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Myrilla

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About Myrilla

  • Birthday 01/01/1900

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  1. I've always done that, but i mean I can't live my entire minecraft career in a single chunk.
  2. Re: Best way to prevent Combustion Engine overheating? I designed a hopefully not too ridiculous system to combat water pools breaking on me. [img width=800] Basically 3 deployers spinning full buckets into rotation and refilling them from 3 source pools that are not attached to the pump and therefor safe from suddenly disappearing. Placing water sources into those 3 spots will refill a 3x3 pool. The Retrievers only pull full buckets from the source-sides and only pull empties from the pool-sides, so there should always be a full bucket (or almost always.) I have 3 buckets in each 'carousel' I know it's not very elegant, and it may not even solve my problem (I need to test it, and it's pretty much random when a pool will suddenly get emptied by a pump.. something to do with chunk loading, I am sure.) Occasionally the deployers on the pool-side won't have a full bucket to empty, but they always do the next cycle after. I am going to hook the wireless transmitter to a 15 second time (I want the pool to be refilled every 30 seconds, so the 15 should take into account the occasional blank shot from the deployers. Basic testing with a pump suggests the deployers will not bother the pool. I'm gonna let it keep running and if necessary report back to this thread. PS: I know I am brute forcing the problem but I cannot figure out any more elegant solution. I also know I am REALLY overspending on red power electricity. I assume a charged system would only need one battery box and a single panel would be enough to keep the 6 retrievers supplied.. but I wanted to run the system ASAP and the splitting up of the power sources kept down the amount of Blue Allow Wire I had to run... I find the wire SO FINICKY so I hate working with it.
  3. Re: Best way to prevent Combustion Engine overheating? Exactly. I said in my post I used gates on my SSP build. I can't use these in SSP. The timer idea sounds nice, but you get so much less work out of your fuel that way.
  4. Hey guys I have always used the basic system of just pumping from an infinite water source directly into a combustion engine to keep it cooled down. I've had alot of exploding engines on the latest build. They seem to be caused by water not respawning properly. I've had the same problem in SSP, but there I could use logistics pipes to sense the overheating and shut down the engine.. Is there a similar system I can implement in Tekkit? All my usual tricks don't seem to be available in SMP..
  5. Did both, it seems to be working now. Still odd.
  6. I have been having some trouble with teleport pipes and I really would appreciate some input on this. I was having some trouble in SMP with energy transport pipes earlier, but I wrote it off as a bad job and just used regular pipes instead, since it was only a few chunks distance. But today I was trying to set up a very basic teleport system to move stuff from my friends base to mine. I had a basic setup: Chest > Extraction Pipe > Teleport Pipe > Teleport Pipe > Chest. I could see the items being extracted but they would bounce off the teleport pipe and return to the chest. Since I figure this must be related to what happened to my energy pipes I went onto single player and tried both setups again. They both worked fine. When I returned to the server the chest had had a stack or so of items removed, and they had been put into the receiving chest. Oddly it seems as if the teleport pipe ONLY works when I am not in the same chunk as it? If I go to the receiving chest I can see items coming in, but if I go to the out-going chest I can see things bouncing back and being returned to the chest. What gives?
  7. Most mod items have EMC values already. Rubber does not but the resin it is made of does. Refined Iron does not but it's easy to get regular Iron Ingots and smelt them. All the naturally occuring Red Power blocks (including rubber saplings and wood) have EMC values too. As for modding in your own, I have no idea.
  8. I knew pistons were a mod that got incorporated. I had no idea on the others. Who made them and what was the situation with them? Did Notch just snatch them up without contacting the mod creator? And isn't Notch off the greener fields anyway? I thought Jeb was in charge of the whole shebang now and he was working on important goodness like the Mod API? Do you mean you don't trust any official word from Mojang, or Notch specifically? I'm pretty cool with Mojang currently.
  9. Though Mojang could just take mods and call them their own their track record suggests otherwise. Notch paid for mods he incorporated into the client (at least I have heard secondhand that the lighting system and the way world data is saved as both based on player mods.)
  10. I know very little about RP I sort of ignored it because of my lack of redstone saavy when I started using Technic and it's ballooned out so immensely that I just have trouble approaching the vastness of it.
  11. http://www.youtube.com/user/direwolf20 I learned alot of the mods in TechnicPack (IC2, Buildcraft, EE) from this guy. Problem is he is always running behind because of the mods updating.
  12. There was a mod that would print the amount of MJ (it just listed it as "Energy") an engine was producing per pump. It was a simple number displayed on the engine if you right clicked it. It also allowed you to right click redstone engines so you could see their energy. I know DireWolf20 did a video about buildcraft engines and he had the mod I mentioned in it... can't find a direct link to the mod though.
  13. Ya a redstone signal to top or bottom causes the switch to flip from left or right, supplying power to one or the other. It's a simple way to make a button behave like a lever. I use it since it's much easier to hide a button then a lever.
  14. sec... http://forums.technicpack.net/index.php/topic,2698.0.html Problem 2?
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