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Curunir

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  1. Upvote
    Curunir got a reaction from fenton in MC amplified terrain map to Tekkit Server   
    In case you are referring to this, unfortunately the answer is no. The feature was only introduced in 1.7.2, and Tekkit Main is still a 1.6.4 modpack. I cannot say for certain that it won't work, but I imagine that worldgen changes quite a bit between major Minecraft versions and thus makes newer worlds incompatible with older game versions. For instance, there are two new tree types in 1.7 (Dark Oak and Acacia), along with their own new biomes and much more. I imagine it to be non-trivial to convert anything of that back to 1.6.4.
     
    You may still have a chance if you find a 1.6.4 mod that offers worldgen options in that style, as HeatHunter implied. I know of no such mod, but I don't know everything. The prime address to discover mods is Minecraftforum. Bear in mind that adding mods to your Tekkit makes it a custom modpack that is not eligible for support. Platform Pagoda is where we discuss those.
     
    You could wait until Tekkit moves to 1.7, but as there has not even been an announcement yet, this may take a long time yet.
  2. Upvote
    Curunir got a reaction from Juan Pol in Please help my world   
    What AetherPirate said will usually work, but you could simply delete the dimensions added by DDoors. Make a backup before attempting this kind of operation, in case you cut away too much.
     
    And next time, take it to the tracker.
  3. Upvote
    Curunir got a reaction from Bogdaniel in Remote Energy   
    Since everything centers on Thermal Expansion in Tekkit Main, TE's Energy Cells are the only power storage. They come in four tiers:
    Leadstone: saves 400.000 RF, max in/out is 80 RF/t Hardened: saves 2.000.000 RF, max in/out is 400 RF/t Redstone: saves 10.000.000 RF, max in/out is 2.000 RF/t Resonant: saves 50.000.000 RF, max in/out is 10.000 RF/t 10 RF equals 1 MJ.
     
    The Conduits notably only have three tiers, with Redstone already carrying the the maximum 10.000 RF/t.
    Quarry power draw differs depending on what it is currently doing, but it peaks at around 800-900 RF/t, I think. So you can only power it halfway with Hardened gear, unless you attach two separate Hardened Energy Cells and their respective Conduits.
  4. Upvote
    Curunir got a reaction from Bogdaniel in Remote Energy   
    Remote MJ, no. Remote RF, yes. There is no EU in Tekkit any more, and good riddance.
    Tesseracts are the go-to solution for intra-dimensional transport of items, fluids and energy, and this energy will be Redstone Flux (RF). Luckily for you, Thermal Expansion energy conduits will output RF or MJ as needed (conversion happens automatically), so you can attach your old MJ-using machines just fine to an RF network. This means you can just plonk a Tesseract on top of your Quarry, but you will have to run at least one piece of conduit between the two. Smart players like to put the Tesseract literally on top of the Quarry, place two pieces of conduit on the side to connect them, and place a buffer chest directly adjacent to the other end of the Tesseract connection.
  5. Upvote
    Curunir got a reaction from boeing186 in Load Tekkit mods on Vanilla Minecraft launcher?   
    Trolling or misunderstanding. If you are interested in optimized launchers, try the new Technic launcher >beta. I hear it has been rewritten entirely and should be more efficient overall.
  6. Upvote
    Curunir got a reaction from radfast in Let's test Tekkit 1.2.10c beta!   
    If that is your agenda, consider my comment void.
    Looking at the (probably vastly outdated) GC build used in Tekkit, I noticed quite a few quirks and issues that mostly prohibited automation (see for reference the extreme measures >some users took to get it automated at all). This gave the overall impression that GC authors don't care overly much if their stuff works together with anybody else's mods or not. This was probably a false impression, given your statement. With the growing number of intricate tech mods accumulating in modpacks, it's essential that these mods work together to a certain degree and integrate into the greater whole. If you are committed to that, I have nothing to criticise.
  7. Upvote
    Curunir got a reaction from M1r077 in BigReactors   
    Looks like I invoked some powerful magicks here. When I returned to the Mystcraft Age I use for quarrying just now, I ran across a Blizz after all. It spawned in an Icy Hills biome, a landscape dominated by trees made from transparent ice blocks. I have never seen that in the Overworld.
  8. Upvote
    Curunir got a reaction from schokodidek in Problem with download   
    This is usually not a Technic issue. Authentication and core file download always occurs with Mojang servers, and this can happen when either those servers are having problems, or your client cannot reach them for some reason. Check with Mojang support about server status, and make sure no security software on your system is actively blocking access to them. Yes, this does happen.
     
    If you need further assistance, take your issue to the tracker, where it belongs.
  9. Upvote
    Curunir got a reaction from Lethality in Tekkit Crashes when mod is added to client.   
    If you modify your Tekkit, you are automatically building a custom modpack, which is not supported as a Tekkit installation. Custom modpacks are discussed on Platform Pagoda.
    It is laudable that you held back on spilling the log. Please use Pastebin or a similar web service to post logs, and all will be fine.
     
    So what you do now is upload your log to Pastebin and head over to Platform Pagoda. Or self-report your post and kindly ask a moderator to move it there.
  10. Upvote
    Curunir got a reaction from Miss_Omnom in Tekkit Will Not Launch- Any help?   
    You have the problem described in this ticket. Either downgrade to Java 7 or install the hotfix.
     
    Please take all further issues to the tracker.
  11. Upvote
    Curunir got a reaction from Chanku in Let's test Tekkit 1.2.10c beta!   
    If Tekkit wants to stay relevant, the pack needs to make a case for itself.
    In the still-current iteration, it was the focus on Galacticraft, which I personally found not that brilliant - mostly because I dislike Galacticraft a lot. A renewed Tekkit would first need to adapt the must-have newer tech mods like Mekanism. Then take a good look at non-tech stuff and decide which of these mods actually add fun gameplay and should be kept or expanded on, and which should be dropped. For example, I think that Mystcraft is a non-tech mod that adds much to the game, while DimensionalDoors is essentially useless and tends to corrupt world saves. And so on.
     
    That is much work, and I wonder if the project has the manpower to even start it.
  12. Upvote
    Curunir got a reaction from EvilOwl in Powerline Ethernet & Tekkit Server   
    Firewall settings are not enough, he also needs port forwarding. Luckily, these are all handled together in Speedport devices.
     
    I can imagine what is happening. The computer that runs Minecraft has a firewall exception and port forward on the router, but only when connected via wireless. The router treats every network-connected device as a separate computer, even if it's just a different network adapter on the same one. Thus, you need to create another port forward rule for the "other computer", namely your wired ethernet adapter connected via the powerline thing.
     
    If the powerline plugs are more than just stupid cables and have their own MAC adresses, it may be necessary to register those instead. But try with your wired ethernet device first.
     
    And by the way: This all should only be necessary if you're running a server, or open your local game to LAN and want WAN users to join. For a simple client connecting to WAN servers, no configuration should be necessary. Just pointing it out for others who read this.
  13. Upvote
    Curunir got a reaction from mr-tom in Moving from Vanilla(ish) to Tekkit   
    Cauldron is the heir to MCPC+, which will allow for plugins on a modded server. Plain Bukkit won't work, iirc.
  14. Upvote
    Curunir got a reaction from mr-tom in Moving from Vanilla(ish) to Tekkit   
    Tekkit is on 1.6.4 right now, and should be preparing for the 1.7.10 transition. However, no announcements have been made and we can only assume that this version is somehow in the works.
     
    Coming from vanilla, migrating your current world should be possible. However, bear in mind that many of the mods have worldgen options like spawning additional ores. In an existing world, these would only appear in newly generated chunks after the update, unless you tinker around with retrogen (retroactive generation), which can be unstable and harmful. If Mystcraft is still included in the 1.7.10 version, you might circumvent this problem by getting your resources from additional dimensions. But you should at least consider a fresh start, because the time and work you will spend on migration will not be not trivial. It all depends on the emotional investments that you and your users have in the existing world, of course.
     
    As for Bukkit questions, I only know that you need Cauldron for a modpack server, which includes Bukkit in some way.
  15. Upvote
    Curunir got a reaction from MinecraftLawdMax in Not Being able to Log on   
    It is recommended to run Tekkit on Java 7 64bit, which is currently at update 71. The default memory allocation is 1 GiB and should be fine for most cases. If Java 8 update 20 or newer is on your system, Tekkit will fail to start due to the known Forge bug. This can be resolved by removing Java 8, or installing this experimental hotfix at your own risk.
     
    Simply installing Java 7 will leave Java 8 intact. You have to manually uninstall Java 8, because Java runtimes of different versions/updates never overwrite or replace each other. You can literally have hundreds of them installed side by side.
  16. Upvote
    Curunir got a reaction from EvilOwl in tekkit is not working   
    Nope.
    .
    .
    .
    In case you are asking for help, this way please. A little more information is required as well, because our crystal ball won't light up properly these days.
  17. Upvote
    Curunir got a reaction from PompanoZombie in Rise of the Machines: Showcase your tekknical achievements   
    I must say, I do like that star, Kezr.
     
    As for my latest exploits, I have not been building a machine per se, but I still think it's rather cool and warrants sharing.
     

     
    Name: The Magic Arsenal
     
    Purpose of construction: Achieving the best possible personal gear through expense of Mob Essence in my Minefactory Reloaded magickal factory.

    How it works: Use a vanilla Anvil first (!) to name an item, then proceed to stack all the necessary enchantments on it in an Auto-Anvil (using pre-existing Enchantment Books).
     
    What I especially like about it: Unique items in Tekkit! I spent quite some time thinking about appropriate names, and I like the results. And the cool thing is, any of you could just copy the method to make their own personal gear. Be creative!
     
    And here is the gallery:
     

     
    Witherbane: Not even Diamond was sharp enough to craft this boss-killer, so it was made from Ruby. It should not take too many hits to smite the mighty fiend with this.

     
    Crittersquash: Annoyed by those spiders? Silverfish giving you the crabs? Just squash them all! Using the mighty charge attack of this battle hammer should even get you out of a swarm of hungry Hellfish.

     
    Muramasa: The sharpest sword ever crafted. Perfect for slashing through hordes of enemies, and the ritual seppuku in case you failed.

     
     
     

     
    Forgiveness: Discworld readers should get the reference. This is Mightily Oats' very own dispenser of mercy. Works especially well for followers of the Turtle.

     
    Touch of Midas: A Pickaxe? Not just any Pickaxe. Swing this heirloom to wrest every last bit of wealth from the bowels of the Overworld, to multiply it later in your Pulverizer. Won't turn stuff into gold, though.

     
    Thunderclap: Bow and arrows are for Skeletons. Tekkiteers shoot to kill, and we shoot with railguns. Or the closest thing to it that we can get out of Balkon's Weapon Mod. Just about the highest single-shot kaboom that can be had, short of flinging Dynamite. Don't bother to stack ammunition, just bring one bullet.

     
    Mildred: Not all problems can be solved with a single shot... or can they? Next time you explore dungeons or Nether Fortresses, bring this fearsome shotgun. One or two shots will clear out a room full of zombies or... well, just about anything. Mildred is rather nearsighted, so try getting up close and personal.

     
     
    In case anybody still doesn't recognize it, the texture pack used here is >Sphax PureBDCraft.
    And if you really need telling: Thunderclap is a Musket, and Mildred a Blunderbuss.
  18. Upvote
    Curunir got a reaction from CXXIVLDIVL in any one got a tutorial?   
    Well, the easier solution is Deep Storage Units for the mass items. But since you'll want to go to the Deep Dark eventually, it's not a bad idea to start making Compressed Cobblestone with your first Quarry.
  19. Upvote
    Curunir got a reaction from AxeGarian in On the fine art of quarry mining   
    Greetings, Tekkiteers!
     
    When I started using the Buildcraft Quarry, I ran into many small problems and annoyances that were not covered by any wiki or guide. So now that I have largely mastered that art, allow me to share my insights in a concise and (hopefully) compact manner.
     
    1. Why Quarry?
    Mining is tedious. Really tedious. It may be exciting to hunt for The Shiny at the start, but after doing it over and over again, it eventually loses its luster. Especially when you need to ramp up your production in mid-to-late game to feed that ravenous machinery. There will come a point where even for the most medieval of us, a robot that does the manual work will be a welcome relief.
    Buildcraft has you covered. The BC Quarry is a machine for strip mining, that means it will remove (almost) anything in its path, block for block, layer for layer, until it reaches bedrock or an obstable that it cannot mine.
     
    2. Make One!
    You will be ready to make a quarry once you acquired 11 diamonds, 8 gold ingots, 28 iron ingots, 28 cobblestone, 1 redstone dust and 30 sticks of wood. Most of that goes into crafting BC gears, and the rest into a diamond pickaxe. All of this will be consumed in the making. As always, I rely on your ability to use NEI or the wiki for the actual recipe.
     
    3. Power It!
    The quarry runs on Minecraft Joules (MJ). In Tekkit, use any kind of Redstone Flux (RF) production and connect the quarry via Thermal Expansion conduits, which will automatically convert to MJ. It is highly recommended to use at least one energy cell as a power buffer, and using at least Hardened conduits and cells. The quarry uses lots of power, so Leadstone-level gear is too weak. Using Redstone-level is recommended. A small, early Yellorium reactor will power a quarry easier and quicker than any other setup, but you are of course free to design your own.
     
    4. Place It!
    As a quarry will strip-mine, you may want to place it out of sight from your home/base, to avoid looking (or falling) into a square pit later. On the other hand, you might want to use it to excavate a space for your future underground base, and cover the pit with a filler later.
    Note that when placed and powered, the quarry will start building a 5 block high frame in front of it, inside and below which its mining arm will then operate. All blocks obstructing this space or the frame itself will be destroyed (not mined!), so take this into consideration. Especially make sure to not place your power source or any related machinery inside the frame area.
     
    4.1 But Where?
    If you dislike disfiguring the Overworld with large rectangular pits, you could opt to disfigure a random Mystcraft Age instead. Choose one you don't like, but that is safe enough for you to do maintenance in if needed. Or quarry the Nether right away - instructions on the special requirements for this included >further down in the thread.
    Or just place it in the Overworld, but far away from your base. No matter where you decide to set it up, keep in mind that the Quarry does its own chunkloading. So as long as you put the power feed and output processing within one of the loaded chunks, you should be fine. But better check chunk boundaries to be sure.
     
    4.1 Landmarks
    If just plonked down, the quarry will default to a 9x9 space right in front of it. You can modify this area with Landmarks, which are just Redstone Torches re-crafted with Lapis Lazuli. Landmarks are glitchy, so don't be surprised when they malfunction. It will often suffice to just repeat what you were doing, or moving everything by one block, to make them cooperate.
    Place three Landmarks defining a rectangle, all on the same height level, to claim the area you want to quarry out. You are marking the lower corners of the frame this way, so keep the block destruction in mind. Once all three necessary corners are marked, right-click the middle Landmark (I think any of them works, but middle works best). Red lines should connect them and visibly frame the rectangle you defined. If not, check if you actually made a rectangle or maybe went off by one block. Try breaking and placing all Landmakrs again. Also don't right-click before all are set. Keep in mind that the frame will extend to five blocks above the Landmarks. The maximum space possible is 64x64 blocks for the frame, i.e. 62x62 blocks enclosed.
     
    4.1.1 Landmark placement beams
    It may become tedious to correctly place Landmarks for larger pits. You can get some placement help if you apply a Redstone signal (Lever or Redstone Torch will do) to an inactive Landmark. Blue "ghost beams" will emerge in all directions and extend 64 blocks, which is conveniently identical to the maximum frame dimensions. So for max-sized Quarry, place one Landmark, activate the blue beams, place the other two exactly at the ends of the beams, return to the first Landmark, turn the blue beam off (remove Lever) and activate the read beam (right-click Landmark). Then place the machine against that Landmark from the outside of the rectangle. Note that it needs to face the Landmark directly, otherwise it will ignore your rectangle and default back to its 9x9 scheme.
     
    4.2 Call it Bob if you like
    If the quarry accepted your framing and is powered, it will form a yellow-and-black pre-frame, and a little robot cube will laser the actual (orange, non-mineable) frame onto it. The Quarry will also announce how many chunks it will keep loaded. Or none of this happens, and it will tell you that your frame is out of boundaries or too small. This sometimes occurs even when you did it right. Try breaking and re-placing the Landmarks, or maybe reduce the size by one block. Sometimes the pre-frame will not show although everything is correct. This is just a visual glitch.
    Oh, and the Landmarks will drop when the quarry accepts them, so you can run and recover them now.
     
    4.3 Maintenance Shaft
    The quarry will proceed into an ever-deepening rectangular pit. Do yourself a favour and dig at least a 1x1 ladder shaft next to it, ideally starting directly under the frame. You will likely find yourself down in the hole at some point, and having a ladder to get back up is vastly preferable to the alternatives. Unless you can already fly.
     
     
    5. Loot!
    Don't power the quarry before you placed a chest on top or next to it. If powered sufficiently, the quarry will mine quickly and spout lots of blocks out of its top side. With the 9x9 default size, quarrying from sea level to bedrock will roughly fill one diamond chest. Most of which will of course be cobblestone, followed by dirt, sand and gravel. I recommend Reinforced Strongboxes for their portability, so you can easily swap them out if they are full. Later in game, you can hook your output to whatever automated sorting pipe and factory you are building.
     
    5.1 Fillers Ahead
    A great mass of rubbish, mostly cobblestone and dirt, will choke up your storage if not dealt with. An elegant way to handle it is compression. Use the Compressed Cobblestone (and -Dirt, -Sand, -Gravel) recipe from Extra Utilities to stow it all away. Pipe the stuff out of your buffer chest with itemducts and route it into Cyclic Assemblers, which will dump the compressed stuff into long-term storage. Note that there are two compression levels for sand and gravel, while there are four for dirt and eight (!) for cobblestone. Makes for interesting decoration, if nothing else.
    Of course, you could just opt to void-pipe the mass items, or stack them in Deep Storage Units. Especially a Cobblestone DSU may be useful once you decide to visit the Deep Dark dimension.
     
     
    6.Oil
    This is annoying. Oil is quite abundant in Tekkit right now, and most quarry sites will hit one or more deposits at some point. The quarry cannot mine oil, and will ignore all blocks covered with it, which somewhat defeats the purpose here. There is no elegant solution that I know of, so this is what I do.
     
    6.1 Suck It
    First, stop the quarry when you see that it hit oil. This will usually require cutting the power - I usually place a lever on the energy cell to do that quickly. The quarry seems oblivious to redstone signals.
    Then get yourself a Buildcraft Pump if you don't have one already (mostly iron needed). Also craft yourself a handful of Portable Tanks, ideally Reinforced ones. Grab those, along with a small energy cell, some conduits and fluiducts, and get down to the oil. The deposits are usually orb-shaped with a single topmost block. Dig that top oil block free, unless it already is visible, then place the pump directly above it. Wire it up and attach fluiducts with portable tanks to one side, then start pumping. The pump will extend its nozzle directly downward, remove the oil blocks and fill the tanks. Continue until the oil is gone, then remove your stuff, climb back up and power the quarry up again. Once you get a little practice, these little excursions are quite simple and quickly done. And they get you oil, which could be useful for power generation.
     
    6.2 Stuff It
    If you really don't want that and just need the oil to be gone, grab a stack or two of sand (or gravel) and simply fill the deposit in. The sand will displace the oil and leave only air when mined again. Be smart - let the quarry do the removing.
     
    6.3 Kill It With Fire!
    I never tried this, but supposedly placing lava above oil will make the oil respond like water. This means it turns into solids (cobblestone or obsidian) and can be mined by the quarry. Unfortunately, lava obstructs the quarry just like oil does (see 8), so you would need to place/remove the lava often for this to work. I don't see this working faster than pumping or sand-filling.
     
    6.4 Invoke Higher Powers
    I heard that at least one server community was so annoyed with the overabundance of oil that they had an admin remove it from chunk generation. It can still be generated with Oil Fabricators to fuel those rockets. Also, it might be enough to just disable Galacticraft oil, because that is what you will find underground. Regular old Buildcraft oil usually only forms in and around desert and ocean biomes, you can identify it by the surface geysers.
     
     
    7. Water
    The quarry mines fine through any amount of water, so it can basically stay. However, if an oil deposit is uncovered below a water source, it will mix in funny ways and make the methods from 6.1 and 6.2 very difficult. So I actually recommend removing water when it is uncovered, unless you know there is no oil, or don't care if all the blocks below any potential oil will remain unmined (note that this often affects the most worthwhile ones, like diamonds).
     
     
    8. Lava
    Lava stops the quarry from mining anything beneath it. This will often completely block off diamonds from your reach, so you want to solve this.
     
    8.1 Water After All
    It is recommended to flood your quarry. Yes, I said above that you should remove water, and I stand by that. But once the quarry is down between height level 20-30, it will be past any oil that might have been there, and nearing lava levels. That is the time when I recommend flooding your quarry with water. If there is a flow covering the mining level, any uncovered lava will turn into obsidian immediately, which can be mined fine by the quarry (you did sacrifice a diamond pickaxe when you built it, remember?). Works also for lava blocks in the side wall, so you can even drill through an entire lava lake. Note that this will put quite a lot of obsidian into your buffer chest, which might choose to overflow at this point.
     
    9. Bonus Tip: Water Curtain
    With all this, you should be ready to make a big, clean hole in the ground. But there is one more thing that might help. Flooding a pit of this size (9x9, and even more so if you go larger) is tedious both when placing and removing those water blocks. But due to the way water works in Minecraft, you can actually get away with placing just a single source block. Just place the water in one corner of the pit, right on top of the edge. Let it flow for a second or two, then put it back in your bucket and quickly place it one block further along the edge. Repeat for a few blocks until it has "wandered" for a bit. Then look into the pit. You will notice that you are creating a "curtain" of water that still encompasses all the area where your one block has been. Do this for one complete edge of the pit and leave the water block in place when reaching the end. That one block will keep the whole curtain up, until you remove it.
     

     
     
    10. Enjoy!
    Where to go from here? I recommend not going 64x64 in a hurry, as you will want some hands-on practice before you scale up. I like making 60x10 pits, so flooding is easy by just going along one of the long sides. After that, just do another 60x10 right next to the existing pit ("Stripe Quarrying", if you will). But at this point, you should be equipped to make your own decisions.
    I hope this helps the newbies, and maybe even some more seasoned players. Read on >here if you are also interested about the additional pitfalls and windfalls when quarrying in the Nether.
  20. Upvote
    Curunir got a reaction from redsector in How To Tekkit Tutorials   
    And if you're like me, and hate sieving through videos to find useful information, you can also >read up on the basics.
  21. Upvote
    Curunir got a reaction from dreamer1986 in What mods I would like to see in Tekkit   
    After fiddling around with some of the mods mentioned, I second the request for OpenBlocks, Mekanism, and possibly Chisel. Still not seeing the point in Tinker's Construct, but I wouldn't mind it being included.
  22. Upvote
    Curunir got a reaction from EvilOwl in What mods I would like to see in Tekkit   
    After fiddling around with some of the mods mentioned, I second the request for OpenBlocks, Mekanism, and possibly Chisel. Still not seeing the point in Tinker's Construct, but I wouldn't mind it being included.
  23. Upvote
    Curunir got a reaction from Chanku in What mods I would like to see in Tekkit   
    After fiddling around with some of the mods mentioned, I second the request for OpenBlocks, Mekanism, and possibly Chisel. Still not seeing the point in Tinker's Construct, but I wouldn't mind it being included.
  24. Upvote
    Curunir got a reaction from PompanoZombie in What's your liquid storage solution?   
    Are you using Fluiducts? If so, make sure to set them to extract mode, and apply a redstone signal to have them actively pump stuff out. You can also use Pneumatic Servos to set them so they only pump without a redstone signal.
  25. Upvote
    Curunir got a reaction from CXXIVLDIVL in any one got a tutorial?   
    Buildcraft Pump with Drums, or an army of slaves with buckets and Drums (slaves being other players who owe you favours for some reason).
    Liquifacted Coal is a TE fluid that will allow you to power Compression Dynamos with just Coal as an energy source. I never did the math on efficiency, and I guess it only has merits if you are short on oil, while Coal is abundant. It should be more efficient than burning the same Coal in Steam Dynamos, otherwise the whole thing would be silly. Still, only worth your while as a self-serving project, or if you're short on Yellorium for some reason.
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