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OmegaJasam

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Everything posted by OmegaJasam

  1. CPU wise, espeacly in older versions, it's using up a chunk even when doing /nothing/. I thinks thats the biggest complaint about the mod. Lag wise, it's usualy overflow that causes the most problems. Which is where RP really shines. Generaly RP2 does almost everything better, so you could probably do without it. But I wouldn't as people are going to want to use it, moreso when new versions come out. Honestly, your not going to get a good answer here, since there are a lot of varables. Run it, see if it works, if it doesn't experiment to find out what causes it. See if you can just regulate people to not do /really stupid server crashing stuff/ or if you can get plugins for quick repair. You might get more out of banning a couple blocks or educating your server people then randomly slecting mods to remove. World Anchors are actualy railcraft btw. They're a nightmare on server RAM usage. Consider limiting people to X of them, or at leats keep an eye on them. As each one is like having 1/xth of a player online all the time.
  2. I was objecting to you calling it an 'Efficent Setup'. It's literaly as 'ineffecent' as possable. Both in terms of cost and output. I wouldn't even call it perticualy safe, as with maximal water it only has equal cooling/heating. If you tryed to automate the replenishment of the uraniaum thus needing a pipe, it would eventualy explode. Also, some advice posting an all around useless rector design /as a video/ rather then an image and then asking for likes/subs is a very bad way of getting them and looks poor apon you. If you want people to be liking/subbing your content, make sure it provides some real value. Do a tutorial on an /exceptional/ design, something that people can really make use of and you're /much/ more likly to be subed/liked. If your not provding some value, don't bother, as there are dozerns who are. Value of course can be humour, useful tutorials, unique content, anything of real quality. What your doing is like all those people who strap together a crappy adventure map, or just a medeocre world seed and then throw it in a thread with an ad.fly link.
  3. If your going to post reactor builds, can you please use the planner? Also, the 'efficency' on that reactor is literally as BAD as it can POSSIBLY be. It has unessassary components to boot. While costing a fortune to build. You would be much better off building two of these -> http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?51rw17kf8py2aufnouy=1o10101001501521s1r11r10 Or one of these -> http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?91d4pvxdk5jfa2ukgis427flmclgpi2kz=1k10101001511f21s1r14lflr10 You can find most of the optimal reactors here -> http://forum.industrial-craft.net/index.php?page=Thread&threadID=2963
  4. It worth noting that even the mods /authors/ think it is terribly unbalanced/op on multiplayer especially, thus the fundamental changes coming in EE3. EE2 as a whole, does not balance with other mods well at all. The core mechanic of transmutation removes the scarcity that all the other mods balance around. You combine that with multiplayers always on senario, it's super-creative-mode endgame, the tools which far surpass any other mod by their mid-game and that the other mods speed your progression in EE (macerator, tubes) and you have a mod which /dominates/ the server's playstyle. Some people still like that playstyle. And it's not that the other mods don;t have their faults (UU matter, redpower frame inchworm drives, tubes+watermills), but the order of magnitude with the core mechanics, let alone each indivdual item, mean EE2 is something you /really/ need to consider if you want to have on your server. We have it disabled, along with teleport pipes, solar arrays, ender chests and a few broken combos have been made off limits. The results? Amazing machnines, /railcraft systems/ of all things, and just a general intresting verity of machines. EE is the biggest shortcut to nowhere in existence. On an EE server I would be tempted to give everyone /gamemode and just skip the first couple hours of generating infinate emc so they can enjoy super creative.
  5. Uninsulated wires can also work if I recall right.
  6. I think it's a combination of very poorly done sound code (especaly IC2's, try disabling that alone first) and there being a lot of it. Combining the teo probably takes a lot of cpu power, moreso if you don't ahve a dedicated sound card I expect.
  7. Just downloaded and had a look and was imediatly reminded of a problem I used to have quite commonly even on my machine. Set your sound to 0%. That will probably make most of the lag vanish.
  8. Certain versions of optifine don't play nice with certain cpu configurations. Try removing it, the multi core, single core and whatever other versions there are. I'd also reccomend exporting parts of your world bit by bit to a new one to see if any one part can be worked on. You might get lucky and find moving it to anouther world massivly improves performance if some kind os strange bug is killing your fps. obviously, kill all enitites if you havn't tryed it already, and double check for overflow. Where possable try to minimise lots of individual items moving around, and do stacks at a time instead. Thats about it for that I can think of atm.
  9. I personaly think the /lack/ of game development is driving me crazy right now (Web development is just not the same). Damned if we do, damned if we don't ^^'
  10. If you havn't, try running it as a separate local server rather then the single player option. It /might/ allow for better use of more cores of your cpu. If /that/ doens't work, your options are pritty much get a better machine, or get a seperate server(on your LAN, or from one of the many hosts).
  11. Yeah, it has loads of recipies, but they are hidden from NEI. Crafting table II/III had them. I think 9 of them in a square = a diamond for example. You can also get blocks like mossy cobble and grass blocks if I recall right.
  12. Newe6000, you'll find minimal information about additions and removals are par for the course, else the team would be justifying their every move here and have to deal with a shitfest every single time. Usually some helpful person will work out compatibility if you check the forum though. I'll be trying out the plugin suggested in one of these threads on our server in a day or two myself. See previous comment on needless hostility. I've never claimed the technic team should have to do /anything/ for me. Heck, my post was suggesting do it yourself solutions. You sure your quoting the right post?
  13. Not even that. The levers are unnesassary, as is the 4th landmark. Place the 3 landmarks, in an L shape. Rightclick the middle one. If you need to use a hight, place a 4th above the one in the middle. A redstone signal on a landmark just causes it to draw guidelines. Place the quarry directly next to the clicked landmark once the lines appear correctly. Make sure you put the quarry on the outside of the boundry or it /will/ dig itself out X_X
  14. No one here is saying they should of kept an incompatable mod Neowolf, it was people saying it was removed due to the 'minor' bugs that caused such a suggestion. And there is /already/ the ability to make a 'no CT3' option provided by dozerns of bukkit plugins that disallow carfting of certian blocks e.t.c. so it's 0 work and already done. It's the same method everyone used to prevent EE (or EE duping). Or any other block that may have undersirable components. Needless hostility gets people nowhere.
  15. To be frank, Tekkit auto-craft systems are not at the level of intuitivness that I would think crafting table II is a bad thing. When logisitcs is available, then perhaps. But honestly a lot of the recipies are /obnoxious/ to make without something like CT3, due to whats honestly pritty poor design on individual mod auther's parts. I would like to see it's return asap. If it's not just a compatability thing, and it has been crashing servers I could understand (and I mean actually crashing tekkit servers, (which i have never personaly seen) minor dupe bugs and minor client crashes in certain conditions can be lived with, since they're in all the other mods, and you have the ability to disable it if needbe.) Either way, it would be nice if we could get a non confoliting message about it working or not for those of us who consider re-adding the mod to our smaller servers.
  16. It's probably a combination of the ad.fly, huge amounts of attention and the whole 'modders are gods who do no wrong, never question steal adapt or sue their stuff in any way but the horrable abitary means they inlict apon you including malicious code being inserted* community thats resulted in a lot of the early modders turning out awful. There are ways to do game design, and some amazing programmers out there. The minecraft community just seems to have attracted and created the worst of them by far. The big problem is normaly when this stuff happons, someone just creates a very similar/clone mod that does it better and the orginal dies off, but here it doesn't seem to work.
  17. IC2 is an utter testiment to bad user experiance. The crops especaly. A tiny /tiny/ portion of people actualy enjoy trying to work that stuff out. And it's so obscure you know the ones who did checked the source. The flippping UU matter is even worse. Sure, hide the 10,000 or so combinations so people have to try them all manually to get anything intersting (or use table III e.t.c.)
  18. When items are involved, it's almost always tubes. Faster, more compact, colourable, pannels work, more defined system for sorting (nearest inventory makes life a lot easyer). Between tubes, RP gates, wire, micro blocks and the various RP blocks I always make my main systems tubes. Pipes I still use for liquid transport, and BC quarrys are simple set and forget. I'm sure frames are superior, but I've not used them yet. I ahve seen some rediculious inchworm underground digging machines on Direwolf server play which at 32 blocks/s make bc quarrys cry.
  19. 2) Have a free side? You could probably put redwire on the blocks next to the MFSU if any of them are valid. If not you'll need to do a little rewiring. That shouldn't be hard since 5 of them are input sides. 3) Nuclear control.Or the new modular Force feilds if they're actualy in. i havn't looked yet.
  20. Use redpower logic gatey things. Timer to a switch which turns on the light and another timer, said timer then deactivates the switch.
  21. In summery. Your doing it all wrong. First of all, a batbox can only put out a max of 32 EU a tick. All those machines combines will require more then 32/t. You'll need an MFE (into a LV transformer) Secondly you're using the wrong cables. Gold have much higher losses then copper. About 1/3 blocks instead of 1/5. So those packets of 32 are almost certainly being reduced. Thirdly distance applys here. If your quarry is far away then your going to be losing most of the energy. If it is so far all energy would be lost it sends none. (with gold cable thats not a very large distance) Fourthly, if your using an energy link, make sure it is directly touching the quarry and not a wooden pipe. Else it wastes a ton of energy
  22. I couldn't say for sure. There was definatly a config option added in at some point. Would need to be not at work so I can check to be sure. But the previous version at least definatly had loss by default on tekkit.
  23. I nearly choked on my lunch laughing at the placeholder text. Honestly, windows 8 doens't seem like it's 'better' for a desktop user, so you can drop that from your worrys of being old. ;)
  24. Either Batbox -> energy link -> power teleport pipes -> quarry (distance related losses on the teleport pipe, loads of wasted energy through the energy link (will take the max amount it can)) Or for no losses, (battery in MFE -> ender chest -> batbox near quarry ) cycle -> energy link attacked to quarry.
  25. Check your dots are the right way around, make sure the MFE's redstone option is on none, and check your redstone signals on the transformers. (usualy this is caused by a redstone signal elsewhere effetcing the ranformer so it works in reverse). Not sure why you would ever go 32->128->32 though. Conisder perhaps using 128 the entire way?
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