
johnny walker
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Everything posted by johnny walker
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Better alternative to Redstone Energy Conduits
johnny walker replied to LSPI's topic in Tekkit Discussion
The precharger needs to be have 1 empty space between it and the laser drill, and the correct face of the precharger has to be pointed toward the laser drill. For the drill, it must have a clear path straight down to the bedrock. -
How much power do you need to produce? I have a minimum-sized fusion reactor (8 blocks of water, 8 steam funnels), 4 large turbines, and it puts out over 10k/tick. I know it's not maxing out the turbines, but it's easily scalable, I just don't need more power than that. I could easily add another ring of water and get more power out of it without adding another reactor. It runs forever, can be fully automated, and produces no waste. If there is a problem with fusion reactors, I am not understanding it.
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Fusion reactor and several laser drills with the blue focus crystal in them (might be light blue, I forget). Pipe the result into your ME system, set up a chunk loader, and mine while you're not even online. I'm up to over 8000 diamonds, plus it mines all the other ores as well. 22k iron and counting...
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The state of "Atomic Science" in Tekkit 1.2.7b...
johnny walker replied to jakalth's topic in Tekkit Discussion
I thought the large non-spinning turbines was a bug, honestly, and it started prior to 1.2.7b. At any rate, I've got three liquiduct connections to each of my four turbines supplying steam from a fusion reactor that is boiling 8 blocks of water. Each block of water has a steam funnel above it, with a liquiduct connected to it to pull the steam out using a redstone signal (pneumatic servos set to ignore redstone in my case). This causes the four turbines to visibly spin. Each turbine then connects to its own resonant energy cell, each of which accepts 10,000 rf/t as input and outputs 2,500 rf/tick. These four cells feed into a single resonant cell that provides power to all of my machines (6 laser drills, each with one precharger that provides more than 1 wk/second on each drill, ME system with 10 drives, autocrafting stuff etc, 2 pulverizers, 2 induction furnaces, two redstone furnaces, galacticraft stuff that doesn't run often). The single energy cell is receiving 10,000 and sending 10,000 on every cycle - I believe this to be correct because it sites at only 10000 stored energy constantly, while my four other cells feeding it all sit at 50M/50M and never dip below that. I'm only posting this because it seems like it is producing plenty of power through my four large turbines, but I don't know what the output range really is on those turbines and I suck at converting power units. Food for thought, I guess. -
What's the fastest digging tool in 1.2.6b?
johnny walker replied to Chris Thompson's topic in Tekkit Discussion
I have a diamond pickaxe that has Efficiency IX on it; there is nothing I've found that destroys stone and ore faster! One quick, light tap on the mouse button will destroy several blocks - holding the mouse button down causes a ridiculous amount of destruction. It's far faster than my power glove with maxed overclocking on the pick install. If you want a laugh, I suggest trying it. -
Cannot pump waste from fission reactor
johnny walker replied to johnny walker's topic in Tekkit Discussion
Well, I solved my problem by building a fusion reactor instead. Wiped out nearly all of my iron stores, but it's a hell of a reactor, more power than I can use right now -
Cannot pump waste from fission reactor
johnny walker replied to johnny walker's topic in Tekkit Discussion
Well, now we're on 1.2.6b and I'm back to square one, waste not pumping out of the reactor in SMP, even with a pneumatic servo. Is anybody else having this issue? -
Cannot pump waste from fission reactor
johnny walker replied to johnny walker's topic in Tekkit Discussion
Yeah, I've done all that, I have enough turbines to have surplus of power while running my stuff. However, no matter what I do, servo or no servo, I can't get fissile rods to insert into the reactor when it is empty, either in SSP or SMP. -
Cannot pump waste from fission reactor
johnny walker replied to johnny walker's topic in Tekkit Discussion
Well, that was it! Pneumatic servo required for this version, but only in SMP, at least for me. Thanks! Now, any suggestions on how to auto-feed fissile material into the reactor? Item ducts with chests (with or without servos) and ME exporting does not work for me. -
Cannot pump waste from fission reactor
johnny walker replied to johnny walker's topic in Tekkit Discussion
Is that single or multiplayer? Mine is not working in SMP, but working fine in SSP, same setup. I'll try it with the servo. -
Cannot pump waste from fission reactor
johnny walker replied to johnny walker's topic in Tekkit Discussion
That doesn't seem to be the case here; I have found that I can fill up a tank with toxic waste using a fluid duct, and pump it out of that tank into a void pipe, but the amount of waste in the reactor continues to climb. If I stop the reaction, the amount of fluid stays the same in the reactor, but it stops pumping into the tank. -
Hi folks; we're running on 1.2.5d, and I'm having a real problem consistently pumping waste out of my fission reactor, which is a new issue (worked on earlier 1.2.5 builds). It seems to work when you first place the reactor down, but after a short while pipes can no longer extract the waste. I've tried both fluiducts and buildcraft fluid pipes with no difference. Anybody else seeing this issue? Thanks.
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My Tekkit is vanilla now! please help!
johnny walker replied to banjoyoshi's topic in Tekkit Classic Discussion
Sounds like you are using the development build - before logging in, hit Options and change to using recommended builds, that will bring all the current Tekkit mods down. -
[3.0.3/3.0.4] Teleport Tethers do not work at all
johnny walker replied to matejdro's question in Tekkit Classic
Do you have a thread where tethers are shown to work? In my experience they don't work anymore in 3.0.x; I submitted a bug report and the general consensus was to just use world anchors instead, since those *do* work - I use them for quarries, terraformers, and keeping my factory going when I'm offline. Several threads about tethers were started when 3.0.x was released, and nobody was able to get them to work. -
Just joined a tekkit server need help
johnny walker replied to shadraak's topic in Tekkit Classic Discussion
Build yourself a Miner and a couple of IC2 Pumps, get stuff, then build a quarry or 3. No reason not to. Build a kick-arse nuclear reactor and work toward a couple of HV Solar Arrays. Build more buildings. Build redpower frame machines! -
Tethers seem to be broken in many ways in 3.0.4, though this particular error is new to me. Use world anchors instead, same thing but they actually work.
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[3.0.3/3.0.4] Converting to 1.1 to 1.2.5 error/bug
johnny walker replied to chrisrowley14's question in Tekkit Classic
Contents of Ender Chests don't get upgraded, so it could be that people have items in chests that are causing this issue. -
Problem with Teleport Tethers
johnny walker replied to Harsesis's topic in Tekkit Classic Discussion
World anchors don't have the F9 feature unfortunately. -
Problem with Teleport Tethers
johnny walker replied to Harsesis's topic in Tekkit Classic Discussion
Yes, 9 chunks total. -
Problem with Teleport Tethers
johnny walker replied to Harsesis's topic in Tekkit Classic Discussion
We should have a sticky for this! Teleport tethers seems to be broken, use World Anchors instead. They are more expensive, but actually work, so that's a bonus. -
You could try adding it back into your Tekkit server: http://www.minecraftforum.net/topic/119361-125-tehkrushs-mods-timber-updated/#mfr
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There's gotta be some conflict with Tekkit and stuff that they are including in their hosting package; the log you posted shows mods that, in the Tekkit package, work fine together, so the conflict shown may be caused by a third mod that is loading first. RackVPS.net is the host I use, it's just a plain debian box that I put Tekkit on using the guides on this site and it was a breeze. 4 core/1 GB/20GB storage for $20/month.
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To have EE or not to have EE
johnny walker replied to DantexPain's topic in Tekkit Classic Discussion
EE is cool, but it doesn't really fit into Tekkit imo - it trivializes the challenges of the other mods. It's resource input is so great that obtaining the best items from the other mods is trivial, and actually pointless - I can use a kit from EE (the 3x3x64 crystal, Alc bag, black hole band, gem of infinite density) to mine up more resources than a quarry can give me in a fraction of the time, and I can then make the exact items I want from it, rather than having to use what it gives me. What's the point of the quarry? I see EE as a fantastic PvP server mod on its own, if it had a few more items added - say, force fields that run on EMC to keep your base safe for example. The armor from EE is not as overpowered as Quantum armor is, seems like its a good fit for that type of environment. -
I don't believe there is a way to stop/start the quarry with this setup, work on building enough automatic processing to handle the quarry would be my suggestion.