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danidas

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Everything posted by danidas

  1. That would be technic 6 which is very outdated, the devs are working on technic 7 that will not have forestry. Basically technic 6 is from before the whole forestry thing started and is why it still has it. As for your second post, technic 6 is currently the default recommended build as technic 7 still needs some work. Once technic 7 is ready for release it will become the default recommended build but for now it is listed as a unstable dev build. It is also true that the forestry in technic 6 is being used against the authors wishes and is part of the reason for him going crazy.
  2. Another suggestion would be to setup a cobble gen or quarry to feed cobble/dirt/gravel into a series of recyclers to get as much scrape as possible. Which you can feed into your mass fab to greatly reduce the energy and time needed to make UU-matter. Just be careful to take precautions to handle any over flows or block spills as they will produce massive amounts of lag.
  3. The only way to fix this would be configuring the nocheat plugin to ignore build crafts fake player and allow it to cheat. Otherwise their is nothing that you could do about it as build craft is considered a separate player. So it dose not matter if your using a cheat client or not, the server operator still needs to fix the issue. Personally I am not aware of how one would go about allowing build craft to cheat or if it would be possible. Their is the option of Oping build craft but that may cause issues with other protection plugins and may not even fix the issue. This is also why it is strongly not recommended to use anti cheating plugins with tekkit as a lot of items work in similar ways by using fake player entities.
  4. That is what i get for copy and pasting from someone else's post in the thread. Point being you should always have your client set to use the latest recommended build. As the dev builds are always in flux due to the devs testing things that may or may not be part of the pack.
  5. 3.0.1 is now the recommended build so your server should require that as dev builds are never intended to be played, only tested.
  6. The way IC2's plant system works is that you need to make crops out of 4 sticks. Which you than place on tilled moist soil as if planting wheat. Once placed you can right click on the crop with most seeds/plants to plant them into the crop. At which point the plant will slowly grow and once fully grown you can harvest it by left clicking it with out destroying the plant. Now if you right click it you will fully harvest it and destroy the plant causing the seeds to drop. Plants placed into IC2 crops will have increased yields and can even grow faster or slower then normal. Also note that this is only the tip of the ice burg as the system gets rather crazy. Now that you know about crops lets move on to the more advanced items. If you place a crop than right click it again with a crop in your hands you will turn that crop into a cross breeder. That will cross breed any adjacent crops to produce a new plant with in it. This new plant will normally end up being the same type as one of its parents. However their is a small yet random chance of it being a totally new plant type from normal minecraft or one of the many new plants exclusive to IC2's crop system. This chance is totally random and the parent plants have little effect on the results. Now in addition to all this IC2 also has its own stat system for its plants that you can find out about by using a cropnalyzer. However you will need to get seed bags that randomly drop when you right click your plants which you than scan in the cropnalyzer. This will tell you how fast the plant will grow, its yield level when harvested, and how resistant it is to trampling and its environment. In order to help your plants to be the best they can be you will need to water and fertilize them regularly. Also note that any crop that dose not have a plant in it has a chance of spawning a weed in it which will slowly spread to adjacent crops killing your plants in the process. In order to prevent that the IC2 author added weedx to the mod which when applied to your crops will prevent weeds from forming for a while. He also added the crop-matron which will automatically tend to your plants by using hydro cells, fertilizer, and weedx as needed. All in all the IC2 plant system is very rewarding but requires a lot of maintenance to get the most out of it. However its very random nature can be very frustrating at times as there is no short cuts or surefire ways to get any of the plants. So it is all up to the luck of the draw with what you get out of it but it rarely disappoints with its rewards. Such as plants that produce iron, redstone, coffee beans, and even hops to brew beer with as well as a ton of other interesting plants.
  7. Who ever is hosting that server dose not have the permissions setup right. They need to grant build crafts fake player permission to place and destroy blocks. This also can be due to a badly configured anti cheating plugin that thinks build crafts fake player is cheating and their fore is blocking/baning him. Note the way build craft works is that it uses a fake player entity to interact with the world in order to work with permission plugins. Which allows server operators to block people from being able to build a massive quarry over a town to grief it.
  8. Here is something that KakerMix missed, the reason they never asked for premission in the first place is that at the time technic was never intended to be public. Since it was intended to be just a small personal modpact born out of how hard/frustrating it was at the time to use more then a few mods at a time. Which was shared between themselves and a few friends that discovered what they were doing. However things began to escalate slowly as those friends shared it with their friends and so on. Eventually leading to the Yogcast discovering it by chance and posting a spot light on it. Which instantly put the pack into the lime light causing a massive surge in popularity and a equally massive surge in the demand of the pack. As a result the devs began work on preparing the pack for the masses as well as their attempts to get all the needed permissions form the mod authors. Now unfortunately for a good bit of the mod authors the damage has already been done due to the fact that the devs never got permission before it was unintentionally made public. Which naturally pissed off a bunch of them but thankfully over time they been able to get permission from most of them. This is also part of the reason behind the devs focusing on boosting donations to the mod authors while refusing donations themselves. Note, this may not be fully accurate as it was put together from memory of the many posts the devs did over the course of this issue. So feel free to correct any errors I may of made.
  9. Your using he bukkit port of forge for the server correct? As the normal SMP one will not work.
  10. Type the word convert into that search bar at the top and look at the first result on the second page. The tread was just un-stickied to free up room on the front page of the forums but still exists. Also that link is broken since it is from before the forums were upgraded to the new software. Since I feel nice here is a link too it - http://forums.technicpack.net/threads/so-you-want-to-convert-your-world-to-tekkit-3-0.9492/
  11. If it detected the technic launcher it would seriously cripple the bee system so you could not breed most bees. As well as adding 3 special bee types that attacked the player and would even explode like TnT destroying parts of your world. It was rather nasty if you had a automated bee system as the whole thing would quickly explode upon updating to that version of forestry. Theirs more details of how he did it and exactly what he did in another thread. Where his mod was decompiled to make a patch to allow people to manually install the mod while we waitted to see if he would remove/disable it. All the patch did was edit the code to check for something else instead of technic. Also note that the people who decompiled the mod and made the patch are in no way linked to the tenhnic devs. Also this was done after it was removed from technic and before it's author disabled the code him self. From what I hear all the code is still present in the latest version of forestry but is just disabled so he can quickly reactivate it or change it to target another modpack.
  12. The way race for wool normally works is that it is a race between 2 teams on a specially made map. With the goal of getting 3 different pieces of colored wool and place them on your teams victory monument before the other team. While at the same time doing everything you can to delay the other team and prevent them from delaying you. As for the maps they normally use 2 separate yet fully identical lanes which run parallel to each other. In between the lanes is normally a void lane which is against the rules to enter or build in and surrounding the whole map is nothing but void trapping the players in their lane. Now hidden with in the maps their are usually 3 different dungeons/challenges which each protect a chest full of colored wool. The maps are also full of deadly traps, hidden resources/chests, and opportunities to attack/delay/screw over the other team. These maps are normally played with teams of 4 players and require a insane amount of team work. It may be possible to make a 2 team feed the beast map that will work like race for wool but for tekkit. Feed the beast is normally a game type where you start with nothing and have to build a insane amount of items to feed into a monument (aka the beast). Usually using EE and many other mods with you starting in a sky block setting with next to nothing.
  13. However it is all a one time fee, as once you have a basic flower it will easily pay for it self many times over. Also the resources to make one are really not that hard to get with these steps. 1) pouch trees to get wood 2) make crafting table and pick 3) get stone for a furnace and stone pick 4) build a tier 1 divining rod 5) Use rod to find iron 6) upgrade divining rod to tier 2 and make a iron pick 7) dig down to your favorite diamond layer 8) Use rod to find diamonds and red stone 9) Make a bucket 10) build a nether portal 11) travel to nether and mine some glow stone 12) make a philosopher's stone 13) build a transmutation table 14) burn all unneeded items in table to get any items your missing 15) build a collector 16) use collector to upgrade fuels 17) build another collector with the emc gained from the upgraded fuels and the burning of unneeded items 18) turn the extra collector into a relay 19) make a condenser and/or a Klein star 20) profit If your lucky you can do all that in under a hour to maybe 2 to 3 if your unlucky and once you get the transmutation table the process becomes a cake walk. As you can burn unneeded items to make what ever you're needing and once you get the ball rolling it is all down hill from there.
  14. To me the main thing that makes EE2 op is the flowers which generate emc out of nothing but light. If you take them out of the mod than it becomes far more balanced as you have to burn items as fuel to generate all your emc. Which basically means disabling collectors and possibly relays so your forced to mine all your resources. Once the flowers are taken out than the only other thing that would be needed is all the free emc loops being closed/limited. For example darkroom seed generators, mooshroom soup bowl loop, cow milk loop, macerated bone loop, macerated blaze rod loop, and any I missed. I'm not saying to completely disabled them but instead to limit their effectiveness. Also most of these loops are not really the fault of EE2 but instead are caused by its interaction with other mods so it would be very hard to do much to limit them with out effecting other things. Personally I like most of EE2 and I'm hoping it's author addresses some of the common issues with it in EE3 which he is currently working on. From what I've heard it is suppose to be more balanced and configurable. But we will probably have to wait for Tekkit 4 and minecraft 1.3 or latter for that.
  15. It could be too many items traveling in buildcraft pipes or dropped on the ground. If you have a lot of blocks in transit it will lag your client/server badly.Try adding a buffer from tube stuff to the pipe system as it will condense items into stacks of 64 reducing the blocks in transit. Also look into the nolag bukkit plugin which dose the same thing for dropped blocks.
  16. Nope it is not last time i checked - http://www.mod-buildcraft.com/ Build craft 2 is the only one with a SMP version.
  17. The particles work in single player but from what i can tell they are bugged in SMP. The railcraft dev already has it fixed in a later version of the mod then what is in tekkit now.
  18. Sengir was fully justified in what he did to force his mod out of tekkit since the tekkit devs used it with out his consent in violation of his terms of use. Now I'm not saying that booby trapping your mod like that is ok as it is still very crazy and doesn't bode well for the trust relationship between user and author. The better course of action would have been to contact the tekkit devs and kindly request it removed from future versions of the pack. No real point in really hating him for what he did how ever their is good reason to not trust him fully anymore.
  19. From what I've seen so far, the way this mod pack works is that as long as the mod author dose not ask for it be removed or booby traps it the mod will not get removed. Unless it causes stability issues like the weapon mod which was removed from tekkit. It dose not matter how pissed off a dev gets as long as they do ask for it to be removed or booby trap it the mod will stay in the pack.
  20. The logistics pipes dev is waiting for build craft 3 to work in SMP. Also a fun fact the logistics pipes dev is one of the 2 devs who are currently supporting build craft with the other one being the forestry dev. The two of them took over the project after its original dev retired.
  21. If it is a forge error than you will need to use a earlier version of forestry that will work with the version which tekkit uses. As updating forge your self is a big no no due to it being a core mod which most of the other mods require to function. Especially since they did a few massive changes to forge recently since tekkit was updated last.
  22. The way mine craft works is it will only load a radius of 10 chunks around each player for a total of a 21x21 area or 441 chunks per player. If you move more than 10 chunks away from your base to say build a quarry, than you may run into issues with chunks unloading. When a chunk unloads it is as if it is not even there and nothing will be running with in it. Thankfully we have a tool known as chunk loaders (teleport tethers and world anchors) which will force a 3x3 area of chunks to stay loaded at all times no matter if a player is near or not. Edit - Just a warning try to always use as few chunk loaders as possible as using too many can bog down the server. As they count as mini players which will never log off and their fore will keep the server working non-stop.
  23. Reboot the server, this is known bug that is listed on the bug board last time i checked.
  24. danidas

    my quarry

    But first hollow out the center tower and add a portal or teleporter inside so you can still enter it. Once the out side is full of lava build your base with in it for the perfect defense.
  25. Here is the page for the bukkit ports that are needed for the server - http://mcportcentral.co.za/wiki/index.php?title=Ports_for_1.2.5
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