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efflandt

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Everything posted by efflandt

  1. If I did the Tekkit upgrade to 1.6.2 build (1.2.6) not knowing that it was a major update, is there any way to still launch Tekkit 1.1.10 from the launcher or independently for a server that is running 1.1.10? Otherwise I guess I could start learning the new version in SSP. What replaces the Redstone Energy Cells because that was the only thing I found useful for energy storage, charged by magma engines, in the short time I was playing 1.1.10.
  2. I don't think an Energy Link pulls a full 512 EU/t from MFSU unless actually using that much for something. Without any transformers, when I powered 1 refinery the Energy Link was pulling 72 EU/t, or 144 EU/t powering 2 refineries. Although, an Energy Link does pull some power all the time, even when not powering anything, so it is best to disconnect input to an Energy Link when not required. One poster kept trying to figure out why his quarry would not work when he knew he was near spawn (which was protected).
  3. For the Tekkit server, you need Java 7 (or 1.7 something), and if you have 64-bit Windows, you likely need to manually install 64-bit Java. In the technic launcher, select Tekkit in the drop down graphic on left before logging in. If you have 32-bit Windows (which can only access about 3 GB RAM max) and/or limited RAM you would likely have trouble running the server and client on the same computer. Default for server is 2 to 3 GB and client default is 1 GB unless you reduce those numbers, and you also need room for your operating system and any other running programs. Personally I use 64-bit Linux (using openjdk-7), which can run both server and client on an 8 GB computer.
  4. Your graphic is too low of a resolution to even read the error(s) when zooming in. Either try grabbing just the window (Alt+PrtScn) or copy the text of the error and click on the Code thing {}# when posting to paste it as code and retain its formatting.
  5. On the receiving end of each teleport relay, see if it helps using a wood conductive pipe first. I have pumped fuel over 150 meters by setting up relay stations less that 150 meters apart (with Teleport Tethers at each), but in that case had to use redstone engine on the wood pipe at receiving end of each relay (redstone engine not needed for conductive pipes). Radio control actually goes farther than that as long as wireless receiver chunk is loaded, so I actually started the fuel pumping from the destination end using wireless remote, so I could keep an eye on levels in receiving tanks.
  6. Is your technic launcher logged into minecraft.net? Does your server.properties include online-mode=true? When you connect to your server what shows up for your name in the motd message in your client and in the server console? This is an example of console output with only Essentials plugin added (I am in ops.txt, but with EE don't really need to use any op commands) 12:37:13 [iNFO] efflandt [/127.0.0.1:49340] logged in with entity id 371 at ([world] -37.028440224911094, 74.0, 314.5314899936783) 12:37:13 [iNFO] efflandt joined with: [CodeChickenCore 0.5.3, MinecraftForge 3.3.8.164, NotEnoughItems 1.2.2.4, IC2 v1.97, IC2AdvancedMachines v4.0, ComputerCraft 1.33, CCTurtle 1.33, EE 1.4.6.5, EnderStorage 1.1.3, IC2NuclearControl v1.1.10, InvTweaks 1.41b (1.2.4), MAtmos_forModLoader r12 for 1.1.x, RedPowerCore 2.0pr5b2, NetherOres 1.2.5R1.2.2, BuildCraftCore 2.2.14, BuildCraftEnergy 2.2.14, PowerConverters 1.2.5R1.3.4, Railcraft 5.3.3, RedPowerControl 2.0pr5b2, RedPowerLighting 2.0pr5b2, RedPowerLogic 2.0pr5b2, RedPowerMachine 2.0pr5b2, RedPowerWiring 2.0pr5b2, RedPowerWorld 2.0pr5b2, WirelessRedstoneCore 1.2.2.3, WirelessRedstoneAddons 1.2.2.3, WirelessRedstoneRedPower 1.2.2.1, Balkon's WeaponMod 1.2.5 v8.6.0, ReiMinimap v3.2_04 [1.2.5], BuildCraftBuilders 2.2.14, BuildCraftFactory 2.2.14, BuildCraftTransport 2.2.14, AdditionalPipes 2.1.3 (Minecraft 1.2.5, Buildcraft 2.2.14, Forge 3.0.1.75), ccSensors MC1.2.5 Build017pr1, ImmibisCore 49.1.1, ModularForceFieldSystem rev7, IC2_ChargingBench 1.95b, CompactSolars 2.3.2, IronChest 3.8, TubeStuff 49.1.2, ImmiChunkLoaders rev3.2] 12:37:14 [iNFO] Sending serverside check to: efflandt 12:37:29 [iNFO] <efflandt> This is a test The last line was when I hit T in the client and typed This is a test (my name also showed up there). What other plugins? If you added any permissions plugin, maybe that is not properly configured yet.
  7. As far as .jar vs. .zip, the culprit is likely Internet Explorer. It names file extensions base on its own interpretation of the type of file from its contents, instead of filename on the web server or content-type header it receives from the web server. The first time I downloaded minecraft.jar in Windows that I intended to use in Linux, Internet Explorer saved it as minecraft.zip. That could leave anyone who does not change Windows default of hiding known filename extensions mystified. So if you download .jar files in Windows it may be best to use Firefox or something other than IE.
  8. I have never had any luck having hurricane boots doing anything at all, or preventing fall damage. And red matter or gravity greaves have the wrong skin, more like boot liners or socks than pants (if you put red greaves and black matter boots on at same time, the black boots cover over the red or gravity greaves). The wiki says: "NOTE: Some or all movement abilities may not function correctly in Survival Multiplayer". So I guess that part of EE needs work (although, black matter armor is more than sufficient). So I just fabricated another Smithwolf's Rending Gale ring and use that.
  9. This is an example of jacketed redstone wire used as lamp posts. Covers conceal the wiring to them and to the red lamps in floor of walkway. Note that a hollow cover must be used at the base of a post (a solid panel would block the current). It is a garden in a sky castle under construction.
  10. Besides various methods to possibly keep certain chunks loaded, if allowed (Teleport Tether, World or Dimensional Anchor), you have to be certain what they actually cover and that everything you are trying to operate at the time is actually covered. A read that a Teleport Tether keeps one chunk 16x16 loaded that it is in if anyone is on the server, but if you use F9 to show a grid, does it include any of the blocks under the blue line, and which ones. Safest would be to assume inside the blue line, except a side of the chunk that also contains a Teleport Tether. But even if you set everything up so your combustion engines seem to never overheat, server lag may occasionally result in your infinite water supply not being so infinite (water blocks not replenishing). So it is probably best to turn combustion engines off when not on the server to monitor them. For example on one server I set up a couple of 25 water filter flowers with 3 filters on each supplying power to an Energy Link to power each pump that also supplied water to 22 additional filters for 44 EU/t output from each flower. I had to expand the infinite water pool under each pump to 7x9x1 to keep each going indefinitely. But on another server I tried making the infinite water pool larger and larger and it would still lose water blocks and shut down eventually. So I gave up on that and used solar to power factories. Although, early in a game, I usually use windmills up on high ground. If your combustion engines overheat when actually on the server looking at them, you are either overworking them, or not supplying them with enough water. I hear that it can help to use electric power from the engines (conductive pipe). I was able to run 5 fuel engines with one pump supplying water to all 5 engines, one engine with conductive pipe to the pump, and the other 4 engines with conductive pipes to MV engine generator charging MFSU (everything within 1 chunk with Teleport Tether). The MFSU is set to turn off the engines when fully charged. A 5x5x1 water pool would not sustain it, but 5x7x1 seems to work indefinitely. Piping configuration also matters, because at first 2 of the engines would eventually turn yellow because their water level was dropping dangerously low. After slightly changing the piping it seemed to be able to run indefinitely with all 5 fuel engines green, and water in them down less than half a bucket from full. But I still would not trust such a set up unattended on that other server that would lose water blocks from its not so infinite water supply to water filters. But the minecraft auth servers are down, so I cannot grab a snapshot of that working engine setup at the moment.
  11. The other questions are whether you have a 64-bit OS (which you should have to actually use 4 GB), and did you manually install 64-bit Java. The default Java even in 64-bit Windows is usually 32-bit due to default 32-bit Internet Explorer. The default launch.bat (or launch.sh for Linux or Mac OS X) gives Java for the tekkit server 2 GB initially or 3 GB max, and a 32-bit OS can typically only address about 3 GB max, including OS and any other running programs or services without doing something special. I can run both the tekkit server and technic launcher in 64-bit Linux on a PC w/8 GB RAM and 4 virtual cores (2 cores w/hypertheading), but with 4 GB RAM (or if only 2 core) you probably need to run the client launcher on a different computer.
  12. Why is that an issue? Players must know what server they connected to (or can find out one way or another) and that just announces how many waypoints were loaded for that particular server from a file on the client beginning with that name or IP. I didn't even realize the waypoint files were client side until after connecting to a local server as 127.0.0.1, I connected to it as localhost, and my waypoints were missing. Eventually I discovered those client files and that I could copy my waypoints over from the 127.0.0.1 file to the localhost file. If players set waypoints in other dimensions (nether or end) they end up with separate client files with that data also using a name beginning with whatever name or IP was used to connect to the server. Apparently there are no plans to release the source code for REI's minimap, so to change it you would need to know Java and how to hack Java class files, and get your players to use the modified mod.
  13. So have you looked at /home/stygianrenegade/Desktop/minecraft server/Minecraft/./config/IC2.cfg to see if it contains something referencing 207? That is already assigned above the error, same as mine, at [iNFO] ComputerCraft: computerBlockID 207 Are you running some other minecraft server, possibly with some of these or other mods from same directory, because I notice that you call it "minecraft server/Minecraft/ instead of something related to tekkit. If you also run regular minecraft (with or without mods) it should not mix in with the same directories as tekkit. I keep regular minecraft server completely separate in ~/Minecraft-server (different release or snapshot than tekkit uses) and everything tekkit server related in ~/Tekkit-server (64-bit Ubuntu 12.04 w/openjdk-7)
  14. Another thing that can crash your client when trying to access a teleport pipe gui is having a pipe in your hand at the time. That had me mystified for a while when I could NOT access newly placed teleport pipes, but could access ones placed earlier in other locations.
  15. Although, you say you have Java 7, maybe you have more than one Java version and the wrong version is being used for tekkit server. I got that error in Linux when using openjdk-6 unless I disabled nether ores (by renaming mod_NetherOres.jar to different file extension). After removing openjdk-6 and installing openjdk-7 and renaming that mod back to a .jar, everything worked (including client). I am sure that I have seen posts related to Mac about getting tekkit server working with Java 7 and client with Java 6 (not sure why Java 7 would break Mac client).
  16. The "Could not get information about this CraftBukkit version..." is apparently normal. But the "Date is not formatted correctly..." seems to be something new that I also see now, but did not see this morning. I have been restarting a local 3.1.2 tekkit server to sort out rsync backup in Essentials plugin.
  17. Do you have 64-bit Windows, and did you manually install 64-bit Java. Regardless, if you give 2 to 3 GB to the server, 2 GB to the client, plus what Windows itself uses, that adds up to more than 4 GB. If your Windows is 32-bit it cannot address more than around 3 GB total. If your Java is 32-bit I am not sure if the 3 GB limit is per process, or total for all running Java processes.
  18. You probably want "Recipe Mode" from "Options" when you press "E" (which I thought should have been the default unless you changed something). Depending which jetpack you have, it likely needs either fuel or electricity (electric one). But I have not used that, I use Swiftwolf ring from EE (which also needs some sort of coal or other fuel with EMC, or a charged Klein Star). But similar to regular minecraft, the first place to look for how things work and answers to questions would be the wiki, http://thetekkit.wikia.com/wiki/The_Tekkit_Wiki
  19. I had that same issue trying to run tekkit 3.1.2 server in Linux with openjdk-6 (which works for minecraft client/server and tekkit client). I changed the file extension of mod_NetherOres.jar to something else (.jar-bu), so it would be ignored, and the server was then able to start and everything else seemed to work fine. From what I hear, that particular mod apparently requires Java 7 for some reason, but I have not tried that or openjdk-7 yet. I have heard people mention that if they upgrade to Java 7 they have trouble running the client in Java 7, but not sure what other mods they have. On a client using openjdk-6 I have no trouble seeing nether ores on a public server where that is working. But I have not actually mined many nether ores, because I just went there for blaze rods, magma creme, netherwarts, and ghast tears. I found plenty of ores in the overworld.
  20. Apparently you are using 32-bit Java which is the default even in 64-bit Windows due to default 32-bit Internet Explorer. If you have 64-bit Win7 (which you should for 4 GB RAM), try manually installing 64-bit Java (which usually resolves out of memory errors). If you do not have 64 bit Windows, try to not run anything else unnecessary at the time and see if assigning 1 GB in technic launcher still has that problem for tekkit. When out of town, I successfully ran tekkit 3.1.2 client using 1 GB on a 2 GB tablet PC. Although, that was in 64-bit Linux which has less overhead than Windows. Not real quick on 1 GHz 2 core cpu, but no operating issues.
  21. I have a musket with bayonet and it automatically repairs when placed in alchemy bag with Talisman of Repair, so I imagine Covalence dust in your personal inventory should repair it just before it breaks. That bag also refreshes diamond blade saws, etc. It will not charge electrical tools though.
  22. A word of advice, never give any script 777 permission because that gives everyone write permission to it. And if someone edits the script without your knowledge and you run it, it could do something nasty in your username. If you want anyone to be able to run it, 755 is typical, or possibly 775 if you want someone else in your group to be able to edit it. Otherwise just used chmod u+x for execute permission for just you, or a+x to give all (everyone) execute permission, without changing write permission. In 64-bit Ubuntu 12.04 (which is debian based) using openjdk-6, all I really needed to do to run tekkit 3.1.2 server was give launch.sh execute permission and run it. However, it gagged on mod_NetherOres.jar. Once I changed the file extension on that mod to .jar-bu so it would be ignored, the server ran fine. Not sure if mod_NetherOres is corrupt (error said it could not read it, but also something about major/minor version issue), or maybe NetherOres is the only thing in tekkit 3.1.2 that requires Java 7 (apparently for quite a few tekkit versions). Vanilla minecraft client and server or tekkit client completely work (including nether ores) with openjdk-6, and tekkit server does too if mod_NetherOres.jar is removed.
  23. Which version of that computer do you have 1 GHz single or dual core, or 1.65 GHz dual core? That is like a netbook or tablet PC CPU. I hope you are not trying to run the client on that same PC at the same time. I have had no trouble running a vanilla minecraft server on AMD 1 GHz 2 core 2 GB tablet PC in 64-bit Linux booted from SD card (other than it occasionally asking if the time changed or if it cannot keep up), but have not tried running tekkit server on it, which is very likely more intensive.
  24. It looks from your pictures like you have glass cable connected to only 2 of the water strainers, which would give you a grand total of 4 EU/t maximum (unless you have cabling for the others hidden underground). You need output cable connected to each and every strainer. I had a cluster of 25 water strainers, 3 of them to an Energy Link to power the pump, and the other 22 producing 44 EU/t (actually 2 clusters producing 88 EU/t).
  25. Sounds like you may have a loop somewhere. Make sure that only the teleport pipes that are receiving energy (or liquids) have Receive true, and that sending pipes have the default Receive false. And make sure that conductive pipes only branch, not loop, or that will short circuit. I don't know if it is possible for someone to figure out your frequency and siphon off your power, but I think they only link up by specific user. How many refineries are you running? 4 redstone engines on a pump (once they get warmed up) can pump more oil than you can refine with a bunch of refineries, so you do not necessarily need electric power for the pumps. One MFSU (with sufficient solar) and energy link can easily power 4 refineries day and night, I think with 5 one of them may turn blue now and then.
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