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Gigeran

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Everything posted by Gigeran

  1. For the antimatter I do not know, it needs to be a square where the walls are hollow internally, particle accelerator needs something to accelerate like cobblestone, needs to be switched on and needs empty cells to capture any antimatter that appears. (at least until recently) For the fusion reactor at least until recently one used a chemical extractor and fed it energy and water to get deuterium.
  2. Why offcourse, will try and keep it all in this post from now on, will recap and keep it sorted in parts : (Instead of 1 post per day max as I was doing beforehand if we found something) TreeCapitator : - Ruby, Saphire, Peridot and the power glove axe do not cut trees in one go but per block of wood. Ore wise : - Nether Ores seem to be offline not known if intentional. ExtraBiomesXL : - Strawberry marked as unnamed and after picking can not be broken only by destroying the block it is resting on. ProjectRedExploration : - Dropped a silver larch from forestry into a green backpack, can no longer take it out. Power Converters : - Placing a universal charger and hooking it up via a energy bridge to a rf consumer crashes client badly. (why is this mod in as it is not needed ?) Applied Energetics : - Storing fluid via a fluid storage bus (not using fluid chips) into a drum leads to insane amounts being able to be contained in a ME system. (Possibly causes huge client lag the more fluid is contained) - Sometimes breaking a terminal for ME makes it disappear when it breaks. (both fluid and normal ones it happens to) - Wireless access terminal spams the server with errors sometimes. Forestry : - Sometimes right clicking to open up the GUI on a just set-up machine can crash client (This time a machine.Squeezer is getting cast to a machine bottler which fails, placed it so I could access it from the bottom (aka on the ceiling) and it seems to work. (also happened with carpenter and centrifuge, could be the icbm reinforced concrete beneath them doing it, or that they might want a pipe beneath them to extract items..)) - Unknown if issue, but made a farm in a cracked sand biome and it did not want to plant the plants (seeds) even tho it was 200% saturated with water, but it did place the dirt and was set to be a wheat farm correctly. (Could be biome related, still need to check if it will work in my space station) RailCraft : - Inserting Coal Coke into a blast furnace crashes client. (Using the coal coke in a furnace generator or steam dynamo works) - Sometimes placing a rolling machine next to a redstone energy conduit it turns the rolling machine into an obsidian block. Resonant Induction Electrical : - Charged plates seem to be something that crashes the client in single player. (Placed it down and voltz crashed (codechicken multipart crash)) - Handheld laser drill crashes client. - Fusion plant seems to work, but seems to glitch out and stop producing steam after a while. - High probability that using a lot of solar panels together causes drawing lag for the player (more then 2 stacks in 1 field as they link together) - Changed the setting of turbineOutputMultiplier to 4.5 to set it to tekkit 1.2.9e standards for power generation. - Resonant induction pipes not working that well (can not remove toxic waste from reactor with them for example) - Fission plant can glitch and gives errors in the log then shoots up to 17K and explodes (area remains glitched even after remaking the reactor and even empty reactor then explodes after a while). ( Universal Electricity Threaded Ticker: Failed while tcking updater. This is a bug! Clearing all tickers for self repair) (clears after server restart the glitched area) - Resonant induction wires not working that well as just having them creates a drain on a network even tho nothing is pulling the energy and a big one at that. (Tho might be as intended..) Extra Utilities : - Solar generator will crash client if the player right clicks it when on a server, but they do deliver power and work. (if newly set down until they start charging, once they have been charging they are fine (takes 30 seconds roughly)) MineFactory Reloaded : - Oil Fabricator crafting needs to be set to true as lava fabricator is also on and helps going to space for compact hidden bases. - Any MineFactory reloaded machine that produces fluid have a bug where they produce giant amounts of fluid if connected to a fluiduct but not if connected to say a me fluid import. (Essence, Biofuel, sludge, milk, meat, pink etc.) Thermal Expansion : - There is a trick using 2 drums , 2 liquid pipes and a liquid router to glitch the setup to generate fluids perpetually. OpenBlocks : - Elevator blocks seem to bug out after a while on the server and will prevent movement up and down, single player wise they work. Minechem : - Marble in a microscope lags client badly but does not crash the client and can be removed after a relog. - Uranium from resonant induction mod can not be used within minechem but uranium ore is needed for minechem to work. (via unification the reverse of it, minechem uranium can be used in resonant induction to make yellowcake tho so best to seed world with minechem version of uranium instead) - Placing a MFR sludgeboiler on a minechem tungsten plating block used to make a minechem fusion or fission generator crashes the server due to tile entity checks. - Galacticraft ingots of metals decompose into plutonium instead of say aluminium (fun lesser issue). ICBM : - Placing a ICBM launcher over the frame and/or control panel by accident crashes client and leaves ghost blocks in the air where it stood which can lead to the new missile hitting one and exploding on the pad or near it. - Placing a Galacticraft rocket on a launching pad gives a SEVERE java.lang.ClassNotFoundException: calclavia.api.icbm.RadarRegistry error in the log and can crash a server. - Tweaked server files so the turrets would shoot players as well. - When trying to pick up a turret gun the turret gun will disappear. (wrench or trying to break it) Galacticraft : - Meteors sometimes lag server due to ClassNotFoundException for GCCoreEntityMeteor.func_70071_h_ (SEVERE warning in log) - Galacticraft rockets that are sometimes placed on a launch pad would disappear, unknown reason. - Spacestation has a invisible border sideways and being near it drops the players fps to 0. World wise : - The world seems to change ever so slightly between restarts of the server, builded or removed blocks stay, but natural blocks can change, could be down to the cauldron build we are using. (For example no mobspawner near a area I was using, restart server and a mobspawner room is there) - Some users are reporting losing stuff when crafting, I myself noticed that the server might have a hick-up and revert to a few seconds earlier and decompose made items again suddenly. (No mention in logs of the server being strained, just happens from time to time) Notes : - So far everyone loves MineChem once discovered. - One needs more lower tech weapons to see the pvp war escalate in voltz, currently it goes from swords to grenades, missiles and icbm no real cheaper gun options before that. (except for the needle gun that is, but missing something low tech as a musket or a simple six shooter etc to bridge a gap tech and resource wise as a weapon.) - Mystcraft installation to have a pvp world area to spare the normal world is highly advised. (used my tekkit 1.2.9e version of mystcraft with configs for this and it loads without a hitch) - Qcraft installation would be nice as this could be handy for quick escape doors and elaborate boobytraps for bases. - Due to MadScience and MineChem Nether Stars are needed so if not buyable in a store, prepare to see withers being spawned by people, which makes it easier if there is a war world so they do not mess up the main world. - Galacticraft makes for a nice safe haven with the space station to store stuff from the base before a war starts, plus leads to interesting fights on the moon or mars as well. - Forestry ores can be unified to minefactory reloaded ores, resonant induction uranium can be unified to minechem ore that also works for resonant induction. - Railcraft and ICBM Sulfur is not usable for decomposing in minechem. (no real issue as one can use the thermal expansion one instead and use the unification block to turn stuff around) - Wind turbines are great ! - High pressure steam boilers are a saving grace to get electric turbines to start spinning without a fusion or fission plant.
  3. The uranium ore for minechem is not generating and it can not use the resonant version and it is needed to create even more advanced minechem things. Minechem works wonders and is fun to get triple yield from ores if done right tho. (Plus mince for example leftover cobblestone into sub products in the hope of finding even more ore atoms) (could be that changing the config for the uranium ore number to be the same as that of resonant would work, not tested.)
  4. It seems to not be able to download a certain file from minecraft forge it is trying to download bcprov-jdk15on-148.jar. It seems to be missing the forge libraries for minecraft 1.5.2 you could try searching for those and dropping those in. (mcpc libraries for 1.5.2)
  5. ICBM turrets alas can not be set to have whitelists which is a shame. (aka can only shoot mobs.. or shoot everything except the player that placed them.) (We currently use stickypiston shutters to prevent them from seeing and shooting stuff if we do not want them to react.) Also one needs more lower tech weapons to see the pvp war escalate in voltz, currently it goes from swords to grenades, missiles and icbm no real cheaper gun options before that. (except for the needle gun that is, but missing something low tech as a musket or a simple six shooter etc to bridge a gap tech and resource wise as a weapon.) Elevator blocks seem to bug out after a while on the server and will prevent movement up and down, single player wise they work. Blast furnace crashes client when inserting coal coke.
  6. Managed to get the server going : - So far charged plates seem to be something that crashes the client in single player. (Placed it down and voltz crashed (codechicken multipart crash)) - Mining Lasers seemed to work nicely in single player for me at least. - Solar generator from extra utilities will crash client if the player right clicks it when on a server, but they do deliver power and work. - Firing handheld laser drill crashes client. Testing is going onwards if we find more I will let it know.
  7. MCPC+ version I had was too old indeed. Managed to find the missing cauldron library files that I needed, got the voltz server running with the plugins. Quite tricky atm to find the right files and such simply to get a server running. Using the Cauldron 1.6.4-1.965.21.89 build atm.
  8. mcpc 262 for 1.6.4 gives this error. http://pastebin.com/fR2nfcvs
  9. Thank you for the info, but as I said I am asking if anyone knows how to do this for this specific voltz version server. (get one to load the plugins) If not, then debugging the server and finding out how or what happened with mcpc or cauldron will simply take some time.
  10. Failed to start as in that it crashes having various reasons using mcpc one even gets bytecode errors back inside the logging something I have never seen before. I would post error listings but my main concern is if anyone has an idea on how to get the server to work loading plugins as well (starting it up as is does work tho.) As for the platform pagoda, this is not a custom mod pack, but a official modpack and I am looking for help on how to get the server to run in such a way that I can use my plugins. As for the Bug tracker voltz section, this is not a bug, but something that happens as I try to get plugins to load in my voltz server. I'll dive deeper into the specific problems myself as well but if anyone would have a tip on how to do it even in a pm it would be welcome. Currently I am tracing the errors myself to see what is causing it, but it seems a specific implementation of fml for voltz is causing some issues somewhere meaning some hooks are then not found when using mcpc for example and hence stuff crashes, will investigate more but will take some time.
  11. I am a long time admin of a tekkit server that used mcpc and such succesfully. But as a new challenge I want to try my hand at a Voltz server specifically the 3.1.2 version. Does anyone got any advice how to load it so I can load my plugins as well on it (mcpc or cauldron wise) ? I tried mcpc 251 and 262 versions for 1.6.4 as well as the recommended cauldron version but all of those fail to start correctly. Thank you.
  12. Tried running it locally and on my hosted server area, tried with mcpc versions 251 and 262 and the recommended cauldron for 1.6.4 I had, but all failed to start the server alas. (All bukkit related versions did not seem to want to work alas even on my system to start up all ending in various serious server crashes) (Loading without the original 2 jars, but simply using the mcpc or cauldron jar as a main file run.) Also tried loading on my hosted area as a vanilla world by using the voltz.jar file to trigger the launch, or as a modded version using the voltz.jar to launch it.. but alas nothing seemed to work, so can not test it with my player base at this moment. When the pack upgrades more later or gets released will try again or when I have more mp mod server related options open again with my plugins as well.
  13. How I do it, tesseract next to quarry with 2 redstone energy cable to quarry as well, inside the base, tesseract next to me interface block, presto all items that come out of the tesseract go into the me system.
  14. Looking at the 3.1.2 voltz mod pack I got interested in voltz again and am looking if I should switch my tekkit server over to it. My main question is which mod from the new pack (in conjunction with a plugin perhaps) can I use to separate the pvp from the pve part in the new voltz so ppl can build and enjoy the enlared build part but also enjoy the pvp part in a different area or world. (Bit of a strange remark but with the enlarged options ppl need a more or less safe area to experiment and a non-safe area to use the other part of the pack) Or will something like mystcraft be added to the pack later seeing one needs worlds to fight on and (a) world(s) to build on ? (Tested it out quickly took it from Tekkit, changed starfissure item id from 1281 to 557 and it ran at least) Will this weekend temporarily run voltz 3.1.2 instead of tekkit on my server, will let you know what comes out of the test. Quick test so far running first test server offline : - The /help command gives errors from time to time (especially after changing ones own gamemode) - Dynmap 1.9.3 forge 9.11.1 does work well for it no problem there. - Tried MCPC+ 262 build for 1.6.4 but it gave errors alas with the voltz server in 3.1.2 pack, checking if I can find other Cauldron or MCPC+ builds somewhere for 1.6.4 to get my plugins online.
  15. ExtraCells as it adds fluid management to ME systems and I heard of a MFR addon that helps with the ender lily seeds. Both are addon mods for allready existing tekkit mods. And perhaps MOCreatures just to spice up the world with more life.
  16. Could you also check if extracells can be included as it makes it possible to store and route fluid via the ME system ? atm I am using ExtraCells 1.6.7d on my server (seems stable) and in the config I changed the ME Item Dropper block ID to 1760 to fix a duplicate item error.
  17. Few other tips with my file : do not have Tesseracts, Energy cells, energy conduits, liquiducts and especially teleport tethers in a me storage but in a chest, plus keep your rockets in a chest and not on a launchpad.
  18. Made a Midas gold conversion file version 1.0 https://dl.dropboxusercontent.com/u/85807394/patchtTekkit110126.txt Trick with this file : have all energy conduits and liquidducts in chests or lose them, have all energy cells and tesseracts placed before applying the change file. After the change has been done, break all energy cells and tesseracts and place them down again to un-glitch them (else can not receive nor store energy, etc.) Will see about some other changes in it if I can improve it, but this is version 1.0, use at own risk.
  19. The power issue between galacticraft energy storage and redstone energy cells I reported on page 19 is still in build 1.2.5.c alas.
  20. Would second the adding of ExtraCells for the ME system so fluids can also be governed by it if possible then a viable upgrade from stepping up from logistic pipes.
  21. Checked the results about my power glitch (tested single player only) : - redstone energy conduit can not retrieve energy from that storage, only aluminium wire does. (disabling aluminium wire is not an option then alas) - redstone energy conduit does not cause the glitch. (but can store energy in the energy storage module, not pull from it) - buildcraft pipes do not cause the glitch see redstone energy conduit. - glitch only happens with input on energy storage connected to output of redstone energy cell via aluminium wire.
  22. Found a power glitch using 1.2.5.b : Connected a almost empty redstone energy cell to a empty galacticraft energy storage module via a heavy aluminium wire, switched the empty redstone energy cell to output, it went to full, toggled it to stop outputting to that side, re-enabled the output and the galacticraft energy storage was also full. Love good energy production but this is a bit extreme Next to this no way to get readings via openccsensors from the redstone energy cell alas, but works for the galacticraft energy storage.
  23. Perhaps a tip, so far when non error lag was on my server it was up to one of these things : (causing massive cpu usage and mem usage) - logistic systems backing up in import or export pipes (empty pipes, check how connected) - logistic systems backing up in a receive only tesseract (break and place tesseract, check logistics) - phased transport pipe at frequency 0 sending and another phased transport pipe at another frequency receiving near it receiving items would glitch items through the air into the 0 frequency pipe
  24. One way to get gc power to rf is hook up a lava gen to the gc wire then use lava dynamo to get energy to rf
  25. Tried it with uranite in chemical extractor and add water ? it has a different processing part to make uranium pellets.. no recipes, but if you check the mod spotlight it should shed some light on it and how to do it.
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