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gavjenks

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Everything posted by gavjenks

  1. As far as I can tell, there is no such thing in tekkit 3.1.2 serverside? is it just a sneaky patch that is only a class file and has no associated folders clientside? Anybody gotten this to work (specifically server to server) without their players having to manually install transporter patches?
  2. water -> snow = one operation. 625 EU snow -> ice = another operation. 1250 EU total. 1 ice = 300 cooling normally, thus allowing an additional 300 EU/tick, which is 6000 EU for the full second that cooling is calculated over. 1250/6000 = about 1/5. Okay not as bad as I thought. However, if you only get 100 cooling per ice (which is what the MFFS documentation says you get if you choose to put it in their temp control unit), then it is 3/5 of your output. And if you have the compressor on any overclockers at all, then you will probably be using more power than you create to make ice. Yes a singularity compressor might work.
  3. Pretty crappy option, considering that an ice block placed in the MFFS reactor heat unit only gives 100 units of cooling, while an ice block in the core gives 300... Since, again, compressors use so much energy, this is a huge dealbreaker, since making enough ice now uses virtually all of the energy from your reactor, causing you to end up worse off than you would have been cooling the reactor without the MFFS thing. Depending on how you make your ice, it is possible that it would actually take MORE energy to cool the reactor with an MFFS than you get out of the reactor for that additional cooling. Meaning you'd have to input power to the system just to keep it running... *facepalm* Either that, or the only documentation that seems to exist on this block on the whole itnernet is wrong.
  4. Compressors use an arseload of energy, so if you use ice, then you end up effectively reducing the output of your generator by half just to run the compressors. Pumps use virtually no energy, or literally none if you use BC pumps. Thus, a 2000 EU/t reactor isn't possible with ice cooling, because you have to subtract the energy used to make the ice, which is 50% if starting from water, and 25% if starting from snow. A full size reactor crammed with uranium only produces 2400 EU/t, and you can't have that much anyway since you need a space for buckets or ice. So 2000 is about max, and with 50% used for compressors, you can only get about 1000 EU/t, and you're also being very wasteful of uranium. A snow golem gets you up to 1500 EU/tick, but at the cost of a vastly more complicated machine (they die eventually, so you have to have an automated pumpkin farm, snow block factory, snow golem factory, etc. for it to be truly sustainable). Much mroe complicated than the water pumps would have been. And you're still coming up short and being wasteful of uranium, for no particular benefit.
  5. It does work with tanks, and with geothermals. For tanks, use railcraft's "liquid unloader," which can be placed next to a tank, and will accept buckets of lava, and output empty buckets of lava. It will convert one to the other and fill the tank, and will accept RP2 tubes as input and output. A "liquid loader" will do the same thing, but empty the tank. Incidentally, both loader and unloader also work with tank carts above and below them, respectively, as a nice bonus. For geothermals, simply directly pump lava buckets in with RP2 and then have a RP2 filter that only takes out empty buckets. That would be a RP2-only system that doesn't use up any tin for cells, only the lava itself.
  6. Every filter or transposer can easily handle 2 buckets per second (they are very stable on timers set at down to 0.4 seconds, even, which is more than 2/s). And for 2000 EU/t you only need 8 buckets per second. The 0.4 second timer plus the cooling of the chambers and reactor itself provide safety margins. So you would need 4 inputs and 4 outputs, as well as one HV wire output for energy. A core with 6 chambers has a space way on the end of each chamber (6 total). Give these priority as places for outputs with direct filter attachments. Then there are 8 other spots (4 on top, 4 on bottom) you can send in tubes by snaking them in crookedly without hitting the other tubes. Then the HV cable can still go in many places after that, because it won't interact with tubes. Thus, it is possible to get up to 6 tube inputs and 8 tube outputs as well as an HV cable, without retrievers or relays. Yet you only need 4 and 4. Not a problem. If you wanted 7 and 7, you would need relays, but that would be 3500 cooling per second, which is more cooling than any reactor can physically ever need, by almost a factor of 2. Also, BuildCraft advanced wooden transport tubes + redstone engines can actually pump out empty buckets out faster, I think, so you could free up additional inputs for redpower that way, too.
  7. There are many reasons. 1) BC quarries are significantly more expensive... 11 diamonds, versus 0-3 for IC2 miner (and a couple dozen more iron for pipes that doesn't make up for the diamonds) 2) Both types of miners get the same number of valuable resources, if you don't care much about excess cobble. 3) IC2 miners are MUCH easier to pick up and move to the next location. 1 miner + chest + 1 copper wire + 1 MV solar or 2 LV solar. Done. Compared to transporting a huge number of complicated pipes and setting them all up and having engines to power them and coolant pipes and pumps to pump the coolant, etc. 4) It doesn't completely destroy the landscape to the point that nothing can ever be built there and look pretty ever again, as mentioned. IC2 miners leave 1x1 holes that can just be plugged up and youll never know they were there. 5) Since a quarry digs out such a huge area, you are almost guaranteed to have liquids which need to be pumped out, with a dedicated pump. Also a good chance they might need to be strained, etc. All extra complexity and machines and tanks and waterproofing... With IC2 miners, if there isn't liquid directly below the miner, it will be fine. About 80% of the time, I can get to bedrock without ever having a pump attached, and still get all those ores. 6) The IC2 miner puts items directly into a chest, without pipes. This creates less lag. In fact, I don't see much benefit to ever using BC quarries, honestly. Even if you have some need for massive amounts of cobble, it would be better and more automated to simply make some cobble generators (lava and water) and hook up a redpower2 block breaker to mine infinite cobble as quickly as a quarry for much cheaper and without any upkeep ever. So the only advantage of quarries is better accomplished a different way anyway.
  8. Why spend all those extra resources? Buckets can't stack, so there's no benefit to having relays and retrievers over the humble transposer (and filters for choosing specifically empty buckets from the reactor). Transposers also have internal storage, as do the tubes in between them and the reactor (stuff will bounce around until there's room for it), so the chest space of a relay is not needed either. And there's no real benefit to having a machine on the receiving end instead of right next to the reactor, either. Since you can put and take things in and from reactor CHAMBERS, as well as a reactor core, there is no shortage of spots for pipes to go.
  9. Eh? I have done this before without EE and without really all that much effort. A bunch of BC pumps in little pools of water constantly pumping water into a tank. The water is drawn off with railcraft liquid loaders into buckets, which are pushed aroudn by buildcraft transposers and pipes. Constantly, full buckets get pumped into the reactor and empty buckets get pulled out. 1500 EU/tick requires 6 buckets per second, which is very very doable with several filters/transposers and a lot of pumps. The uranium for such a device is pretty easy to obtain without EE too if you are running 4 or so autominers (IC2) in the fields nearby. Any machine can be made without EE... The only thing you would "NEED" EE for is if you're making huge creative architectural works out of exotic materials. And if that's what your main goal is, why the hell are you playing tekkit, instead of creative mode or using mods that dupe things or voxelsniper, etc. on a creative server, where you don't have to do any work for your materials?
  10. Sorry, but what does the type of armor you have have ANYTHING at all to do with the rest of the thread?
  11. @NinjaStyle, Fair enough on the vocabulary, I'll keep it in mind for the future. However, Emphasis added. The OP A) doesn't draw any distinction between noob and newbie (using one in the title and another in the post). and is obviously talking about people who are purely new to the game in general. He never mentioned anything about the new people refusing to listen to experienced folks and is merely complaining about them being new and ignorant. In fact, he specifically mentions examples of newbies who are asking appropriate questions, not screaming "MAKE THIS ORE SMELT for Me ZOMG!" So yeah, I learned something today, but he still sounds like a douchebag.
  12. Install VoxelSniper, a mod that can be found at voxelwiki.com, on your new serverside version of your same map. Then run it on localhost to set up your spawn. Drain the water away with the drain brush, then snipe balls of air into the groun to make it deeper. Then use erosion or blend ball brushes (or a combination) to smooth it and make it natural. You could add in underwater mountainy features, but you probably couldn't see them underwater (dark). Oh also "overlay" brush to get rid of notch's horrible sand blotches down there. Then use brushes or worldedit or building by hand to set up your city or whatever. Then use either WE or sniper (if sniper, /b d i <--- brush) to smooth the water back over again and resubmerge your city. There are innumerable youtube video tutorials on all this. I'm afraid there's simply no easier way to do it. Certainly not from within tekkit (sure maybe you can drain water, but it would take months to lower land significantly and hand terraform a whole city beautifully). You want a super deep ocean in an existing world AND want it to look natural... you will need powerful mods meant for precisely terraforming largescale sections of existing worlds. And you will need to learn how to use them well, and invest the time to make a nice looking work of art.
  13. Alternatively you could simply use a wireless remote to open the door, and then a personal sniffer to reserve the frequency so others can't use it.
  14. I highly doubt anybody is going to give you a server with these ultra-specific constraints... My suggestion is that you simply download an external bukkit mod like... maybe worldguard would work? One that allows you to ban items in general, and then ban those specific blocks or items, so nobody can use them, even though they still technically exist on the server.
  15. Noobs are alright. Self-righteous old timers who like to pretend they never had to learn anything themselves in order to feel superior are more of a problem, in my opinion.
  16. If you're using EE on your server in conjunction with IC2 in the first place, then it's alreayd horribly horribly broken and imbalanced. Uranium makes no difference. Why would you even bother with nuclear reactors at all? With like 20 cheap geothermal reactors, you can output as much as even a beefed up externally cooled nuke reactor, and just EE yourself magical lava cells... And no risk of blowing up or having to learn complicated reactor stuff. Or EE yourself coal and glass and copper and rubber and make multiple thousands of EU/t solar arrays with no effort aside from setting up a very simple factory. You're worrying about a tiny leak in a ship that is already underwater.
  17. Just to clarify, Extreme Voltage is not "anything higher than 512." It is 512-2048. This matters in some cases. For example, HV/EV cable will burn up if you pass more than 2048 EU/tick through it. Also, this is not really true. If you step up power to extreme voltage (HV transformer with redstone signal will do it), then HV cable loses very very little power. It is for all practical purposes just about as good as glass fiber cable. For example, if you have a pretty long 24 block long cable (you should very rarely have cables even that long), then: glass fiber: You lose 0 out of 512 EUs that pass through. Overall transmission of power = 100% HV cable stepped up to EV: You lose 10 out of 2048 EUs that pass through. Overall transmission of power = 98.8% 1.2% is virtually negligible, and it is by no means what I would call "extremely inefficient compares to glass fiber." I mean really, come on. When you take into account that the glass option requires 4-6 diamonds, the 1.2% cost seems even more negligible, especially... AND if your input is higher than 512, like multiple HV solar arrays or a beefed up nuclear reactor, then HV cable gets better and better. Lets say youre outputting 1536 EU/t, you'd have to run 3 separate glass cables to hold all the power, and you'd have to physically separate them so they don't cross constantly, so now you're up to a cost of nearly 20 diamonds to move that same amount of power 24 blocks, compared to 6 iron and some rubber.
  18. Just tested it. The block cutter upgrade will not destroy forcefield blocks. HOWEVER it will destroy both levers and restone wire. So you could break whatever is telling the forcefield to turn on. It will NOT destroy redpower circuits, so for those of you reading this thread, you can protect yourself by just using a NOT gate attached to a copper ore (which is also immune for some reason) to power your field =P
  19. Regarding the OP, I haven't tested it, but a block cutter upgrade may be able to destroy force field blocks... if so, you could line one up correctly to cut their generator apart and thus kill the field? But there's probably another way in. If they have a door, there's a good chance you can use block breaker to cut the wires in the right way (or destroy redstone torches) so the lock system will break and it will just swing open with a simple lever. If they use wireless, you can build a sniffer to get the frequency sooner or later.
  20. I have the same problem with the same log. The server fresh out of the box simply won't start, due to complaining about the lack of any actual jar that has the netherOres information in it.
  21. Well it's kinda hard to say for sure, since after 20 minutes, I have failed to find the recipe for a buffer block anywhere online. The original modder neglected to include it in his post...
  22. Why the "worst way?" I kinda like it. There are so many blocks in this game that are unnecessary and overly expensive. Obsidian pipes are cheap. If its cheaper and works just as consistently, then it is better, in my book. If you simply encase the item ejection area so nobody accidentally picks them up, it'd be fine. Depending on your situation and which direction youre transfering, it may be even slightly cheaper to use a simple chest and, say, a redstone engine and lever to convert between.
  23. Force fields are controlled by redstone current... Wireless sends redstone current. Not that complicated. As mentioned above, you will need to convert pulse to constant current. This would be done with an T-flip flop. You can build it in vanilla redstone (like everything else), or you can use the condensed version with the RP2 toggle latch, which is the same thing.
  24. I have no idea what the recipe is for it, but the block breaker upgrade makes it so that your force field automatically breaks every block it goes through. It works fine on creative mode when I magic one into existence. Not a lot of work at all - does it for you.
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