Jump to content

danidas

Members
  • Posts

    427
  • Joined

  • Last visited

Everything posted by danidas

  1. That is what the totems of dusk are for as i figure they will counter any totems of the dawn that they may have.
  2. I fully agree with this and hope that it will become a SMP mod in the future to be added to the tekkit pack. How ever it is not with out its own issues, namely the griefing potential of taint and a few of its power items. Just imagine flooding a persons base with totems of dusk and taint generators, oh the possibilities.
  3. Sorry for the typo no matter how hard I proof read a post I always slip one or two in somewhere. I blame my poor english skills which I've struggled with most of my life and have been trying to improve. As for my suggestions those were purely examples based on the common complaints against EE that I've seen and are not based on my personal opinions. Personally I like EE just the way it is now but I only play on a small 5 person family/close friends server where we mainly self regulate it. But from what I've seen already I can fully understand the mess it can cause on a larger server. Which is why I strongly support that it is up to the server operator and its users to balance it as they see fit.
  4. To me the only way to ever settle the debate over EE would be if the mod underwent major changes to its SMP version to make it fully customizable. In such a way that server operators could not only adjust the emc values of items but also what can be transmuted and how. For example having the option to disable the emc values from almost all vanilla items to force people to gather their resources via other means. As well as the ability to increase or decrease the costs of its power items to better balance around the servers goals. More importantly would be the ability to adjust its power items and their special abilities. For example increasing the cost of using swithwolf's flight ability to more closely balance it to IC2's jet packs unless you have a high tier charged star. As well as the ability to disable item powers on a per power basis instead of having to disable the full item due to a bugged or OP ability. For example disabling the volcanite amulet ability to produce lava or the ring of ignitions fire balls. As well as the philosopher's stone's ability to transmute things directly or limit the max charge levels on the tools to reduce their power. Just to be clear I am not asking anyone to balance the mod nor do i wish to force them to. All i would like to see is the ability to do so to be added to the mod in a easy to do manor. So that the balancing will be up to the server operators and those using the mod. As currently the only way to balance it is disabling large parts of the mod for the sack of a few issues it presents. However I know full well that this will never happen and I'm fine with that.
  5. Do to the way the system works it is impossible to make a guide for it as it is mostly random. By cross breeding wheat you can get any thing from melons to sugarcane or if your lucky one of the many other plants IC2 adds. The main thing to do is always make sure your plants are hydrated with the hydro cells and have fertilizer. As well as using weedx to prevent weeds from forming and taking over your plants. Basic cross breeding arrangement is a 3x3 area of tilled dirt with water in the middle and your plants in the corners. Once they are fully grown place double chop stick cross breeders between each of the plants and cross your fingers. Now that we have the crop-matron place one a block above the water in middle while suppling it with plant care products and power. Also make sure to have a handy cropnalyzer to find out what your producing and the stats of the plants. Other than that always make sure to never walk on the plants and avoid left clicking them unless you want to get their seeds.
  6. Am I right to assume that the issue of the nether unloading with out a player is no longer a issue with the new chunk loading code. Since if that is right then that opens the door to this type of thing but if not then it will only work if a player is in the nether.
  7. The teleport tethers are suppose to work the same as the anchors now since they both use forge's new chunk loading system. But it appears that the tethers are bugged currently and their for are not working right. To me the tethers are better as you have the F9 feature with them but with rei's mini map you can just show the chunk grid.
  8. Try installing a few chunk loaders to keep things active as it looks like it is unloading the chunk before the button pops out. Or install a delay with a few repeaters and other redpower logic so it will not instantly teleport you until the button pops back out.
  9. The forums work fine with the mobile version of firefox for android which has its own version of the adblock pro addon. So much better to be able to browse sites with out ads getting in the way on your phone.
  10. If I'm not mistaken you can turn off the energy link by providing it with a redstone signal. Judging by what I've seen it is not a good idea to just power one machine with a energy link. As it will always produce more build craft energy then that machine can take while eating every bit of EU it can. It seems that it would be best used in your base to power a conductive pipe network with power transport pipes to your out of base machines. Since it just seems horribly inefficient to deploy out in the field to me.
  11. All tekkit is, is a bunch of mods that been duct taped together to from a functional mod pack. Their is little to no code from the tekkit devs involved beyond adjusting a few config files to play nice. Where the devs code comes into play is the technic launcher that installs the mod pack. If you want to see how the mods that were included work than you would have to deal with the mod authors who have nothing to do with tekkit or this site.
  12. The main issue is ensuring that everyone who is going to use your server has the client side mod installed and setup correctly. Other wise they will not be able to connect to your server and this only gets harder as the server population increases. Beyond that their is nothing preventing you from adding more mods to your server other then the limits of minecraft and any potential compatibility issues.
  13. This is a issue that was reported already in the bug forums, once the server is restarted you will be able to craft normally.
  14. Last I heard Mo creatures bukkit port is still unstable and due to that it does not live up to the stability standards for tekkit. Also you are not the first one to ask about this mod and if you look around their are already a ton of threads about this. Some even have comments from the devs pointing out why they did not include it. Which is why what you said was stupid since a few min with the search tool would have made it very clear that your separate thread was not needed.
  15. I've found that the best way to start is to go down the industry craft path first and get a macerator as soon as possible while avoiding smelting un-needed ores. Since the macerator will double your yield from each ore you get and once you have it the next step is to get a extractor to triple your yield of rubber. For info see this - http://wiki.industrial-craft.net/index.php?title=Tutorial:First_Steps
  16. Their are other ways to get them with the pack but the easiest my be to go mine shaft raiding. Other than that you have a random chance of getting melons by cross breeding plants with IC2's crop system. As well as a wide array of other plants but the system is purely random and may take awhile to get what you want from it.
  17. You can use 2 mark 3 charging benches to charge and discharge Lapotron crystals. If you supply a redstone signal to a charging bench it will discharge power like a batbox allowing you to supply power form it. In order to transport the crystals you can either use ender chests or build craft with the item teleport pipes. Pros -Very cheap and quick to setup -Near instantaneous energy transportation Cons -Having to figure out how to setup the needed timing logic to automate it -No where near as awesome as a high speed train full of MFSU carts
  18. You can use Liquid Redstone Transport Pipes from additional pipes to detect when a tank is empty as the pipe emits a redstone signal when it has liquid traveling thought it. Which will allow you to setup a system to turn on the refinery when the output tank is empty or when the input has liquid. Another idea would be to have your output pumped into a small tank that is then pumped into a bigger one with the redstone pipe between them. When the little tank is drained it will stop sending liquid to the other tank queuing your system to refill it with a bit of red power logic.
  19. Now you can replace the obvious laser with a less obvious trip wire.
  20. Problem is that you need build craft 3 for logic gates which is not part of tekkit due to no SMP support. As for the OP's issue I doubt their is a way to do it in tekkit beyond doing it manually.
  21. It is still a bit buggy in certain areas but is fully playable in its current state. It appears they are waiting for it prove to be stable enough before bumping it a recommended build. But for now it is as the poster above mentioned a open beta.
  22. Just be ready to generate new chunks in order to get all the new resources added by the many mods with in tekkit. Beyond that you should not have too many issues as tekkit is bukkit based and all you may need to do is to take extra care with permissions/locking down things. Since the pack has a greater amount of griefing potential than normal minecraft due to the wide array of mod items.
  23. According to the author of Thaumcraft we will not be getting a SMP version until the mod api is releases and he only has to code one version of the mod. Currently to support SMP mod makers need to make 2 separate versions of their mod due to how SMP is coded and a lot of mod makers are not willing to do so. In addition it does not matter if their is a SMP version of a mod since Tekkit uses the Bukkit server instead of the default minecraft one. So any mod will also need a stable bukkit port to even be considered for the pack. Which the pack already has all the mods with a stable bukkit port that are worth using included with in it.
  24. If you hit alt it will do that and if you hit it again the issue will go away.
  25. That mod is for build craft 3 which is not designed for use in SMP yet. Which is why tekkit is still using build craft 2 as it supports SMP.
×
×
  • Create New...