
HeatHunter
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Everything posted by HeatHunter
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big reactors Trouble with Big Reactors Energy Output
HeatHunter replied to MisterCrow's topic in Tekkit Discussion
I think the maximum size of a reactor in any direction is 32... -
I think once you have an ender pouch and an ender chest in your base feeding into an AE-Network this gets obsolete
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big reactors Trouble with Big Reactors Energy Output
HeatHunter replied to MisterCrow's topic in Tekkit Discussion
@curunir, you could possibly make your design even more efficient by inserting a coolant to your reactor (like resonant ender) -
could you provide us your error log through pastebin? (C:UsersMyhat2youAppDataRoaming.technicmodpackstekkitmaincrash-reportscrash-2014-04-30_18.50.40-server.txt said your first error posting, but you will have a newer one by now )
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could you activate the console in the launcher and see if theres any error when the game crashes?
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big reactors Trouble with Big Reactors Energy Output
HeatHunter replied to MisterCrow's topic in Tekkit Discussion
yep, extra utilities brings you the liquid transfer nodes, you can upgrade them to provide a maximum of 8B/t (8000mB/t) here are some screens: -
Multiplayer Issues: Can't connect to server
HeatHunter replied to Iron_feather12's topic in Tekkit Discussion
I guess I know now what happened on a technical basis: you possibly had set your ipv4 configuration to determine your ip automatically. In that case something called DHCP (Dynamic Host Configuration Protocol) is used to get an ip from a DHCP server in your network (normally today, every router comes with an builtin DHCP-Server) normally the router identifies the client by it's mac-adress and tries to give them the same ip every time the same client connects (this works quite good, while you have the same mac-adress, this adress is builtin within your network card, so if you change your network card e.g. switch betweeen a wireless and a cable network, you will get different ip-adresses. However, this dynamically adressed ip's do have a lease time, after that they get refreshed. Depending on your router it is possible that you get a different ip... Your router normally does NAT (Network Adress Translation) to share the internet-connection to all connected clients. For this to work you have to be connected to 2 networks (in that case the internet and your local network) the initial connection to a server normally only functions one way means your client can connect to a remote server and once the connection is established, packets can be routed back to your client. In the case you want to host a server inside your local network, ppl get stuck at your external IP. There comes Port forwarding... Port forwarding tells your router, if a remote host tries to open a connection on port x, directly route this connection to internal ip y with port z (normally port x = port z but might not be in all setups) and for the connection to work, ip y must be reachable- 4 replies
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How to place a quarry far away from home?
HeatHunter replied to darkblitzrc's topic in Tekkit Discussion
tesseracts can provide both, a way to get power to your quarry and to get the items back to your base... as they count as valid inventorys for your quarry, you could place one tesseract directly on top of your quarry and connect 2 pieces of conduits to it. (you have to configure this tesseract to receive power and send items) in your base, you have to use itemducts to connect the other tesseract to an inventory (I prefer an ME-Network) (configuration is sending power, receiving items) this tesseract has to be powered in order to send power Both tesseracts have to use the same frequency... -
big reactors Trouble with Big Reactors Energy Output
HeatHunter replied to MisterCrow's topic in Tekkit Discussion
this is how I built my turbines: 4 blocks high enderium block coil (32 blocks) 80 fans 8 fans per block in height (fans are 2 blocks width) i use tesseracts to get steam in and power out I'm running these turbines at 1770mb/t so the interface looks as follows: btw. the turbine should be the only thing that produces power in this setup, an actively cooled reactor should only produce steam... I don't use an ME-Network to provide steam, as this is too slow (1000mb/t per connection) and tesseracts work perfect... Tesseracts don't have a transfer limit, I'm transfering 50B/t through a single Tesseract... Edit: actively cooled just means that you pump water in your reactor and get steam out, you should always use a coolant like resonant ender in your reactor... -
the most pitch black material I know of is the "fabric of reality" of the DD mod even octuple compressed cobblestone still has a structure (but I admit, it's quite black ^^) for the program, lua is a pain and normally the quarry digs it's own hole (all Materials are lost in the process, but a little loss is ok I think at max size this is 64x64x5 = 20480 blocks)
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same for a big reactor that is provided yellorium by an ME-Network big reactors are also usable in early game, as they do not require as much ressources to built as an fusion reactor. And for mid-endgame you can provide active cooling and attach turbines to it, then you're able to generate a ton of power... attach 2-3 laser drills to it and the design gets self-sufficient... e.g. my reactor (15x15x32) is creating 50b/t steam and drives 28 turbines each producing a bit more than 21kRF/t I'm driving 25 laser drills with them and each day there's an overflow of ~5k yellorium... (not to mension the other ressources created by those drills) Pretty oversized I know, but should proove that big reactors is a significant power source which doesn't need any interaction...
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Thermal Expansion Conduit Crash in Tekkit 1.2.8e
HeatHunter replied to MachoMancha's topic in Tekkit Discussion
does this also happen if players (that are not affected) craft those items and place them in their inventory? -
I can't recommend building a fusion reactor at the current state of the AS-Mod... following thread explains why: '?do=embed' frameborder='0' data-embedContent>> so going for big reactors is the way to go atm. (imho) this may change again, once AS fixes it's issues
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hmm strange, normally it keeps the height... did you rise the power bar of the flight control (in the tinker table)? keeping it at 0 supports a creative like flight with your jetpack (you have to manually adust height then, space and Z are the default keys) I think this is even better than the old hover mode...
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does it do this even without the shaders mod?
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if you just want ressources, the MFR Laser Drills might be what you want (already in tekkit) they get ressources out of the bedrock... however, due to it's massive power requirements (to operate them at full speed you'll need to generate 20kRF/t for a single drill) this is rather endgame equip... if it's just the storage space you're lacking, have a look at DeepStorage Units, you can save your cobblesone in there DSU's are cheap and with the right setup at your quarry, you can have a chest with filled with ressources and all the 'crap' went to different DSU's (i used diamond pipes in the beginning to do a quick sort at the dig site and seperate cobble, dirt, gravel,... from all the useful materials... that way, nothing spits out of your setup and you save materials for when you need them later you can attach these DSU's to your AE-network so nothing is lost in crafting and using them...
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to get something like the hovermode, add a flight control to your helmet of the MPS you should bind this to a key however, so you can switch it on and off (you can bind keys for MPS using "K" just define a new key and drag the flight control image near that new key it will attach to that key then...)
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the last compression step takes > 40million cobblestone
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I don't know if you can inject MJ into the conduits, I just know that they can convert RF to MJ on the fly... but main question is, why didn't you use the dynamos, as they are producing RF directly and also take liquid fuel? (manybe you can still change this)
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because IC2 isn't in this modpack, obsidian should be back to it's former state and should be blast resistant (did not try it myself) also the force-fields from mffs are indestructable I don't know anything about the resistances of compressed cobblestone (there are 8 states of compression)
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the most power hungry thing I know of are the MFR Laser drills the prechargers of that thing are using 5kRF/t each and you can put 4 around it... just a little tip, leave those engines aside, as they come from BC and were replaced with TE dynamos. The dynamos work way better... You can connect machines using conduits then (even if a machine needs MJ as a powersource, these conduits will convert it on the fly e.g. a quarry) Edit: I looked it up, the dynamos are producing 80RF/t so you would need 250 of them to produce the 20kRF/t needed to power one drill... I guess that renders it as endgame-equipment I for myself am using a big reactor to produce steam and with that steam I operate some turbines that produce a lot of power (big reactor turbines) as Big Reactors are running on yellorium fuel, you won't need any oil by then
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Tesseract not sending power in new Tekkit
HeatHunter replied to Pietro_'s topic in Tekkit Discussion
I'm using it to power my laser drills: so I have 4 Tesseracts in this setup one at my reactor, pumping steam into the first one (configured to send liquids) one at a turbine (receive liquids and send power) one at the laser drill (receive power and send items) and one in my base (receive items) heres the configuration of the one at the drill: -
Tesseract not sending power in new Tekkit
HeatHunter replied to Pietro_'s topic in Tekkit Discussion
I can transfer power over tesseracts using energy conduits on my server (v1.2.9) so it can't be a general problem But I always configure tesseracts strict so no receiving/sending I just set them to receiving OR sending... maybe thats the reason... -
Treecapitator not working (possibly other mods as well)
HeatHunter replied to BenWest's topic in Tekkit Discussion
you could just route the server port through your router and give ppl your ip, this should be the easiest way edit: make sure you're starting the right jar-file... -
Big reactors, how big can they really get?
HeatHunter replied to jakalth's topic in Tekkit Discussion
na it's not really zero, like I said, it uses an ingot every 2 min. the display jumps to 6,5 for a tick and back to 0 again.... Edit: so what to do with all this? with 50B/t i was able to drive 28 turbines at 1770 mB/t (and still have a bit overflow) thats a total of 588476 RF/t I totally wasted that energy in laser drills so I built up 29 lase drills with 116 prechargers each taking 5kRF/t so thats 580kRF/t so theres still a bit overflow for the reprocessing... and now I really think about building that in survival