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danidas

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Everything posted by danidas

  1. I saw that in the wiki but thought it was odd since Z is normally the vertical axis in other games. It looks like they swapped them in minecraft for some reason I guess. http://en.wikipedia.org/wiki/Three-dimensional_space
  2. Destroy the new over land portal that was made than go into the nether and build a platform out over the lava lake. Than destroy the portal in the nether and relocate it onto the platform and it should link up. You only need to make the platform a few blocks over the lake, since each block in the nether is equal to 8 in the over world.
  3. Simple their were no valid locations with in the 16 block radius it checks so it created a portal at the nearest location it could. Which was more than 16 blocks away from where it should of bin in the nether and than when it looked for a return portal it failed to find one with in 128 blocks as you were a few blocks off in the nether. Once it failed to find a portal it created a new one in the over world at the closest location it could based on your nether cords times 8 and with in 16 blocks of that location. Just be glad you did it so far underground in the over world other wise you would of ended up stranded on a floating platform above the lava lake.
  4. If you want to make good one to one portal links the best thing to do is take your over world x and y cords. Than divide them by 8 and place your nether side portal at those cords. This will guarantee a proper link between the two portals that should never connect to another portal other then one above or below your one. The reason this works so well is that every block you travel horizontally in the nether is equal to 8 in the over world and both the nether and over world share the same 0 cords. As for the z cord it rarely matters and can even screw you over if your not careful. Since the game will look for the nearest valid location with in 16 blocks of your nether cords (over word cords divided by 8) along the full 128 block z axis (33 by 33 by 128 area). If it cannot find a valid area than it will create one at the nearest air space to your nether cords and you will often end up with a floating nether portal over a lava lake. As for a valid location it looks for a area big enough to house the portal and has at least one layer of ground around the portal. The game will also hunt for the nearest portal with in a 257 × 257 × 128 tall box volume centered horizontally on destination coordinate when looking for a portal. So if it fails to find one it will create a new one, which happens most often if the portal it created was at or beyond the max distance it can create one. All this info is from - http://www.minecraftwiki.net/wiki/Nether_portal
  5. Don't forget about the trip wires and the ender chest that they are adding. Grant it we already have player detecting items in a few of the mods as well as the ender chest mod. However I can see many uses for these two items as they are only similar to the mod items while working in their own special way. Trip wires will create a red stone signal when anything touches the wire. So they can be used for auto activating a teleporter or even a door as well as many other uses. Grant it the trip wire hooks are very ugly and hard to hide. Ender chests will create a linked inventory that is only accessible by you like alchemy bags but in chest formate. So they can be used for secure item transportation unlike teleport pipes and the chests in the ender chest mod. As all someone has to do is copy your frequency or chest color combo to steal your items. However I for see a lot of issues with pumping items into them and pulling items out due to the inventory being linked to the player. Now that is out of the way the main thing I'm looking forward to is how easy XP will be to farm as well as the improved enchanting system. As I personally enjoy using enchanted armor and tools over many of the mod items. Especially the amazing picks with fortune 3, unbreaking 3, and efficiency 4 to 5 that not only mine insanely fast and last very long. But also more than double your yield form diamonds, redstone, coal, and most other resources that cannot be macerated. Now when combined with a silk touch pick you get a amazing combo that allows you to store these resources in ore form to mine later. Which frees up inventory room to allow you to mine more per trip.
  6. Yep, we tend to be very hostile toward people who put very little effort into their posts. As well as those that prove themselves to be too stupid to post here (just look in the whale box). Don't get me wrong we have nothing against newbies as we all were one at some point and most of us have no problem helping out. It is just the idiots that post nothing but 0 effort garbage over and over that we try to avoid. As for the forestry IRC I'm surprised you were not instantly baned the second you mentioned technic. Since as Beer pointed their is a ton of drama surrounding the whole forestry/technic issue and a very large amount of hate still floating around. Since your new - http://forums.technicpack.net/threads/tekkit-3-help-adding-forestry.9513/#post-74134 13th post
  7. No but you will not be able to use the latest forestry version I think as it needs a newer forge than than that is in tekkit. Their is nothing stopping you from doing it and if you search the forums many others have posted info on how to do it. Here is a hint rename the forestry zip to start with a z or other letter after I as it needs to load after IC2. As for version, since you were too lazy to search than I mite as well follow your example.
  8. danidas

    Water mills?

    I normally do the same thing as milcondoin and stick to the basic generator until I can get solar or another energy source. I tried water mills in the past but never really used them much after I got established. Also I have bad memories from when I tried to use them manually.
  9. danidas

    Water mills?

    Unmanned water mills are not really worth it unless you build a lot of them and even then it is not really practical. In fact the only time it is practical is if solar/wind is not available and you need a passive energy source. However even then they are better used for the auto water mill system that uses redpower to automate them with a never ending loop of filled buckets.
  10. danidas

    Water mills?

    By voltmeter I hope you mean the EU detector from IC2 and not the voltmeter from redpower 2 as they are totally different. For a water mill to output passive energy it needs to be surrounded with water on all sides other than one for the cable. Also you need water source blocks and flowing water doesn't count. Another item to note is that the EU output is lower than 1 EU/t so it is very hard to detect and equally hard to power anything. In fact last time I checked it was 0.1 EU/t per water block with in a 3x3x3 cube with the water mill in the center.
  11. The beta SMP version they are testing comes with a array of new logic gates that act both as gates and engines. So you will no longer need to use redstone engines to power wood pipes allowing for even more compact setups. They also have a new hopper, which has a limited internal storage space and will feed items into a attached machine as needed. So you will now have a tool to help combat item leaks when trying to pump things into a full or near full inventory. Another cool thing is that the crazy forestry dev is adding his awesome new user interface system to build craft. Which will allow the user interfaces to display warnings as well as other cool info. Including how much energy a engine is producing and its current heat level. Also in the case of other machines if they are missing something needed to run like build craft energy or how quick they are running. I personally cannot wait for SMP logistic pipes but it will be awhile before we see that due to how complex that mod is. So it will have to wait to minecraft 1.3 when SSP will be merged with SMP.
  12. Their is a beta version of build craft 3 for SMP but it has yet to be released. If you watch direwolf's server lets play series he is playing with a bunch of the mod devs on a specially modded server. That is loaded with beta versions of their mods that they are testing and giving sneak previews of. For the time being we are stuck with build craft 2 and I'm sure that the tekkit devs will include it as soon as they can get a stable SMP bukkit port of it.
  13. It is over rated as it tends over compact and over simplify the red stone making it less impressive at times. Why build a complex logic circuit when you can just make a single block to serve its function. Don't get me wrong I love red power and find it to be awesome. However I tend to find traditional red stone setups or even hybrids of the 2 more impressive.
  14. That is a cool design, I take it the bottom row is for seeds, middle for bonemeal, and top row is the block breakers to harvest. Which mean the wall slowly moves up and down planting, growing, and harvesting away as it goes. Nice wiring as well and I like your use of the traditional red stone as red power is over rated some times.
  15. Now that forestry is gone the best thing to do is to look up how to build mob system. Since your going to need a ton of bone meal for most of the efficient designs. Either find a skeleton spawner to convert to a mob trap or build a traditional dark room and find a way to deal with the other drops or use EE2 if your lazy. But if you had EE2 at your disposal than you would not need a farm since a condenser and collector will take care of your farming needs. Along with bones you will also want to get a ton of spider eyes to make weedx if you ever want to play with IC2 crops. Which I recommend as it is far more rewarding then normal farming and can be used for all your non-standard crops. However it is a lot harder to automate and is purely luck based with what you get out of it for your hard work. As for tree farms the best way would be to build a frame system to harvest them for you. Which for it to be efficient you will need a ton of bone meal to quickly grow the trees.
  16. danidas

    Forestry

    If you haven't - He is adding a machine that will make different vacuum tubes that will now be required to make most of the other machines. As well as being used to craft circuit boards that will act as upgrades for the electric engines. Not only that he is adding a whole new mail/trade station system designed for SMP that looks awesome. Also check out Direwolf20's new server lets play series, as he is playing with a large amount of the mod developers on a server loaded with beta versions of their mods. Which they are testing and previewing while talking on teamspeak. So far it looks like it is the devs from mystcraft, buildcraft/forestry/logistic pipes, enderchest, EE, and I think a few others as well as a few of their friends/fellow youtubers. As for beta mods they are using a special SMP version of both mystcraft and build craft 3 as well as forestry and a few others. Which they are giving advance previews of as they work out the bugs for all the new features they are adding. You even get to hear the EE2 dev admit that his mod is horrible for SMP which is why they are not using it. However he hints that EE3 may be on the server once he has it complete enough to test. Which will be designed to be far more balanced in SMP and to fix the issue of being over powered.
  17. Slimes will spawn anywhere that is at least 2 blocks tall by one block wide which is below level 40 in a slime chunk. Also note that this is for the little harm less slimes and possibly the next size up as the bigger ones need a bigger area to spawn. You can prevent slimes from spawning with half slabs by lining any walk ways with them. Also you can place half slabs right above rails to block mob spawning. However if you do that your head will be in the slabs while riding the rails but thanks to a bug you will not suffocate or even see the slabs. But it will make it very hard to leave the cart or interact with the world around you while riding the rails.
  18. They update all the mods to newer versions while removing a few and adding others. If you look at the tekkit page it lists the mods and their versions with helpful links to the mods page. Where you can read over their change logs to find out what has changed.
  19. The recipe may look the same but is different, the REther Pear takes a ender peral in the middle and the Philosopher Stone takes a diamond in the middle.
  20. The dupe glitch with the redmatter furnace is real and has to do with putting items into a certain slot on it. As for the alchemical chest dupe that is also real but requires 2 people to pull off last time i checked. In addition their was a dupe glitch with the void ring and black hole band which was discussed here in the past but i do not know the details of it.
  21. Forestry is closed source and protected by copy right claims. Also Sengir is not too happy about technic/tekkit and basically hates the devs. What part of inserting code to attack technic gives you the idea that he would be willing to do anything to help us. In addition, most of us including the devs are completely fed up with this whole forestry thing and have already moved on. So accept that forestry is gone for good and find other ways to do things. For example replace your build craft quarry with a redpower frame quarry, which tend to work faster and more efficiently than the old school build craft ones.
  22. If your using the latest dev build of technic than it is not possible to get one. As EE2 was removed from that build for testing. Before you panic it looks like EE2 may return in later builds. Also TMI is not part of technic or tekkit since we use NEI instead.
  23. It will only work if you enable it in the config file for the mod.
  24. Its disabled in SSP and SMP unless you enable it in the config file or give it to yourself with creative mode. It was disabled by the mod author due to how over powered the chest would be in normal play. As the main purpose of it was for adventure type maps or other specialty type maps. The issue with SMP is that the chest dose not work as any item beyond the first page is deleted when you close the chest or destroy it. As for the mod, the latest version of tubestuff that will be in a future version of tekkit 3 comes with even more items like the blackhole chest. For example their is the duplicator that will freely provide a unlimited amount of any item you place in it. Which cannot be crafted and is designed for use in vending machines. He also added a incinerator which will destroy anything piped into it that can be crafted.
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