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Posted

As the title: I'm looking for a way to move monster spawners using the current Tekkit release, except Redstone in Motion and Portaspawners are specfically banned.

 

All ideas are appreciated. :)

Posted

I think Applied Energistics comes with some kind of spatial storage that can supposedly be used to capture and re-deploy structures and might work with spawners. However, Tekkit does not contain the latest release of AE, so it's possible that spatial storage isn't fully supported yet. I guess it's worth a try, though I have never used it either, so I can't give you tips on how it works.

 

Here's what little info the mod website has to offer on it. There might even be tutorials on the matter, maybe not specifically for Tekkit, but AE is part of so many big modpacks that a few tips and guides are probably floating around somewhere (most likely on Youtube in some kind of mod spotlight or whatever, which I tend to avoid like the plague, so please google/look for yourself).

 

Ultimately, it's probably easier to use an MFR autospawner for your mob farming needs, unless you want the spawner for aesthetic purposes or something.

Posted (edited)

I >did the spatial thingy in 1.2.8d. It is working without any issues.

 

If you try to use the AE way be careful. One mistake will trap you in the Storage Cell biome....

 

Edit: I'm thinking about a tutorial for the Spatial Containment Structure. If I don't find any I'll make one.

 

Edit 2: I can only find >threads on that manner but no tutorial.

Edited by bochen415
Posted (edited)

Hmm, I tried quantization in single player and it gave some kind of "Area not transportable" message. Can anyone confirm it works with spawners? Maybe I did something else wrong, but they worked when the spawner wasn't in the field.

 

Will definitely look into the AE option though. Thanks. :)

 

Oh, I forgot to mention the Autospawner not being an option either - but other uses have reported success, so I have hope for this AE method.

Edited by gavran
Posted (edited)

Oh, I forgot to mention the Autospawner not being an option either - but other uses have reported success, so I have hope for this AE method.

 

I'll try to make a tutorial in the meantime you can watch the video I learned from. Start at the half of the video.

I know everybody hates does here. I hope that everybody can see the difference in a 'Lets play' video (hate does) from a well made 'mod spotlight' (referring here to the Direwolf20 spotlights).

 

Edit: I'm not sure but isn't there a way to move spawners with MFFS? Anyone?

Edited by bochen415
Posted

Definitely feel free to continue the tutorial - I'll be sure to share it a bit if you do, but I've been playing in single player creative and worked it out (though it did take a while to get that layout figured it out... those AE description pages are terrible :P)

 

And it does work for spawners!

 

And it also might be the coolest thing ever and I'm totally having pocket dimensions now! x.x

 

Too bad it almost certainly takes a chunk loader (also banned. whee multiplayer tekkit) to do any of the really cool stuff.

Posted

If Chunk Loaders are banned, you might want to check if Dimensional Anchors are allowed.

 

Looking forward to that advanced AE tutorial, bochen.

Posted

Edit: I'm not sure but isn't there a way to move spawners with MFFS? Anyone?

 

I was thinking of that too at first, but it seems MFFS can only either disintegrate field contents (think quarry, only you don't get to keep the harvested blocks) or fill the field with blocks (something like the Buildcraft Filler), not pick up specific structures and redeploy them somewhere else.

 

At least that's what I was able to extract from the documentation on the MFFS website, whose informational value is somewhat... limited ... just like the AE one. :)

Posted

I was thinking of that too at first, but it seems MFFS can only either disintegrate field contents (think quarry, only you don't get to keep the harvested blocks) or fill the field with blocks (something like the Buildcraft Filler), not pick up specific structures and redeploy them somewhere else.

 

At least that's what I was able to extract from the documentation on the MFFS website, whose informational value is somewhat... limited ... just like the AE one. :)

 

you can keep the blocks when inserting a collect module, the mffs needs a valid inventory on any side then ;)

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