Autocthon
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Everything posted by Autocthon
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Modular Powersuits (MPS) infinite energy bug. Please help!
Autocthon replied to Rasral's topic in Tekkit Discussion
A fully kitted power suit has essentially infinite power anyway. -
I use "cleverly" connected enderchests personally. I've found tesseracts to be more unwieldy than they're worth for non-fluids. Your other option is to just set up relatively hidden ME wireless relays to extend an ME network over long distances. For simply having everything centrally located a simple ME network will allow one (or multiple) access ports to draw form your entire pool of resources on the network. The actual storage can be closeted away, needing only wires to the ME access blocks. It's modular and extensible.
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power production mid game to late game
Autocthon replied to crusaderkvw's topic in Tekkit Discussion
An 8x8x8 passive reactor can produce enough (20,000) RF/t on its own to power a single laser. The ones I did recently actually overshoot by a tiny amount, but with foci they have net positive yellorium generation. You don't actually require a turbine setup, it's just more efficient. I have the output fuel being converted to cyanite to power a 10k output base reactor (with positive buildup of cyanite). But I intend to create a massive 32cubed passive reactor later (just because I can). Turnbines are for people with patience I guess. -
So my brother and I are outfitting a vault. Basically a deep storage repository for our ME network. Now the kicker is that we want to coat the walls in the most expensive materials we can think of, purely because we can. Also because we like to make our friends feel inferior. So the question I have is what's the rarest material in Tekkit. Right now I'm defaulting to enderium blocks. They're expensive, require many types of material, and rely on rare crafting materials. But if there's something even rarer out there I'd like to know what it is.
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How do i install sphax textures for all mods in the current tekkit?
Autocthon replied to keisirr's topic in Tekkit Discussion
This one seems up to date. It's the one I used, you'll have to look for a different ProjectRed IIRC but thats a very quick google search. The only textures missing afaik are qCraft textures. Links are at the source page. Edit: http://bdcraft.net/community/pbdc-patches-rel-packs/tekkit-t274.html And that is the most up to date version on the sphax forums. I dunno if I like all of the icons/textures in it, but it does have more comprehensive coverage than the youtube link. -
Oh I knew about the RF/MJ conversion I just saw someone actually say 500RF/t not 500MJ/t somewhere. Good to know my 20k RF reactors are doing what I was hoping they'd do then. Thanks curunir.
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I've been trying to figure out the energy requirements for charging a laser drill and I've found several conflicting numbers. So here I am asking what the energy requirement is to run a drill at max speed. I'ce seen numbers ranging from 500RF/t per precharger to 5000RF/t per precharger.
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How do i install sphax textures for all mods in the current tekkit?
Autocthon replied to keisirr's topic in Tekkit Discussion
I believe the current Tekkit Main patch compilation is working, however I downloaded form a different source. Be aware that qCraft has no complete patch at the moment. And ProjectRed might require a second patch due to naming conflicts. -
That... Is both brilliant and ridiculous. Also now we need to find a practical application for it.
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Been playing a lot of tekkit, managed to convince my brother to even put together a small little server, however we hit a minor snag in automation. It's no doubt well known, but Project Red ores don't seem to work in the pulverizer. As you can imagine that's a bit annoying (though the gems aren't useful for much). Are there any workarounds for the issue? Other than manually breaking the gem ores of course.
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It'll also keep 25 chunks loaded. So (ab)use at your own peril on lower end machines.
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When Tekkit moved to 1.6.4 those mods became outdated. There are other mods in Tekkit which serve the same functionality.
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I've heard disabling Crystal Chests for the majority playerbase is probably a good idea, since spamming them tends to cause some nasty lag.
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I don't really mind. It just makes them super wonky, and makes Galacticraft machinery essentially non-compatible with everything else since they're the only EU producer. Maybe Galacticraft can be updated to RF at some point (but that's a topic for another website). I'm probably gonna dig out a few useful mods and throw them into the tekkit cocktail. Once I've figured everything out anyway.
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According to the various TE3 FAQs TE conduits output RF or MJ as required to what they connect to. GC Panels as far as I can tell output EU(?) or MJ, but never RF (no configuration I could find to make them work). And GC wiring is incompatible with basically everything that isn't GC. Yay science! MFR machines specifically accept any for of UE-compatible energy.
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The wiki is in need of an update then. Biofuel Generator (which is a very misleading name anyway) is listed on the wiki as MJ output only. http://wiki.technicpack.net/MineFactory_Reloaded
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I had to hike almost an hour to find one, but I did find it. I'll be making an automated tree farm this afternoon hopefully As for tinkering, that is something I might do later. I'm not so great with mods tho, all the variables and such. Thanks for the help guys.
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Some playing around shows that the solar panels output either MJ (kinesis piping, nothing else will work) or EU (aluminum wiring). So looking at it I could set up some infinite magma production for Magma Dynamos if I wanted by powering lava fabricators with solar panels, then pipe the output to dynamos. Probably more resource intensive than just building a biofuel setup tho. But that being said I'll look into the reactors and make something small to start with once I finish setting myself up in my current SP game. As a side note: fastest way to get infrastructure up in an island biome with no creature spawns? XD
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I know they're different pakcs with different versions, I was pretty sure converters worked in 1.6.4 tho. I'm alos pretty new to the tekkit tech tree overall and Big Reactors seems scary and complicated, while biofuel is (relatively) simple. Create tree farm, setup network, create power. I'm gonna see if conduits work both ways on conversion, I wasn't actually sure if they did. Like I said pretty new to the tekkit pack's many many toys. Edit: After some futzing around I've found that MJ producing engines cannot power RF requiring machines through conduits, the conversion appears to be from RF->MJ and not the other way around.
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Was looking through Tekkit's mod list and Power Converters doesn't appear to be included. Consideirng how useful it is (BioFuel Reactors apparently only output MJ) for sustaining power generation I wanted to know why it's not there despite being in Tekkit Lite.