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nevakanezah

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  1. Doing it through the console should work, just make sure that the names show up in the Ops.txt file
  2. The chunks in which the teleport pipes reside have to both be loaded in order for them to work properly. Try putting a teleport tether / world anchor near your pipes
  3. if i'm not mistaken, that's the error you get when there's a version mismatch. make sure that your players are using the same version of tekkit as your server, and that they're launching through the tekkit launcher.
  4. Minecraft's landscape is divided into sections called "chunks", these are 16x16 block tubes that extend from floor to ceiling, and are how minecraft stores world data. In SMP, a chunk is loaded only when a player is nearby; what this means for you, is that any sort of automatic functionality occurring on those chunks (machines, quarries, trees growing, etc etc) only happen when someone is nearby to keep those chunks active. A chunk loader block, aka teleport tether (and it's more effective / expensive twin, the world anchor) will keep the chunk they are placed in active, whether or not a player is nearby. This allows quarries, machines, and so forth to continue working while no one's around to watch them. In order to ensure that your chunk loader is placed on the same chunk as your machines, you can use rei's minimap to outline chunk boundaries (period button opens options window > surfacemap options > display chunk boundaries) and use the grid that appears. Hope this helps.
  5. Quarries are part of the buildcraft mod, which uses its own form of power (power from engines, referred to as MJ, or megajoules.) In order to power a quarry with IC2's EU (energy units, i think,) you need an energy link, described here: http://thetekkit.wikia.com/wiki/Power_Converters . To use it properly, you wire your batbox to one side, and on the opposite side of the energy link, you will need both a wooden conductive pipe, as well as another intermediate conductive pipe, e.g. cobblestone, before connecting to the quarry. The extra pipe is because buildcraft intentionally does not enjoy connecting power sources to their targets with only a single wooden pipe. Some things to note - in my experience, the energy link is a huge drain on power, often taking up to 72 Eu/T at all times, even if its not actually connected to the quarry. Not a huge deal, but something to keep your eyes on. Hope this helps.
  6. I've heard of an issue with permissions and deployers. Since a deployer acts like a player, sometimes it's actions are blocked. If this is the case, its likely that deployers also don't work in any other situation as well. Try giving OP permissions to "[Redpower]", and see if that helps.
  7. I'm not certain, but rubber trees might be picky about the space in which they can grow? could be that the breakers/deployers aren't giving the tree enough room to grow. Unless your addendum about manual bonemeal was on the tree in the system.
  8. There's a file in the server folder called "mod_EE.props". down near the bottom is a list of booleans that you can use to enable or disable items, and the void ring (and possibly black hole band, if the issue exists there too) can be disabled this way.
  9. I recently updated my server to the latest build, and while being very pleased that EE's explosion-creating items now work (they didnt previously, wasn't a huge issue.)I recently discovered that the ring of ignition's fireball-firing ability seems inoperable (the one bound to left-click.) The fire wall works, lava/fire immunity works, when i attempt to fire the fireballs it produces an activation noise, but no action otherwise. If relevant, i tried this with various charge levels, and had a charged klein star on hand. Is the ring somehow disabled, is there a patch to fix this, or did i go full retard and miss something?
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