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Don't do it.. in tekkit.


EvilOwl

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Hi there guys.

 

Reading through the newest threads in here reminded me my first glimpse in the modpack. The new stuff, new ore, machines, trials and... errors. That's right errors.

Following the >starters guide by Curunir I wanted to alarm some new members and the vanilla minecraft players about all those dangers and tekkit specific things that can drive us nuts in our worlds.

When on a server or singleplayer post danger, death threatening things, big errors and small mistakes with bad outcome that can happen and provoke a punch at the keyboard from time to time and all those 'Oh my God....' and other ('The F%&$ is this') words.

 

Post your mistakes and the outcome. I would like that you keep it simple, one situation per post, a dangerous block, fluid or anything that can get you killed or furiously mad in all game levels.

Didn't find any topic like that in discussion so here's one.

 

I would like to start right from the beginning so here it goes:

 

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Don't swim in any strange coloured lake you find, you can poison yourself or die. Be careful when jetpacking over them or drying out a quarry hole.

These are Minefactory reloaded worldgen lakes and they are dangerous. You can turn on Waila liquids (NUMPAD2) to help identify them.

I've tested them in very early survival and they were not healthy at all, killed me in seconds when my controls (for swim/jump) weren't set right.

Even a Power Suit is not enough for their toxicity.

 

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Hope you guys enjoy the thread.

Edited by bochen415
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1. The random portals you find out in the world that are door sized lead to what are known as dimensional dungeons, a part of the Dimensional Doors mod. They can consist of anything from a simple hallway to another dimensional dungeon to a beautifully designed room to an elaborate death trap filled with TNT, lava and myriad other unhealthy things. If you choose to explore them be prepared for anything when you walk through those doors, and I do mean anything. I wouldn't go near them without a power suit with full shielding and flight capability.

 

2. Always, always, always bring an activated (green) linking book with you when you travel to another age using Mystcraft. Failure to do so will likely leave you stuck in that dimension as star fissures are not a common feature in random ages.

 

3. When you play around with Minefactory Reloaded you may build a Sludge Boiler to make use of the sludge your harvesters produce. Be very careful where you place it as it gives off 'fumes' within 3M of it which give you the same toxic effect as stepping in a pool of toxic sludge you may find in the wild. Seal it off in its own room or make sure it's far enough away to not bother anyone.

Edited by Digdug83
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Be wary when tunneling through large amounts of Netherrack. Single lava source blocks are interspersed with it randomly, and if you hit one, it can be very hard to get away from. It will likely be fatal without very good armor or a Fire Protection enchantment, not least because lava has higher viscosity in the Nether. Yep, the damn stuff flows faster down there. It will also destroy your dropped items, should you die to it. I lost an inventory full of Nether Ores to that, over an hour of early-game digging gone to waste, not to mention the backpack full of equipment, including my Quarry.

 

Avert this by bringing a bucket of Nether-proof liquid that can extinguish the lava. Gelid Cryotheum qualifies, but will also damage you and is not a good choice. Destabilized Redstone, however, should do the trick.

Or avoid tunneling through Netherrack altogether. The Hellfish also make it very painful in recent versions of Nether Ores, especially when you try to be clever and dig above height ~100.

 

By the way bochen, I found a remedy against Cryotheum diving: A >Jetpack will allow you to rise quickly out of just about anything, more quickly and reliably even than Powersuit flight. Should be a Resonant Jetpack for best effect.

Edited by Curunir
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Don't spill your milk... I'm serious.

If you are always carrying a bucket of milk by your side in vanilla minecraft for the poisonous spiders, witches and other negative status effects you've better look up the new milk bucket + bottle recipe in NEI.

I didn't. Got a bucket of milk and tried to drink it.. in my base full of torches and with the vertical ladder shaft to the mine in early game. Milk got spilled, torches got wiped in the base, the basement, ladders in the shaft and the mine entrance below got dark.

Had the torches put again, a creeper waited for me in the now dark basement.. Had blown the power conduits... Then I decided to go down the ladders. Had fallen to my death as there were no ladders there any more.

Couple of 'F%^$' were here and there and everywhere.

 

Milk is dangerous, you know.

Edited by bochen415
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Don't get curious in pocket dimensions. If you die there in the contraptions that Digdug83 mentioned above, you'll be transported to the Limbo.

This is a strange, creepy place with dark colouring and the sounds there will give you the chills.

Red eyes (Monoliths) will hunt you there and teleport you to another place in Limbo - usually higher. There are dark blocks there composing a platform based world, if you fall to a lower level you wont get fall damage.

If you'll get transported there try to quickly get down to a lower level and find a pool that looks like it was made out of portal blocks and jump there, you'll be transported to the overworld.

This isn't easy with he teleporting and the terrifying mood that this world gives you. This is the worst place to get lost. If you find a way out (before you starve) you wont be near your home so keep in mind the minimap waypoints when building an overworld shelter, this can save you.

Edited by bochen415
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If you ask me, the best strategy is not to enter Dimensional Doors at all. Ever.

 

But if you must, a >Jetpack will vastly simplify navigating and avoiding (some of) the traps. Third/Redstone tech level or better is recommended. It will also make it way easier to find the Fabric of Eternity "lakes" deep down that you have to touch in order to leave Limbo. And the journey home when you find that leaving Limbo has cast you 2000 blocks or more away from home in the Overworld.

 

I found something to avoid yesterday. Don't build a Mob Spawner/Grinder room just two blocks high, with Conveyor Belts to push mobs to the Grinders. The Conveyor Belts will cause the room to be considered slightly less than two blocks high, which will push newly spawned mobs through the (solid) floor into the room below. If that happens to be your lab, prepare for meatball Creeper showers.

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Dimensional Doors is different, but usually not too bad as long as you do NOT hit the respawn button when you die (which loses all your stuff). If you wait instead, you go to limbo and keep your stuff. When you find what looks like a dark red pool down low that returns you to the overworld, you may return far from home (especially if not doing that promptly before the monoliths transport you again). Make sure you have tools at the ready. In one case when I returned to the overworld in a jungle, I started suffocating and had to break out. I don't really know if I was suffocating due to low overhead leaves or if I was half stuck in the ground due to the overhead leaves. So even if you make it through limbo, there is a risk that you can die when or after returning to the overworld if not prepared.

 

A mob grinder chamber (especially for auto spawner) should probably have an interior at least 7x7x5 high with 4 grinders on perimeter spaced to cover the 7x7 area (no conveyors needed). Then you can even spawn a ghast (if you captured one in safari net), although, its tentacles will hang through the floor because its main body is 4 blocks high. Some auto spawned mobs can still glitch through the floor if open underneath for connecting everything, so have some way to contain them.

 

Ethereal glass is good for an entrance to manually fight mobs, because when using a regular door and taunting pig zombies, they followed me out the door. And after killing me I saw one of them walking off in my powersuit (recovered some distance away from the rest of my stuff after respawning).

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It's about what not to do, efflandt. I was just telling what I did and what went wrong because of it.

I have a hollow double ceiling over my main hall, two blocks apart, which is dark and spawns mobs just because of that. So I decided to "make lemonade" and just installed Grinders and Conveyor Belts in that hollow space (around 30x40x2). Now it rains Creepers in my lab. I will increase height to 3 blocks to fix it, but the effect is interesting nonetheless.

Edited by Curunir
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Don't try mining the Deep Dark / Underdark close to bedrock levels. Don't fall to the vertical pits visible in the main cave, there are holes in the bedrock to the void.
If you want to mine there go with a quarry and a jetpack for travel. Remember the torches as it's dark there. Painfully dark.

Edited by bochen415
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Don't overheat your Powersuit. If you finally have the parts for the jetpack and other handy add-ons to your newly created suit don't leave home for a test ride without some kind of cooling. Water tank and/or Cooling System is a must, if you are flying over a desert or hovering in the nether disable the kinetic generator (I hear solar generator can also heat you up) . I luckily had fallen to a lake while jetpacking and it got the fire extinguished.

If you need more info on overheating - ask Curunir, he's an expert in that matter ;)

Edited by bochen415
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You're the Croytheum Taster, I'm the Human Torch. We would make a fine Obsidian generator.

I still maintain that this is an unresolved bug in Modular Powersuits.

 

As for things not to do: Don't set up an MFR farming chain including an active Rancher and leave it unattended. The Rancher is the module that will shear sheep, milk cows and supposedly gather something form chickens as well. The thing is, it tends to degrade the animals' health while doing so and will kill them after a while. But not so reliably that you could just set up a Breeder to replenish them, as that imposes the risk of overstuffing the pen and lagging the server very badly. You would have to use a Mob Counter to activate the Breeder only when the number of animals gets too low, which is a little complicated as you can only use a 5x5 pen for all this and no Range Upgrades are usable in those machines. I personally think that this is a limiting weakness of the otherwise ingenuous Minefactory Reloaded. I solve it by using a separated Breeder pen, chronotype all babies out into an adjacent growing-up pen, and chronotype only the adults further into the slaughterhouse pen. The Rancher is simply set up along the growing-up pen, so it will eventually get lots of stuff as the critters move through.

Edited by Curunir
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I thought I was going to be clever and water an Enderman with the Watering Can from Extra Utilities, thinking that as long as I don't look at him while doing so he will die from the water. Turns out Endermen are clever enough to figure out the source of the damage done to them.

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Interesting. You can always tell yourself that you died for science, finding out stuff like that.

 

But in that vein:

 

Did you know that Endermen hostility can be managed, even averted if you know what you're doing? You probably know by now that looking at their heads is what provokes them, and looking at their legs can hold them in place. But there is also a mechanic that will make them lose all hostility towards you, even after you already attacked them. This is triggered when they touch water (rain does count) or fire. If you just want to drive off Endermen, a Fire-Aspect-enchanted melee weapon will both make them teleport away and immediately turn neutral again. The other way around, don't try to farm Ender Pearls with a fire-enchanted weapon, unless you like chasing the Endermen around endlessly.

Oh, and simply standing in water should save you, too, if you stand far enough in it that an attacker would need to step in as well.

Edited by Curunir
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Don't design crappy mob farms.

 

Today I took my first crack at a mob farm. I need blaze rods, tired of camping in front of spawners in the Nether. I made a re-usable safari net and nabbed a blaze. I then crafted an auto-spawner. I noticed that my huge cobblestone cube I made while playing with the MFFS was spawning lots of mobs, and I needed mob essence. I made a melee turtle and some grinders, and tesseracted in some power, and tesseracted the mob essence out to the auto-spawner. So far, its all peaches and light.

 

Then mob essence starts pouring in. And blazes start pouring out, ride of the Valkyries style. But not inside my containment room. They appear outside, and suddenly ten pissed blazes are ganging up on me, with reinforcements on the way. Ran like hell and cut the power.

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Make sure and treat your auto-spawners the same as if you were using an actual spawner as far as placement goes. 9x9x4 is good for all mobs but spiders and ghasts (spiders need a 10x10x4 due to their width).

 

Be wary of having too many Extra Cells liquid buses active at one time as they tend to cause significant frame lag (at least they do for me). Also, they don't disassemble with a wrench so you can't save their configurations and move them.

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If you use quarries for chunk loading purposes, for whatever reason, make sure they they are thoroghly isolated... Managed to dig up half my base this way, with wood going everywhere... (I use wood for my bases, since it looks nice) While I was trying to run a power cable... Ironically, to a tesseract hooked up to a different quarry.

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Don't turn on the magnet module in your Powersuit when playing around with auto ore smelting setups and the output items. Vibration Catalyst used on Yellorite Ore is not a good idea either.

Been killed by yellowcake and its poisonous radiation. Uranium is not healthy for you also.

Tried to get rid of it but the magnet module kept it in my inventory.. Too long...

Radiation shield will not help you in this case.

Edited by bochen415
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