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commandantjones

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About commandantjones

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  • Birthday 01/01/1900
  1. That is absolutely incredible work. Keep it up! This is exactly what I was thinking of. I appreciate your work on it, greatly! It should go into the official changelog/release info!
  2. Is this the one you mean? http://tekkitlite.wikia.com/wiki/Changelog That's the one I was saying was effectively useless. All it does is say what version the individual mods have been updated to. If you read my post at all, you'd see that I'm advocating for a changelog that lists the actual changes in the pack, or at least some notable or highlighted changes that users need to be aware of. The average Tekkit user doesn't want to have to go to each mod's forum or website, track down the individual mod's changelog, compare version numbers, and then see what the changes have been. That's the
  3. I'm sure I'm not the first to have wondered, but is it too much to ask that recommended versions of official modpacks get changelogs? I mean ones that are actually useful, listing any major or notable changes in behavior? I greatly appreciate all the work the pack developers put in, but if I wanted to track all the changes in all the versions of all the individual mods, then I wouldn't be using the nice, easy to install modpack, I'd be installing all the mods myself. I guess what I'm saying is that the current setup, of a list of what version each mod has been updated to in the latest modpack,
  4. Have you thought of making this a downloadable modpack using the new beta technic launcher, at beta.technicpack.net? That would be way more convenient for most people.
  5. I posted about this the other day as well, but later heard from one of the site admins on the IRC that there's some problem with the script that feeds the info into those things. He sent me to beta.technicpack.net, the site for the new technic platform beta, since it has that information currently working. He didn't say if/when the main site would be fixed. It's been broken for at least a week now...
  6. I got mine working, though it doesn't produce much net power for such a complex system. I split the power output from the generator into two directions, each one stepped down to 120 volts with transformers. One side feeds the separator and the pump, the other into an energy cube (I found that the battery boxes bleed/decay a small amount of power, so they constantly feed from the generators) This setup keeps the generator running, albeit slowly, since it appears impossible to actually generate enough hydrogen to keep the generator running in real time. I think there's just a huge bug
  7. Autoassign=1 is set in the redpower.cfg on both the client and server, and I'm still getting : Forge Mod Loader has found world ID mismatches ID 4088 (ModID: BlastCraft, type comp) is missing ID 4089 (ModID: AtomicScience, type bHeOre) is missing ID 214 (ModID: WR-CBE¦RedPower, type rpwireless) is missing ID 1281 (ModID: RedPowerLogic, type com.eloraam.redpower.core.ItemParts) is missing ID 1282 is mismatched. World: (ModID: Mystcraft, type xcompwiz.mystcraft.ItemDecayBlock, ordinal 0) Game (ModID: RedPowerLogic, type com.eloraam.redpower.core.ItemParts, ordinal 0) You cannot co
  8. I'm trying to set up a Hydrogen Generator to produce power. I tried setups with 1, 2 and 3 Electrolytic Separators connected to it, fed by one and then two pumps. No matter what I do, it doesn't seem to produce an energy surplus. In other words, it's taking more power to run the separators and pump than the generator can produce, even at full power. My basic testing setup was: a hydrogen generator feeding into an advanced battery box. The battery box was then wired to feed the Separator(s) and pump which fed into the generator. My hope was that the generator would produce enough power t
  9. I'm looking at hosts for a moderate sized Tekkit server. Some hosts, such as Exodus, offer cheaper plans with more RAM on HDD servers, and then charge more for less RAM on servers using SSD's. On a moderately sized Tekkit Classic server, which would benefit more? For example, for the same price, should I get an HDD server with 3Gb of ram, or an SSD server with 2GB? Thanks!
  10. I'm learning how to use retrievers and retrievulators to pull from an inventory system on demand. It seems to work ok, but when the targeted item drops below the threshold and the retrievulator puts the request into the retriever to ask for it, it keeps pulsing the retriever repeatedly until the item shows up. This results in the requested stack of items being send many times, and then sent back once the first stack arrives and the retrievulator jams the retriever again. Is that how it's supposed to work? It's fairly annoying, and the only workaround I've come up with is to have all th
  11. Sounds silly, but it seems like I'm seeing a teleport tether work on machines, but have no effect on a group of collector flowers in SMP. I was seeing it not work on the collectors, so to test it, I moved to a different chunk, set the tether next to a macerator, stuck a stack of coal in, and warped to spawn for 10 minutes. When I came back, the coal had macerated. When I do the same with the collectors, I come back to no change. Is that supposed to be possible?
  12. Could you explain how the triple pulse system works and what it's intended for? If I understand the caption correctly, it leaves 3.8 seconds between the end of the third pulse and the beginning of the first one, each cycle. I'm curious how the timings on your system work. Thanks!
  13. Application: IGN:CommandantJones Age:31 Skype(optional): Will give in-game or via PM Tekkit experience(1-10):7-8 Time Zone: Pacific How much time do you plan on playing per day? 2-5 hours per day, depending on work The build you are most proud of? A big undersea dome factory complex, lit by glass-lava pillars and zoned by machine/power type. Why do you think our server is right for you? I'm looking for a small community of friendly Tekkit-ers to share a world with, having fun building fun things with people who care.
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