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gorgenzola

HELEN KELLER
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Everything posted by gorgenzola

  1. For me it's not worth the time investment and world corruption issues to try and get a 1.2.x server running. The new world height and new wooden planks would rekindle my addiction a little bit though as it has drastically dropped off. If someone has a working server package and doesn't want to speak up because they don't want to become tech support for it (a reasonable concern), I'll gladly take a secret PM zip file! As for Tekkit, the team knows what they are doing, so I'll just quietly lurk over here.
  2. I think what you asked is actually a good question. Only one way to find out I guess, start messin with them Jarrrsss.
  3. I used "op [buildcraft]" and that got it working, but I'm pretty sure thats a really dirty work-around. You probably have to use a line something like "pex user [buildcraft] modifyworld.*" or something. Look for the PermissionsEx wiki to find out what the commands are for giving permissions. Its what I'm doing, and I'm in the same boat. For instance, Towny is crashing everytime I try to make a new town, and through google searching I found out its because I don't have an economy plug-in yet and Towny requires it by default. Research! There's lots of support on this stuff you just have to find it. Permissions wiki: https://github.com/PEXPlugins/PermissionsEx/wiki Fake name thread: http://www.mcportcentral.co.za/index.php?topic=1824.0
  4. If you checked out the mod main page, you'd see that SMP is in Blakmajik's future plans. It is however already fully implemented in Technic, the SSP version of Tekkit. So its not like the Technic team is ignoring it because it sucks, its just that it doesn't work in SMP - and even if it did, it needs full craftbukkit/forge support.
  5. I know its in the rules that you're supposed to read in it's entirety before posting, but maybe a tekkit update sticky shown prominently on the front page will catch more eyes?
  6. I completely agree with you Lennalf. I leave EE on, I just told people who use it that as long as they're enjoying it then that's fine. You're absolutely right, it completely negates any searching or exploring for materials and makes all machines worthless. Why macerate anything when you can just make anything you want out of thin air?
  7. I don't like the idea of making items so easily just out of thin air. Converting stuff you have dug out of the ground is one thing, but just using condensers to pull BS items out of thin air is dumb. My roommate has a condenser setup that pulls forty stacks of diamonds out of the air overnight. He never needs to mine or find anything. At least with Buildcraft Quarries, all that stuff still comes from the ground and there is a satisfaction in building the machine. One thing that is nice about EE is that is basically creative mode, so big builds are a lot easier to make, and things that are normally a PITA to find like Gravel (for back alleys, small roads, other touches) and Bricks (drowning issues) are a lot easier to synthesize. I would prefer some kind of more involved process, maybe something that takes time, than just instantly turning one thing into another. But when you're building an entire town by yourself on a small server, the limited creative mode EE gives you helps out.
  8. I am grateful to the tekkit staff for bringing all these amazing mods together, for free, with an easy installer that does all the work for me. I am not entitled to someone doing all this work for me. I respect the staff's simple and easy to understand rules. If you want to help Tekkit along, maybe use the donate button to give the mod-makers a monetary incentive to keep building their mods along so that we can all benefit from future Tekkit updates. Thanks to all the mod makers and Tekkit team for making Minecraft so much more interesting!
  9. I find my memory usage and CPU load is much higher when running SSP, where as in SMP the client is offloaded a little bit so I get higher frames. Optifine may eliminate much of this advantage by running the client at a much higher efficiency.
  10. Electrical engines seem to power my quarries quite well, but I got tired of dragging cables around, so I switched to biogas engines from the forestry mod.
  11. Mine works, but you need a lot of power to get the arbouretum to start working, and some time. Some things I learned about the arbouretum that are not on any wiki is as follows - place the arbouretum (or farm) on completely flat land with an bounding flat area of about 17x17 meters. - Do not build anything around the arbouretum. Simply place it in the middle of your flattened area, on top of it not buried in it. If anything blocks the line of sight of forestry machines, they break and just stop working. - Do not build a house or shack around the arbouretum. If anything blocks the line of sight of forestry machines, it break it and they just stop working. - If anything blocks the line of sight of forestry machines, it break it and they just stop working. So don't build around it. Once the humus starts planting, you can build a border around your humus like they show in the screenshots, but do not build above the layer of the humus. - The arbouretum needs a lot of mechanical power and time to start the process. I used a steam engine, and left it running with a half stack of coal, and once the engine warmed up the humus starting showing up. It does take some time, as I thought it wasn't working and tabbed out to read a wiki, when I came back I saw humus being placed! Once all the humus is planted you can use redstone engines (about 2 or 3 fully warmed up) to run the arbouretum continually. My advice is to place the arbouretum on a plane of flat land at least 17x17 large, hook up a steam engine and a couple redstone engines. Fill up the arboretum with saplings and humus, put a bunch of fuel in the steam engine, start up the all the engines with redstone, and then go away and do something else. When you come back later you should see progress.
  12. Could swear I saw an "electrical engine" than ran on EU and made mechanical power for buildcraft stuff. EDIT: here it is, it is indeed part of Forestry. http://forestry.sengir.net/wiki/index.php?n=Machines.EngineTin
  13. Re: Bugs found in Tekkit 2.0 Bugs I've found in Tekkit 2.0: - Occasional Inventory glitch that causes both left and right clicking to act as a shift click. This is resolved by restarting the client. - Sometimes, the server generates only 100% snow terrain, no oil. Deleting the world and regenerating has fixed this 100% of the time. - Half block vanilla slabs do not stack on each other. - Weapons mod weapons are not enchantable. End of Stream errors on the client, and the weapon (ie Halberd) is ejected from the enchantment table, and lays on the ground. When logging back in the weapon is not enchanted but can be picked up. In SSP enchantments do not crash the client, but they are not applied. In both cases, the enchantment window shows valid enchantments to the weapon. - No Tesla Coil sound or effect in SMP - IndustrialCraft machinery noises are not effect by game sound effect volume (always 100% loudness). - Almost all Armor does not work. No defense is applied to the player and the armor does not take any durability damage. The enchantments on the armor, however, do apply. - Rubber trees are very rare (intended?) - Crafting table 2 sometimes dupes certain ores ie: the ores are not consumed after crafting. Seems to happen with Bronze. - Bonemeal frequently turns into "Ink Sacs" in the hotbar inventory after being used. However, once used again, they revert to bonemeal. - Sometimes, items with charge levels show being fully charged when they are actually empty. The meter refreshes when inserting them into a charger.
  14. I don't have the skins issue, but whenever my inventory bugs out like that I have to quit and completely restart the client, then usually I'm good for awhile. I assume its a tekkit bug that everyone knows about? Happens to everyone on my server.
  15. I've searched all over google and the forums and can't find any information on Weaponmod enchantments. Are they supposed to work? With Tekkit 2.0 Trying to enchant a weaponmod item (like Halberd) will crash the client in SMP, and in SSP it will not apply the enchantment even though the window shows valid enchantments. Bug or just not implemented?
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