack (there are other reasons not to include it, especially for Tekkit). As I said, pure TiC may be a bit lackluster. It needs at least Steelworks to be interesting, and maybe Mechworks.
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That is the Iguana's Tweaks add-on I mentioned. I have been using it for a while now, and I think that it changes gameplay quite dramatically at first. For instance, you cannot even mine stone until you obtained some surface gravel or bone to craft your first Pickaxe (Flint or Bone). This will confuse newbies to no end, and many won't like it altogether. It can of course be configured to be more forgiving, but it remains a drastic change.
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Tekkit isn't a pure tech pack, so it isn't ruled out by principle. I personally think that TiC is only really complete with Iguana's Tweaks and Tinker's Steelworks added. However, Iguana's Tweaks will change early game progression and gameplay a lot, so it's not something I'd recommend just dropping in. It also doesn't play nice with Cauldron. Adding TiC + Steelworks without Iguana's Tweaks is an option that could work. It would give players the High Oven for steel cooking and ore tripling, which sounds like a good thing to have in Tekkit. The whole thing is more steampunk than tech, and using it has a bit of a "Railcraft feeling" to it - especially using the Smeltery. No interaction with any power systems. But that's not necessarily a bad thing. There is also Tinker's Mechworks, but I can't comment on that on behalf of never having used it.
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Actively Cooled Reactors: Limitations and Concerns
Curunir replied to BlessedWrath's topic in Tekkit Discussion
It's true that Tekkit Main has not many options for power, that's why BR has become so important, even the small setups. Mekanism has filled that gap very nicely, and it will be a prime candidate for inclusion if Tekkit ever moves to 1.7. As for max-setups, 'easy to reach' is only true for creative building. I think the focus is on Survival, where you have to get your hands on insane amounts of Iron, Coal and Yellorite to build something that big. Also keep in mind that it's hard to find applications that require Mega-RF. One of those "super cubes" can power the installations of many players, even an entire server sometimes. And you will get headaches over creating a grid that can distribute all that power. Handling Cryotheum is not too hard once you know what not to do. I strongly suggest using a Buildcraft Floodgate to fill your reactor core, once everything else is in place. Likewise, use a Buildcraft Pump to get it out again. -
Refer to the overview here. Rule of thumb is, when a dimension is not on this list, it is probably a DDoors thing. Or a Galacticraft dimension. Or the list is wrong. A safe way to find out: Backup the whole world save, then delete a dimension, load the game, enter the world and see which is missing/freshly-created. Restore the world save to get the dimension back as it was.
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Actively Cooled Reactors: Limitations and Concerns
Curunir replied to BlessedWrath's topic in Tekkit Discussion
You bumped against the hard limit there. 50 buckets per tick is a massive number (that is 1000 buckets every second at standard tick rates), and it will indeed limit your operations at that scale. You could check the config files and see if that cap can be raised. No guarantees that it runs stable at higher numbers even if you can change it, though. The way I understand it, actively-cooled reactors are not meant to be maximum size. The maximum frame dimensions are meant to be used with (ludicrously large) passive setups running very advanced rod/coolant configurations. Active reactors can generally be much smaller for the same effective power output, and their increased efficiency comes from burning less fuel for the same power output. Standard setups often have just a small number of fuel rod blocks, and even Laser-Drill-driving active reactors may be as small as 7x7x7 or comparably-sized (excluding the Turbines). The most efficient setup is one that reaches exactly 2000 mB/t of steam with the least possible fuel consumption, feeding into a perfect Turbine that runs at exactly 1800 rpm on these 2000 mB/t. Or multiples thereof with more Turbines. I think the perfect setup is not possible in BR 0.34 (the version in Tekkit, also the last to come out for 1.6.4) because you cannot fine-tune it to that point with the available blocks. At least not manually - maybe you can do it with Redstone or Computer control. Keep in mind that the goal with an active reactor is balance, ideally in a cycle. The core produces steam as a heat agent, which the Turbine uses to produce power while it condenses back to water and returns to the core. Of course you can attach a sufficiently high-throughput water source to the core and void the condensed water from the Turbine, but a loop is both easier and more elegant. The optimal temperature for the core is around 900°C in both variants. Interestingly, passive coolant blocks in the core do have an influence even in active mode. They seem to lower the fuel consumption during steam production. By the way, there are three ways to create a high-throughput fluid connection for the steam/water cycle: direct back-to-back attachment of reactor and Turbine fluid ports deferred back-to-back attachment via Tesseracts Extra Utilities Liquid Transfer Nodes with many stacks of upgrades BR 0.4 (the current version, which is exclusive to Minecraft 1.7) adds Ludicrite, an expensive new top-tier coil material. It also has clutches now, so you can spin Turbines up without load to shorten waiting times. Apart from that, no fundamental changes. It can only come to Tekkit after the 1.7 transition is made. The completion of the new Technic Launcher may help here, because it may free up manpower that has been bound in that project, but there has not even been an announcement yet about a new Tekkit version on 1.7. -
Tekkit (Legacy) Server Crashes When Another Player Joins
Curunir replied to Teevo's topic in Tekkit Discussion
Teevo, I suggest you keep it low-key. I understand how Neowulf's attitude gets you angry, but I understand how he got to that attitude just as well. As I said, dealing with barely-educated anonymous morons will make you jaded and cynical over time. It will make you grow a spiky shell that will hurt others, also those who did nothing wrong or just made trivial mistakes. Relax, take a deep breath and try to see the other side. And most importantly, try to curb your passion a little. It is good that you are passionate, but you can have too much of a good thing. As for the "old guard", I certainly feel with you. But I still maintain that this very attitude will produce more of the people that you dislike so much. Keep in mind that many of those are just kids, and there is a good chance that they still learn their manners if taught by example. Maybe I'm a fool to believe that, but then so be it. I shall be the fool. -
Having Java 7 installed is only a part of it. Read here about the common Java 8 problem and make sure it does not apply to you. If the problem persists even your Java runtimes are sorted, please take your issue to the tracker.
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Tekkit (Legacy) Server Crashes When Another Player Joins
Curunir replied to Teevo's topic in Tekkit Discussion
Neowulf, Teevo is right about one thing: Staff is exceptionally rude around here. I kindly recommend that you and the other mods exercise some lenience towards new members. The rules are not even obvious to find, and it's a fact of life that somebody looking for support will not spend much time looking for something so well hidden. The tracker also has lots of weaknesses. That is why I always give new posters one hint about the problems they post (if at all possible), while pointing them towards the correct ways. I have done enough user support to understand how cynical and jaded you can get over the hordes of entitled idiots, and I don't mean to defend either their wrong sense of entitlement or their idiocy. But you won't ever break them out of it with confrontation. I believe that you just need to be "stubbornly kind" to them, and most people will eventually be happy to comply with the rules you set up. That being said, Tekkit has a damn lot of work piling up right now because of the long phase of neglect following the last stable release. Fixing issues is among that, and maybe it would also be a good idea to clarify a bunch of things. Like which packs are featured and eligible for support, and which are not. Users will of course assume that all packs using the Tekkit brand (yes, to users that is a "brand" now) are featured. I'm not saying you should prohibit private packs from using the brand, but there is no easy-to-find statement about what packs are even featured, and what the difference is. It's not even possible for a casual user to discern the differences between the three featured Tekkit packs. @Teevo No apologies required. -
The issue tracker, which is the only section on the forums where any support is given. I'm making exceptions for first-posters, to get the message across.
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Your system is prefering Java 8, and this will not work. Refer to this ticket for the two possible solutions to this. And next time, please take issues to the tracker right away.
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Tekkit (Legacy) Server Crashes When Another Player Joins
Curunir replied to Teevo's topic in Tekkit Discussion
1. Don't spill logs into posts, that's what Pastebin is for. 2. Make sure you know which Tekkit you require help for. There is no "legacy" version, but there are Tekkit Classic and Tekkit Lite, both of which are completely different modpacks from the current Tekkit (Main), and might be considered legacy because of their age. 3. Once you know what you are using, head over to the tracker and post your issue in the correct section. Bear in mind that you are only eligible for support if you are using a featured modpack as-is. If you modified it, you are using a custom modpack. -
server crash won't start after updating some mods.
Curunir replied to Bogdaniel's topic in Tekkit Discussion
Glad it works for you. Keep in mind that altering your Tekkit installation automatically makes it a custom modpack. These are discussed on Platform Pagoda.