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Let's Test Tekkit 1.2.10 beta!

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I'm releasing a (relatively) minor update to Tekkit today.

 

The following mods were added or updated:

 

- Galacticraft to build 1063

- Big Reactors to 3.3a

- Thermal Expansion to 3.0.0.7

- OpenEye 0.5 has been added

 

It's generally minor bugfixes for BigReactors and Thermal Expansion, but Galacticraft update addresses some significant crash issues with tesseracts.

 

As always, back up your current world/server before upgrading!  To use this version, configure the Tekkit pack to either always use latest builds or to manually select the 1.2.10 build.

 

The server is available here.

 

* Important notice:  You will almost certainly see many item id conflicts after you update your server, or when you first load an old world.  This is normal because Galacticraft renamed almost all of its items internally, and should have NO impact on your save.  Back up anyway! *

 

For existing servers, the new Galacticraft, Galacticraft-planets, Micdoodle core, Thermal Expansion, and OpenEye mod files should replace the corresponding older files in your current folder.  Also, please copy the OpenEye.json into your config folder so that any crash reports generated from Tekkit can properly be aggregated!

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Redstone in Motion seems inactive, but I've forked and continued it. Would you be interested in switching Tekkit over to my fork, Remain in Motion?

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Isn't there a dependency between Big Reactors 0.33A and Computercraft 1.6? I think I read it on ErogenousBeef's changelog.

Not tried 1.2.10 yet myself, but this may be an indication.

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You mention issues with CC 1.5 compatibility being dropped in Big Reactors; is there any mod that doesn't work with CC 1.6 yet? I can think of Redstone in Motion, but Remain in Motion fixed that.

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The change to CC where all individual mods must implement the CC api for their bundled cables (ProjectRed, MFR, RedLogic, etc.) can really break a lot of builds. Unfortunately, many other mods have switched to CC 1.6 and so there is a rather large lack of unified support for all things CC related. A major challenge.

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When I was testing if GC Launch controller bug was fixed (it is) I noticed I couldn't land the rocket on launching pads. The rocket couldn't connect to it and instead hovering above them. The Cargo rocket had no problem at all to land on them. I only tryed it in creative mode thou.

Edited by badkruka

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The change to CC where all individual mods must implement the CC api for their bundled cables (ProjectRed, MFR, RedLogic, etc.) can really break a lot of builds. Unfortunately, many other mods have switched to CC 1.6 and so there is a rather large lack of unified support for all things CC related. A major challenge.

Oh, I didn't realize that. Here I thought it broke stuff because it removed deprecated peripheral APIs.

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Big Reactors updated today to 3.4a with some nice features added and a few more bug fixes.  Nothing huge, but it's a little easier to automate the reactors and turbines now with computercraft, open computers, and rednet signals.  And a feature that lets you get your turbines up to speed fairly quickly by disengaging <--> engaging the induction coils through the gui and/or a computer terminal.

 

As for the other mods.  Didn't see any other updates to note, although...  TE3 has a bug with fluiducts and tanks that is a bit game breaking...  I can give you the exact details, and how to replicate the "bug" in a private message, if you know someone who can try patching the code involved.  I see no updates coming from team cofh to fix this issue any time soon.  sadly... :-

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I second that request. Go ahead with BigReactors 0.3.4A right away, if only for this:

Balance: Hardness of blocks has been adjusted. Blocks should no longer take forever to break.

It has been bugging me like hell that especially reactor/turbine glass takes forever to break, and won't even respond to powered-up Redstone Arsenal tools. Even a quarry fails at removing it most of the time.

There are some good changes overall, just read the changelog.

 

I have tried 1.2.10 for a few hours, everything stable so far and no errors when loading the old world. But I didn't change much yet.

 

P.S.: Jakalth, if you are referring to the "unlimited fluids" Fluiduct bug, that one is already on the issue tracker. No need to hide it in PMs.

Edited by Curunir

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P.S.: Jakalth, if you are referring to the "unlimited fluids" Fluiduct bug, that one is already on the issue tracker. No need to hide it in PMs.

 

Ah. that makes it easier then.  figured out exactly where it's duplicating the fluids is all.  At least with the in game items, not the actual code...

Edited by jakalth

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It has been bugging me like hell that especially reactor/turbine glass takes forever to break, and won't even respond to powered-up Redstone Arsenal tools. Even a quarry fails at removing it most of the time.

There are some good changes overall, just read the changelog.

 

removing it using mffs worked for me, but setting up a mffs just to remove a few blocks is kind of overkill ^^

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in general, it works, but you have to make the wires by hand as it's not able to place conduits and tesseracts

and ofc. you have to set the right steam in-output ports and the flow...

 

(still better than building 25 big turbines by hand :))

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Big reactors 0.3.4a2 is released, and the code actually works this time.  ;)  Seems to incorporate into Tekkit with little to no trouble, and the changes allowed are quite nice.  Larger turbines allowed now, not limited to square sizes.  length and diameter are independently controlled in the config, just like the reactor it's self now.  Update priority = low.  the changes are nice, but mostly just convenient.

Edited by jakalth

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in general, it works, but you have to make the wires by hand as it's not able to place conduits and tesseracts

and ofc. you have to set the right steam in-output ports and the flow...

 

(still better than building 25 big turbines by hand :))

That is awsome !!! Thanks for the info.

And about the connections, pipes,tesseracts and settings that was obvious ^^

Edited by M1r077

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I'm releasing a (relatively) minor update to Tekkit today.

 

The following mods were added or updated:

 

- Galacticraft to build 1063

- Big Reactors to 3.3a

- Thermal Expansion to 3.0.0.7

- OpenEye 0.5 has been added

 

It's generally minor bugfixes for BigReactors and Thermal Expansion, but Galacticraft update addresses some significant crash issues with tesseracts.

 

As always, back up your current world/server before upgrading!  To use this version, configure the Tekkit pack to either always use latest builds or to manually select the 1.2.10 build.

 

The server is available here.

 

* Important notice:  You will almost certainly see many item id conflicts after you update your server, or when you first load an old world.  This is normal because Galacticraft renamed almost all of its items internally, and should have NO impact on your save.  Back up anyway! *

 

For existing servers, the new Galacticraft, Galacticraft-planets, Micdoodle core, Thermal Expansion, and OpenEye mod files should replace the corresponding older files in your current folder.  Also, please copy the OpenEye.json into your config folder so that any crash reports generated from Tekkit can properly be aggregated!

Can we please address the issue I posted here before this update becomes recommended? http://forums.technicpack.net/tracker/issue-2180-radiation-atomic-science/

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My Tekkit server players are having issues with Galacticraft (we're on Tekkit 1.2.9e). The issue is fixed in build 1072/1076 ( https://github.com/micdoodle8/Galacticraft/issues/438 ). The issue causes immediate loss of rockets from inventory.

 

As such, is there any particular reason build 1072/1076, or newer is not being considered/used for 1.2.10?

Edited by BloodyIron

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What's up with bug fixes for atomic science - the version used by tekkit is barely working. Steam funnels are broken, fusion reactors are broken, fission reactors are working out of line (heat is not working in the current version, which renders items like cooling rods or thermometeres useless) + atomic science has been released in its final version several weeks ago (aka no more updates for mc 1.6.4). Thus there is only one question: should atomic science be included in tekkit - if yes - an update would be great.

Edited by glurb

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For the next Tekkit update, is there any chance you could remove "Immibis's Microblocks"/"Forge Microblocks" & add another mod like "Tinker's Construct"? To be honest, we don't need a second mod which does the same thing.

 

P.S. I prefer "Forge Microblocks" more than "Immibis's Microblocks".

Edited by DTaylorMedia

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Forge Microblocks is the primary solution. Immibis Microblocks is kept around because it is still required as a workaround. Neither Rednet Cable nor ME Cable and assorted items are compatible with Forge Microblocks right now, and can only be covered with Immibis. Only when this is resolved, the Immibis version can be deactivated or removed.

I see no point whatsoever in adding Tinker's Construct. We have Redstone Arsenal and Modular Powersuits; also MFR enchanting machines vastly increase the usefulness of vanilla enchanted Diamond Armour. TC has no place in Tekkit, imo.

Edited by Curunir

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Only thing I'd like to see in Tekkit from Tinker's Construct would be the clear glass.

 

5 weeks on 1.2.10 and still no problems :D Seems like the most stable build I've seen so far on 1.6.4 at least from a server admin POV. Haven't got to play much but only complaints I've had about our server were plugin issues. Same with crashes.

Edited by ThePagan

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I suggest including the Simply Jetpacks update mentioned in this ticket. It fixes a crash that makes the Machinist's Workbench unusable, although it only occurs in singleplayer mode for some strange reason.

Edited by Curunir

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