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commandantjones

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Posts posted by commandantjones

  1. We are starting to maintain something like what you're looking for. It's a massively manual process but if we do it once then everyone gets the benefit from it later - so we created a changelog page for 0.6.1 here: http://themindcrafters.com/2013/03/18/tekkit-lite-0-6-1-changelog/

    I'm not sure what future formats of our list will look like - we might try and make it better to navigate than a 'post' type but for now that should help and we'll try and keep everything accurate and up-to-date as more releases come out.

    Hope this helps someone.

    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. The TekkitLite wiki has a changelog that is currently up to date

    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 whole point of using a curated modpack.

    Telling us "Updated Applied Energistics to version: rv9-f" doesn't tell us anything useful at all.

  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, is pretty much useless to most users, and causes tons of problems when people see 'ooh new version' and click update as a reflex action, without being able to see what to expect.

    What would be very useful is a page of highlights, like what minecraft forum does for each snapshot release of vanilla MC...

    Example here: http://www.minecraftforum.net/news/659-144-is-out/

  4. 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...

  5. 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 in the way power feeds and splits on demand from machines. If anything is pulling power from a single line, it pulls it all, or something like that. I had the same problem with a fusion reactor, which should put out huge amounts of energy, but unless I manually split the output into multiple storage units, and then only used one or two to feed the fusion reactor, it would suck more power than it generated, too. But if I store part of it in a separate storage unit(s), it will keep going and produce net power.

  6. 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 connect to this server
    
    [Done]

    Not sure what to do now...

  7. 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 to run the separator and pump, and then some extra to keep the battery box at full charge so I could use the power for other things.

    I inserted a full battery into the battery box to seed the system, and it started running down, and never produced a surplus. So then I turned off the hydrogen output on the separators, and fed power into the battery box until the separator(s) was full of both hydrogen and water, then turned hydrogen output back on, to start the generator. Even running with full hydrogen, at the supposed 20KW output, the battery box was still draining, not gaining. In addition to that, 3 Separators doesn't even produce enough hydrogen to keep the generator running. So not only is it burning more power than it produces, you can't produce enough hydrogen to keep the generator running anyway.

    Am I doing something wrong here, or is this generator basically useless unless you feed it manually or with a complicated rail system feeding water into the separators? Shouldn't it be able to produce enough power to at least feed itself, let alone any machines that need power??

    A pic of my 3 Separator testing setup:

    xzsrMNS.jpg

  8. 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!

  9. 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 the overflow items run into a condenser and get burnt for emc to get them out of the tubes.

  10. 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?

  11. 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.

  12. [Whitelist Application]

    Minecraft Name: CommandantJones

    Why you would like to join the community here at SilliTekkit: Looking for a friendly server where I can set off and have fun building fun things with fun people, without restrictive bans or annoying griefers. Thank you for hosting such a place

    Do you have any bans on record? None

    If so, Why?

    How long will you be able to play on SilliTekkit? 2-4 hours a day, several days per week.

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