00Ducky Posted March 5, 2014 Posted March 5, 2014 Is the extra utilities Drum disabled? It's not in NEI but I see it in the config with item ID 0. Or is it just a older version of extra utilities? Quote
00Ducky Posted March 5, 2014 Author Posted March 5, 2014 Okay I see. Is there a reason we don't have large liquid storage in Tekkit? Quote
freakachu Posted March 5, 2014 Posted March 5, 2014 not many mods offer it. drums are disabled by default because they are mind-blowingly good for their cost. you're free to enable them in the configs if you want though, nothing's wrong with that. Quote
TonyVS Posted March 5, 2014 Posted March 5, 2014 railcraft tanks ftw buhahahahaha (extra mod required) Gio² 1 Quote
Niverton Posted March 8, 2014 Posted March 8, 2014 You can use the liquids managers. They have four separate tanks (all connected by default, can be changed in the GUI), offering 128 buckets of storage. Not really much, but you can connect them pretty easily with fluiducts, still better than a huge pillar of BC Tanks, and cheaper than TE's portable tanks. Quote
M1r077 Posted April 7, 2014 Posted April 7, 2014 not many mods offer it. drums are disabled by default because they are mind-blowingly good for their cost. you're free to enable them in the configs if you want though, nothing's wrong with that. Can I ask which other config file other than ExtraUtilities.cfg I have to add the ID choosen in ? Quote
Curunir Posted April 7, 2014 Posted April 7, 2014 Apparently, none. It seems that in 1.2.9, the Drum is enabled and working fine. I have been filling a few today, they work with Fluiducts and also if plonked right on top of a Buildcraft Pump. Try putting a stack of eight full Reinforced Portable Tanks on top of one (no Fluiduct, they just slow it down), set the bottom tank to output and weep as 256 buckets of liquid rush into a single container. Quote
M1r077 Posted April 8, 2014 Posted April 8, 2014 1.2.9 isn't the recommended build though ... So my question remains for 1.2.8e , and in general : How to activate an item that the ID is equal to 0 in a config ? Quote
Gio² Posted April 8, 2014 Posted April 8, 2014 1.2.9 isn't the recommended build though ... So my question remains for 1.2.8e , and in general : How to activate an item that the ID is equal to 0 in a config ? Give it a usable id (so larger than 0 and not already used) Something close to the other ids used in the config Quote
viesiu Posted April 8, 2014 Posted April 8, 2014 (edited) Just put a random ID, e.g. between 2000 and 4000. If it's already taken, u'll get an error message when starting the game pointing u to a file saying exactly what IDs are free. Edited April 8, 2014 by viesiu Quote
Gorian Posted April 8, 2014 Posted April 8, 2014 BTW, you can use NEI to dump a list of free IDs. NEI -> Options -> Tools -> Data Dumps -> Blocks/Items (set to Free) -> dump This will create a file called items.csv in <technic>(default is %appdata%.technic)tekkitmaindumps so, by default, that will be %appdata%.technictekkitmaindumpsitems.csv Then, pick any ID on the list, and you should be fine. Curunir 1 Quote
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