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theprolo

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Everything posted by theprolo

  1. Lukeb28 is banned for to being edible.
  2. I think they're compatible with MFR.
  3. Solar Arrays are from an addon to IC2.
  4. It's a lot more "official" than I'd previously realised, but I kinda worked a lot of that stuff out anyway. They don't seem to be bothered about actually doing anything for IC2, and have basically left any new content to addons.
  5. Planet guy should be banned for ripping off Minecraft textures. That's Mojang's hard work you're stealing!
  6. Buildcraft is open source, and Tekkit uses a fork of it. Any DRM Senegir threw into it in a tantrum could be easily removed. You'd be amazed how easy it would be to actually disable the DRM already in Forestry which prevents the use of modified versions of certain mods, but that's not really necessary.
  7. What happened to regularly informing us what's happening, and how can we trust you if you seem to be infested by gnomes? We may never know...
  8. I'm not saying power generation needs to be impossible, feeble and needing constant effort, I just think that power generation should have some effort or risk involved rather than being "fire and forget". Not necessarily completely nerfing the hell out of it in an attempt to "balance" the game when all you're really doing is creating a huge pain in the arse for the players, just making it so that instead of placing a block then running everything off that forever, for free, at no risk at all, you need to put some effort into it. I don't mean people should have to babysit their power generation 24/7 to prevent it from blowing up everything (or even just cutting out and stopping anything from doing anything), I don't think anyone wants to do that and for a good reason - like you mentioned, that would prevent you from being able to do anything else without having to keep an eye on your power in case it randomly goes haywire and nukes your base. What I really mean is that a power system should require some sort of cost - perhaps fuel, perhaps risk(large or small), perhaps space, perhaps something else - which fits what it produces. A constant source of free energy all too often immediately replaces any other power generation. People attempted to use Redstone engines for everything even though they produce next to no power, just because they're free energy, even though for far less resources they could make a far more powerful generator by making an automatic tree farm (or other solid fuel source farm) to fuel Stirling engines, which would be just as free in the long run. That's the kind of thing I'm talking about, not making efficient power generation unobtainable and underpowered.
  9. Sometimes the forums bug out and post your message twice. Basically, if it says the servers did not respond in time, it's posted even though it doesn't show that it has. The kind of double post that you just did to ask about a double post is the one you were thinking of (Hint: you can quote more than one person in a post with the reply button)
  10. Basically, to be balanced it can't give anything for free. There has to be some risk or effort involved IMO. Some people may not agree that this should be the way with everything at face value, but I think in practice at least the majority would agree that it's both more fun and interesting. This doesn't have to be GregTech "spend stupid amounts of resources on simple beginner machinery only to have it blow up when you try to rebuild your roof and it starts raining (or alternatively break your hands)", just something which fits the saying that "you have to give a little to get a little". Reactors were pretty reliable if used properly and fuel could last a decent amount of time without running out with high energy production, but that ever present threat of what would happen if they went wrong both balanced it and made it more interesting. A power generation of any kind (or production of nearly anything for that matter) with no costs or effort involved is basically the root of the problem of "OP" power generation, so avoiding this would be nice.
  11. Do any mod items at all work on your server?
  12. The mod maker decided that only certain modpacks could include his mod (a grand total of 3 iirc), and Tekkit wasn't one of them. Perhaps it will change in the future, perhaps not. Either way, or now no TC3 for the official Technic modpacks. Custom packs might be worth a try though.
  13. He's allowed Technic to use it again, it's just (for now at least) they don't seem to want to.
  14. Of those, only Ars Magica and Twilight Forest appear to be "what you were thinking". Most of those are shared under Creative Commons licenses, allowing anyone to redistribute the mod providing they give credit and make no money off it. I think a few just required you to ask for permission first. In what way are those mods, other than the first and last, similar to how Xycraft is currently (and apparently temporarily) licensed?
  15. The configs might be mismatched - copy the config folder from your client into the server.
  16. Natura may need world gen, but does TC have any unique stuff it generates? If not, it could always be added in at a later date - it's a great mod and if it got some sort of higher tech mod compatibility it would fit right in.
  17. You'd be amazed how few mods actually go crazy about permissions - you only hear about the loud ones who do. A large number of mods require no permissions other than acknowledgement of the authors and a link to the mod forum post, and of those that do most only require you to ask the owners and they generally accept. There aren't many mods who only allow certain modpacks permission anymore.
  18. The weird cat lion monster thing known only as "fluffy" eating my arm says thanks
  19. I doubt opping will work. As far as the server's concerned, the mod items don't exist which suggests that for some reason or another it's not actually a Tekkit server. If that doesn't work, try redownloading.
  20. Are you sure you're actually playing a Tekkit server? A problem some people have been having is trying to launch the Minecraft_server.jar, which loads up a vanilla server. You want to run the Tekkit.jar instead.
  21. I can't speak for the Technic team here, but as far as I know it's unlikely to come back because of the mod maker's decision a while back (around Minecraft 1.1) to basically destroy any worlds with Forestry in using the Technic launcher. This has been removed for a long time now, but from what I've heard they're reluctant to include a mod whose maker is so willing to target the players to get at pack owners without warning, so, although they've been able to reintroduce the mod, they haven't.
  22. Ah, the red bits are redstone energy cells. That's me derping up, sorry I think that would be quite a nice solution, since it would make compact builds easier and be less confusing. It would also fit Thermal Expansion nicely, since pretty much everything machine-wise in it is configurable like that. Go for it :)
  23. I think you've got confused with how it works here. Redstone Energy Conduits do a straight 5% power loss in total regardless of distance, not 5% for every conduit.
  24. BC isn't (yet) completely replaced like IC2 was, and the update times are fine unlike RP2. What makes you think it has the same problems as either? I think at the moment quite a few mods require stuff currently only available through BC to start up at any reasonable pace, so for now at least I think it's required in the pack. As for the power system, why bother making a whole new one in a modding world already so saturated with other power systems just to replace an established, widely used and compatible one already there and implemented? Not only is it a complete waste of time, it's attempting to solve a problem where there is none.
  25. Tekkit Classic is for Minecraft 1.2.5, which was before you could use commands in singleplayer without adding in extra mods for it.
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