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mynd

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Posts posted by mynd

  1. We're all very aware that multiple mods in tekkit produce copper tin and silver. Perhaps others too, it's pretty ridiculous.

    By default, thermal expansion is the only mod generating these ores in worldgen, great, but how can we mitigate the problems with the ingots? There seems to be multiple ingots, some of which are found from random chests, but other that can be crafted by making ore blocks with 9 ingots and breaking them, or breaking them down into nuggets and recreating them.

    Looking for options, I just want one ingot type, preferably from thermal expansion that is generating these ores, to be recoverable after making ingot blocks, or by breaking them down into nuggets and re-crafting them. It's pretty annoying have all these types.

  2. I've operated a Tekkit 1.2.5 server for awhile and am now setting up tekkit lite.

    Going through the configs, I noticed copper and tin are set to false in world generation in IC2.cfg and am wondering why this is?

    I've also noticed that generation of these is also disabled in the redpower.cfg in addition to silver (set to =0)?

    Are there any other concerns similar to this that I should be aware of from tekkit classic?

  3. I do hope to see an update for 1.4 myself as I was definitely sad face that 1.3.2 was not supported when I started my tekkit server. Updates and progress reports would be nice, but from my experience, nothing calms the type of people that feel entitled.

  4. That is EXTRAORDINARILY unlikely. Eloraam would have had to go out of her way to specifically include "special" rubber log or leaf blocks, hidden within every rubber tree, with additional metadata that not other blocks have, specifically to make the game able to know when "a rubber tree was cut down." This would be hours of coding, with no apparent benefit coming from all of that effort. Why? Also, it would introduce tons of unnecessary headaches for people making plugins like WorldEdit to have to decipher and transfer that information over in save files.

    However, if you well and truly believe in your heart of hearts that this is what is going on, then you can confirm 100% if it is true or not without any experimenting. Simply load up a world file with RP2 rubber trees in it with an NBT viewer/editor/java library, and look and see if rubber trees have any special metadata beyond block ID and data value. Anything that could store the game's knowledge of what counts as "a distinct rubber tree." If such data exists, then you might be right. If it doesn't (if every log and leaf of every rubber tree has the same data stored as every other log and leaf of every other tree), then you are definitely not right, because the game would have know way of knowing when/if any tree was cut down.

    I don't mind if my theory is wrong, I really just want to get to the bottom of this.

    Took me a week and a half to get all 4 of the ones in my yard to grow. Since they grow so slowly, everyone notices when they sprout up. That's how we started nailing down the timeline that one grew when another was chopped down. Confirmation from others on this would be very useful. I thought about de-compiling the code and looking at it...

    Another thought about the way the trees are counted, maybe the data is part of the seed info. I can't begin to guess how it would tell one is cut down, but the limit itself could be determined by the seed. As a chunk is generated, the seed will always have the same number of jungle rubber trees there from game to game of the same seed.

  5. I've looked all over the place for info on these trees. The general info I've found (found to be inaccurate) suggests it takes 1-6 hours and a 20 block radius around the tree to grow; this is all bullocks.

    A 20 block radius helps you grow a FULL TREE, but isn't necessary for the growth as we have several players on my server growing them about 10 blocks apart. Additionally, sometimes it takes days, even with world anchors and extensive player activity around the saplings.

    Theories:

    We are beginning to believe that jungle rubber trees ONLY grow when another somewhere is cut down. We believe that there is some kind of limit determined by rendered jungle chunks where these trees grow naturally.

    How we've reached this conclusion: Person A, B, and C have planted saplings. A got hers from the jungle after chopping down a tree and planted first, then shared with B and C that planted afterwards. Tree A grew for person A but not for persons B and C. Person A cut their tree down and person B's grew. B's was cut down and then C's. Once C was down another tree grew for B as A hadn't planted anymore.

    This took place over the course of a week, timings are not precise, but there have been a lot of stories that seem to support this theory. 3 days ago or so a massive number of jungle rubber trees were taken down in a jungle biome, and a day or two later, 9 sprouted near another one of our players.

    Then again, this could all be extremely coincidental. We are trying to do some controlled experiments, but it's taking a lot of time.

    I beseech the community for some info and other experiences about these trees. I'm really surprised there is nothing concrete, and what info does exist, seems to be inaccurate.

    Technical info: Running Tekkit for 1.2.5 with Safe Creeper plugin added and EE is disabled, server is a 20 slot with 1024mb of memory hosted by nfoservers.com.

    I am talking about RedPower Jungle Rubber Trees. The giant ones:

    2012-10-26_150117.png

  6. I am running a Tekkit server.

    I see everywhere how to lower blast radius of a nuke, how to make it un-craftable, both within the IC2.cfg on the server, but really, tekkit disables their explosion damage by default, so where do I enable them again? I play with a trusted group of people on a white-list only server.

    I can't believe how frustrating it's been to try and find this :/

    Thanks for your help.

    RESOLVED: Safe creeper plugin was blocking the block damage.

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