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Everything posted by Timendainum
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Yeah, the MFR rancher for the win. But be prepared, it produces a LOT of milk.
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You can also turn off fuel need in the computer craft config.
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We set up our tree farms such that only one tree spawns at a time in each farm. It may not be as fast as a larger area, but we always have tons of wood in the AE system and we've never had any problems with the farms lagging even low spec clients.
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We have large farms on our server with no lag. Maybe pics to help determine why you are lagging? Low spec system?
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Well that's a bummer about the deployer. I thought it was still in. So hard to keep track of what comes from what mods. But, good news about the new machine in TE3, so eventually it will be possible.
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There used to be a way to do this in Tekkit Lite. I haven't tried yet, but I think it could still be accomplished in the new Tekkit. The trick is minecraft must think that you've killed the mob. But, if you put a modular power glove with a rail gun on it in a deployer, you can shoot the mobs with the railgun and it will kill the mobs tricking the server into think a player has done it. You will have to extract the glove and recharge it in an energetic infusor (assuming it will charge them, I think it will), then put it back in the deployer. Also, because of mob rules in Minecraft a player will have to be nearby (128 blocks seems familiar?). Sorry for the sketchy details, but the Mindcrafters have a youtube tutorial for doing this in Tekkit Lite, you will just have to adjust your approach some. Part 1: Part 2: Let me know how it works out if you try it before I do!
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Okay, some further reading has lead me to think maybe they have completely solved this problem. Yeah! Next question though. Are there any US based hosting companies that support automated map updating with Minecraft Overviewer, and will support Tekkit? Again, Dynmap is far to much of a pain to deal with.
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Has anyone use Minecraft Overviewer for the new Tekkit? Guys on my server really miss not having Dynmap, and it's far to big of a pain for me to deal with. So we're looking at Minecraft Overviewer. It seems like they added some support in for configuring it for modded maps. Has anyone done the work to set something up for this?
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Why no uranium by default? (In SSP or SMP)
Timendainum replied to AnotherFineMess's topic in Tekkit Discussion
No, AnotherFineMess is correct. Uranium Ore generation is off by default in Tekkit 1.1.10. Furthermore, I agree with him. It is both annoying and doesn't make sense. I expect it was an oversight. On my server we created a new Mystcraft age just to mine Uranium, and after the first set of quarries came back empty we were scratching our heads. We found the solution buried in an older post on this forum. Edit: Actually... see this post, this may be a bug: http://forums.technicpack.net/threads/finding-uranium.50486/ -
Server hangs (not?) related to Mystcraft
Timendainum replied to Timendainum's topic in Tekkit Discussion
That for sure was the problem. Server has run beautifully the rest of the weekend. Thank you for your thoughts jakalth. Your thoughts about the chunkloaders is what lead to me examine that and find the problem! -
Server hangs (not?) related to Mystcraft
Timendainum replied to Timendainum's topic in Tekkit Discussion
Alright, I figured it out. It wasn't Mystcraft at all. I ended up figuring out that it was really hanging when no one was in the overworld area. If I went to the nether I had the same issue. So some more playing around lead me to finding a recent change that left a small, but really important part of the Applied Energistics system outside of a chunk loaded area. So, putting down a new chunk loader completely eliminated the problem. -
Server hangs (not?) related to Mystcraft
Timendainum replied to Timendainum's topic in Tekkit Discussion
Jakalth, Thank you very much for the reply. I wish what you were describing above was the issue. I've tried completely deleting all the ages. There aren't any chunk loaders in the areas directly, but something that did happen early on was we set up another set of quarries in our mining age, and it seemed like they might have been causing the crash early on. But, I'm not confident, I think we were just misreading the corelation to being in the age for 30 to 60 seconds. The server will also stop responding if no one is logged in. If you stay in the overworld and do not go into myst ages it will keep running, but log off for a few mins and the server will hang. Go into any age, and it will just die right away. Now, I did try something, I took the MystCraft mod out of the mods folder and tried booting up the server. And of course I can't test going into an age. But, I did test the letting the serve become idle, and sure enough, after a few minutes the server hangs. So, this kinda dismantles the Mystcraft as the cause. Any ideas on how I can debug this? -
Server hangs (not?) related to Mystcraft
Timendainum replied to Timendainum's topic in Tekkit Discussion
A little more investigation. I've downloaded the server locally and been playing around with it. Server will actually "freeze up" if you leave it alone for long enough. Although entering a mystcraft age will still kill the server in about 30 seconds, to a minute. The process isn't freezing, but the server drops all clients, and will not take any new connection. It will not respond to console commands. It isn't using any CPU, and only about 1GB of RAM. -
A problem has developed on our server over the past few days related to MystCraft. We have a small server with just a handful of players, and we noticed over the last few days that the server has been hanging. A reboot seemed to clear things up, but over night the server would hand again and require another reboot. Today I've been tracking the issue down and it is related to MystCraft. About 30 seconds to a minute after entering any MystCraft age the server will hang and drop all players with some type of connection timeout exception. There is nothing in the server.log and nothing in the forge logs related to what is happening. If no one enters a Mystcraft age the server will remain running. I've tried creating a new age. Same behavior. I've tried deleting all the existing ages and creating new ones, and the server still hangs. i'm downloading a local copy off the server for some local diagnoses, but I really need some help on where to start here.
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What is going to happen with the 1.6/1.7 versions of tekkit?
Timendainum replied to Generalcamo's topic in Tekkit Discussion
I've read through a good chunk of the FTB post on the TE changes. I didn't see anything terribly world breaking in their plans. Nothing that didn't seem like it could be managed with one of the block mapping scripts. Can you guys point me to the suggestions that speak otherwise? -
Unfortunately not. There is a lot of changes from MC 1.5.2 to the modern 1.7.2, it seems like a lot of the modders are going to need a good amount of time to catch up.
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What is going to happen with the 1.6/1.7 versions of tekkit?
Timendainum replied to Generalcamo's topic in Tekkit Discussion
I don't suppose I mind much if power systems change. If it's even a real deal. To me, the most important aspect is KEEPING MY WORLD. We had to restart our server with the "new" Tekkit, and my hope was that the new Tekkit would keep world continuity in mind. So, my vote here is, do whatever needs to be done to keep things rolling, but don't put me in a position where we have to restart. Honesty, if we did that again everyone on my server would quit Minecraft. -
Nope, our experience has been that dimensional anchors and chunk loaders do not matter. Keep in mind, I'm just talking hostile mobs here, like ghasts. Cows, pigs and such (entities) will spawn when no one is nearby. But, despite chunk loaders, mobs (creepers, zombies and such) will despawn and not spawn when no players are nearby, even if you are using an autospawner.
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Make sure you stay close enough to the spawner for the mobs to spawn. Spawner or not, minecraft will not spawn mobs when no players are nearby.
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What's going on with this project? I haven't seen any movement in a long while, and we're still at 1.0.6 which is horribly buggy. I haven't seen any action on the new RC, of which the thread for it necroed over a month ago. Is the team still active with this project or have they moved on to other things?
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Use turtles to mine the nether. They go right through lava. There are several nice mining programs available on the CC forums. Use an ender chest with a fuzzy import pipe to get them into your AE system.
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Ah, was it Dim Doors we were waiting on? I knew there was another but I couldn't find the old thread to remind myself.
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I saw a while back CanVox mentioned that Tekkit was waiting for ComputerCraft, and some other mod to update to 1.5.2 for the next Tekkit update. Computer Craft is now updated! And with RedNet cable support!!! With the AE bugs, and some other minor issues I'm chomping at the bit to get updated. Is it worth my time to hack together a patch before the next update, or are we expecting it very soon?
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How do you fly using the jetpack?
Timendainum replied to Kommunističeskiĭ's topic in Tekkit Discussion
Are you turning the jetpack on? Bind the jetpack to a key using the menu found when pressing k. I usually bind the jetpack and the flight controller together. I've found that with most of the MPS functions that require you to turn them on and off will say they are on when you login, but you have to cycle them off, then on again for them to actually work. I bind my flight key to a programmable button on my mouse for easy flying action. -
Excellent, thank you for the clarification. Sounds like super charging station setup is needed. Thanks for the info!