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Leroy

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Everything posted by Leroy

  1. I've posted a fix for this issue here. It's kind of a pain in the ass though.
  2. As reported here, Combustion Engines and possibly other BuildCraft machines may erroneously have CompactSolar GUIs in Tekkit 2.1 by default. I don't know if it's necessary to do it this way, but I fixed the issue by changing the gui IDs in config/IC2CompactSolars.cfg on both server and client to the following: general { guiHVSolarArray=213 guiLVSolarArray=211 guiMVSolarArray=212 } These values appear to cause no new conflicts =)
  3. Redpower 2 needs to be loaded before ComputerCraft in Tekkit 2.1, or the various RP2 functionality like bundled wire interaction won't work. Renaming the redpower zip in your server's mods directory to come before mod_computercraft (i.e. put an 'a' on the front) will fix this issue.
  4. TerrainControl doesn't work. By default, it won't spawn: - Tin, Copper, Silver, Uranium or Apatite ores. These can be set up manually in the biome configs. - Rubber Trees. Potentially fixable with a .bo2 object - Oil. There is currently no way to get buildcraft to populate the world with oil. Since I like combustion engines, the lack of oil is a deal breaker.
  5. lol >.> I do understand the irony. Also, in the very same rules thread: "Not really a rule, but backseat modding just makes you look like an annoying dick." Cheap Shot has your back. ;D You do a pretty good job administrating and moderating these forums so they don't turn into a cesspool like the minecraft forums. Most of the time, people asking questions like this need to be told to RTFM, but in this case the Railcraft wiki is totally unhelpful so your initial post came off as a little mean. Anyway, this thread has been derailed enough.. does Tekkit 2.0 have an updated version of Railcraft? I would probably just set the config option to keep the current "old style recipes" but it would help new players if the content lined up with the documentation. =)
  6. How big is the internal storage of gold conductive pipes? I guess I may have been seeing the excessive 72EU/t draw because it was filling up the internal storage of the conductive piping. You have to lay 101 pieces of gold conductive piping before you lose even 1% of your power, so it's not loss. My initial testing setup was: MFE -> LV Transformer -> Energy Link -> Wooden Conductive Pipe -> Gold Conductive Pipe -> Quarry This setup drew 72EU/t for a while.. something like 2-3 minutes, which at full speed is at least 72 * 20 * 120 = 172800 EU = 69120 MJ. ( * 0.9 for energy link bug = ~62000) Since this is way bigger than the internal storage of the quarry I concluded that it was just drawing as much EU as possible and throwing away excess MJ. I'll be glad if I'm wrong since it means the Energy Link is smarter than I thought, and much more useful =)
  7. Wow. Allow me to point you towards: Don't be a dickbag (A bag of dicks) =) The Railcraft wiki is updated to the the most recent version, which utilises the rolling machine. It doesn't list Tekkit compatible recipes for rails anywhere. That recipe uses gold ingots instead of the "Rail" parts. Most other recipes are similar. To get a full list you can build yourself a Railbed and use the in game recipe browser (press U) to see all the types of rail you can make. =) Wooden Railbeds are for regular rail, Stone are for the special high speed rail that Railcraft introduces.
  8. That's how the machines within BC and IC work, but the Energy Link is from neither, and will just eat up as much EU as you send it, and excess MJ are lost. Also, it doesn't seem to obey the same rules as IC. The Energy Link is hard limited to 72EU/t but it will happily draw that much through the output of an LV Transformer. Presumably, the transformer is happy to deliver more than one 32EU packet per tick, which shouldn't be allowed. =) That's why I would throttle it with a BatBox to get it to a reasonable level to power a quarry.
  9. Both the Energy Link and the Quarry have internal storage, but the Quarry's is in buildcraft's energy unit, MJ. You can basically ignore it though, as it's not a big enough buffer to keep them running for long without a constant source. ANYWAY, so the Quarry will run at full speed when consuming 9 MJ/t. The conversion rate that mod uses is 5:2, but the energy link has a bug which means it loses 10%. So the conversion is EU * 2/5 * 0.9 = MJ. 32EU/t * 2/5 * 0.9 = 11.52MJ/t - full speed quarry If you rearrange the equation, you can find the minimum EU/t needed is 25EU/t. But since there's no convenient way to throttle current from an MFE to an exact value like that, I'd go with 32 =)
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