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danidas

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Everything posted by danidas

  1. Just wondering are you using the bukkit ports of the mods or are you trying to use the normal SMP/client side versions. As you need to use the bukkit versions of the mods for the server, while the client uses the normal ones.
  2. Well most of those items are not based on the seed and only the terrain is based on the seed normally. Also I just checked the Rei's mini map thread and their is no mention of the slime chunk display being disabled. Only that it is currently bugged in SMP unless the server admin provides the seed.
  3. Boom goes the cart and you. A trick could be to put half slabs above the rails so that as your riding the rails your characters head will be inside the slabs. Due to a minecraft bug you will not suffocate and the slabs will appear invisible to you while riding the rails. This is a trick I see used most often in the nether to block pigmen from getting in the way of mine carts. Now if slabs are not your thing, iron bars/fences and a few other blocks will work as well as long as they do not count as a full block. Looking at the minecraft wiki it appears that slimes of all sizes require at least a 2 block tall space to spawn same as all the other mobs. Which means that it would not be hard to setup a fully safe under ground rail way using half slabs above the rails and for a maintenance walkway. Only issue is securing the stations and going up/down hill but if I'm not mistaken you have to slow the high speed carts down to normal speed in those situations.
  4. Just line the floor of the tunnel with half slabs and the slimes will not spawn. Only issue is dealing with the tracks as i think the little slimes can spawn on them. However they only spawn at level 40 and below so if you stay above that level their will be no slimes.
  5. Looks like the 1.96 update for IC2 would be another good one to get and would fix a lot of issues with the mod in SMP. For example he finally fixed jet packs as well as a lot of other bugs/annoyances and even rebalanced a few things. http://wiki.industrial-craft.net/index.php?title=Updates#v1.96.C2.A0.28IC.C2.B2.29 How ever I would personally prefer to wait for the tekkit devs to do the update, since a manual update can and will cause more problems then it is worth.
  6. Thankfully that is exactly what the devs builds are for.
  7. Build craft was created by Spacetoad and is released via a open source license that allows you to freely use it with very few limits. Now forestry on the other hand is closed source and protected by copy right claims designed to limit your abilty to use it beyond what is intended by its creator. One of these limits is that the mod cannot be included in a mod pack with out its creators consent. Which the technic devs violated by including his mod with out first getting his consent to do so. This is what pissed him off and is why he refused to acknowledge technic or its devs, including their attempts to get permission from him after the mod pack went public. Now instead of asking for it to be removed like a sane person he instead decided to take matters into his own hands. Which led to him adding malicious code designed to target technic and force the devs to remove his mod. Unfortunately due to the fact that the technic devs violated his use policy he was well with in his rights to do this even thou it was rather crazy/over kill. Especially when you consided that from what I've seen of the technic devs they would of removed it, if he would of kindly asked them to in the first place. As for build craft, yes it is true that Sengir is one of the two devs that took over the project after Spacetoad retired along with Krapht. But thankfully Krapht who is known for his logistics pipes mod is far more sane/friendly toward technic. So the chances of anything bad happening is rather low.
  8. Just mod a dispenser to look like a chest and set it up to activate when clicked with a never ending supply of mob eggs. I can see the new ender chests being a pain for server operators as I bet they will have the same issues as EE bags. Where the inventories are tied to a player making it very hard for the server operator to look inside another players chests to spot a cheater. On the other hand this also adds the benefit of acting as a personal safe to store all your valuables from prying eyes while allowing you to access it anywhere. Which is far better then the personal safes in IC2 and would work on servers with out EE enabled.
  9. The code was disabled/removed from the mod so it is suppose to work in tekkit now if you manually install it. That is after you rename it to ensure it loads after IC2 and do any of the other adjustments that may be needed for block ids, etc. As for the malicious code it was only in one to two versions of forestry and was removed in version 1.4.4.1, so all future versions should be fine to use. The issue is that he can add the code back in with any update.
  10. It was not the tekkit devs choice to remove it as they were forced to do so by the mods author. Who is extremely against technic/tekkit since they never got his consent to include his mod in the pack at first. His hatred is to such a extent that he added code to the mod which detects if it was installed by the technic launcher and destroyed your world if it found it. The code basically made the whole bee system go crazy with exploding bees and other horrible things. This was not a unintended bug or anything else as the code literally targeted the launcher by name. Due to this his mod was officially black listed from all things technic and will never be a part of technic/tekkit again. Since the mod was removed from the pack and the code served its purpose he removed it so the mod is now safe to manually install. How ever he can re-add the code at any time in new versions of the mod so it cannot be fully trusted, so use it at your own risk basically.
  11. The energy link is part of power converters which only works with build craft 2 which is the current/only SMP version of build craft. Technic uses build craft 3 which is SSP only so it is not possible to have power converts.
  12. Looking at the patch notes for minecraft it would appear that being able to see the seed with F3 was a bug in SMP. They fixed it in 1.2.4, so that it will no longer be displayed if the seed was unknown. No clue how to make it known, maybe a setting in a config file. Got to love Mojan's way of doing things.
  13. According to the minecraft wiki, nothing changed with slime spawning behavior. So it is still using the same old formula to create the slime chunks. Which means that all you need is the world seed and you should be able to find them with one of the many slime finder tools. It looks like it is a bug/feature issue that is preventing the map from showing them in SMP. Either something the minecraft devs did or something from tekkit.
  14. Those would need to be fixed by the EE dev or at least the person who ported it to bukkit.
  15. The forestry dev really hates the fact that his mod was included in technic/tekkit as it was originally added with out his consent. Which is something that a portion of the minecraft mod community is strongly against. Now Instead of asking for it to be removed or communicating to the technic devs in any way he decided to take matters into his own hands. Which led to him adding code to detect if his mod was installed by the technic launcher and enabled a nasty bit of code to destroy your worlds.This prompted the technic devs to remove his mod from the pack for good as it can not be trusted. Since then he removed the nasty code from the mod and appears content for the time being to allow his mod to be manually installed. P.S. I really need to start copy and pasting this.
  16. You can do it with mcedit if you download the map. Their is a option to select a area and remove all the floating items contained with in. A similar incident happened to the server I play on and we were able to fix it that way. The issue was that someone built a EE powered ice gen to cool their SUC reactor and it over flowed big time. Just a warning thou as we ran into a issue where all the build craft pipes disappeared form our world. But I am not sure if that is from mcedit or from opening the world in ssp tekkit to make sure the machine/reactor was disabled. As we wanted to make sure it would work before uploading the large map back to the server. Thankfully none of us really did much with build craft at the time since the server was still very young. Just make sure to have a back up before going anything.
  17. That is correct, they were from forestry and were one of the best items from it. Thankfully we have the energy link from power converters so it is not as bad to loss them. Also we now have fewer items to worry about powering with build craft energy with out all the farms/machines of forestry.
  18. Plus excessive use of too many solar panels is linked to all sorts of nasty things, like poor server performance and lag. So having the higher tier solar arrays is very good for the health and well being of your server. Also have you ever made a HV solar array the hard way? It takes a insane amount of resources to make the 512 solar panels that are needed plus the transformers to a lessor extent.
  19. See this - http://forums.technicpack.net/threads/nei-server-mod-permission-check-exploit-fix.11032/ People can tweak their client side NEI so that it will ignore the server side permissions.
  20. Also see this thread on how to convert your tekkit 2 map to tekkit 3. http://forums.technicpack.net/threads/so-you-want-to-convert-your-world-to-tekkit-3-0.9492/ It works like a charm.
  21. It will never be part of tekkit or technic ever again and this question has been answered in close to a hundred threads now. The author of the mod made it very clear that he does not want it in the mod pack by adding code to it to destroy the world of any one who used it with technic or tekkit. After that the mod is offically black listed from ever being in the mod pack no matter if the evil code was removed.
  22. The latest version is very buggy and does not live up the tekkit dev's standards so it did not make the cut. Which is why it was removed from the modpack and may or may not return in the future.
  23. Here are the patch notes or at least the current mod list for tekkit 3. http://www.technicpack.net/tekkit/ For the patch notes you will need to look at the change logs for each of the mods that make up the pack. Their are a lot of cool items like the new godly frames and computer in red power or the ability to make beer in industry craft. A lot of the mods underwent quite a lot of improvements and bug fixes between tekkit 2 and 3 so even with out forestry it is worth it. We also have a few new ones that allow you to better control the reactors in industry craft or link redpower and build craft in new ways.
  24. In about 50 threads all over the forums as well as on the front page of the site for awhile - http://www.technicpack.net/a-note-on-forestry/ It is also no longer listed on the tekkit mod list - http://www.technicpack.net/tekkit/ Basics are that the creator of the mod decided he no longer wanted it in technic or tekkit and went to extreme measures to have it removed. Before you ask, it will never be added back no matter what due to said extreme measures. Learn to use the energy links in power converters to power your quarries.
  25. You can always make a system to use redpower pumps to gather the lave. Then use a deployer with buckets that then feeds them to a ender chest. Which in turn feeds into a another deployer that places the lava in front of yet another deployer which is full of lava cells. But that would be crazy and very hard to setup due to the timings involved. I understand your focus on the cells as they stack where buckets do not and their for will work better for transferring large amounts of lava to the over world. If you place a IC2 pump on top of a tank i think you used to be able to use it to fill cells from what ever is in the tank. But I've never tested that my self, now that the chunk loaders work across dimensions I'll have to play with it.
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