Jump to content

stringburka

Members
  • Posts

    240
  • Joined

  • Last visited

Everything posted by stringburka

  1. I'd probably agree on quantum armor + power items for raw power, but for ease of use I'd still go with the gem armor. Constantly switching between items seems a bit of a hassle. How would the HP calculations work if you mixed it up a bit? Taking the gem armor pieces with nice abilities and the quantum armor for the rest?
  2. Would McEdit work with tekkit without ruining the world? Or are there some other world editor that works? I'm trying to create the spawn point for my server, and want to have a rather sizy airship that has collided with a jungle. The airship's done on a flatmap, and I want to insert it into the jungle rather. Is that possible? Thanks for any aid!
  3. Yeah, I know they're a bit restrictive - but I'd rather find 5 people that I share gaming style with than 15 that I don't ;D Regardless, they might seem more restrictive in their abbrevated form, and most (except the first) could be discussed. Yes! I plan on having a spawn inside the crashed airship they escaped in. Thanks! I'll get those plugins
  4. Cool with dev input! (if I understand correctly). Thanks for telling us!
  5. Backplague: It's from the Equivalent Exchange mod. It goes diamond armor -> black matter armor -> red matter armor -> gem armor. It's basically all cool rings and talismans put into your armor and 90% invincibility.
  6. And once you've got your EMC farm going with Mk3 collectors, 300M isn't that much really.
  7. Amount of lag depends on what you have in your inventory and other things. Sometimes it lags more, sometimes less. From what I've understood though, it was removed because MinecraftForge has changed the way it handles item ID's and CT3 had not, so they're not currently compatible. I'd like CT3 back, and think this "it's for lazy people" is just a bunch of "BADWRONGFUN". "it's for lazy people" can be said about most features of tekkit - because let's face it, it's easier to build a gold block castle in tekkit than in vanilla. So tekkit is just "for lazy people" who don't want to go out there and mine their over 9000 gold ores!
  8. So, I'm soon starting my first more serious server that are not just for personal friends. I think I have a good base idea, but since it's my first server I'd like any aid on how to do stuff I can get. About the server: It will be a steampunkish server with 5-10 people or so, maybe more if my RAM allows (have 6GB to dedicate). It will be whitelist only and only after a serious application for whitelisting. The server will be cooperatively minded, rather than competitive, and collectivity will be encouraged. The story will be a group of workers escaping a totalitarian industry/corporation-state, having to settle down to survive in the harsh wilderness while protecting themselves from their followers (the monsters are reskinned to steampunkish robots, as by Glimmar's texture pack). The tech level will be medium, a stripped-down version of tekkit with no access to very modern stuff like nukes, mining lasers and so on and very little access to EE stuff. Mostly IC2, redpower, weapons mod, railcraft and I'm thinking of trying to squeeze some farming mod into it. Now, the basic rules of the server will be (the short version): - No unwanted personal insults and no racism, sexism etc - No griefing/pvping/sabotaging unless agreed upon - No trying to cheat, whether trying to find loopholes in server rules nor in the game. - No hoarding - if you don't need it, it should go towards the collective. - No arbitrary destruction of nature without a vote on it. - No huge world-changing builds unless agreed upon by several members or a vote. - Some laws may be added/changed/removed (except the three first) by voting on the server blog. So now I want your suggestions. Are there any important rules I should have that aren't here? What items should I keep/what items should I block? What plugins should I get? Are there any plugins that can spawn a mob "attack" where more mobs are spawned and go hunt for players/stuff to destroy? That would be really nice as the server then has to build up tactics for defending against their followers attacking them! Thanks a lot for any suggestions!
  9. I'm also interested in this. Without both timber and betterfarming/forestry, wood has become something of a luxury.
  10. Ah! I know what transposers do, just had no idea about retrievers! I'll look them up! Honeyderp: Yeah I know I can do that, but then I need redstone engines and so on.
  11. I can't get it to work. I tried hooking up my recyclers to tubes both at the bottom and the right side, but neither seems to drain the output. I have tried putting a transposer at the end of the tubes, but that doesn't help. I assume I could put a transposer next to each, but four transposers for four machines is quite ugly to say the least (and as I can't access a chest directly below will still require tubing, as well as timers). Suggestions? My alternative is emptying them by hand, which I could do but it's not as cool as having it done for you (h) Thanks!
  12. Tested deployer on empty ground below pump. Works, but is a bit slow.
  13. Posted this in the tekkit subforum first, but got directed here. I write mainly about tekkit, but I assume the same is true for technic. Right now, there are several different systems for painting. 1. There's the standard minecraft painting of crafting items with the color in the inventory. 2. There's the industrialcraft painters to which you apply dye directly. 3. There's the RP2 way of using tin buckets that you fill with paint and then you dip a paintbrush. 2 and 3 feels like they should be one and the same. First of it doesn't really make sense to have different tools to paint an electric cable and a blulectric cable, and secondly, unless you're making something HUGE with redpower, you ain't going to use each color more than a few times, so you get a whole bunch of buckets (which gets expensive) that you only use a few times because you have different paint for CF walls and electric cables. I know Tekkit is a modpack and not a mod, and so custom modding within it is limited, but couldn't someone _please_ make a crossover? I'm currently trying to build a sorting machine, and realizing it's going to take a long time and cost a LOT just to get the buckets for the paint, which I'll use excactly twice ever. It feels so unnecessary when I've got painters lying around with the exact right colors! What do you people think? EDIT: Sorry 'bout the lack of referencing! Didn't think the other thread would get much attention since it was apparently in the wrong subforum.
  14. If you're referring to what I think you are, it's the MatMos mod that adds location-based sounds. Default is pressing F7 to inactivate it but you can disable it in .techniclauncher/tekkit/config/modloader.cfg to. EDIT: Darn ninjas!
  15. I have more issues with EE than CT3 - because I think that the main work should be mining, the challenge should come from the mining and resource management, rather than the memorization of recipes and fiddling with items. It's a personal flavor thing, and I understand other people prefer it another way, but to me, not having to mine or resource manage feels more like creative mode than being able to construct stuff from what you've gathered easily. I've just started exploring project tables, and i find them... weird. I don't know if they're buggy or if I've just not understood how they work yet, but they seem to randomly take materials from my inventory to make the item and randomly just eat the project placing. Anyone knows when it does which? EDIT: I must say, when it comes to including/not including stuff like CT3 or EE or other things, I say that as long as it's compatible, as long as it fits _decently_ and doesn't go against how the modpack works (say for example adding the class/level system of hack/mine would feel "wrong"), I say just go for it. I prefer if they include as much as possible and just make a simple checklist of what you want to activate or not. I don't particularly like EE and inactivate it completely/mostly whenever I play tekkit or dns (i prefer dns ssp to technic), but I still think it should be in the modpack. EDIT2: Wow, for "say" in one sentence. I talk to much, I should say. ;)
  16. I don't think tekkit needs to be that complex, at least not more than you do it. Tekkit doesn't really increase the difficulty, so even if she just "gets" some parts of tekkit soon there's nothing to lose compared to regular minecraft. Just don't require her to understand everything of the bat. Some parts of regular minecraft I find far more complex than some part of tekkit (properly enchanting is harder than upgrading your furnace to iron) and some parts get easier by having tekkit (Redstone timers. Need I say more?) As soon as one wants to start building anything mechanical, tekkit makes life easier. And the recipe mode of NEI will make things TONS easier, while showing of all the cool things that can be made in MC.
  17. oh, industrialcraft2, but I was talking about the wrong mod anyway, the gears are from buildcraft. So, what I should as was: Could it be that the server is running a different patch or has inactivated buildcraft/certain buildcraft items? I know that when I had inactivated equivalent exchange on the server side and tried to click EE items in creative mode, the game crashed.
  18. xboxnolifes: Do you want to disable the whole mod? Then I think you can just go to the tekkitserverfolder/mods and delete the buildcraft zips. I think, at least, so better backup before.
  19. Thanks for your input, but it's not about power, more about flavor! It's going to be a medium-powered steampunkish server, so stuff wildly out of flavour won't be in. No mining lasers, no nuclear reactors, no computers, no solar panels, very little EE. A stripped-down tekkit, simply. I'm not aiming towards having a huge server, if I get 5-10 people I'm satisfied and as I've already got three who's on board it's probably not going to be hard! No nuclear reactors and other certain streamlined power sources will mean huge power plants and generally huge buildings, which feels very fitting. One drawback is that thermopile is going to be the only redpower power source since there are no converters, which is a bit sad, but hey, can't have everything. Still, since this'll be my first "real" server, any input is very welcome :)
  20. Yeah I know about the IC2 pump, but it seems it doesn't actually move liquids, just inserting them into cells (and maybe buckets?). I could of course do a pump->cell->tubes->geothermal, but it seems like an awful lot of work (needing brass and so on for even basic function). And I don't know how one would drag the item out of the pump, though I'm sure it's possible. I'll look into that! It would have the effect that geothermal generators go from early to late energy source, which in some ways might be good for a steampunkish setting where I'd like wind and water to actually get used (and where nuclear and solar is banned). On the other hand, I'll miss it! :(
  21. Could it be that the server is running a different patch or has inactivated IC2?
  22. I'm considering banning buildcraft on my upcoming server, but I feel I will miss the beautiful animations of engines. Especially since it's a steampunkish server, I'd love to be able to make redstone engine arrays pumpin' away water through the city. Still, I'd planned on banning quarries anyway, and if the pipes cause lag too there's not too much to keep it for. Except the pump. Is there some other equivalent to the pump that can be used to collect/move liquids in any of the other mods?
  23. Another vote for Tekkit. Just so much more to do.
  24. Also note that it seems the DNS modpack has recently removed CTIII too, at least from the single player version (I don't play it multiplayer). This further indicates incompability.
×
×
  • Create New...