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Everything posted by Portablejim
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ID conflict. You could change it yourself to fix single player, but an update or official word to make it standard (different IDs between client and server can cause crashes).
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It is an ID conflict, not a problem with factorization. So it a bug with tekkit lite as a modpack, not buildcraft or factorization FTB is using the same version as Tekkit Lite and does not have this problem I found in the config there are 2 ids that are the same. EDIT: More info: Here is a snippet of log file: 2013-01-06 09:26:55 [iNFO] [sTDOUT] CONFLICT @ 19000 item slot already occupied by factorization.common.ItemCraft@22f3f59 while adding buildcraft.transport.ItemGate@6be7ed2d 2013-01-06 09:26:55 [iNFO] [ForgeModLoader] [itemTracker] The mod BuildCraft|Transport is overwriting existing item at 19256 (factorization.common.ItemCraft from factorization) with buildcraft.transport.ItemGate 2013-01-06 09:26:55 [FINE] [ForgeModLoader] [itemTracker] Adding item buildcraft.transport.ItemGate(19256) owned by BuildCraft|Transport 2013-01-06 09:26:55 [iNFO] [sTDOUT] CONFLICT @ 19001 item slot already occupied by factorization.common.ItemBagOfHolding@47845cb3 while adding buildcraft.transport.ItemFacade@42e21073 2013-01-06 09:26:55 [iNFO] [ForgeModLoader] [itemTracker] The mod BuildCraft|Transport is overwriting existing item at 19257 (factorization.common.ItemBagOfHolding from factorization) with buildcraft.transport.ItemFacade It seems like the following lines from Factorisation's config I:bagOfHolding=19001 I:itemCraftId=19000 are the same ids as the following in buildcraft's config I:pipeFacade.id=19001 I:pipeGateAutarchic.id=19000 which causes an ID conflict and therefore weird behaviour. Note: Actual IDs = <ids in config file> + 256
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I don't think they have a recipe yet. They show information on logistic pipe networks on-screen (i.e. a HUD).
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Why the repeating? Why the repeating? Why the repeating? Why the repeating? Why the repeating? Why the repeating? Where did you add forestry? It's not being recognised as a mod? Add it to the mod folder. Anyway, there is a bug forum specifically for these issues.
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I don't think eloraam wants it to be easy to power the most expensive item in buildcraft easily with redpower. Please get a buildcraft system (using only buildcraft engines, no engines from converters/transformers mods) to fully power the quarry. Turbines, mv cable and transformers were added as well as the engine. Try using the turbine higher up and having nothing near the turbine (e.g. trees) and using transformers and MV cable to transport the power. Also note that turbines take a while to ramp up, so leave them running for a while.
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Please note that the buildcraft quarry has been changed so it can accept up to 50MJ/t. So it takes about 10 combustion engines to get to max speed (or 50 sterling engines). Basically everything else uses less than 5MJ/t. The ratio is also poor due to it converting power to another mod's power system. Maybe try with a less hungry block.
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Why is Equivalent Exchange 3 even in this modpack?
Portablejim replied to Logan Rusling's topic in Tekkit Lite Discussion
There was a save in a custom mod pack I put together (which included EE3) in which I converted all the cobblestone from a turtle's mining into clay blocks so I could store it easier. I stopped doing it when I found the bug that using the autocrafting tables then allowed the Minim stone to be infinite. -
Why is Equivalent Exchange 3 even in this modpack?
Portablejim replied to Logan Rusling's topic in Tekkit Lite Discussion
Some autocrafting tables (+ redstone engiens, pipes, redstone torches and such) and a source of gravel, dirt or wood and you can even transmute from cobblestone to diamonds automatically. Pretty it up (make it into a box) and call it a multi-block condenser that requires a bit of configuring. :) -
Why is Equivalent Exchange 3 even in this modpack?
Portablejim replied to Logan Rusling's topic in Tekkit Lite Discussion
Pick different chunks to mine in and you should be able to mine 12x as fast to split between 12 people. Multiplayer servers are usually on all the time, so a solar panel + electrical engine + quarry setup (everyone pool together to get the 11 diamonds required to make a quarry) then leave it going. Should find lots of resources. Aiming specifically for diamonds? Start it down at y=20 using a 1x1 hole to power the solar panel. Use markers to make a large quarry that will last a long time and find lots of diamonds. Use a diamond pipe (maybe when you get some diamonds from the quarry) with a void pipe (I think they are in tekkit lite) to get rid of cobblestone so it does not clog chests. A faster way with steve's carts logger exists which gets you lots of wood within a few hours, which can then be turned into obsidian->iron->gold->diamonds. -
While I believe the interpretation is a bit off, I am fairly sure it comes from this thread.
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Why is Equivalent Exchange 3 even in this modpack?
Portablejim replied to Logan Rusling's topic in Tekkit Lite Discussion
EE2 never got past Minecraft 1.2.5, EE3 stated at Minecraft 1.4.2. So there is no way to "swap out" EE2 for EE3 or vice versa. Tekkit lite uses the latest minecraft (1.4.6) based on a vanilla server (with forge), tekkit classic uses minecraft 1.2.5 based on a bukkit server). Direwolf20 on youtube would give you a good understanding of mods (since his FTB pack is fairly close to Tekkit lite - see https://docs.google.com/spreadsheet/ccc?key=0ApklE_D9KbB-dFpSbmc2SVREUzBhVHVfNGVldjRLbmc#gid=0). -
One of them is Voltz.
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Connected textures not properly working
Portablejim replied to Chypsyan's topic in Tekkit Lite Discussion
There is an option in optifine to turn on connect textures, or at least there should be. -
Connected textures not properly working
Portablejim replied to Chypsyan's topic in Tekkit Lite Discussion
It was a feature of optifine. -
Screenshot in case something happens: https://docs.google.com/open?id=0B5klE_D9KbB-cGhid1hwSmRPRzQ
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Nope. Anywhere. The the different forms of decay infect anywhere (some don't go into the air) as well. Meteors only effect the surface.
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Mod Suggestions to add to tekkit lite
Portablejim replied to lithia's topic in Tekkit Lite Discussion
It's still in development and no permissions have been given for Technic/Tekkit to use them. -
Tekkit lite has Treecapitator, Logistic pipes and Nether ores while the FTB packs have advanced solars, Extra bees, extra biomes, gravisuite, gravity gun, gregtech, misc peripherals, obsidipressure plates, Petrogen, portal gun, soul shards, thaumcraft, traincraft and XyCraft. A better comparison is https://docs.google.com/spreadsheet/ccc?key=0ApklE_D9KbB-dFpSbmc2SVREUzBhVHVfNGVldjRLbmc By the way, it is a mod pack, not just a mod. But being on your phone, you may already know that.
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If you are looking for an 'admin block' that duplicates items, there is the duplicator which allows you to pull infinite items from it. However it can only be cheated/creative-d in. It is from Tubestuff by Immibis
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Canvas bags can be dyed (craft canvas bag + dye). Alchemy bags are not implemented yet, only as far as adding an item into minecraft, no functionality or crafting recipe. However, from what I have gathered, they may be next after the Philosopher's stone gets finished (including adding a way to legitimately get it in-game).
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From what I can gather this is a basic timeline Thunderdark writes MFFS. Thunderdark stops working on MFFS Immibis revives Thunderdark's MFFS mod (this is when tekkit (classic) starts using immibis' version) Thunderdark rewrites MFFS Immibis changes his version of MFFS to be called Advanced repulsion systems. (which is included in tekkit lite
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ComputerCraft Turtles / ccSensors / RedPower Forth Disk
Portablejim replied to AngelMalus's topic in Tekkit Lite Discussion
Sorry, posted before thinking to much. (I mostly play FTB (another modpack) now and so I thought of that first). EDIT: Added by thermal expansion Found some documentation: http://wiki.pluspluspack.com/index.php/Thermal_Expansion#Turtles -
ComputerCraft Turtles / ccSensors / RedPower Forth Disk
Portablejim replied to AngelMalus's topic in Tekkit Lite Discussion
Have a look at Misc Peripherals documentation: http://www.computercraft.info/forums2/index.php?/topic/4587-cc1481mc146-miscperipherals-23/ -
EE2 is not being updated past minecraft 1.2.5. It is included in Tekkit classic. The mod was created by Xenophobe and was maintained by Pahimar. EE3 is still in development and is included in Tekkit lite. Lots of items in EE3 have no crafting recipe as the mod author (Pahimar) has not added it yet. Have a look at http://www.minecraftforum.net/topic/1540010-equivalent-exchange-3-pre1f/ for more information.
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MFFS has been continued in it's old state in the mod Advanced repulsion systems. The MFFS mod underwent changes to make it into a modular upgrade system. The way MFFS was is being preserved in the Advanced repulsion systems mod.