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Watchful11

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Everything posted by Watchful11

  1. I'm not sure, but this might be a specific redpower nerf. With the newer port of redpower, the server can set specific items to not work in deployers. This is to force you to use other methods, like the one you are using, instead of deployers. This should mean that the original setup should work on single player. Again, I'm not completely sure about this, I would like confirmation if it does indeed work on ssp.
  2. Make sure you have the latest version of WorldEdit. Older versions did not support all mod blocks. Edit: sorry for the douple post, server didn't respond the first time
  3. Make sure you have the latest version of WorldEdit. Older versions did not support all mod blocks.
  4. Hey, its your server, so you can do whatever you want. But if you have transmuting it is virtually impossible to have an economy, I've spent a lot of time balancing servers.
  5. Ok, how do you hire an owner? By definition an owner owns the server. So if you hire him, you are the owner and he works for you. Also, how many different places did you post this?
  6. It is completely impossible to have a fair economy with transmuting. I wrote a long post on this somewhere so I'm not going to write it over again, but as long as you can transmute stuff, you will never have a good economy. World anchors load 9 chunks. A player loads something on the order of 2 or 3 hundred chunks. World anchors in and of themselves do not cause lag. However, a common problem is that someone builds a machine, puts down a chunkloader and logs out. Since they aren't watching their machine, something goes wrong and it starts dropping thousands of items on the ground. Then you have a lag problem.
  7. Solar panels work with snow on top of them.
  8. well, he was experimenting with EE power items and fairly totaled the island above my base. So I'm assuming it was him.
  9. What? I did no such thing. Greenwolf was the one running around spewing lava everywhere. There were 3 explosions and one of them was very close to my primary energy storage. Why in the world did would you think I would put lava on your castle?
  10. Unfortunately I need to report some greifing. When I logged in today a large number of torches were missing from my base as well as there being several holes in my autocrafting system. My guess would be that the holes were from explosives. Interestingly, there appeared to be some small attempt at repairing the damage. I had a retriever pulling DM out of some collector flowers, the retriever was destroyed, but a piece of tube was put in its place. There were no big material losses so I'm not really complaining, but someone out there likes blowing stuff up. To anyone concerned, I will soon be moving to a far off, undisclosed location. Because of this recent attack I will not be telling anyone where it is, so don't ask.
  11. So I guess this takes blobfish off the menu. And we would have to cut the kiwi's head off, er, I mean, uh, I honestly can't think of a way to make that sound good.
  12. This thread is kind of funny from tapatalk since I can't see the smilies. I guess I'll just have to content myself with cheese discussion.
  13. It is generally easier to just use an IC2 furnace, if you are capable of making a large autocrafting system to make solar panels then power should not be an issue. To actually answer you question. The foolproof way to do this is to use a item detector. Have the filter pump 32 iron from the condenser to the RM furnace when it receives a pulse. Have a filter attached to a timer pumping 32 refined iron out of the RM furnace. Have one length of tube and then an item detector in stack mode. Have a wire from the detector to the first filter. Every time 32 refined iron comes out, another 32 iron goes in, no chance of overflow.
  14. Nice, I could never find that port, good to know. Basically its up to you if you want manually update. Personally I run a completely custom server, so I can update mods whenever I want. My best guess puts tekkit updating not for another month. Good news on that. 1.3.2 completely eliminates SSP, it is now just a local server. And the new craftbukkit will no longer need porting for mods to run on it. So any forge mod can be in tekkit. On the other hand, who knows how long it will be until ThaumCraft actually releases.
  15. Just making sure you saw this.

    http://forums.technicpack.net/threads/kitty-jail.27023/page-59#post-224553

    1. GreenWolf13

      GreenWolf13

      Yes, I saw it. Thanks for the info. I'm making the mod for 1.3 so it is a relief to hear that I won't need to maintain 2 separate versions of it, a bukkit one, and a vanilla one,

  16. How is it a rip-off? I spent 20 bucks and have played thousand of hours. That's a lot better than any other game I've bought.
  17. Its always helpful for more people to port, but its probably unnecessary. The 1.3.2 version of craftbukkit will be completely different and will not require porting.
  18. Edit: you keep saying that, just tested, its under the character limit
  19. That is not possible, you need a bukkit version to run on a bukkit server, and tekkit is a bukkit server.
  20. Simple answer, the porter, Cloudy, never got around to updating the port. The only thing you could do is, uh, port it yourself I guess, or wait for the new version of tekkit.
  21. Almost, the batbox actually looks for space, then outputs the packet. The receiver doesn't request. But that's a trivial difference. I don't know when loss calculations are done, so I don't know for sure.
  22. You can also just turn off the black hole band in the EE config.
  23. Packets are sent instantly. If, on one tick, there is space for a packet in one place, the packet will instantly jump from the output to the target. Then it waits and tries again the next tick. So, say you have a setup like so. Batbox, Wire, wire, wire ------------macerator, extractor With the macerator and extractor connected to the second and third wires. So, both the macerator and the extractor have internal storages, lets assume they both are full. Lets also assume the batbox is full. You put a piece of ore in the macerator. It starts draining its storage at 2 EU's every tick. Each tick, the batbox checks both the macerator and extractor storage to see if there is space for a 32 EU packet. As soon as 16 ticks have passed, and the macerator has drained 32 EU's, the batbox see's enough space for a packet. It then sends the 32 EU packet, which instantly arrives at the macerator, filling its internal storage back up. Then after another 16 ticks, during which the macerator uses another 32 EU's from its storage, the batbox will send another packet. Ok, now lets put a piece of resin in the extractor. It starts draining its storage, and as soon as it has space for a 32 EU packet, the batbox sends one. Now, say that both the macerator and the extractor happen to have space for a 32 EU packet at the same time. The batbox sees two destinations, and, in the same tick, sends two 16 EU packets, one to each machine. I actually dont know if it would send the packets if there is space for only 16 in each or if it would wait for 32 in each. If one of the packets is greater than the machines max, in this case 32, the machine will explode.
  24. Fortunately, there is a very simple way to update tekkit if the launcher doesn't work. Fix the launcher, then use it to update tekkit. Edit: http://forums.technicpack.net/threads/my-launcher-opens-quickly-then-disapears.22069/
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