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Zemerick

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Everything posted by Zemerick

  1. Interesting. I was just using mine and had a second DM Furnace appear when I went to upgrade it to RM. I later had it happen with a quarry and 1 out of 3 steam engines. I figured it was just an oddity with excess EMC in my Gem of Eternal Density. ( I am using the server plugin to give more items EMC values, and do have values for the Quarry and Steam Engine. ) I tried to duplicate this occurrence with my RM furnace but was unable to. ( I made sure to have emptied and turned off my GoED. Then repeatedly tried placing and picking up the RM Furnace. ) I was using a Dark Matter Pickaxe in all occasions. It's possible what I saw is the same, though it could still be something else. Tekkit 3.1.2 SMP Client: 64-bit Windows 7 with Java 1.7 Update 7. Only modification from stock Tekkit is the aforementioned Plugin to configure EMC values which it sounds like OP does not have.
  2. Psst: When complaining about another persons grammar and spelling, you should check yours. Anyways: I just checked a quick single player world I have and it says it has nearly 3 gigs available to it. ( I have Tekkit set for 4 gigs in the launcher, though it probably starts at like 2 and increases up to a max of that. ) However, in the quick check I never got above an actual used RAM of 650MB, so I can't confirm right off hand that it actually using the full amount. OP: Would you happen to have a video card with 512MB of video RAM? That is indeed a very round number ( for computers ) suggesting you are only running 32-bit. In fact, just to be sure, your OS is 64-bit correct?
  3. Ah, I didn't know you were actually considering doing it yourself. That changes the complexity issues to: Doesn't really matter as it's your own problem to deal with:) Anyways, that's a bit hard to say without actually knowing the exact implementation. I was speaking in general, because you are giving the system power to change. Without very careful control, it is possible for that system to get into a state that you didn't anticipate. Typically, the more likely scenarios usually make the system useless, rather than exploitable though. The most likely issues would arise from potential errors in the formulas and how rounding would be handled. Over time, even very rare very small rounding errors can compound. So, to help avoid this, I recommend using as little division ( or multiplication by a decimal ) wherever possible. Try to stick to addition and subtraction of integers to avoid rounding errors. It would also help to increase the base EMC value here as well. IE: Cobblestone being 10 or even 100 instead of 1. This both makes it more flexible for what division or multiplication you might need, but it also means individual changes of 1, and by extension any off-by-1 errors, will have less impact on the system. If you want to email me so we don't derail this thread, you can. My email is [email protected] If I find some time I might even try mixing up a bit of a starting formula for this. It could be interesting. Have you decided what range of EMC materials to include in this? There are quite a few items in total in Tekkit, which could take quite awhile to add in. Perhaps start with just the base raw resources? Finally, for crafted items, are you planning on keeping the items separate, or having the price of the base materials affect the price of the crafted item? This could get very complicated, very fast.
  4. I never said anything about having a flawless economy. I was talking about being satisfied. Satisfaction is entirely opinion based. Notice how plenty of people are actually satisfied with the default values. Others can be quite satisfied with their own values. I also never mentioned 30 or so other people:) Perhaps I didn't explain that clearly enough. That would NOT work. The value is 32, the same as the wood. The 34 is ONLY used for the cost of creating it in a condenser/transmutation tablet. A dynamic system is also substantially more difficult to create, maintain, and could easily get out of control and have undesired/unintended effects. A dynamic system across the large number of items in Tekkit could easily become a chaotic system. Not quite as easy as creative, but yea...once you get set up and rolling it's pretty much free reign.
  5. First: The plugin IS very easy to use. Been toying around with it. You drop 3 files into one of your servers jars, and run the server. It creates a config file in the usual config folder. Quick editing of it works like a charm. ( Though EMC values are not displayed as that's handled client side. Will check if I can just drop the same class files into an appropriate jar on client to see those EMCs later. Still working out the numbers I want for the items. ) Also, why would someone who can put in their own EMC values necessarily not be satisfied? Sure, some people won't be happy with their own work...but plenty would be. Myself included so far. More importantly though is that there is just a lot of Tekkit that has no EMC value at all. This is a fairly easy fix. Once I get my config a bit better I will post it here and we can probably work as a community to create a solid base config for Tekkit so people don't have to handle the hundreds of items themselves. Anyways, I've been thinking about EE and the issues it causes. Namely, IMHO, it just converts TOO easily. I love it, and will always use it...but I do wish it wasn't a perfect system. If the Cost and Value of items were separate values it would make a world of difference. So, cobblestone could cost say 1 EMC to make, but has a value of 0. I would kinda hate for something to be of 0 value though, so I was also thinking of multiplying all EMC values by 10. So, Cobblestone could have a cost of 10 and value of 9 or something. This would easily enable another level: For more complex crafting like we see in IC2/BC/etc. such as HV Solar Arrays, this system would allow there to easily be a cost of production without making an infinite supply of EMC. A simple example would be the Crafting Table. It takes 4 wood blocks of 8 EMC to make, and so it currently has a cost/value of 32. However, there should be a certain cost for the effort it takes to craft it. So, it could have a cost of 34 but keep the value of its base materials of 32 preventing any exploits. This would remove the Energy Condenser from the be all end all mass production tool, and simply make it the tool if you have excess ( which would then remove some of that excess ) or speed at a cost. Well, Energy Collectors would still need some tweaking as well obviously...but that's outside of this topic really. ( Ok, this post is pretty borderline as well...but thats the direction the topic took pretty quick. )
  6. I hate to tell you, but there was a reason Crafting Table 3 was removed from Tekkit: It was too problematic. So, if you can't manage to even install it yourself, it is extremely likely to cause too many problems to be worth. Maybe the next version of Tekkit will be able to include the latest version of CT3, but not right now. Forestry will also prove relatively difficult to get it working fully. If you are getting stuck at "How do I install it?" then it's probably not for you.
  7. I see the confusion. I forgot which one it was, but one of the mods was posting a message about updating at log in. It is NOT Tekkit. After I think it was 3 times, the message went away and will not return until a new version of the mod is out. OP: Next time you may want to take a bit longer to read the message, and work to state things a little clearer. One sentence is rarely enough for anyone to help you. When you receive a message, it is always best to post the message/error in its entirety. This is why you are having problems. Anyways, just ignore it for now. When Tekkit next gets updated, it will include a newer version of the mod in question. You could possibly install the updated version yourself, but there are likely to be issues that you would need to fix yourself.
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