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HalibutBarn

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Everything posted by HalibutBarn

  1. Another source of lag like that is the sounds from certain IndustrialCraft machines, but oddly enough it only kicks in as you start moving away from the machines. I have a large water mill system (64 mills) set up near my house, and if I go near it it's fine, but when I move away, my frame rate drops like a rock. But if I turn sound down to 0% first, there's no problem. Just a strange IC glitch, I guess.
  2. I've been getting tank-related crashes on my 1.1.4 server, too, with just a pump attached to the tanks. Somehow the 'stored' liquid value, normally between 0-16000, gets corrupted with extremely large and/or negative values, and the client crashes trying to render a tank that is now over-100% full. I haven't been able to track down a root cause yet, so likewise all I've been doing so far is deleting tanks in the affected area.
  3. There's a water strainer that's part of the Power Converters mod, but I think it was broken in Tekkit 1.1.4. Water would make it emit power, but it wouldn't pass oil through like it was supposed to. I haven't tried it in Tekkit 2.0 yet.
  4. Whyyyyyyyyyyy... Wrong config files though, the ones you want are in forestry/base.cfg and redpower/redpower.cfg, on the server side.
  5. Patience, patience... Also disable the PowerConverters mod since it depends pretty heavily on IC2 and without it there's not much point in having it anyway.
  6. From what I can gather from its thread, there are serious problems with Advanced Machines in SMP in the current version, and there hasn't been any progress in a couple weeks now, leading some people to wonder if it's been abandoned. It would be great if someone would clean it up and get it working again, but I wouldn't hold my breath...
  7. The Ender Chest is supposed to be at block ID 178, not 241 like it loaded at on your server. Make sure config/EnderChest.cfg is there and readable, and maybe re-extract it from the install zip.
  8. Re: Bugs found in Tekkit 2.0 - Treetaps (the Forestry one, not the IC2 one) cause an error after conversion, though the rest of the Forestry items in our world look okay. The following shows up in the log: 10:16:12 [iNFO] Attempted to place a tile entity (forestry.TileMill@d60e4c) at -211,60,723 (null) where there was no entity tile! 10:16:12 [iNFO] Chunk coordinates: -224,720 10:16:12 [sEVERE] java.lang.Exception 10:16:12 [sEVERE] at net.minecraft.server.Chunk.a(Chunk.java:622) 10:16:12 [sEVERE] at net.minecraft.server.Chunk.a(Chunk.java:595) 10:16:12 [sEVERE] at net.minecraft.server.ChunkLoader.a(ChunkLoader.java:234) 10:16:12 [sEVERE] at net.minecraft.server.ChunkRegionLoader.a(ChunkRegionLoader.java:53) 10:16:12 [sEVERE] at net.minecraft.server.ChunkProviderServer.loadChunk(ChunkProviderServer.java:135) 10:16:12 [sEVERE] at net.minecraft.server.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:78) 10:16:12 [sEVERE] at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:332) 10:16:12 [sEVERE] at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:178) 10:16:12 [sEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:411) 10:16:12 [sEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:465) Treetaps are showing up in NEI as ID 196:2 in the old install, and 255:2 in the new one, though that doesn't match up with anything in the Forestry config file. It seems like they should be 208:2, but that conflicts with the ComputerCraft disk drive. - Some Railcraft stuff I had in a chest got swapped around (signal lamps became switch motors, a crowbar became a signal tuner, block signals became coal coke, etc.). It doesn't seem to have affected any of the rail that's already been laid though. - And not really a bug, but people might run into it and think it is: to convert the Nether map, you have to select the 'DIM-1' directory under 'world_nether', not the top directory like you do for the regular 'world'.
  9. It looks like one of the client-side mods for Wireless Redstone might be missing. It has WirelessRedstone.zip, but I think it needs WirelessRedstoneClient.zip as well.
  10. Just to clarify, your current world is not Tekkit but your own hand-assembled collection of those mods? If so, then unfortunately you won't be able to just copy the world over, as it's unlikely the block IDs will happen to all match up with what Tekkit uses. You might be able to use the mIDas tool referenced in other threads to convert the block IDs, but it'll take a lot of work to set it up to match your current configuration and test.
  11. In my experience, there doesn't seem to be any benefit in giving more than 24-32 EU/t to a quarry, as it doesn't seem to get any faster. The cutoff point might even be lower than that, those are just the levels I've tried myself. What I do for my quarries is use an MV solar array, fed through an MFE for storage and a batbox to limit the drain rate, so that some of the energy is held back and stored and it can run at night as well.
  12. If you're referring to the "World was null! Using default world." messages, those are harmless. That just indicates that the workaround kicked in and prevented a crash from happening.
  13. If you get the bugged version then you'll just run into problems down the road when 2.1 comes out and you want to upgrade to that. I'd just wait for the fixed version.
  14. 1.0.1-R1-b1597, according to the startup messages.
  15. He might be using /give or /item, so check your CommandBook permissions, particularly on commandbook.give, via a command like '/permissions check commandbook.give PlayerName' (only works when he's online).
  16. Refined Iron should be equivalent to Steel for all recipes that use it. There's a bug with the NEI recipe listings where it doesn't include the refined iron-using recipe for making a Factory Hammer, but it does work.
  17. NEI permissions are controlled by the file config/NEIServer.cfg, and by default it does indeed let regular users do a bunch of things like control weather and time. The safest thing is to set them all to 'OP'.
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