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Everything posted by EvilOwl
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Every way to possibly teleport interdimensionally in tekkit 1.2.9e
EvilOwl replied to hiotewdew's topic in Tekkit Discussion
In creative mode you can use the /tpx command. -
True
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Did you know that a TE Nullifier can accept liquids? Yes, you can pump out your quarry water to it. Put it directly on the BC pump - it's faster that way. Remember to set the inputs on the sides you need.
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Questions for advanced survival players
EvilOwl replied to Ironclaw2000's topic in Tekkit Discussion
Imagine all your items in one block and plenty of free space for more. No more chests. Edit: >Text version. Video version -
Questions for advanced survival players
EvilOwl replied to Ironclaw2000's topic in Tekkit Discussion
6. Do you have a ME Network? -
The future of server admins? Bukkit, Cauldron and Spigot were DMCA'd. Bukkit is discontinued as we know it. Cauldron is announced dead. Spigot is fighting. They do not exist for the time being and anyone who uses them (millions of users worldwide) are out of luck. Spigot came out of it without much harm. LexManos is planning to add Bukkit-ish functionality to Forge. This is how the future looks now. License shitstorm. (Sorry for the language - have no better way to describe it)
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Did you know that extracting items from a DSU with a vanilla hopper can result in them being deleted. Put a DSU filled with items above a hopper and send them to a TE machine. When the machine is full or not pawered the items will start rapidly vanish from the DSU. No, I wont put this to the tracker becouse it's not fixable. This is Mojangs Code at fault here in the hoppers StackSize. It's fixed in MC 1.7. No, I wont report it to Skyboy becouse 1.6 is not supported any more.
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EE3 is considered now a Vaporware. The 1.7.10 version is even more WIP. No transmuting. No Minium Stone. Edit: It will be done after Half-Life 3 is out
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Did you know that a Creative Energy Cell can work as an configurable reactor/dynamos load for testing purposes? Build your power system, put down a Creative Energy Cell, connect it to your power system, switch outputs to inputs and set the input RF rate. It works as a real life high power resistor. This does wonders for (over)loading reactors.
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Did you know that you can have a simple automated BigReactor controller and never to worry again about the power usage? Put two RedNet ports to a BigReactor, set one to Output:Energy amount (%) and the other to Input: Change control rods insertion for all rods. Configure those two on the same colour and connect them with a RedNet cable. This solution is IMHO brilliant and simple - self controlling reactor.
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Mekanism (with nerfed Digital Miner and lower ore spawning, solar panels and windmills need to be disabled), Tinkers Construct (lower ore spawning).
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Moving Monster Spawners (w/o RIM or Portaspawners)
EvilOwl replied to gavran's topic in Tekkit Discussion
I'll try to make a tutorial in the meantime you can watch the video I learned from. Start at the half of the video. I know everybody hates does here. I hope that everybody can see the difference in a 'Lets play' video (hate does) from a well made 'mod spotlight' (referring here to the Direwolf20 spotlights). Edit: I'm not sure but isn't there a way to move spawners with MFFS? Anyone? -
Moving Monster Spawners (w/o RIM or Portaspawners)
EvilOwl replied to gavran's topic in Tekkit Discussion
I >did the spatial thingy in 1.2.8d. It is working without any issues. If you try to use the AE way be careful. One mistake will trap you in the Storage Cell biome.... Edit: I'm thinking about a tutorial for the Spatial Containment Structure. If I don't find any I'll make one. Edit 2: I can only find >threads on that manner but no tutorial. -
Moving Monster Spawners (w/o RIM or Portaspawners)
EvilOwl replied to gavran's topic in Tekkit Discussion
>Link Edit: You can do it with AE, qCraft and MFR as far as I know. -
Actually I was mistaken. It's not Ctrl+R for reboot. It's Ctrl+T for terminate or Ctrl+S for shutdown.
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Break it with an pickaxe or steal his fuel. You can also exit the game when in singleplayer and log on again. The turtle programming stops when the build in server stops. Edit: Right click on it and press Ctrl+R for 2 seconds. It will reboot. You can try a shorter tunnels like 'tunnel 64' or even shorter.
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This is a must have. Tekkit will eventually follow the path of Tekkit Classic and will be on servers for a long time. That's why things must be brought to a stable, working state right now in 1.6.4 even if this means downgrading some mods or rolling back new features. The good news for 1.7.10 is: no more ID problems with blocks and items (only biomes are done the old way). This will certainly speed up the process.
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Lasers, eh? Yeah, nope. As for the materials... a quarry may be a good idea. Or two. Maybe three. Sidenote: AE is easy and cheap... AE2 (1.7.10) is a horror with the chance of nightmares.
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You need: one ME Controller one ME Drive one Crafting Terminal one Storage Cell to put in the ME drive (4k for the start) for the simplest network. Place all these blocks next to each other, put the storage cell in the ME drives first slot and connect the power from your power system to the ME Controller and you're done. If you add more storage cells to your ME drive you can forget about 20 chests and keep all your stuff in one block. Keep in mind to store thousands and millions of the same items (cobblestone, dirt etc) in Deep Storage Units. You can put a Storage Bus to the side of the DSU (increase the priority on the bus) and connect it to your ME Network using ME Cable. Now your dirt and cobblestone will be visible in the terminal when actually stored in the DSU.
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Did you build your ME Network (AE mod)?
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Downgrading some mods is the best solution here for compatibility in 1.6.4.
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When you enter the library the first thing you want to do is look up Creepers trapped in cobwebs falling slowly...