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BloodravenD

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Posts posted by BloodravenD

  1. it's probably them not knowing how to set up their tekkit clients correctly. Either a java issue, the 2.1.1 needs java 7, or they aren't allocating enough ram to their game. It could also be them still choosing 3.0.0 tekkit and not knowing they need 2.1.1 in order to connect.

  2. seeing how it's not a part of tekkit, there is no reason anyone has to help you with your permissions file. Best bet is to look at the permissions wiki for help. The cheats of NEI have also have been said on this forum, there are nodes you need to use in permissions so others can't use them.

  3. probably is a conflict with the power, it'd be better to just make different power hubs for each process rather than having them all on the same one. Maybe have two energy storage devices just after the panels and have each one power an engine that'll power a separate device.

  4. you can run your own. all you need is the server files, which are on the technicpack.net page, just click tekkit. Then you unrar it, and run the bat file. You might need to edit a few things in the server.props file, but otherwise it's pretty simple.

  5. Induction furnaces will use up power as long as they have a redstone current to them, to keep them heated up. It's how they work, and a lot of the advanced machines have had their EU usage increased by a lot. I know I had to get a MV solar panel before I was pretty well set up for my machines. I have it running the induction furnace, two rotary macerators, a centrifuge extractor, a singularity compressor, and a recycler. All the adv machines are run to where they're all maxed out and I have about 10-20k eu left after the night from the MFE I use.

  6. Because any idiot should be able to open up a bunch of png in a free editor like GIMP and scale them down. It'd take you half an hour, tops, to do the entire pack, and that includes the time spent figuring out how to use the program.

    I'm one of the few idiots who hasn't actually messed around with textures all that much. Most I've done is add mod support for the faithful pack into the main texture pack. I've just next been good with graphic design, I'd probably end up messing it up :(

  7. Wow looks pretty good, but how is only having 1 major mod and two minor ones considered technic support? If he or she does manage to get all the mods done, I'll be more impressed, but I'm not holding my breath about it.

    I did, but honestly I just can't use a 32x32 pack. My brain has come to assimilate the default 16x16 textures, and when I use an HD pack, there's such a vast difference that my brain isn't bothered by little differences and can just enjoy the prettiness of it, but a 32x32 pack is so close to the original resolution that any slight differences send me into OC overload.

    If someone were to just take every texture file, scale it up to double the resolution, and smooth out the jaggies a bit, I could probably use that, but not a pack that changes things but leaves them almost the same resolution as vanilla. It's just the way my mind works.

    Hmm, why is that though? I would think faithful would be right up your alley. I mean it is the vanilla textures, just upscaled a bit. I actually wish we could get sphax as 64x or 32x for technic, then people with lower end computers could use it as well. I know there are different resolutions of it, but the mod support is only in 128x

  8. it only lets you know when there is a current running through the cable...since your mfsu's are being filled so quickly, it only gives you a little "pop" of current. If you make a panel and batbox, and hook up a mass fab to it and have the fab run continuously. You could have the detection cable do what you want it to that way. Only way I could think of doing it...Not that you really need a huge moniter to let you know when they're on, you can tell when it's daylight on the minimap, assuming there are light sources on it for you to check.

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