Kotja Posted October 27, 2014 Posted October 27, 2014 I guess there is no other way than fill it manualy. But are there ways to make it easier? Would potion of swiftness work in flying?
Curunir Posted October 27, 2014 Posted October 27, 2014 (edited) You want to automate map exploration? I think you need to do it manually. A Resonant Jetpack is fastest for doing that. I have found that the Haste Enchantment (on boots) from Thaumcraft works to accelerate not only running, but also Jetpack flight. Unfortunately, this is not in Tekkit. That Potion of Swiftness may actually help, though. Not sure if a fully-upgraded Powersuit is actually faster. I stopped using them long ago because of the bugs. Edited October 27, 2014 by Curunir
EvilOwl Posted October 27, 2014 Posted October 27, 2014 1. Cheat - better sprint mod 2. Check if a turtle can do it
Gigeran Posted October 27, 2014 Posted October 27, 2014 Use the worldborder plugin, set a border at say 2k blocks, then ask worldborder to generate all chunks for you. ThePagan 1
HeatHunter Posted October 28, 2014 Posted October 28, 2014 use a powersuit with lowest weigth, you can fly faster than the server can render/generate the chunks
Kotja Posted October 28, 2014 Author Posted October 28, 2014 So what things should that flying sui contain I guess only jetpack, flight control shock absorber and elite bateries. Wha about setting?
HeatHunter Posted October 28, 2014 Posted October 28, 2014 yep, enderium energy cell in inventory is preferred, but any other will work, too. If you have the Materials, you can use the force-fields to protect yourself, this will drain energy when hit, but offers the same protection as diamond plates with no additional weight. jetpack (tinkered to full) flight control (tinkered to 0 to get a creative like flight) and theres something in the pants that gets you additional runspeed don't forget the cooling system if you plan a trip to the nether, as your system doesn't cool down automatically there...
EvilOwl Posted October 28, 2014 Posted October 28, 2014 ...if you start to burn in the air and fall while in the overworld... aim for a lake =)
HeatHunter Posted October 29, 2014 Posted October 29, 2014 if you don't integrate the advanced solar panel and the kinetic servo, and if you're careful with the railgun, you won't burn in the overworld
EvilOwl Posted October 29, 2014 Posted October 29, 2014 won't burn in the overworld That depends on many things: biome (desert), day/night, raining, in lava/water.
HeatHunter Posted October 29, 2014 Posted October 29, 2014 how do you burn in water/rain? if you use the cooling system deserts and even the nether are no problem... But admitted, you should stay clear of lava, even with the water tank you can't swim in it forever
Curunir Posted October 29, 2014 Posted October 29, 2014 There are bugs in MPS that will cause you to burn up even when not using the known bug items. That is why I stopped using it.
EvilOwl Posted October 29, 2014 Posted October 29, 2014 Good thing the Angel Wings from 1.7.10 Extra Utilities are on the way
Kotja Posted October 29, 2014 Author Posted October 29, 2014 Speaking about updates: How would updates work, when i am have some extra mods added (Bibliocraft, Twilight forrest)
EvilOwl Posted October 29, 2014 Posted October 29, 2014 1.6.4 -> 1.7.10? They don't. New world. If you want to update a Minecraft instance with only one mod (Applied Energistics) you need to: How this works. Download appeng-rv14-upgrade.jar from this repo, this is a special build of AE1 that adds names to the item in the world data. Back up your world. Replace your current rv14/rv13 mod with the rv14 upgrade.jar, then open and save your world. Setup your 1.7 instance and install a bulid of AE Upgrade, and AE2 Move your world from your 1.6 to you 1.7 instance. Launch your world, and disassemble or/and enjoy your converted items. Please note, you must load your AE1 world on 1.6 with the special build without this step your AE1 items will not pair up with AE Upgrades Names and will simply vanish. This is an example where the mod author actually made an upgrade-mod. Now imagine all tekkit mods. Only vanilla stuff will survive. In 1.7.10 there are no IDs. Now it's "minecraft:stone" or "buildcraft:quarry". Every item from a mod you run in 1.6.4 that makes this line in FML log net.minecraft.item.ItemBlock with ID 200 owned by mod Mystcraft, this item will NOT survive a 1.7 upgrade! Will vanish in 1.7.10 and the rest... IDK how will the new Forge react for a item with an ID instead of the new name? I know one thing. If Forge doesn't recognize something, it ignores it. I'm really off topic here so I'm gonna just write something in the right direction..... Map.
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