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littleweseth

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Everything posted by littleweseth

  1. My approach thus far (as a 5k rep user) has been to try and reduce the number of duplicate questions. Check out the `faq` question tag - it contains the questions I've edited up to be *the* canonical answer for frequently asked questions. Example: "Can't connect to Minecraft.net" - gets asked about once a day. Have one question and one set of answer for it, and point users there instead of re-answering. What I can't do, at the moment, is delete the really incredibly stupid questions/answers entirely. There are definitely some questions and answers that deserve that fate. (Maybe I get this at 10k rep?)
  2. To be more specific: Redpower2 pumps will fill an un-enclosed tank full of the liquid, and then overflow the top. This is amusing with water, but a very serious problem with lava.
  3. If that's the design intent, it's not working. There are still lots and lots of those questions on the Q&A website. A questions website is for asking questions. It doesn't really make much sense to restrict that. It especially doesn't make sense to mysteriously hide the "Ask Question" button!
  4. This was actually a serious comment. New users *still* can't ask questions, until they post their first answer.
  5. Supply and demand is the basis of all economies. Allowing the transmutation tablet removes resource rarity entirely, meaning that your demand for a rare resource can be satisfied by your own supply of a common resource. Say you need gold, but all you have is iron; on an EE-enabled server, you just convert the iron into gold using the transmutation tablet. Without EE, you either have to go find some gold yourself, or trade for it. -- In a UUM based economy with no equivalent exchange, we have the strange situation where uranium, silver, nikolite, and the coloured gems (emerald, sapphire, ruby) are in demand, and hence valuable, because they can't be made from UUM. Ditto leather, ender pearls, and blaze rods, which are incredibly highly priced because the only way to get them is by farming cows, endermen, and blazes. New players make a killing on hand-gathering these resources and selling them to the established players. My personal cash cow is mass-farming IC2 stickreed crops for rubber. You can make sticky resin from UUM, but I farm it in bulk and sell it a little bit cheaper than the UUM cost of the sticky resin. I also value-add by doing the sticky-resin -> rubber processing before sale. I trade rubber by the thousands, at a handsome profit. -- The other interesting thing about my server's economy is that I didn't control it - it started off as a barter economy ("I'll trade you 64 rubber for 16 iron"), but quickly evolved to using UUM as a currency for all the same reasons that currencies evolved in early history: A Minecraft server is a very interesting social experiment.
  6. Still allowing the Transmutation Tablet? Hello, extremely large cobble farms! (The same applies to cobble feeds for IC2 scrap generation.) There's a reason why I restrict the number of cobble generators each player is allowed to have.
  7. Because I have heavy restrictions on automatic mining, and Equivalent Exchange is banned completely, UU-matter is the easiest way to get resources without mining by hand. Oddly, the main focus is on producing large arrays of HV solar panels, which feed into mass fabricators and produce yet more UUM. One player has an automated solar panel factory and he's doing a roaring trade - he takes people's UUM, converts it into solar panels, and makes a 10-20% profit. We use IndustrialCraft credits (coins) as well, but in a slightly different way. I implemented recipes that make 7 UUM = 1 iridium ore, and 9 iridium ore = 1 IC2 coin. This makes 1 IC2 coin equal to 63 UUM - a lot more portable when you're trying to lug thousands and thousands of UUM to the solar panel factory. (Naturally, the default recipe for IC2 coins is disabled.)
  8. I beg to differ. My server's economy is based around UU-matter - we trade thousands of UUM at a time.
  9. Why on earth did you resurrect a two-week old thread for this comment?
  10. Yes, and then a stack of energy for the Oil Fabricators.
  11. I've posted this multiple times before, but: behold the infinite fuel loop. Combustion Engines powering refineries and an oil fabricator (via Engine Generator from Power Converters.) Oil feeds back into the refineries. Refineries produce enough fuel to keep all the engines running, plus a little extra.
  12. I've written up a custom NEISubset.cfg for Tekkit 3.1.2. It covers Railcraft, the bits of IC2 the default NEI config doesn't cover, Balkon's Weapons Mod, Buildcraft, etc. Install this on your *client*. It's on Github `gist`, so feel free to fork and modify. It has near 100% coverage of all items in Tekkit 3.1.2. For my own purposes, mods I don't use (notably Equivalent Exchange and Buildcraft) have been grouped into the subgroup "ZZZ" for easy disabling in NEI.
  13. The best plugin for handling bulk item entities is NoLagg, which consolidates single items into stacks on the ground, and buffers item drops to prevent more than X (default 80) item entities from being spawned in a chunk at any one time.
  14. All of Equivalent Exchange. Reason: Game balance. All of Buildcraft. Reason: Poorly designed BC pipe systems can drop thousands of items on the floor when overloaded, and this renders the server unplayably laggy. Also Quarries. Mining Turtles: massive potential for abuse and/or large scale automated mining. Teleport Pipes: Reason: Even if you keep Buildcraft, Teleport pipes are incredibly buggy and flaky. Also game balance. Ender Chests. Reason: Game balance - cheap (practically free) item teleportation discourages people from building Railcraft train lines to haul cargo.
  15. Type `version` at the console to see what CraftBukkit version you are running (and what version of the Bukkit API it implements.) 11:24:06 [iNFO] This server is running CraftBukkit version git-Bukkit-jenkins-CraftBukkit-173 (MC: 1.2.5) (Implementing API version 1.2.5-R4.1-MCPC-SNAPSHOT)
  16. As far as pipe overflows go, the NoLagg plugin has some helpful functionality to prevent a server from dying if there are too many item entities lying around. Why ask rhetorical questions? In the absence of hard evidence, here's what to do: If you start experiencing lag: buy more RAM. If you don't experience any lag: stay with your current amount of RAM.
  17. (Vaguely related to forum, or at least relevant to the same audience as this forum.) There are a number of outstanding issues with the Technic Questions website - namely: New users still can't ask questions (until they answer a question first.) New users end up posting their questions as answers on existing questions because they don't have the ability to ask questions. Commenting requires reputation - this is by design on Stack Overflow, but in this environment it makes sense to grant it at reputation 0. What amount of beating on the Question2Answer engine is required to fix some of these issues?
  18. "OG" and "YG" refer to the internal details of Java memory management. The Java garbage collector divides objects in memory into a young generation (YG) and and old generation (OG). These are garbage collected at different rates. Generally the default rates work fine, but the garbage collection can be tuned in the manner @prenetic is suggesting. Google keywords for this are "Java garbage collector tuning". It's black magic.
  19. @Davydays: Please read this - http://questions.technicpack.net/1544/when-will-technic-tekkit-update-for-the-new-version-minecraft . Come back if you have any further questions.
  20. Yes, I know that the "can't keep up!" message occurs when the ticks per second drops below 20. The problem is that the TPS, as measured by NoLagg, is on the order of **0.8 TPS**. D: I'll look into using VisualVM. My server runs on FreeBSD so I may need to take a local copy of it to use VisualVM on my Windows box.
  21. 400ms is the minimum cycle time for most Redpower2 machinery anyways.
  22. What tools exist to diagnose lag on a Tekkit server? I'm aware of the NoLagg plugin for Bukkit, but that seems mainly focused on diagnosing plugin lag. I don't believe it will diagnose lag caused by mods like RP2, IC2 or BC. I believe that someone mentioned it was possible to profile the Minecraft server and get performance statistics broken down by Java class, which lets you see which mod is chewing all the CPU cycles. Anyone have a pointer to this or any other tool that will let me diagnose mod-related lag? Edit: Background - my server started spewing "can't keep up" messages today. No-one was actually on the server when it started. A restart fixes it for a while but it just comes back. Already tried WorldEdit //remove items -1 (spilled items are not the cause.)
  23. Not really. The cow rape EMC generator is effort, challenge, and supervision-free, as well as being rather cheap. This is expensive and goes boom if not properly supervised. In addition, the amount of excess fuel produced is rather small.
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