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Marcontian

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  1. I'm having similar issues.
  2. I would suggest getting accustomed to the concept of EMC and the valuations. Condensers are great, collectors and relays (one you have them) eliminate the resource gathering aspect. Being able to compress hundreds of thousands of cobble stone into EMC is a significant help on inventory management. The resounding issues with EE2 have been centered around imbalanced EMC valuations (cannot be customized) and the endgame tools are seemingly over the top when you can excavate whole chunks at at time. Frankly, if the EMC out of thin air collectors were removed or adjusted downwards with customizable EMC values this mod silence most of its criticisms. EE2 alters the concept of resource management. Thusly EE2 serves a brilliant utility role, but an easily be abused in multiplayer worlds for devious means. Controls and customizations to EMC values is the best way to handle this mod which would let it fit with more moderate views of game play.
  3. According to Jens Bergsten, Mojang employee: "This message is written when the server is unable to update the world in normal speed (20 frames per second). This is mainly due to saving and loading chunks. We're working on it... " Having a huge number of chunks loaded simultaneously with high object activity (BC pipes) will murder your performance. Avoiding massive stretches of BC pipe (use of teleport pipes) will mitigate a huge portion of the burden. I will make note that after making the move to a Solid State Drive with a SATA 3 bus made a huge impact on this issue. Ultimately this issue will not be fixed until the native code is updated (which i believe it was and we should see this in the next major release of tekkit). Be patient and in the mean time, avoid huge stretches of BC pipe and excessive use of world anchors.
  4. This is solvable through the use of triggers. Utilize redstone BC pipes to trigger upstream components. IE to produce module B requires module A. At the outlet of crafting B place a redstone pipe that will trigger a redstone signal upon module B passing through. Use this red stone signal to activate a retriever via a timer set to the duration to pull the exact number of components to build module A enough time to satisfy the production of another module B. This sequence is then indefinitly on hold until the next module B passes through the redstone pipe. This effectively mitigates backlog issues for the RE battery component. EDIT: Since retrievers can pull configurable stacks of items in a single pulse this method scales very efficiently.
  5. You're right, I have no idea how I arrived at that. However, it does sound like a resource failure of some sort.
  6. The IC2 port to tekkit is bugged. If you want the recipes, revert for the time being until it can be fixed. Also, the use of advanced machines will kill the server. Additionally certain buildcraft objects and railcraft objects will generate terminal errors (separate issue).
  7. search the forums. http://forums.technicpack.net/threads/advanced-machines-mod-for-industrial-craft-crashes-server.30810/ There is an API conflict between railcraft and buildcraft. The IC2 port in 3.1.3 is fubared and the use of advanced machines will kill the server.
  8. 8g, running a server locally and the tekkit client will overload your box. After you factor in RAM set aside for basic system needs and then any other active background applications like winamp/itunes/browser...and you'll be out of ram and paging to your hard drive like crazy. This becomes especially apparent if you're running a developed world using things like dimensional anchors which eat up a lot of system resources. However, lacking further information it's difficult to make a diagnosis.
  9. Post on the bug forum firstly. Secondly, go back to 3.1.2. The latest indev is dorked at present.
  10. This OP....wow.... Thanks goes out to the technic devs...keep up the good work.
  11. There are major issues with the IC2 port in the latest indev. It's better to revert back to 3.1.2 until the tekkit guys fix it. It will crash you server.
  12. Firstly, this is the wrong forum. Secondly, there are major issues with the indev build. See the following post on the bug forums. http://forums.technicpack.net/threads/advanced-machines-mod-for-industrial-craft-crashes-server.30810/
  13. http://forums.technicpack.net/threads/advanced-machines-mod-for-industrial-craft-crashes-server.30810/ the answer to your problem is described later on in that thread. It's a plugin issue due to a conflict in a shared API.
  14. http://forums.technicpack.net/threads/advanced-machines-mod-for-industrial-craft-crashes-server.30810/
  15. I wish it wasn't such a jigsaw to get all of these awesome mods working. Mojang needs to get some official support going already by supplying a real API...among other things.
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