Righteous Wrath Online Community

General => Game Chat => Minecraft => Topic started by: Tom on May 11, 2012, 09:32:56 PM

Title: Experimental Tekkit Server
Post by: Tom on May 11, 2012, 09:32:56 PM
So I thought I'd play around with Tekkit (Technic Pack for SMP), and set it up today. server: mc.tomasu.org:25566


Sevalecan and I have been playing around a bit tonight:

Title: Re: Experimental Tekkit Server
Post by: Thorin on May 11, 2012, 10:56:16 PM
That looks weird.  Almost like a world hole.  Did you make that on purpose?
Title: Re: Experimental Tekkit Server
Post by: Tom on May 11, 2012, 10:59:54 PM
Quote from: Thorin on May 11, 2012, 10:56:16 PM
That looks weird.  Almost like a world hole.  Did you make that on purpose?
Yeah, with a bunch of Nukes. We've cleaned it up a bunch after that though. now its a perfect circle with a big ass glass dome on top. Still not sure what we're going to put inside.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on May 12, 2012, 01:47:53 PM
Quote from: Tom on May 11, 2012, 10:59:54 PM
Quote from: Thorin on May 11, 2012, 10:56:16 PM
That looks weird.  Almost like a world hole.  Did you make that on purpose?
Yeah, with a bunch of Nukes. We've cleaned it up a bunch after that though. now its a perfect circle with a big ass glass dome on top. Still not sure what we're going to put inside.

Dinosaurs?
Title: Re: Experimental Tekkit Server
Post by: Tom on May 12, 2012, 04:29:02 PM
Quote from: Mr. Analog on May 12, 2012, 01:47:53 PM
Quote from: Tom on May 11, 2012, 10:59:54 PM
Quote from: Thorin on May 11, 2012, 10:56:16 PM
That looks weird.  Almost like a world hole.  Did you make that on purpose?
Yeah, with a bunch of Nukes. We've cleaned it up a bunch after that though. now its a perfect circle with a big ass glass dome on top. Still not sure what we're going to put inside.

Dinosaurs?
I thought a giant creeper statue might be cool, but its been done over and over :(
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on May 12, 2012, 04:48:10 PM
Quote from: Tom on May 12, 2012, 04:29:02 PM
Quote from: Mr. Analog on May 12, 2012, 01:47:53 PM
Quote from: Tom on May 11, 2012, 10:59:54 PM
Quote from: Thorin on May 11, 2012, 10:56:16 PM
That looks weird.  Almost like a world hole.  Did you make that on purpose?
Yeah, with a bunch of Nukes. We've cleaned it up a bunch after that though. now its a perfect circle with a big ass glass dome on top. Still not sure what we're going to put inside.

Dinosaurs?
I thought a giant creeper statue might be cool, but its been done over and over :(

Make one out of TNT!
Title: Re: Experimental Tekkit Server
Post by: Tom on May 12, 2012, 11:07:07 PM
Moar Pictures!

From my desktop this time with the settings cranked.

The last couple are using painterly \o/
Title: Re: Experimental Tekkit Server
Post by: Tom on May 22, 2012, 05:21:46 AM
So I started playing on the server the past couple days. I have to say its a lot of fun. First time I had a really good reason to make a run to the Nether. And god was that a bitch. Gate spawned with 2-4 gasts close by, which almost immediately blew out the gate (I had no tinder), and killed me. Fun times. Also there seems to be a nether fortress really close to the gate :o

In/near my house I've set up a solar farm, a geo-thermal generator, a normal generator (much like a furnace, except it outputs EU rather than heat), with several tools hooked up, like the mining rig, a couple electric furnaces, the Macerator (which grinds up ores, 2 ore powders for 1 ore block, 1 powder makes 1 brick), a canning machine (cans stuff, like food, or fuel sources), an extractor for getting rubber out of resin or rubber tree.

Next I might expand my solar farm a bit. Then after I may start playing with more than just IndustrialCraft.

I think this is the most fun I've had playing minecraft.
Title: Re: Experimental Tekkit Server
Post by: Lazybones on May 22, 2012, 08:03:34 AM
Sounds cool yet very complicated.
Title: Re: Experimental Tekkit Server
Post by: Tom on May 22, 2012, 01:49:38 PM
I'd have to say its less complicated than vanila redstone, and probably less complicated than vanila mine carts. Especially if you want to compare against pre 1.0 mine carts. Things tend to work how they are explained, so there aren't many bugs you have to work around.

And man I really love the electric furnaces and macerator, and the fact that you can put wood into the furnace, turn it into charcoal for A LOT less EU than you get from then putting that charcoal into the generator. It's awesome.

Tekkit makes minecraft considerably less tedious for me, so I don't get bored near so quickly. But its still fun and interesting since so much has been added to the game, and its not like there are any super hacks available at this level that just give me free stuff. Sure the miner comes close, and the Divining Rod could be considered a "HAX!!!!!" but none of them give you instant riches. They all either take time, and/or a lot of valuable resources to build and operate.

If more people come play, I may turn my current base into the starter/spawn station. Once I start using build craft, it'll be a lot easier to start playing with many of the more complex machines (nuclear reactor anyone? how about a mass fabricator? wireless power transmitter? Or a teleporter?).

I will need to redesign my house to fit all kinds of new and wonderful stuff into it anyhow. So we'll see :)

I won't stop playing vanila. I see the two as two separate games. Both have their fun.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on May 22, 2012, 01:57:42 PM
I guess the main difference I see is the variety of items you can craft.
Title: Re: Experimental Tekkit Server
Post by: Thorin on May 22, 2012, 02:03:53 PM
Does this server include RedPower?  One of the biggest initial hurdles that's removed with RedPower is running redstone power lines.  Suddenly you can go up, down, sideways, and through blocks without taking up 4000 cubic meters (20x20x10).  That makes building _anything_ easier.  Then on top of that there are a bunch of new things to craft, which in turn give you whole new options for interesting builds.

But vanilla Minecraft would be greatly improved if redstone was easier to work with.
Title: Re: Experimental Tekkit Server
Post by: Tom on May 22, 2012, 02:07:32 PM
Quote from: Mr. Analog on May 22, 2012, 01:57:42 PM
I guess the main difference I see is the variety of items you can craft.
That is a large part of it. But a good bunch of those items are very "end game", and can take MANY diamonds to build, so you need many of the "convenient" tools you get allong the way in order to even get far enough to make a bunch of things (anti-grav boots? jet pack? invincible armour?).

Quote from: Thorin on May 22, 2012, 02:03:53 PM
Does this server include RedPower?  One of the biggest initial hurdles that's removed with RedPower is running redstone power lines.  Suddenly you can go up, down, sideways, and through blocks without taking up 4000 cubic meters (20x20x10).  That makes building _anything_ easier.  Then on top of that there are a bunch of new things to craft, which in turn give you whole new options for interesting builds.

But vanilla Minecraft would be greatly improved if redstone was easier to work with.
Yeah, It has RedPower, IC2, RailCraft, BuildCraft and a bunch of other things.

Tekkit 3 is "coming soon" with RedPower 2 :o which should be VERY exciting.
Title: Re: Experimental Tekkit Server
Post by: Lazybones on May 22, 2012, 02:29:45 PM
At the moment redpower is the main thing I would be interested in, although the mining machines and the ability to build stuff on movable platforms is also really high up there on my want list.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on June 28, 2012, 03:57:44 PM
Is this server still going? What version is it on? What do I need locally?

I may try it out...

EDIT: This has nothing to do with Sjin and Sips_ playing Tekkit with Duncan...

NOTHING AT ALL

damn yogscast...
Title: Re: Experimental Tekkit Server
Post by: Tom on June 28, 2012, 04:33:54 PM
Quote from: Mr. Analog on June 28, 2012, 03:57:44 PM
Is this server still going? What version is it on? What do I need locally?

I may try it out...

EDIT: This has nothing to do with Sjin and Sips_ playing Tekkit with Duncan...

NOTHING AT ALL

damn yogscast...
What about the new yogscast Simon and Lewis with duncan, even though they haven't really done much yet...

But yeah, its still going. My main house is pretty near spawn I think. not entirely sure on that though. You're free to play if you like. It's currently on Tekkit 3.0.3 I think. just grab the latest tekkit client and you should be golden.

feel free to use my machines, but be nice and don't steal my iron. I'm always short on iron. Ignore the massive chests full of diamonds and EE fuels, those were made with EE, some of which were a bit cheaty. So I pretty much ignore those.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on June 28, 2012, 05:29:04 PM
Obie kabie

Yeah, I've been watching a bunch of Sjin's videos lately and he had a Top 10 Tekkit Terrors series and I thought, this is something I should mess with!
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on June 30, 2012, 12:25:55 PM
So! Got started with Tekkit, holy crap!

I built a house, a mine, dug up all sorts of exotic ores. Had to steal a rubber tree sapling from the house on the spawn (once I had a few trees going I put one back).

Found lots of nifty gems.

Built a Generator, an Extractor (to get rubber from trees rather than using a tree tap) and a Mascerator.

I also built pipes and a redstone engine, and now ore gets processed in the mascerator and goes up the pipe into one of my storage boxes :D

So far it's fun but I'm having a hard time finding some resources (REDSTONE *shakes fist*)

I suspect though I'll hit that terminal velocity of stuff-having-so-you-can-make-more-cool-stuff within another few hours of playing

Given how abundant coal is and yet how quickly I'm tearing through it I think I'm going to have to figure out power sooner than later!

Anyway, fun stuff!

First screen, my house, built with marble bricks.
Second screen, the inside.
Third screen, my machines!
Title: Re: Experimental Tekkit Server
Post by: Tom on June 30, 2012, 01:46:48 PM
Very cool :)

I went almost straight from some coal, direct to mostly solar. Sure solar pannels are a bit expensive.. but they are worth it \o/

You might want to save coal for railcraft.

Also, you still want to use the tree tap, since a tree tap gets you more sticky resin per tree, and the tree keeps living :) then when you stick the resin in the extractor you get 3 rubber per resin. which is insane. If all you do is stick rubber tree wood in the extractor you get one rubber. Not quite the same deal.

Now, if you have a crap load of those giant rubber trees, the extractor is the only way to get rubber out of them. I've actually found two ways to make use of those seemingly useless trees. Demolish the entire massive tree, stick a bunch of the logs into the furnace to create charcoal, which takes less power than charcoal gives out in any furnace (free energy ftw), and of course in the extractor for rubber :)
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 01, 2012, 09:11:13 AM
yeah, I was looking at how to make solar panels yesterday, man they are expensive! I think I'll try out wind power first as I'm on a fairly windy mountain. Of course I want to build a nuclear power plant down the road heh heh

one step at a time though

oh also I want to set up an automated farm 'cause chonga hungee!!
Title: Re: Experimental Tekkit Server
Post by: Tom on July 01, 2012, 10:43:47 PM
Quote from: Mr. Analog on July 01, 2012, 09:11:13 AM
yeah, I was looking at how to make solar panels yesterday, man they are expensive! I think I'll try out wind power first as I'm on a fairly windy mountain. Of course I want to build a nuclear power plant down the road heh heh

one step at a time though

oh also I want to set up an automated farm 'cause chonga hungee!!
Sadly forestry was removed from tekkit. It has actual farms and stuff that'll automatically farm :( it's awesome. but the forestry dude is a bit of a douche. Added in a backdoor so he could mess with some users of his plugin that he didn't like.
Title: Re: Experimental Tekkit Server
Post by: Thorin on July 02, 2012, 12:14:58 AM
Quote from: Tom on July 01, 2012, 10:43:47 PM
Sadly forestry was removed from tekkit. It has actual farms and stuff that'll automatically farm :( it's awesome. but the forestry dude is a bit of a douche. Added in a backdoor so he could mess with some users of his plugin that he didn't like.

Uhh, so his mod should be considered malware and a trojan?  First report of malware in a Minecraft mod that I've heard of (but then I'm behind the times).
Title: Re: Experimental Tekkit Server
Post by: Tom on July 02, 2012, 10:38:55 AM
Quote from: Thorin on July 02, 2012, 12:14:58 AM
Quote from: Tom on July 01, 2012, 10:43:47 PM
Sadly forestry was removed from tekkit. It has actual farms and stuff that'll automatically farm :( it's awesome. but the forestry dude is a bit of a douche. Added in a backdoor so he could mess with some users of his plugin that he didn't like.

Uhh, so his mod should be considered malware and a trojan?  First report of malware in a Minecraft mod that I've heard of (but then I'm behind the times).
Hm, actually I may have been misinformed. Code was added, but it wasn't a backdoor. Forestry comes with a "bee keeping" mechanic, and some  bees were added that would randomly explode and blow up your stuff if it found you running technic. It's possible /both/ happened, but the latter sounds more feasible.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 02, 2012, 10:49:04 AM
Quote from: Thorin on July 02, 2012, 12:14:58 AM
Quote from: Tom on July 01, 2012, 10:43:47 PM
Sadly forestry was removed from tekkit. It has actual farms and stuff that'll automatically farm :( it's awesome. but the forestry dude is a bit of a douche. Added in a backdoor so he could mess with some users of his plugin that he didn't like.

Uhh, so his mod should be considered malware and a trojan?  First report of malware in a Minecraft mod that I've heard of (but then I'm behind the times).

Well, the Forestry mod I guess... not sure what they could do outside the Minecraft bubble, I guess it depends on what privalege it runs as.

ANYWAY

I played 14 hours of Tekkit yesterday non-stop!

There are some amazing things you can build that I wish were in Minecraft vanilla:

-Crafting Table Mk. II: If you have the stuff in your inventory you can simply click to create it, no more fussing around trying to remember recipes, this is kind of important in Tekkit as there are so many recipes!

-Equivalent Exchange Table: Lets you transmute one substance into another. So, got a box full of cobblestone? Transmute it to stone or iron or whatever. Every item in Tekkit has a "value" cobble, stone, dirt all being 1 all the way up to diamond (which is like 6000), this is great for when you're stuck for something.

There are some REALLY annoying things though too.

-If you don't use the right tool you will lose your machine, and even if you use the right tool there's a %10-%20 chance you will lose it. Not so annoying on basic machines but when you've spent 4 diamond on a gizmo and you need to move it and it breaks into a pile of useless, easy to make bits it's RAEG time

-Complexity! Some of the problems you will have and crafting recipes needed to solve them are crazy. For example, I built a geothermal generator yesterday, goes right to the core of the earth and sucks up all that pesky lava, loads up a power block just fine, BUT I wanted to use it to power a Quarry, which is from a different mod, fine there's a power converter (called an Energy Link) you can make that will make the power compatible. To build it you will need the following:

-2x Advanced Alloy
-3 Redstone Dust
-Wooden Conductive Pipe
-Insulated Copper Wire
-2x Gold Gears

Okay, let's make the advanced alloy:
-Put a mixed-metal ingot into a Compressor

Okay, let's make a mixed-metal ingot (assuming you HAVE a compressor)
-3 Refined Iron (you just cook iron again in a furnace)
-3 Tin
-3... BRONZE

Okay, let's make BRONZE
-3 Copper Dust
-1 Tin Dust
-Take the bronze dust and cook it in an oven

Well, there's one Advanced Alloy done

On to Step 2!

(I won't bore you with the details LOL)

So yeah, getting started there is a bit of a learning curve for advanced machinery, and then you need a ton of resources, things like an EE table help there but man, I hope I never have to make something like this again and I hope this block never breaks when I move it!!

:D

Tekkit is vastly different from vanilla Minecraft, the logistics of doing some things that are complex in Minecraft are totally solved but whole NEW even more complex problems arise like how to avoid clogs in transport pipes or dealing with all consuming power issues, or even just planning where your machines go without ending up with a nest of cables and pipes every which way :D

It's fun, but so far a lot less relaxing :D

Also, scaffolding is awesome, just don't build it over a volcano (that get's a bit... "firey")
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 02, 2012, 03:00:10 PM
Argh! Your Tekkit Server is telling me it can't validate my username.

I log into our Minecraft server just fine.

FIXIT!FIXIT!FIXIT!
Title: Re: Experimental Tekkit Server
Post by: Tom on July 02, 2012, 03:09:28 PM
Quote from: Mr. Analog on July 02, 2012, 03:00:10 PM
Argh! Your Tekkit Server is telling me it can't validate my username.

I log into our Minecraft server just fine.

FIXIT!FIXIT!FIXIT!
Hm, it seems to be having a problem connecting to mc.net.. I assumed it was just mc.net being retarded. Let me give the tekkit server a kick.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 02, 2012, 03:09:44 PM
I've attached a screenshot...

VERY ANNOYING

All I wanted to do was see how my quarry was getting on...
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 02, 2012, 03:10:47 PM
Quote from: Tom on July 02, 2012, 03:09:28 PM
Quote from: Mr. Analog on July 02, 2012, 03:00:10 PM
Argh! Your Tekkit Server is telling me it can't validate my username.

I log into our Minecraft server just fine.

FIXIT!FIXIT!FIXIT!
Hm, it seems to be having a problem connecting to mc.net.. I assumed it was just mc.net being retarded. Let me give the tekkit server a kick.

Could be they seem to change DNS a lot, like I find if I flush dns connectivity works ok.

But why would vanilla minecraft work is what I'm curious about

Ah well, let me know when it's up!
Title: Re: Experimental Tekkit Server
Post by: Tom on July 02, 2012, 03:17:13 PM
Quote from: Mr. Analog on July 02, 2012, 03:10:47 PM
Quote from: Tom on July 02, 2012, 03:09:28 PM
Quote from: Mr. Analog on July 02, 2012, 03:00:10 PM
Argh! Your Tekkit Server is telling me it can't validate my username.

I log into our Minecraft server just fine.

FIXIT!FIXIT!FIXIT!
Hm, it seems to be having a problem connecting to mc.net.. I assumed it was just mc.net being retarded. Let me give the tekkit server a kick.

Could be they seem to change DNS a lot, like I find if I flush dns connectivity works ok.

But why would vanilla minecraft work is what I'm curious about

Ah well, let me know when it's up!
Vanila isn't working ;) its off and on. I can sometimes get it to auth, and sometimes not.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 02, 2012, 03:20:03 PM
Quote from: Tom on July 02, 2012, 03:17:13 PM
Quote from: Mr. Analog on July 02, 2012, 03:10:47 PM
Quote from: Tom on July 02, 2012, 03:09:28 PM
Quote from: Mr. Analog on July 02, 2012, 03:00:10 PM
Argh! Your Tekkit Server is telling me it can't validate my username.

I log into our Minecraft server just fine.

FIXIT!FIXIT!FIXIT!
Hm, it seems to be having a problem connecting to mc.net.. I assumed it was just mc.net being retarded. Let me give the tekkit server a kick.

Could be they seem to change DNS a lot, like I find if I flush dns connectivity works ok.

But why would vanilla minecraft work is what I'm curious about

Ah well, let me know when it's up!
Vanila isn't working ;) its off and on. I can sometimes get it to auth, and sometimes not.

Worked for me, I was logged in and went to my vault.

Ah well, Red Dwarf marathon now!
Title: Re: Experimental Tekkit Server
Post by: Tom on July 02, 2012, 03:21:51 PM
Quote from: Mr. Analog on July 02, 2012, 03:20:03 PM
Quote from: Tom on July 02, 2012, 03:17:13 PM
Quote from: Mr. Analog on July 02, 2012, 03:10:47 PM
Quote from: Tom on July 02, 2012, 03:09:28 PM
Quote from: Mr. Analog on July 02, 2012, 03:00:10 PM
Argh! Your Tekkit Server is telling me it can't validate my username.

I log into our Minecraft server just fine.

FIXIT!FIXIT!FIXIT!
Hm, it seems to be having a problem connecting to mc.net.. I assumed it was just mc.net being retarded. Let me give the tekkit server a kick.

Could be they seem to change DNS a lot, like I find if I flush dns connectivity works ok.

But why would vanilla minecraft work is what I'm curious about

Ah well, let me know when it's up!
Vanila isn't working ;) its off and on. I can sometimes get it to auth, and sometimes not.

Worked for me, I was logged in and went to my vault.

Ah well, Red Dwarf marathon now!
Yeah, its kinda random when it works and when it doesn't. best you can do is keep trying. though that might be part of whats causing the login issues. the mc.net auth api has always been their week point it seems.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 02, 2012, 03:33:31 PM
Quote from: Tom on July 02, 2012, 03:21:51 PM
Quote from: Mr. Analog on July 02, 2012, 03:20:03 PM
Quote from: Tom on July 02, 2012, 03:17:13 PM
Quote from: Mr. Analog on July 02, 2012, 03:10:47 PM
Quote from: Tom on July 02, 2012, 03:09:28 PM
Quote from: Mr. Analog on July 02, 2012, 03:00:10 PM
Argh! Your Tekkit Server is telling me it can't validate my username.

I log into our Minecraft server just fine.

FIXIT!FIXIT!FIXIT!
Hm, it seems to be having a problem connecting to mc.net.. I assumed it was just mc.net being retarded. Let me give the tekkit server a kick.

Could be they seem to change DNS a lot, like I find if I flush dns connectivity works ok.

But why would vanilla minecraft work is what I'm curious about

Ah well, let me know when it's up!
Vanila isn't working ;) its off and on. I can sometimes get it to auth, and sometimes not.

Worked for me, I was logged in and went to my vault.

Ah well, Red Dwarf marathon now!
Yeah, its kinda random when it works and when it doesn't. best you can do is keep trying. though that might be part of whats causing the login issues. the mc.net auth api has always been their week point it seems.

I guess, but I mean I log into the client before I hit your server. I know there is another auth step after that but yeesh!
Title: Re: Experimental Tekkit Server
Post by: Tom on July 02, 2012, 05:48:28 PM
Quote from: Mr. Analog on July 02, 2012, 03:33:31 PM
I guess, but I mean I log into the client before I hit your server. I know there is another auth step after that but yeesh!
I never really understood it myself. Sometimes it works, sometimes it doesn't. :(
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 03, 2012, 09:21:04 AM
By the way, Tekkit is awesome

So I'm thinking about power now, I have been really surprised about how well geothermal worked out. I have to move my pump in the depths of the earth but there are nearby lava pools that fill my needs.

Geothermal ran my Quarry quite efficiently, managed to dig up a whole 64x64 area right down to bedrock, I can already see though that if I want to really get producing I'm going to have to build something more... err powerful!

All the rest of my machines (which admittedly is not much yet) are running off of a few solar cells, again impressed with how well that works!

The only silly thing I have to rebuild is my compressor, it suffered an accident when I was moving it after I built my MFE unit...
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 03, 2012, 10:47:08 AM
More Tekkit Gush:

Energy Condenser!

I just learnt about this gizmo, it takes anything, converts it into EMC (the relative value of all items in game) and spits out whatever you want.

Got piles of cobble and want diamonds? Hook this baby up to a supply of cobblestone and it will convert it into diamonds automagically.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 03, 2012, 02:35:19 PM
Quote from: Mr. Analog on July 03, 2012, 10:47:08 AM
More Tekkit Gush:

Energy Condenser!

I just learnt about this gizmo, it takes anything, converts it into EMC (the relative value of all items in game) and spits out whatever you want.

Got piles of cobble and want diamonds? Hook this baby up to a supply of cobblestone and it will convert it into diamonds automagically.
On sunday I hooked up a couple BC quarries to my main base sorting system via teleport pipes. Used power teleport pipes to use IC2 power, and item teleport pipes to transfer the items back. Have three chests hooked up, one for super valuable stuff like diamonds, gems and redstone, another for ores, and another for misc stuff. And hanging off the misc stuff chest is a RP2 retriever that fetches the cobble, dirt, sand and gravel and pumps it into a EE Energy Condenser! I made 4 diamonds out of the junk from three small holes to bedrock (1 was 13x13 or so, two are 16x16).

One word of caution,  a quarry running off IC2 power using the energy link is incredibly draining. It took nearly 10,000,000 EU (my entire MFSU) to power those two quarries. and it didn't look like only running one at a time made any difference. I think the energy link was using up 74EU/t. Which is /a lot/.

My next step is to tap the glorious oil patches I found early on. setup some remote refineries and transfer the fuel back to my base.

I also found out how much wind farms suck. Mine really aren't getting me that much power over all, and they lag the crap out of the game when I'm at my base :( even though they are /way/ up in the sky.
Title: Re: Experimental Tekkit Server
Post by: Melbosa on July 03, 2012, 02:38:37 PM
Wow... guess Minecraft Vanilla isn't going to get as much luv from you guys with these coming projects :D
Title: Re: Experimental Tekkit Server
Post by: Thorin on July 03, 2012, 02:43:52 PM
Either that or they're going to stop sleeping altogether.  Even with all his Tekkit building, Mr. Analog's still got an impressive set-up at Edge City.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 03, 2012, 02:53:02 PM
Quote from: Melbosa on July 03, 2012, 02:38:37 PM
Wow... guess Minecraft Vanilla isn't going to get as much luv from you guys with these coming projects :D

Well, it notches things up to the next level, there's a steep curve to getting started but once you sort of get comfortably set up (as I am now) you can increase what you're doing geometrically.

The down side of course is in Tekkit you spend a lot more time building things, so while in Minecraft you wander around looking for stuff you spend a lot more time in Tekkit in a room putting stuff together.

Being short of a specific resource really kills things sometimes as well. When I started it took AGES to find redstone, now that I can Equivalent Exchange for it I've found a lot more (figures).

One thing that is sort of annoying is if a chunk unloads whatever was happening there stops, so you can't pump oil or lava long distances, which kind of sucks.

Also water appears to be finite, which is somewhat annoying.

Tom! You should try setting up a wind farm on the mountaintop behind my house, I assume the wind sound effect means they'll spin faster.

Quote from: Thorin on July 03, 2012, 02:43:52 PM
Either that or they're going to stop sleeping altogether.  Even with all his Tekkit building, Mr. Analog's still got an impressive set-up at Edge City.

Oh yes, I took a few more pictures the other day with the water shader mod, I should post them!
Title: Re: Experimental Tekkit Server
Post by: Tom on July 03, 2012, 03:12:40 PM
Quote from: Mr. Analog on July 03, 2012, 02:53:02 PM
Quote from: Melbosa on July 03, 2012, 02:38:37 PM
Wow... guess Minecraft Vanilla isn't going to get as much luv from you guys with these coming projects :D

Well, it notches things up to the next level, there's a steep curve to getting started but once you sort of get comfortably set up (as I am now) you can increase what you're doing geometrically.

The down side of course is in Tekkit you spend a lot more time building things, so while in Minecraft you wander around looking for stuff you spend a lot more time in Tekkit in a room putting stuff together.

Being short of a specific resource really kills things sometimes as well. When I started it took AGES to find redstone, now that I can Equivalent Exchange for it I've found a lot more (figures).

One thing that is sort of annoying is if a chunk unloads whatever was happening there stops, so you can't pump oil or lava long distances, which kind of sucks.

Also water appears to be finite, which is somewhat annoying.
I think you need to be a little clever when using the pump. it is possible to get it working right.. But I do think in normal circumstances it pumps water source blocks, and it may do so fast enough that they don't want to repopulate.

I have seen setups where they've used a largeish pool for infinite water... I can't remember any specific videos though ;D

Quote from: Mr. Analog on July 03, 2012, 02:53:02 PM
Tom! You should try setting up a wind farm on the mountaintop behind my house, I assume the wind sound effect means they'll spin faster.
I have mine up at 90-100. They are plenty high, and the wind is constant up there, but wind farms are just generally unreliable. I think from the 8 I installed, I'm getting 5IU/t. I haven't measured what it gets long term, it may be more...
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 03, 2012, 03:19:56 PM
Quote from: Tom on July 03, 2012, 03:12:40 PM
Quote from: Mr. Analog on July 03, 2012, 02:53:02 PM
Quote from: Melbosa on July 03, 2012, 02:38:37 PM
Wow... guess Minecraft Vanilla isn't going to get as much luv from you guys with these coming projects :D

Well, it notches things up to the next level, there's a steep curve to getting started but once you sort of get comfortably set up (as I am now) you can increase what you're doing geometrically.

The down side of course is in Tekkit you spend a lot more time building things, so while in Minecraft you wander around looking for stuff you spend a lot more time in Tekkit in a room putting stuff together.

Being short of a specific resource really kills things sometimes as well. When I started it took AGES to find redstone, now that I can Equivalent Exchange for it I've found a lot more (figures).

One thing that is sort of annoying is if a chunk unloads whatever was happening there stops, so you can't pump oil or lava long distances, which kind of sucks.

Also water appears to be finite, which is somewhat annoying.
I think you need to be a little clever when using the pump. it is possible to get it working right.. But I do think in normal circumstances it pumps water source blocks, and it may do so fast enough that they don't want to repopulate.

I have seen setups where they've used a largeish pool for infinite water... I can't remember any specific videos though ;D

Quote from: Mr. Analog on July 03, 2012, 02:53:02 PM
Tom! You should try setting up a wind farm on the mountaintop behind my house, I assume the wind sound effect means they'll spin faster.
I have mine up at 90-100. They are plenty high, and the wind is constant up there, but wind farms are just generally unreliable. I think from the 8 I installed, I'm getting 5IU/t. I haven't measured what it gets long term, it may be more...

I'd be interested because I can already see water becoming quite valuable.

I'm quite impressed with solar actually, apparently you can build higher voltages too.

I know I have to build a lot more solar panels and maybe hook the input from those to my MFE rather than the batbox and just power everything off that (once I build some transformers that is heh)
Title: Re: Experimental Tekkit Server
Post by: Tom on July 03, 2012, 03:28:33 PM
Quote from: Mr. Analog on July 03, 2012, 03:19:56 PM
I'm quite impressed with solar actually, apparently you can build higher voltages too.

I know I have to build a lot more solar panels and maybe hook the input from those to my MFE rather than the batbox and just power everything off that (once I build some transformers that is heh)
Making solar arrays is quite expensive. A single solar panel is quite expensive as you've probably learned. The first step up from that, is a LV Solar Array, which takes 8 solar pannels, and a LV Transformer. The next step up is a MV Solar Array which takes 8 LV Solar arrays and a MV transformer. And the HV Solar array is 8 MV solar arrays... You get the picture. They are incredibly expensive.

After messing with my quarries on sunday/monday I built a couple more LV Solar arrays. and man I went broke pretty quickly. Nearly all of the iron I got from an entire quarry run and then some, was eaten up. I'm up to 56 EU/t on solar now though. 7 LV Solar arrays. one more and I get a MV! Looks like my MFSU is full already \o/

One thing to note, the main reason LV solar arrays even exist is because plain solar pannels cause lag if you have a lot of them. so if you have 8 or more, its probably a good idea to make a LV Solar Array.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 03, 2012, 03:32:12 PM
I forgot to mention, but look up the world-anchor/chunk-loader blocks. They can help keep things going.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 03, 2012, 03:40:32 PM
That's cool!

Yeah, they are expensive no doubt, but so far they seem to be pretty good power sources (better than wind or waterwheel at least!)

At least in the daytime :)
Title: Re: Experimental Tekkit Server
Post by: Tom on July 03, 2012, 03:56:33 PM
Quote from: Mr. Analog on July 03, 2012, 03:40:32 PM
That's cool!

Yeah, they are expensive no doubt, but so far they seem to be pretty good power sources (better than wind or waterwheel at least!)

At least in the daytime :)
I really do like the solar panels. I'm about to go setup a refinery though. after I get a big fullsized quarry going.

I'm curious as to how exactly you powered your full size quarry?
Title: Re: Experimental Tekkit Server
Post by: Thorin on July 03, 2012, 04:01:57 PM
That's a whole new language you guys are talking in.  LV, MV, MFSU, batbox, EU, BC, IC2, etc.

Sounds like fun!  But oh so time-consuming.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 03, 2012, 04:02:44 PM
Not many more so than standard minecraft.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 03, 2012, 04:08:51 PM
Quote from: Tom on July 03, 2012, 03:56:33 PM
Quote from: Mr. Analog on July 03, 2012, 03:40:32 PM
That's cool!

Yeah, they are expensive no doubt, but so far they seem to be pretty good power sources (better than wind or waterwheel at least!)

At least in the daytime :)
I really do like the solar panels. I'm about to go setup a refinery though. after I get a big fullsized quarry going.

I'm curious as to how exactly you powered your full size quarry?

Geothermal! I was quite happy with how it worked out, I didn't have a large pool of lava either.

I built a mining well in my factory, drilled down to the lowest levels of my existing mine (where I had constantly been annoyed by lava), then I converted my mining well into a pump. I made several tanks and started collecting lava. Then I built over a hundred waterproof pipes and fed them back up the hole left by the mining well. I hooked them up to the geothermal generator I had built and then made an MFE and hooked them up. Then I had to make gold cable to an energy link, then I made some conductive pipes and connected them to my Quarry.

One small pool of lava dug all the way to bedrock, my only mistake was not enough storage chests, also I don't have sorting set up yet.

I may have to redesign my factory, but I'm scared of moving machines after my accident with the compressor...

Quote from: Thorin on July 03, 2012, 04:01:57 PM
That's a whole new language you guys are talking in.  LV, MV, MFSU, batbox, EU, BC, IC2, etc.

Sounds like fun!  But oh so time-consuming.

It sounds complicated and it is a bit confusing but it all makes sense... eventually :)

I think I mentioned the confusion packing more than one mod has as there are different kinds of power, tools, machines that belong to different mods, they are compatible but not without some jiggering (my example above of converting geothermal to EU to BC power...)
Title: Re: Experimental Tekkit Server
Post by: Tom on July 03, 2012, 04:20:27 PM
Quote from: Mr. Analog on July 03, 2012, 04:08:51 PM
Quote from: Tom on July 03, 2012, 03:56:33 PM
Quote from: Mr. Analog on July 03, 2012, 03:40:32 PM
That's cool!

Yeah, they are expensive no doubt, but so far they seem to be pretty good power sources (better than wind or waterwheel at least!)

At least in the daytime :)
I really do like the solar panels. I'm about to go setup a refinery though. after I get a big fullsized quarry going.

I'm curious as to how exactly you powered your full size quarry?

Geothermal! I was quite happy with how it worked out, I didn't have a large pool of lava either.

I built a mining well in my factory, drilled down to the lowest levels of my existing mine (where I had constantly been annoyed by lava), then I converted my mining well into a pump. I made several tanks and started collecting lava. Then I built over a hundred waterproof pipes and fed them back up the hole left by the mining well. I hooked them up to the geothermal generator I had built and then made an MFE and hooked them up. Then I had to make gold cable to an energy link, then I made some conductive pipes and connected them to my Quarry.

One small pool of lava dug all the way to bedrock, my only mistake was not enough storage chests, also I don't have sorting set up yet.
Is that a single geothermal generator? I didn't think they had enough juice to power a quarry over an energy link. My energy link when hooked up wants to eat 74EU/t. Which is /a lot/. I'd need to at the very least /double/ my solar input, if not quadruple it.

Can you make yourself an EU detector and tell me how much power your energy link is drainining? Maybe my issues are due to the power teleport pipes I've been using.

Quote from: Mr. Analog on July 03, 2012, 04:08:51 PM
I may have to redesign my factory, but I'm scared of moving machines after my accident with the compressor...
batpack + electric wrench in lossless mode. The electric wrench is /nearly/ lossless as it is, but occasionally it'll break something, usually quite expensive. So batpack + lossless mode it was!
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 03, 2012, 04:44:11 PM
Quote from: Tom on July 03, 2012, 04:20:27 PM
Quote from: Mr. Analog on July 03, 2012, 04:08:51 PM
Quote from: Tom on July 03, 2012, 03:56:33 PM
Quote from: Mr. Analog on July 03, 2012, 03:40:32 PM
That's cool!

Yeah, they are expensive no doubt, but so far they seem to be pretty good power sources (better than wind or waterwheel at least!)

At least in the daytime :)
I really do like the solar panels. I'm about to go setup a refinery though. after I get a big fullsized quarry going.

I'm curious as to how exactly you powered your full size quarry?

Geothermal! I was quite happy with how it worked out, I didn't have a large pool of lava either.

I built a mining well in my factory, drilled down to the lowest levels of my existing mine (where I had constantly been annoyed by lava), then I converted my mining well into a pump. I made several tanks and started collecting lava. Then I built over a hundred waterproof pipes and fed them back up the hole left by the mining well. I hooked them up to the geothermal generator I had built and then made an MFE and hooked them up. Then I had to make gold cable to an energy link, then I made some conductive pipes and connected them to my Quarry.

One small pool of lava dug all the way to bedrock, my only mistake was not enough storage chests, also I don't have sorting set up yet.
Is that a single geothermal generator? I didn't think they had enough juice to power a quarry over an energy link. My energy link when hooked up wants to eat 74EU/t. Which is /a lot/. I'd need to at the very least /double/ my solar input, if not quadruple it.

Can you make yourself an EU detector and tell me how much power your energy link is drainining? Maybe my issues are due to the power teleport pipes I've been using.

Quote from: Mr. Analog on July 03, 2012, 04:08:51 PM
I may have to redesign my factory, but I'm scared of moving machines after my accident with the compressor...
batpack + electric wrench in lossless mode. The electric wrench is /nearly/ lossless as it is, but occasionally it'll break something, usually quite expensive. So batpack + lossless mode it was!

Do you mean an EC Meter? Sure I probably need it anyway to sort out how badly those tin wires are transferring power from my solar panels :)

Yes! You mentioned the electric wrench the other day, now I know how annoying losing an expensive machine can be.

According to the Wiki a Geothermal Generator stores up to 480,000 EU and outputs 20,000 EU per Lava Bucket/Cell at a rate of 20EU/t. Not sure what the optimal consumption is for a Quarry...

Reading the wiki suggests I use a conductive teleporter pipe to my Quarry which, thinking about it, is a really good idea. That way I can keep the Geothermal Generator and the lava pumps together and transmit the power directly to the quarry on the surface rather than pumping it all the way up 72 blocks!
Title: Re: Experimental Tekkit Server
Post by: Tom on July 03, 2012, 04:54:24 PM
Quote from: Mr. Analog on July 03, 2012, 04:44:11 PM
Quote from: Tom on July 03, 2012, 04:20:27 PM
Quote from: Mr. Analog on July 03, 2012, 04:08:51 PM
Quote from: Tom on July 03, 2012, 03:56:33 PM
Quote from: Mr. Analog on July 03, 2012, 03:40:32 PM
That's cool!

Yeah, they are expensive no doubt, but so far they seem to be pretty good power sources (better than wind or waterwheel at least!)

At least in the daytime :)
I really do like the solar panels. I'm about to go setup a refinery though. after I get a big fullsized quarry going.

I'm curious as to how exactly you powered your full size quarry?

Geothermal! I was quite happy with how it worked out, I didn't have a large pool of lava either.

I built a mining well in my factory, drilled down to the lowest levels of my existing mine (where I had constantly been annoyed by lava), then I converted my mining well into a pump. I made several tanks and started collecting lava. Then I built over a hundred waterproof pipes and fed them back up the hole left by the mining well. I hooked them up to the geothermal generator I had built and then made an MFE and hooked them up. Then I had to make gold cable to an energy link, then I made some conductive pipes and connected them to my Quarry.

One small pool of lava dug all the way to bedrock, my only mistake was not enough storage chests, also I don't have sorting set up yet.
Is that a single geothermal generator? I didn't think they had enough juice to power a quarry over an energy link. My energy link when hooked up wants to eat 74EU/t. Which is /a lot/. I'd need to at the very least /double/ my solar input, if not quadruple it.

Can you make yourself an EU detector and tell me how much power your energy link is drainining? Maybe my issues are due to the power teleport pipes I've been using.

Quote from: Mr. Analog on July 03, 2012, 04:08:51 PM
I may have to redesign my factory, but I'm scared of moving machines after my accident with the compressor...
batpack + electric wrench in lossless mode. The electric wrench is /nearly/ lossless as it is, but occasionally it'll break something, usually quite expensive. So batpack + lossless mode it was!

Do you mean an EC Meter? Sure I probably need it anyway to sort out how badly those tin wires are transferring power from my solar panels :)

Yes! You mentioned the electric wrench the other day, now I know how annoying losing an expensive machine can be.

According to the Wiki a Geothermal Generator stores up to 480,000 EU and outputs 20,000 EU per Lava Bucket/Cell at a rate of 20EU/t. Not sure what the optimal consumption is for a Quarry...

Reading the wiki suggests I use a conductive teleporter pipe to my Quarry which, thinking about it, is a really good idea. That way I can keep the Geothermal Generator and the lava pumps together and transmit the power directly to the quarry on the surface rather than pumping it all the way up 72 blocks!
I meant EU Meter, yeah. I'm working on a refinery atm. we'll see how that goes.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 04, 2012, 03:40:44 AM
If you haven't played with teleport pipes yet, I have a word of warning. They'be been crashing my client all night. And now its crashing as I join. Fun times. Might even waste an entire run of a full size quarry. awesome.

/me angry.

Well at least I just realized that today is July 4th. Yay for holidays.
Title: Re: Experimental Tekkit Server
Post by: LennyLen on July 04, 2012, 05:06:39 AM
Quote from: Tom on July 04, 2012, 03:40:44 AM
Well at least I just realized that today is July 4th. Yay for holidays.

Ok, so I know Canadians are basically just Americans that say "eh" a lot, but you're celebrating their holidays now? :P
Title: Re: Experimental Tekkit Server
Post by: Tom on July 04, 2012, 05:12:41 AM
Quote from: LennyLen on July 04, 2012, 05:06:39 AM
Quote from: Tom on July 04, 2012, 03:40:44 AM
Well at least I just realized that today is July 4th. Yay for holidays.

Ok, so I know Canadians are basically just Americans that say "eh" a lot, but you're celebrating their holidays now? :P
When you work for an Ameican company, and have no tasks assigned, you really have no choice.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 04, 2012, 07:04:11 AM
Server is down.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 04, 2012, 07:15:23 AM
Yeah, I took it down not expecting anyone to get on it any time soon. Didn't want my massive setup to go to complete waste while I was sleeping ;) As it is it'll run itself dry and all of the blocks the 64x64 sized quarry will dig up will get dropped on the ground.

Put it back up for now.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 04, 2012, 08:17:27 AM
Quote from: Tom on July 04, 2012, 07:15:23 AM
Yeah, I took it down not expecting anyone to get on it any time soon. Didn't want my massive setup to go to complete waste while I was sleeping ;) As it is it'll run itself dry and all of the blocks the 64x64 sized quarry will dig up will get dropped on the ground.

Put it back up for now.

You should get into sorting pipes, I have more than 50 of the bloody things

They are a tad glitchy though.

I just wanted to check the progress of my dig, I'm pretty sure I need more lava
Title: Re: Experimental Tekkit Server
Post by: Tom on July 04, 2012, 08:24:28 AM
Quote from: Mr. Analog on July 04, 2012, 08:17:27 AM
Quote from: Tom on July 04, 2012, 07:15:23 AM
Yeah, I took it down not expecting anyone to get on it any time soon. Didn't want my massive setup to go to complete waste while I was sleeping ;) As it is it'll run itself dry and all of the blocks the 64x64 sized quarry will dig up will get dropped on the ground.

Put it back up for now.

You should get into sorting pipes, I have more than 50 of the bloody things

They are a tad glitchy though.

I just wanted to check the progress of my dig, I'm pretty sure I need more lava
I have sorting back at my base. Only need one diamond pipe at the moment. sorts three categories:

Rare, Ore, and Other.

And the quarry /should/ be pumping into the sorting system, but the teleport pipe has the wrong frequency set, since I just installed the pipe, and the client crashed before I had a chance to set the proper one. And now I can't join properly to set it.

If you could pop in briefly to test to see if you can still log in, I'd appreciate it. Or if you had more time, possibly find my quarry, break the teleport pipe, and then flip the switch back at my refinery ;D that would be super awesome. If not I'll have to find some time to get mcedit working and hand edit the map.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 04, 2012, 08:47:58 AM
Ah, I thought you had popped back on after you had your issues yesterday.

What I'm worried about is going into that chunk and having the same issues you were. It sounds like a chunk unloading problem that causes a mess for any client that comes in contact with it.

Very buggy.

One thing you could try is change your respawn location, not sure how you would do this though...
Title: Re: Experimental Tekkit Server
Post by: Tom on July 04, 2012, 08:51:58 AM
The chunks shouldn't get unloaded since they have teleport tethers. Of course that assumes that's bug free ;D
Title: Re: Experimental Tekkit Server
Post by: Tom on July 04, 2012, 08:59:11 AM
Sev just logged in. He switched off my refinery for me :D woot.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 04, 2012, 09:18:35 AM
Quote from: Tom on July 04, 2012, 08:51:58 AM
The chunks shouldn't get unloaded since they have teleport tethers. Of course that assumes that's bug free ;D

Well I'm just reading in-between what I see on the wiki. The client is only supposed to  load the chunk your in it sounds like it can't handle loading multiple chunks at the same time.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 04, 2012, 09:25:02 AM
Quote from: Mr. Analog on July 04, 2012, 09:18:35 AM
Quote from: Tom on July 04, 2012, 08:51:58 AM
The chunks shouldn't get unloaded since they have teleport tethers. Of course that assumes that's bug free ;D

Well I'm just reading in-between what I see on the wiki. The client is only supposed to  load the chunk your in it sounds like it can't handle loading multiple chunks at the same time.
Hmm. I was under the impression that the chunks are all kept loaded if you use chunk loaders, regardless if you're there or not. But I have no idea.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 04, 2012, 09:29:51 AM
Quote from: Tom on July 04, 2012, 09:25:02 AM
Quote from: Mr. Analog on July 04, 2012, 09:18:35 AM
Quote from: Tom on July 04, 2012, 08:51:58 AM
The chunks shouldn't get unloaded since they have teleport tethers. Of course that assumes that's bug free ;D

Well I'm just reading in-between what I see on the wiki. The client is only supposed to  load the chunk your in it sounds like it can't handle loading multiple chunks at the same time.
Hmm. I was under the impression that the chunks are all kept loaded if you use chunk loaders, regardless if you're there or not. But I have no idea.

Yes, but it's a mod and there are a lot of others with the exact same issue in both SMP and local (at least on the wiki comments page for that stuff)
Title: Re: Experimental Tekkit Server
Post by: Tom on July 07, 2012, 08:12:19 PM
Heads up, I'm thinking of adding the Additional BuildCraft Objects mode from: http://www.minecraftforum.net/topic/682821-125bc3152214091-additional-buildcraft-objects

Once I do, people will need to download the client side package for BuildCraft 2.2.14.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 08, 2012, 10:58:44 AM
Quote from: Tom on July 07, 2012, 08:12:19 PM
Heads up, I'm thinking of adding the Additional BuildCraft Objects mode from: http://www.minecraftforum.net/topic/682821-125bc3152214091-additional-buildcraft-objects

Once I do, people will need to download the client side package for BuildCraft 2.2.14.

Other than faster pipes, what are the benefits?
Title: Re: Experimental Tekkit Server
Post by: Tom on July 08, 2012, 11:16:04 AM
Quote from: Mr. Analog on July 08, 2012, 10:58:44 AM
Quote from: Tom on July 07, 2012, 08:12:19 PM
Heads up, I'm thinking of adding the Additional BuildCraft Objects mode from: http://www.minecraftforum.net/topic/682821-125bc3152214091-additional-buildcraft-objects

Once I do, people will need to download the client side package for BuildCraft 2.2.14.

Other than faster pipes, what are the benefits?
The valve and liquid balance pipes are particularly interesting to me. I can see the insertion and extraction pipes being useful too. Though maybe a bit of an overlap there with the advanced pipes from the advanced bc pipes mod.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 08, 2012, 11:21:49 AM
Quote from: Tom on July 08, 2012, 11:16:04 AM
Quote from: Mr. Analog on July 08, 2012, 10:58:44 AM
Quote from: Tom on July 07, 2012, 08:12:19 PM
Heads up, I'm thinking of adding the Additional BuildCraft Objects mode from: http://www.minecraftforum.net/topic/682821-125bc3152214091-additional-buildcraft-objects

Once I do, people will need to download the client side package for BuildCraft 2.2.14.

Other than faster pipes, what are the benefits?
The valve and liquid balance pipes are particularly interesting to me. I can see the insertion and extraction pipes being useful too. Though maybe a bit of an overlap there with the advanced pipes from the advanced bc pipes mod.

I guess the one thing I want to make sure of is that there are no incompatibilities that will make life difficult :)

I plan on building a reactor today :D
Title: Re: Experimental Tekkit Server
Post by: Tom on July 08, 2012, 11:41:59 AM
Quote from: Mr. Analog on July 08, 2012, 11:21:49 AM
Quote from: Tom on July 08, 2012, 11:16:04 AM
Quote from: Mr. Analog on July 08, 2012, 10:58:44 AM
Quote from: Tom on July 07, 2012, 08:12:19 PM
Heads up, I'm thinking of adding the Additional BuildCraft Objects mode from: http://www.minecraftforum.net/topic/682821-125bc3152214091-additional-buildcraft-objects

Once I do, people will need to download the client side package for BuildCraft 2.2.14.

Other than faster pipes, what are the benefits?
The valve and liquid balance pipes are particularly interesting to me. I can see the insertion and extraction pipes being useful too. Though maybe a bit of an overlap there with the advanced pipes from the advanced bc pipes mod.

I guess the one thing I want to make sure of is that there are no incompatibilities that will make life difficult :)

I plan on building a reactor today :D
I'd have to test it first with a copy of the map, just to make sure. because if any of the id's conflict, I'd have to work around that issue manually. the tekkit/bukkit setup has a way of sorting out conflicting ids, but I'd need to save the id's it did use, just in case I have to upgrade the main server or whatnot, and have to reinstall the plugin. things don't work so well if the id's are wrong ;D
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 09, 2012, 04:17:39 PM
Ehh, if anyone's gonna be online tonight can you move depleted uranium cells to the box next to my reactor?

Thanks!
Title: Re: Experimental Tekkit Server
Post by: Lazybones on July 09, 2012, 04:45:35 PM
Quote from: Mr. Analog on July 09, 2012, 04:17:39 PM
Ehh, if anyone's gonna be online tonight can you move depleted uranium cells to the box next to my reactor?

Thanks!

Lol that sounds so wrong
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 09, 2012, 05:12:31 PM
Quote from: Lazybones on July 09, 2012, 04:45:35 PM
Quote from: Mr. Analog on July 09, 2012, 04:17:39 PM
Ehh, if anyone's gonna be online tonight can you move depleted uranium cells to the box next to my reactor?

Thanks!

Lol that sounds so wrong

Note how I didn't ask them to put uranium INTO the reactor

I trust you guys, but I only trust you guys
Title: Re: Experimental Tekkit Server
Post by: Tom on July 09, 2012, 08:52:48 PM
I logged in to move your uranium cells, but they were already gone :o

In other news my 63x63 quarry is done...

Most of what you see in those chests were auto mined from the big quarry. The last image is the amount of diamonds that were generated from all of the cobble, sand, gravel, and dirt. Thats a lot of fsckin cobble right there. 26*8192. A lot of cobble.

So yeah, shut down my refinery setup for now, as all it was doing was powering itself ;D it would eventually run dry if I let it, because the engines were powering the water pump which keeps them cool, as well as the refinery turning the oil into gas (both of which take a fair amount of power), so as it ran those things, the engines used more fuel.. which means it had to pump more water and make more fuel... etc.


append: some math: 3328 stacks of junk in that condenser :D man. I'm glad I didn't bother with chests for that.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 09, 2012, 09:51:11 PM
Whoa nice!
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 10, 2012, 09:30:45 AM
You know what the best thing ever is?

MINING LASER

That is all.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 12, 2012, 08:35:00 AM
So I added 6 more chambers to my reactor last night and created an upgraded Mark I, I was very happy with the power output of this safe design. It was enough to run my large quarry at top speed with power left over to charge my storage and run all my machines.

I also changed my factory a bit, I upgraded my electric furnace to an induction furnace (amazingly fast) and added 3 mascerators.

Pipe clogs are now a recurring problem, and the only way out is to use diamond pipes I think.

VERY ANNOYING PROBLEM. Earlier I worked out a large loop system that ensured stuff stayed in motion and didn't clog the pipes but it's slow as hell and thanks to the random deterministic nature of each branch sometimes ore would just roll around not getting processed.

The only solution I have now is to sort the ores and then feed them into the machines, on the plus side I accidentally made WAY too many diamond pipes earlier on thinking they were glass fibre... on the down side I'm going to have to build a mascerator for each ore type.

Not that that's particularly hard or anything, just ... annoying.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 12, 2012, 11:38:25 AM
Some of the advanced pipes might help you out a bit. Or you could play with RedPower pneumatic tubes (they are made from brass, you know you like brass, the only thing RP2 is missing now is brass goggles).
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 12, 2012, 01:29:53 PM
Quote from: Tom on July 12, 2012, 11:38:25 AM
Some of the advanced pipes might help you out a bit. Or you could play with RedPower pneumatic tubes (they are made from brass, you know you like brass, the only thing RP2 is missing now is brass goggles).

Yeah, I was looking at sorting machines and all that stuff on the wiki after I logged off, I think I can achieve the same sort of setup using sorting pipes (and avoiding having to switch to blutricity? I think that's what all that stuff runs on)

Yeah! I should reskin my avatar as a mad scientist! haha
Title: Re: Experimental Tekkit Server
Post by: Tom on July 12, 2012, 01:46:50 PM
Quote from: Mr. Analog on July 12, 2012, 01:29:53 PM
Quote from: Tom on July 12, 2012, 11:38:25 AM
Some of the advanced pipes might help you out a bit. Or you could play with RedPower pneumatic tubes (they are made from brass, you know you like brass, the only thing RP2 is missing now is brass goggles).

Yeah, I was looking at sorting machines and all that stuff on the wiki after I logged off, I think I can achieve the same sort of setup using sorting pipes (and avoiding having to switch to blutricity? I think that's what all that stuff runs on)

Yeah! I should reskin my avatar as a mad scientist! haha
Sorting pipes could help, but I think you could also make use of distribution pipes. they will equally split output into every direction. Instead of just being somewhat random. you could stick the distro pipe on to split into say 4 directions, and now 1/4 of all the materials head in each direction
and if you put an iron pipe on the input, you can stop any possible materials going back up the line.

But the nice thing about pneumatic tubes, is they don't drop items. They just send stuff back to where they came from, or bounce around a bit. Often they'll stay in filters or retrievers while the destinations don't have room.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 12, 2012, 01:48:10 PM
Quote from: Tom on July 12, 2012, 01:46:50 PM
Sorting pipes could help, but I think you could also make use of distribution pipes. they will equally split output into every direction. Instead of just being somewhat random. you could stick the distro pipe on to split into say 4 directions, and now 1/4 of all the materials head in each direction
and if you put an iron pipe on the input, you can stop any possible materials going back up the line.

But the nice thing about pneumatic tubes, is they don't drop items. They just send stuff back to where they came from, or bounce around a bit. Often they'll stay in filters or retrievers while the destinations don't have room.

Wow! Okay, I may have to play around with that
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 13, 2012, 11:49:31 PM
So, bit of a question... where did everyone go?

It's like as soon as I get up to speed with Tekkit no one logs in anymore.

I highly doubt I am that intimidating.

Does anyone want to help me build a solar panel factory?
Title: Re: Experimental Tekkit Server
Post by: Thorin on July 13, 2012, 11:57:36 PM
AHH RUN AWAY RUN AWAY IT'S MR A!!!

Wait, I just realized that rhymes.

Also, I just realized I'm up in 7 hours and have to pack six people's worth of stuff into my Suburban while also saving room for said six people.

But anyway, have fun with Tekkit and don't forget us vanilla folk :)
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 14, 2012, 12:00:49 AM
Pff, I'll be back if no one is online, that's for sure!

Anyway, have fun in the woods, don't forget to confiscate everyones' electronics ;)
Title: Re: Experimental Tekkit Server
Post by: Lazybones on July 14, 2012, 12:40:46 AM
Haven't even logged into the Tekkit server once... Too busy with my own stuff... Also prefer the pool to the computer in this weather.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 14, 2012, 01:09:05 AM
Quote from: Mr. Analog on July 13, 2012, 11:49:31 PM
So, bit of a question... where did everyone go?

It's like as soon as I get up to speed with Tekkit no one logs in anymore.

I highly doubt I am that intimidating.

Does anyone want to help me build a solar panel factory?
People's gots other things todo you know :P

I still haven't decided how I want to build my new base, now that I have all the materials I'll need for it.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 14, 2012, 07:44:42 AM
Fair enough
Title: Re: Experimental Tekkit Server
Post by: Tom on July 16, 2012, 09:22:27 PM
Mr.A, you may want to check to see if you've been griefed.

It seems someone has been having some fun on the tekkit server.

I do believe I have daily and weekly backups, so a rewind should be fine.

And I'm considering going white list for the tekkit server.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 17, 2012, 12:19:40 AM
Quote from: Tom on July 16, 2012, 09:22:27 PM
Mr.A, you may want to check to see if you've been griefed.

It seems someone has been having some fun on the tekkit server.

I do believe I have daily and weekly backups, so a rewind should be fine.

And I'm considering going white list for the tekkit server.

My house has been destroyed

My reactor has been destroyed

All my machines have been destroyed

The sad bit is someone wasted their time with this, restore to a backup plz
Title: Re: Experimental Tekkit Server
Post by: Tom on July 17, 2012, 11:21:45 AM
Quote from: Mr. Analog on July 17, 2012, 12:19:40 AM
Quote from: Tom on July 16, 2012, 09:22:27 PM
Mr.A, you may want to check to see if you've been griefed.

It seems someone has been having some fun on the tekkit server.

I do believe I have daily and weekly backups, so a rewind should be fine.

And I'm considering going white list for the tekkit server.

My house has been destroyed

My reactor has been destroyed

All my machines have been destroyed

The sad bit is someone wasted their time with this, restore to a backup plz
Will do.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 17, 2012, 01:11:22 PM
If anyone knows who padraictoomey and Ninja_Adam are, please let me know.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 17, 2012, 01:26:15 PM
Are they who showed up in the logs?

I've never seen either.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 17, 2012, 01:31:28 PM
Yup. those are the only two people I don't know who are in the logs.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 17, 2012, 03:08:46 PM
I popped on the vanilla server earlier, the guys there said they saw Ninja_Adam log on

I took a quick look near spawn and I didn't see anything going on though.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 18, 2012, 01:20:54 AM
Backup from earlier yesterday (likely 6am ish) is restored. Things seem to look fine. At least my stuff looks normal, and a cruise around Mr_A's place shows nothing out of the ordinary as far as I can see. I've added that padraictoomey person to the banned list. since thats the only user that appeared on the tekkit server that hasn't previously been on the other server. If someone complains, well we'll cross that bridge when we come to it.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 18, 2012, 08:37:38 AM
Everything appears to be in order :)

I did some Googlin' and according to his YouTube profile padraictoomey is 17 and from Ireland

I also checked the Minecraft forums of known griefers and I didn't see either name come up, so I guess keep your eyes peeled on both servers.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 18, 2012, 09:27:55 AM
Quote from: Mr. Analog on July 18, 2012, 08:37:38 AM
Everything appears to be in order :)

I did some Googlin' and according to his YouTube profile padraictoomey is 17 and from Ireland

I also checked the Minecraft forums of known griefers and I didn't see either name come up, so I guess keep your eyes peeled on both servers.
Yeah, I found his youtube channel last night. I didn't really see any reference to him and griefing, so I wasn't entirely sure. Ninja_Adam is known to me know, so it was unlikely to have been him. I think he's Nitehackr's son.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 18, 2012, 09:58:53 AM
Quote from: Tom on July 18, 2012, 09:27:55 AM
Quote from: Mr. Analog on July 18, 2012, 08:37:38 AM
Everything appears to be in order :)

I did some Googlin' and according to his YouTube profile padraictoomey is 17 and from Ireland

I also checked the Minecraft forums of known griefers and I didn't see either name come up, so I guess keep your eyes peeled on both servers.
Yeah, I found his youtube channel last night. I didn't really see any reference to him and griefing, so I wasn't entirely sure. Ninja_Adam is known to me know, so it was unlikely to have been him. I think he's Nitehackr's son.

Ah, I wondered who Nitehackr was when I was on Usamot yesterday, time to update the people we know list I guess
Title: Re: Experimental Tekkit Server
Post by: Tom on July 18, 2012, 10:03:30 AM
Quote from: Mr. Analog on July 18, 2012, 09:58:53 AM
Quote from: Tom on July 18, 2012, 09:27:55 AM
Quote from: Mr. Analog on July 18, 2012, 08:37:38 AM
Everything appears to be in order :)

I did some Googlin' and according to his YouTube profile padraictoomey is 17 and from Ireland

I also checked the Minecraft forums of known griefers and I didn't see either name come up, so I guess keep your eyes peeled on both servers.
Yeah, I found his youtube channel last night. I didn't really see any reference to him and griefing, so I wasn't entirely sure. Ninja_Adam is known to me know, so it was unlikely to have been him. I think he's Nitehackr's son.

Ah, I wondered who Nitehackr was when I was on Usamot yesterday, time to update the people we know list I guess
Yeah, another allegro.cc dude. He may not be on as much. He died far from spawn, and didn't think he had time to get back to his stuff. Got rather frustrated. Reminds me of me ;D I absolutely hated having to treck back to get @%&#, or redo things in games when I die and forgot to save at a reasonable time.

Ever play FF6, and not only get past the floating island in part 2, but not save till you get to the opera house or so? And then you die? And the last point you saved was the starting point on the floating island? And that island always kicked your goddamned butt? Yeah. That's me right there. I didn't play FF6 again for probably 3 or 6 months. Basically I had played for over two hours, and didn't save at all. Whoops.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 18, 2012, 10:54:05 AM
Quote from: Tom on July 18, 2012, 10:03:30 AM
Yeah, another allegro.cc dude. He may not be on as much. He died far from spawn, and didn't think he had time to get back to his stuff. Got rather frustrated. Reminds me of me ;D I absolutely hated having to treck back to get @%&#, or redo things in games when I die and forgot to save at a reasonable time.

Ever play FF6, and not only get past the floating island in part 2, but not save till you get to the opera house or so? And then you die? And the last point you saved was the starting point on the floating island? And that island always kicked your goddamned butt? Yeah. That's me right there. I didn't play FF6 again for probably 3 or 6 months. Basically I had played for over two hours, and didn't save at all. Whoops.

Cool cool...

Yeah, I know that feel, I think most gamers can appreciate that.

Oddly enough that's why I built the first big cobble tower on the old server, so I could find my way back (before I built a bed). Ah the days before maps and knowing what F3 did :)

One thing that has been a silent revolution in many games is auto-quicksave/checkpoints or the ability to trigger a quicksave whenever you want I LOVE THAT FEATURE.

In fact, it's very ANNOYING to go back to other games that don't do this and you end up going through hell, dying (or whatever) and then having to restart and go through hell again.

I was actually thinking about this last night, I find a lot of console to PC conversions don't always make obvious certain features which makes accomplishing tasks very difficult, however when they have auto-save or frequent checkpoints it's not so bad:

Example 1: Bioshock

You get different ammunition types (armor piercing, incendiary, etc), now playing through most of the game I never actually knew how to switch the type of ammunition, it just never came up, in fact I didn't even notice that I had different ammo types. Then finally I got to a point where I ended up in a large battle where different types of mobs were coming at me in waves and I'd run out of default ammo and like, I could SEE that I had ammo but Gun Not Shoot. Why Gun Not Shoot? Looked it up, learnt about different ammo types and their uses and HOW TO SELECT THEM (some obscure keyboard key), I remapped the change ammo to my mouse side buttons and holy crap, all of a sudden taking out particular mobs was a hell of a lot easier.

Example 2: Saints Row the Third

I just finished the main story mode yesterday (as I've been feeling under the weather and shooting stuff is fun) when I got to one of the final encounters there was a part where I had to rescue a hostage being used as a human shield, well there's no way to get a clean shot, the characters on screen tell me to use grenades. Okay, use grenade, hostage blows up, game over. WTF game!! After 20 minutes of trying everything I can think of I finally tab out and read that you have to pick up, are you ready for this? Jars of farts that happen to be lying around, change my selected grenade slot to use said jars and then chuck 'em at my enemy, they drop the hostage (can't hack the smell I guess) and I shoot 'em in the head. THE TROUBLE IS: 1: I never EVER encountered "jarred farts" in the game before 2. I didn't know how to change the selected grenade (turns out it's the "G" button on your keyboard)

All this would have been WAY more annoying if it didn't allow me to start from a checkpoint before these challenges. I mean I shouldn't have my experience ruined because I have to tab out and faff around online to figure out what or how I'm supposed to do something, but it happens, and if I have to restart from square one every time I probably won't play the game very much.

Conversely you end up with some games that could have been so much more fun had they trained you up a bit better or at least got the checkpoints a little tighter so you could do three fun things and then if you got stuck on one annoying bit you didn't have to go through all the other stuff just to get back to the tricky bit. I found this to be the main problem with Mirror's Edge actually, you'd be having a real fun time (havin' a ball, don't stop me now) and then get stuck not knowing what to do and then get shot in the head... LOADING all right go through everything again now please, oh and do remember to do that thing that you don't know! GOOD LUCK FAITH

It's kind of like those annoying disappearing blocks in Mega Man, you learn the pattern by dying over and over, and it combines all the "fun" of memorizing things and retracing your steps. Whee.
Title: Re: Experimental Tekkit Server
Post by: LennyLen on July 19, 2012, 12:01:20 AM
Quote from: Tom on July 18, 2012, 09:27:55 AM
Ninja_Adam is known to me know, so it was unlikely to have been him. I think he's Nitehackr's son.

Nope.  NiteHacker is Neil Roy from A.cc.  Ninja_Adam is the son of Neil Walker from A.cc.  Wrong Neil.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 19, 2012, 12:09:38 PM
Quote from: LennyLen on July 19, 2012, 12:01:20 AM
Quote from: Tom on July 18, 2012, 09:27:55 AM
Ninja_Adam is known to me know, so it was unlikely to have been him. I think he's Nitehackr's son.

Nope.  NiteHacker is Neil Roy from A.cc.  Ninja_Adam is the son of Neil Walker from A.cc.  Wrong Neil.
Heh, well w/e. Either way it wasn't likely he was the griefer.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 20, 2012, 09:07:29 PM
Tekkit is down pending the upgrade to tekkit 3.1.1.

I'm also installing some extra mods.

so far the list is:

Additional BuildCraft Objects (http://www.siedler25.org/uploads/minecraft/AdditionalBuildcraftObjects/2.2.14/buildcraft-C-additionalbuildcraftobjects-f312@94bc2214-100.zip)

CHECK BACK TO SEE IF THERES MORE.

I will likely be bringing the server up and down while I test things.

Thank you for your cooperation and understanding.


Title: Re: Experimental Tekkit Server
Post by: Tom on July 20, 2012, 09:52:04 PM
Heya MrA... Found something you might like: http://www.minecraftforum.net/topic/1031721-11-team-fortress-2-mod-v05-16february2012/
Title: Re: Experimental Tekkit Server
Post by: Tom on July 20, 2012, 10:34:31 PM
Nix Additional BuildCraft Objects for now. It doesn't want to play nice at the moment, and I'm too tired to mess with it.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 20, 2012, 11:31:24 PM
I should probably warn you Mr A, backup the files in .techniclauncher/tekkit/mods/rei_minimap the .points file is probably the most important. When tekkit updates itself, it tends to wipe the rei's point file.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 20, 2012, 11:40:45 PM
 :D oh man, I may have to spin up my own server just to see what the TF2 stuff is like haha

Yeah, no worries, I know my way around pretty well by now, just have to remap stuff.

A pity the new build craft stuff didn't work, but not like there isn't TONS of stuff already lol

:D
Title: Re: Experimental Tekkit Server
Post by: Tom on July 20, 2012, 11:43:21 PM
Quote from: Mr. Analog on July 20, 2012, 11:40:45 PM
:D oh man, I may have to spin up my own server just to see what the TF2 stuff is like haha

Yeah, no worries, I know my way around pretty well by now, just have to remap stuff.
If you lose that .points file all your way points disappear. It's quite annoying. Thankfully I do daily backups of all my machines \o/

Quote from: Mr. Analog on July 20, 2012, 11:40:45 PM
A pity the new build craft stuff didn't work, but not like there isn't TONS of stuff already lol

:D
Some people had it working, I get the same error they do, but the way they fixed it didn't work. So I dunno. I'll try again later.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 21, 2012, 03:15:48 PM
All of my level Crafting Table IIs are gone

http://thetekkit.wikia.com/wiki/Crafting_Table_II

The worst part is that I've lost all the stuff I had in them (on of which was a Red Power 2 alloy furnace)

:C
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 21, 2012, 03:26:20 PM
The recipe doesn't even work anymore, this is THE ONE must-have item for the Technic Pack, seriously.

WTF

There's nothing on the wiki about this being deprecated.

RAAAAAAAAGE
Title: Re: Experimental Tekkit Server
Post by: Tom on July 21, 2012, 03:34:52 PM
It may just be a block id confusion. I'll take a look at it.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 21, 2012, 04:07:33 PM
Turns out, the Crafting Table MKIII has been removed due to a crap load of bugs, and incompatibility with the new version of Forge in Tekkit 3.1.1.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 22, 2012, 12:36:46 PM
It's pretty damn sad...

Ah well, I just found out that you can press "R" in TooManyItems and see the crafting instructions
Title: Re: Experimental Tekkit Server
Post by: Tom on July 22, 2012, 01:13:04 PM
Quote from: Mr. Analog on July 22, 2012, 12:36:46 PM
It's pretty damn sad...

Ah well, I just found out that you can press "R" in TooManyItems and see the crafting instructions
Also in regular or utility mode you can just click on items. then press the ? button to have it overlaid on your crafting table.

That box at the bottom lets you type the names of items, to filter the list. Watch out though it has a rather (imo) annoying feature where if you double click on that text entry, it'll get a red outline, and then items in the NEI interface and your inventory will be greyed out if they don't match the search. Why is that annoying? It persists across uses, so even if you're not using it, you need to clear the filter field, or your inventory is greyed out even outside of a table.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 23, 2012, 09:51:32 AM
I built an Energy Collector and Antimatter Relay a Nova Catalyst and a Klein Star Ein

Interesting stuff, creating EMC from sunlight, I was quite surprised to learn how expensive an Energy Collector was, but given that it gives you raw EMC... pretty good stuff

I also started pumping water into storage last night as I thought they were used for steam engines.

I think I may power my solar panel factory with steam power but I don't know what the energy output is yet (I guess it's time to build one of those volt meters?).

The stupid Tekkit wiki doesn't list the output...
Title: Re: Experimental Tekkit Server
Post by: Tom on July 23, 2012, 10:38:26 AM
Quote from: Mr. Analog on July 23, 2012, 09:51:32 AM
I built an Energy Collector and Antimatter Relay a Nova Catalyst and a Klein Star Ein

Interesting stuff, creating EMC from sunlight, I was quite surprised to learn how expensive an Energy Collector was, but given that it gives you raw EMC... pretty good stuff

I also started pumping water into storage last night as I thought they were used for steam engines.

I think I may power my solar panel factory with steam power but I don't know what the energy output is yet (I guess it's time to build one of those volt meters?).

The stupid Tekkit wiki doesn't list the output...
buildcraft wiki does :)

Steam Engines are pretty decent power output wise. But you need like four of them to fully power a quarry. But a quarry is a power hog. But yes, leave the oil to meeeeee ;D
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 23, 2012, 10:47:03 AM
Quote from: Tom on July 23, 2012, 10:38:26 AM
Quote from: Mr. Analog on July 23, 2012, 09:51:32 AM
I built an Energy Collector and Antimatter Relay a Nova Catalyst and a Klein Star Ein

Interesting stuff, creating EMC from sunlight, I was quite surprised to learn how expensive an Energy Collector was, but given that it gives you raw EMC... pretty good stuff

I also started pumping water into storage last night as I thought they were used for steam engines.

I think I may power my solar panel factory with steam power but I don't know what the energy output is yet (I guess it's time to build one of those volt meters?).

The stupid Tekkit wiki doesn't list the output...
buildcraft wiki does :)

Steam Engines are pretty decent power output wise. But you need like four of them to fully power a quarry. But a quarry is a power hog. But yes, leave the oil to meeeeee ;D

Yeah, I'd go for oil but it's been tapped by everyone else.

I may end up building another reactor
Title: Re: Experimental Tekkit Server
Post by: Tom on July 23, 2012, 11:55:58 AM
There's lots more oil ;)

But yeah, other sources, like my (soon to be) automated charcoal generator is probably a good bet.

I'm just wondering if I should go for a bunch of plain old furnaces, or a couple induction furnaces for this. I should go look up how much power one induction takes up, and how much it is able to smelt vs a bunch of regular furnaces.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 23, 2012, 12:26:10 PM
If you have an induction furnace up to 100% heat it will constantly drain 16 EU/t
Title: Re: Experimental Tekkit Server
Post by: Tom on July 23, 2012, 12:49:31 PM
Ok, so after a bit of math and testing, a generator gets you 10EU/t, and a furnace making said charcoal uses 3EU/t. Not bad. If I were to use an induction furnace, I'd only need two generators to cover the cost.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 23, 2012, 12:54:04 PM
Quote from: Tom on July 23, 2012, 12:49:31 PM
Ok, so after a bit of math and testing, a generator gets you 10EU/t, and a furnace making said charcoal uses 3EU/t. Not bad. If I were to use an induction furnace, I'd only need two generators to cover the cost.

I find with solar panels and a couple of battboxes I never run out.

Though current is affected if I run all my macerators and the induction furnace together. I found that I could mitigate this by putting charged RE batteries in my macerators.

Mind you all my stuff is overclocked... so that draws a lot more power
Title: Re: Experimental Tekkit Server
Post by: Tom on July 23, 2012, 01:03:24 PM
Quote from: Mr. Analog on July 23, 2012, 12:54:04 PM
Quote from: Tom on July 23, 2012, 12:49:31 PM
Ok, so after a bit of math and testing, a generator gets you 10EU/t, and a furnace making said charcoal uses 3EU/t. Not bad. If I were to use an induction furnace, I'd only need two generators to cover the cost.

I find with solar panels and a couple of battboxes I never run out.

Though current is affected if I run all my macerators and the induction furnace together. I found that I could mitigate this by putting charged RE batteries in my macerators.

Mind you all my stuff is overclocked... so that draws a lot more power
I'm going to try putting in a mass fabricator. That thing will drain 512EU/t. I may even put in multiple.

Basically I need a @%&# load of power ;D

I also have like 5 (or more?) low voltage solar arrays hooked up to an MFSU, which is pretty much always full. It's also got a MFE down the line, just because I didn't want to remove it. I have lots of storage, but I currently can't keep up with a Mass Fabricator, and of course the scrap machines to go with it.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 23, 2012, 01:31:21 PM
As long as you can keep a steady draw I don't see any problems happening.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 23, 2012, 02:22:50 PM
Quote from: Mr. Analog on July 23, 2012, 01:31:21 PM
As long as you can keep a steady draw I don't see any problems happening.
Well I don't expect any issues with exploding... But pulling 512EU/t when you're only making like 32-48, even a full MFSU doesn't last very long.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 24, 2012, 08:12:14 AM
Quote from: Tom on July 23, 2012, 02:22:50 PM
Quote from: Mr. Analog on July 23, 2012, 01:31:21 PM
As long as you can keep a steady draw I don't see any problems happening.
Well I don't expect any issues with exploding... But pulling 512EU/t when you're only making like 32-48, even a full MFSU doesn't last very long.

Yep, it's surprising how fast that juice goes...

So I started building my solar panel factory last night, I also started Collecting EMC to get some Dark Matter (so I can build a flying ring)

Jetpack is cool but it doesn't exactly make building any easier.
Title: Re: Experimental Tekkit Server
Post by: Tom on July 24, 2012, 11:15:04 AM
Quote from: Mr. Analog on July 24, 2012, 08:12:14 AM
Quote from: Tom on July 23, 2012, 02:22:50 PM
Quote from: Mr. Analog on July 23, 2012, 01:31:21 PM
As long as you can keep a steady draw I don't see any problems happening.
Well I don't expect any issues with exploding... But pulling 512EU/t when you're only making like 32-48, even a full MFSU doesn't last very long.

Yep, it's surprising how fast that juice goes...

So I started building my solar panel factory last night, I also started Collecting EMC to get some Dark Matter (so I can build a flying ring)

Jetpack is cool but it doesn't exactly make building any easier.
Try the swiftwolf's rending gale. Sounds like something out of D&D.

I'm still not sure what was up with the lag. My internets have been a tad finicky. And I'm seeing a lot more fraffic than I expect to. I have this little tool that sniffs the network for packets and bins data by IP address, and since last night its seen 378873 different IP addresses. That's insane. Last night I almost thought I might be being DDoSed. But I can't really tell, and the traffic isn't all that heavy, just enough to be annoying. Like a whole crap load of connections, but none of them doing very much. Of course that is one type of DDoS attack. Just open a load of ports, and trickle data, keeping the machine busy. But of course that has to go somewhere... Sadly that tool isn't quite as featurefull as I'd like, I was working on getting it to track network "flows" and L7 protocols. Haven't quite gotten that far yet.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 24, 2012, 11:28:02 AM
Quote from: Tom on July 24, 2012, 11:15:04 AM
Quote from: Mr. Analog on July 24, 2012, 08:12:14 AM
Quote from: Tom on July 23, 2012, 02:22:50 PM
Quote from: Mr. Analog on July 23, 2012, 01:31:21 PM
As long as you can keep a steady draw I don't see any problems happening.
Well I don't expect any issues with exploding... But pulling 512EU/t when you're only making like 32-48, even a full MFSU doesn't last very long.

Yep, it's surprising how fast that juice goes...

So I started building my solar panel factory last night, I also started Collecting EMC to get some Dark Matter (so I can build a flying ring)

Jetpack is cool but it doesn't exactly make building any easier.
Try the swiftwolf's rending gale. Sounds like something out of D&D.

Yep, that's what I'm building, so far I have 2.5 dark matter,  I need four of those plus four feathers and an iron ring.

I figure I'll have enough EMC once my build is done haha :)

I really think people would dig EE on the vanilla server actually :)
Title: Re: Experimental Tekkit Server
Post by: Tom on July 24, 2012, 11:37:58 AM
Quote from: Mr. Analog on July 24, 2012, 11:28:02 AM
Quote from: Tom on July 24, 2012, 11:15:04 AM
Quote from: Mr. Analog on July 24, 2012, 08:12:14 AM
Quote from: Tom on July 23, 2012, 02:22:50 PM
Quote from: Mr. Analog on July 23, 2012, 01:31:21 PM
As long as you can keep a steady draw I don't see any problems happening.
Well I don't expect any issues with exploding... But pulling 512EU/t when you're only making like 32-48, even a full MFSU doesn't last very long.

Yep, it's surprising how fast that juice goes...

So I started building my solar panel factory last night, I also started Collecting EMC to get some Dark Matter (so I can build a flying ring)

Jetpack is cool but it doesn't exactly make building any easier.
Try the swiftwolf's rending gale. Sounds like something out of D&D.

Yep, that's what I'm building, so far I have 2.5 dark matter,  I need four of those plus four feathers and an iron ring.

I figure I'll have enough EMC once my build is done haha :)

I really think people would dig EE on the vanilla server actually :)
If you spent some of that on some more collectors you'd probably get to your goal faster. Mk1 collectors aren't all that expensive, and there's a design that uses something like 13 of them. It's pretty slick an generates a diamond every few minutes I think. It also needs 5 relays.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 24, 2012, 01:14:55 PM
Well given that I built my first 5 collectors yesterday I'm inclined to agree. If glowstone wasn't as expensive I would have built a second "flower" :D

I just can't figure out how to send EMC directly from the Antimatter Relay to a Condenser/Transmutation tablet.

Right now I have my Klein Star Ein plugged into the Relay charging up, I convert that to diamonds and then convert that into dark matter.
Title: Re: Experimental Tekkit Server
Post by: Thorin on July 24, 2012, 01:17:51 PM
How does 378k unique IPs accessing your server compare to normal?  What's the typical, average-ish number of unique IPs per day?
Title: Re: Experimental Tekkit Server
Post by: Tom on July 24, 2012, 03:24:01 PM
Quote from: Mr. Analog on July 24, 2012, 01:14:55 PM
Well given that I built my first 5 collectors yesterday I'm inclined to agree. If glowstone wasn't as expensive I would have built a second "flower" :D

I just can't figure out how to send EMC directly from the Antimatter Relay to a Condenser/Transmutation tablet.

Right now I have my Klein Star Ein plugged into the Relay charging up, I convert that to diamonds and then convert that into dark matter.
What I did was have a condenser in the centre of my "flower" arrangement, and pumped the material it was generating out of said condenser, and into an external relay. You could pipe that stuff anywhere else if you wanted to. even another condenser.

Lets see if I can ASCII draw this out...

Layers, from top to bottom
C == Collector
R == Relay
O == Condenser
X == nothing (unless you don't want regular access to the condenser, or a tube/pipe to pull stuff out (tube+retriever is much better here))


C

C
CRC
C

  C
CRC
CRORC
CRC
  C

C
CXC
C


You can also put glowstone blocks on top of all the exposed collectors.


Quote from: Thorin on July 24, 2012, 01:17:51 PM
How does 378k unique IPs accessing your server compare to normal?  What's the typical, average-ish number of unique IPs per day?
I don't have long term stats, but when I was writing the bw monitoring thing I was using to get that number, it wasn't nearly that high in such a short time. It never got over 2000-5000 ips in its memory queue at one time, where as last night it was over 20,000-30,000 in memory. That means each of those addresses had seen data within a given timeframe (I can't remember what it averaged out to, it doesn't use a fixed timeout, rather it has a "live" counter that increments up to a max value when a packet is received for a given host, and decremented if there hasn't been any data on the regular update which runs once a second IIRC). Current MAX LIVE setting is 30 minutes since data has last been seen going to, or coming from a given host. But it could time out a host long before that (I think it was averaging 5-15 minutes, but its been a while).

It used to be that the "add host" debug printf would slow down after 5-20 minutes or so, even with torrents running, to where there would rarely be any. As it stands, its pretty constant. Maybe I broke something when I was changing stuff the last time I worked on it... I've added a debug log to say anytime a host has been removed from the in memory hash.

Also, I just stopped deluge. Eventually the connection attempts from the torrents should subside as well. Then we'll see if it was just deluge being weird. I know I didn't see anything like this when using ktorrent.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on July 24, 2012, 03:35:27 PM
Ah, I thought you couldn't stack blocks on top of a condenser (like a chest) so I put a relay in there

Easily changed around!

thanks
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on August 02, 2012, 08:53:22 AM
We were talking about re-enabling monsters and disabling creeper explosions.

I'm all for this BUT if so I'd like us to start a new world, 'cause nothing I've built has defence capability

Also, in the process of learning I've built some wacky stuff and I'd love to restart with the knowledge I have!

Thoughts? Ideas? Money for me?
Title: Re: Experimental Tekkit Server
Post by: Tom on August 02, 2012, 10:13:34 AM
Quote from: Mr. Analog on August 02, 2012, 08:53:22 AM
We were talking about re-enabling monsters and disabling creeper explosions.

I'm all for this BUT if so I'd like us to start a new world, 'cause nothing I've built has defence capability

Also, in the process of learning I've built some wacky stuff and I'd love to restart with the knowledge I have!

Thoughts? Ideas? Money for me?
I dunno, I'm not sure it needs to be restarted. The only mobs I'd be worried about are creepers, and I'd only re-enable mobs if I can nerf creepers. Also interdiction torches.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on August 02, 2012, 10:17:19 AM
Quote from: Tom on August 02, 2012, 10:13:34 AM
Quote from: Mr. Analog on August 02, 2012, 08:53:22 AM
We were talking about re-enabling monsters and disabling creeper explosions.

I'm all for this BUT if so I'd like us to start a new world, 'cause nothing I've built has defence capability

Also, in the process of learning I've built some wacky stuff and I'd love to restart with the knowledge I have!

Thoughts? Ideas? Money for me?
I dunno, I'm not sure it needs to be restarted. The only mobs I'd be worried about are creepers, and I'd only re-enable mobs if I can nerf creepers. Also interdiction torches.

Bah!

I say start over!
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on August 29, 2012, 08:45:32 AM
Oh god! I started reading about computer craft.

NOOOOOOOOOOOOOOO!!!
Title: Re: Experimental Tekkit Server
Post by: Tom on August 29, 2012, 10:27:10 AM
Quote from: Mr. Analog on August 29, 2012, 08:45:32 AM
Oh god! I started reading about computer craft.

NOOOOOOOOOOOOOOO!!!
It's turtles all the way down.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on August 29, 2012, 10:30:18 AM
Quote from: Tom on August 29, 2012, 10:27:10 AM
Quote from: Mr. Analog on August 29, 2012, 08:45:32 AM
Oh god! I started reading about computer craft.

NOOOOOOOOOOOOOOO!!!
It's turtles all the way down.

hahahaha
Title: Re: Experimental Tekkit Server
Post by: aethun on September 11, 2012, 12:22:26 PM
I managed to get tekkit to work, and it seems like a lot of fun! Did I hear something about starting a new world or can I get going somewhere in this one?
Title: Re: Experimental Tekkit Server
Post by: Tom on September 11, 2012, 12:31:11 PM
Quote from: aethun on September 11, 2012, 12:22:26 PM
I managed to get tekkit to work, and it seems like a lot of fun! Did I hear something about starting a new world or can I get going somewhere in this one?
I think I'll be waiting till the (SMP) Feed The Beast modpack is released before starting a new map.
Title: Re: Experimental Tekkit Server
Post by: aethun on September 11, 2012, 12:48:47 PM
Ok, so there will be a new world at some point in time. What is Feed the Beast btw? A tekkit replacement?
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on September 11, 2012, 12:49:48 PM
I'm kind of curious myself
Title: Re: Experimental Tekkit Server
Post by: Tom on September 11, 2012, 01:06:04 PM
I thought you'd guys be able to google it up yourselves, but here it is anyhow..

http://www.feed-the-beast.com/

It originated from a custom map, but the thing is basically built by the mod creators themselves. It'll include newer versions of all the mods, and more of the mods, like forestry (since the mod creator didn't like tekkit distributing it, they had to [eventually] stop including it).

Funny story about forestry though.. Forestry includes "bee keeping" which is sorta interesting, if tedious.. Well the mod author decided to add a new type of bee that would spawn and explode if it noticed you were running the tekkit launcher. So he's a bit of a dick. But then the tekkit team aren't much better for not removing his mod right away.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on September 11, 2012, 01:18:37 PM
Honestly the only thing I missed out of Forestry was the electric engine as it was a cheap way to convert power sources between Build Craft and Red Power
Title: Re: Experimental Tekkit Server
Post by: Thorin on September 11, 2012, 01:24:09 PM
So is Feed The Beast a splintering-off of Tekkit, then?  Many of the mods listed on the website you linked are part of Tekkit, no?  Are these authors releasing their mods to multiple modpacks, or something?
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on September 11, 2012, 01:32:39 PM
As long as I can run it from the Technic launcher I don't care
Title: Re: Experimental Tekkit Server
Post by: Tom on September 11, 2012, 01:38:59 PM
Quote from: Thorin on September 11, 2012, 01:24:09 PM
So is Feed The Beast a splintering-off of Tekkit, then?  Many of the mods listed on the website you linked are part of Tekkit, no?  Are these authors releasing their mods to multiple modpacks, or something?
Tekkit is its own beast ;) they don't always have the full blessings of the mod authors. Or at last that was the case in the past. The FTB pack is put together /by/ many of the mod authors.

A youtuber by the name direwolf20 has been doing a SMP Let's Play with a bunch of the mod authors themselves, and it appears that they are basically dogfooding the new versions of the mods. One of dire's last videos mentioned the mod pack and said it was 'close'.

My hope is that a mod pack put out by the mod authors themselves will be more stable than tekkit, and have better support. Tekkit's bug forum is pretty useless. Many bugs never get any attention.

Mod wise I'm mainly interested in Mystcraft and the newer versions of mods like buildcraft 3 and Equivalent Exchange 3.

Quote from: Mr. Analog on September 11, 2012, 01:32:39 PM
As long as I can run it from the Technic launcher I don't care
I'm not sure that'll work, but they are making their own launcher.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on September 11, 2012, 01:40:44 PM
Good as long as it's easy.

I fussed enough getting Minecraft to work on my system I was pleasantly surprised by the Technic Launcher (i.e. it worked out of the box)
Title: Re: Experimental Tekkit Server
Post by: Tom on September 11, 2012, 01:43:54 PM
Quote from: Mr. Analog on September 11, 2012, 01:40:44 PM
Good as long as it's easy.

I fussed enough getting Minecraft to work on my system I was pleasantly surprised by the Technic Launcher (i.e. it worked out of the box)
There's a reason I haven't set up our own mod pack. Its a royal pain in the ass. I wouldn't move to another pack if it wasn't simple to use.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on October 13, 2012, 11:43:36 AM
GROOOOOOOOOOOOOANNNNHHHHHHH

Okay, so... decided to start playing some Minecraft again last night which meant.. thinking about Tekkit, so I've been playing Tekkit this morning building so many crazy things

I built a filler to help me fill the giant holes I've been leaving (to reduce lag)

I built Red Matter and put that in my Power Flower

I built a Klein Sphere (groaaaaaaaaan that took FOREVER)

I built a world anchor so I can keep mining / gaining EMC while I'm offline.

I did notice that there is a large crater in the mountain behind my house, it wasn't there before so I'm wondering if something blew up under there?

Anyway, gotta start thinking about building a solar panel factory!
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on October 14, 2012, 01:48:24 PM
Oh, I did have to spawn in a single bone yesterday as mobs are disabled (I needed bonemeal for dye)

I also discovered we can make cannons, I'm wondering if I need to build defenses against my invisible enemies.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on October 14, 2012, 07:51:23 PM
OH man! I crafted some light detectors so now my exterior lights all go on and off depending on how light/dark it is :D

I also crafted a Ring of the Harvest Goddess and a dark matter pedestal (my farm is now SUPER farm!)

I built a few teleport pipes to make life easier for my filler machine, there's a lot less lag in my area already, it is very slow going though :-/ maybe I need more engines?

I've also been looking at building some wireless stuff!

Gah, I'm back into this technical shizzle whizzle
Title: Re: Experimental Tekkit Server
Post by: Tom on October 14, 2012, 07:52:52 PM
Quote from: Mr. Analog on October 14, 2012, 07:51:23 PM
OH man! I crafted some light detectors so now my exterior lights all go on and off depending on how light/dark it is :D

I also crafted a Ring of the Harvest Goddess and a dark matter pedestal (my farm is now SUPER farm!)

I built a few teleport pipes to make life easier for my filler machine, there's a lot less lag in my area already, it is very slow going though :-/ maybe I need more engines?

I've also been looking at building some wireless stuff!

Gah, I'm back into this technical shizzle whizzle
The teleport pipes haven't been acting up for you? Let me know if after you add a few more, specially long distance ones, if your client starts crashing.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on October 14, 2012, 08:03:24 PM
I don't think world anchors are working (as I hit F9 and only see the boundary for spawn?) but I have had some instability once or twice, so it may be the pipes.

It seems to have gone away for now *shrug*

Ooh I also made a billboard facing some scrubs place ;)

I'm not sure what he was doing but the giant trees are mostly gone and I see a lot of half finished things (or maybe damage? IDK?)
Title: Re: Experimental Tekkit Server
Post by: Tom on October 14, 2012, 08:51:38 PM
Quote from: Mr. Analog on October 14, 2012, 08:03:24 PM
I don't think world anchors are working (as I hit F9 and only see the boundary for spawn?) but I have had some instability once or twice, so it may be the pipes.
Depends if you're talking about world anchors or chunk loaders. The former are from Rail Craft and don't have any kind of ui. The latter are from.. I can't remember which mod they are from, but they will show you which chunks are loaded. Sadly I had issues with chunk loaders not actually working with my build craft stuff and teleport pipes, so I had to resort to world anchors which seemed to work fine.

Quote from: Mr. Analog on October 14, 2012, 08:03:24 PM
It seems to have gone away for now *shrug*

Ooh I also made a billboard facing some scrubs place ;)

I'm not sure what he was doing but the giant trees are mostly gone and I see a lot of half finished things (or maybe damage? IDK?)
I removed a few of the large rubber trees because they annoy the @%&# out of me. But that was a while ago.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on October 15, 2012, 12:02:48 AM
Hnmm, well I'm using the RailCraft world anchor (http://thetekkit.wikia.com/wiki/World_Anchor ) and apparently you can "see" the boundaries when F9 is used (although I can't).

Anyway, I just had another major crash, it seems to really spike CPU on the client for some reason, but at random intervals.

Either way I built a TON of cool stuff in the last couple of days.
Title: Re: Experimental Tekkit Server
Post by: Tom on October 15, 2012, 12:47:33 AM
Quote from: Mr. Analog on October 15, 2012, 12:02:48 AM
Hnmm, well I'm using the RailCraft world anchor (http://thetekkit.wikia.com/wiki/World_Anchor ) and apparently you can "see" the boundaries when F9 is used (although I can't).
I'm not sure thats an option with the version we have? Or at least its a tekkit bug. I've never been able to see the boundaries with the world anchor.

Quote from: Mr. Analog on October 15, 2012, 12:02:48 AM
Anyway, I just had another major crash, it seems to really spike CPU on the client for some reason, but at random intervals.

Either way I built a TON of cool stuff in the last couple of days.
:)
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on October 15, 2012, 09:35:25 AM
After I mostly filled in the one big hole I found that lag has droppeed off quite a bit in my area. So I'll be filling the others as well. I just wish the filler wasn't so darn slow!

I'm going to start building my factory sometime this week I think and then set up a store complete with Vend-O-Mats :)
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 09:41:54 AM
I installed OptiFine and as I was going through my settings turns out I had draw distance set to EXTREME FAR... so that's why I was getting such turbo-lag

Nearly done filling the massive quarry hole, I will be building my solar panel factory soon I think.

I have a lot of Red Matter accumulated, time to start building crazy stuff!
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 09:46:30 AM
Quote from: Mr. Analog on November 26, 2012, 09:41:54 AM
I installed OptiFine and as I was going through my settings turns out I had draw distance set to EXTREME FAR... so that's why I was getting such turbo-lag

Nearly done filling the massive quarry hole, I will be building my solar panel factory soon I think.

I have a lot of Red Matter accumulated, time to start building crazy stuff!
Just a note, once FTB has a version with RedPower 2 and EE3, we're erasing that map. But it may be a while. Although, my server has more than enough juice to run a third mc server, so I can keep the old Tekkit server arround.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 09:47:58 AM
I don't mind restarting as long as other people play.

While fun it gets a bit boring without other people...
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 10:00:02 AM
Quote from: Mr. Analog on November 26, 2012, 09:47:58 AM
I don't mind restarting as long as other people play.

While fun it gets a bit boring without other people...
Indeed. Sev pretty much doesn't play If I don't. And I really haven't felt like it. I will again probably.

In the vanila server I'm going to work on making my own enchantment table \o/ I enchanted my first pick the other day. Got Silk Touch, Efficiency III, and Unbreaking IV (it may be the other way around, I can't remember). Pretty darn good for my first pick :) I really wanted fortune, but silk touch is very nice. I'll have to visit a mob spawner to get a quick 30 levels to try again. Don't want to waste the silk touch if I can help it. Best way to get grass growing in weird places, among other things.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 10:01:22 AM
Enchanting stuff is the best, yes! So many great stackable bonuses. And now that XP gathering is a lot easier/faster there's no real cost to doing it.

Brewing potions is also very rewarding.
Title: Re: Experimental Tekkit Server
Post by: Thorin on November 26, 2012, 03:40:23 PM
I found if you're mining for materials like iron, coal, or even just cobble to turn into smooth stone, you don't even need an XP farm.
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 03:59:22 PM
Quote from: Thorin on November 26, 2012, 03:40:23 PM
I found if you're mining for materials like iron, coal, or even just cobble to turn into smooth stone, you don't even need an XP farm.
Probably, but I don't really expect to go spelunking too much in the near future unless I start doing some crazy stuff.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 04:05:05 PM
...like gathering resources?

Actually now that we have a white-listed server I guess we should de-op each other.

...also that sounds gross for some reason...
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 04:08:07 PM
Quote from: Mr. Analog on November 26, 2012, 04:05:05 PM
...like gathering resources?

Actually now that we have a white-listed server I guess we should de-op each other.

...also that sounds gross for some reason...
I only need to gather resources if I get around to a serious project or two, which I don't have on the books at the moment. Just going to setup my first enchantment table, then get to doing some other stuff maybe. Not sure yet.
Title: Re: Experimental Tekkit Server
Post by: Thorin on November 26, 2012, 04:09:47 PM
You actually want to be de-opped?  The only time I've switched into creative was for that piston elevator, and that was only because I needed to test it in survival multiplayer.  I plan on taking it down in creative so I don't get any of the materials in my survival inventory (no cheating for me).

Tom, if you need something to build, come online when Mr. A or I are on and help us build our stuff :)
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 04:10:40 PM
Fix your house!
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 04:11:34 PM
Quote from: Mr. Analog on November 26, 2012, 04:10:40 PM
Fix your house!
Quote from: Thorin on November 26, 2012, 04:09:47 PM
You actually want to be de-opped?  The only time I've switched into creative was for that piston elevator, and that was only because I needed to test it in survival multiplayer.  I plan on taking it down in creative so I don't get any of the materials in my survival inventory (no cheating for me).

Tom, if you need something to build, come online when Mr. A or I are on and help us build our stuff :)
Lol.

Actually I might work on my house. There's a thing called upside down steps, and joint steps now :o That could make a huge difference. Make a couple command blocks to join my mine and my house.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 04:13:17 PM
Aww yeah

Actually I think I'll keep Op status just so I can fly, I take a lot of screenshots while flying.

I wish there was a magical flying ring in vanilla, Swiftwolf's Rending Gale is so awesome...
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 04:16:32 PM
Quote from: Mr. Analog on November 26, 2012, 04:13:17 PM
Aww yeah

Actually I think I'll keep Op status just so I can fly, I take a lot of screenshots while flying.

I wish there was a magical flying ring in vanilla, Swiftwolf's Rending Gale is so awesome...
Which I think is going away in EE3. :( something will replace it probably, but it won't be the same.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 04:22:52 PM
WHY WOULD THEY DO THAT

It's like the 3rd best thing about EE

Jetpacks would be better if they let you hover...
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 04:44:43 PM
Quote from: Mr. Analog on November 26, 2012, 04:22:52 PM
WHY WOULD THEY DO THAT

It's like the 3rd best thing about EE

Jetpacks would be better if they let you hover...
EE is completely changing for version 3. The condensor and the transmutation tablet are both gone in their current form as well. I don't yet know whats replacing them.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 05:38:00 PM
Pff, screw that noise it might as well be another mod at that rate.

Really those are the only useful items of Equivalent Exchange.
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 05:54:59 PM
Quote from: Mr. Analog on November 26, 2012, 05:38:00 PM
Pff, screw that noise it might as well be another mod at that rate.

Really those are the only useful items of Equivalent Exchange.
I'm sure there will be ways of doing the same things. Just maybe not as "OP".
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 07:24:05 PM
Like the flying pants that don't fly?

Or the armor that makes you impervious to hunger?

Really all I want out of Equivalent Exchange is the transmutation tablet and the condenser because then it's a fair trade of material for material.
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 07:40:20 PM
Quote from: Mr. Analog on November 26, 2012, 07:24:05 PM
Like the flying pants that don't fly?

Or the armor that makes you impervious to hunger?

Really all I want out of Equivalent Exchange is the transmutation tablet and the condenser because then it's a fair trade of material for material.
Many of the bugs you mention are fixed in newer versions of the mods that Tekkit is way behind on.

From what I gather, EE is going to become even closer to Alchemy than it was in the past. So there may be a bit more work involved, but there will still be fair exchange. I /think/ things have "aspects" that can be mixed and matched to get other things. That is instead of just a raw EMC number. Or at least thats what I seem to recall about EE3.

http://www.minecraftforum.net/topic/1540010-equivalent-exchange-3-pre1d/

QuoteRed Matter has been removed
Collectors have been removed
Condensers have been removed. A suitable replacement with new mechanics will be added in the future.
The Destruction Catalyst/Hyperkinetic Lens have been removed
The EMC system will remain, but it will be changed to accomodate new and more interesting mechanics
There will be a method to move EMC around in "wires"
More configuration options will be available to both players and server admins
EE3 will feature an API, which is not complete at this time
A transmutation system similiar to the Transmutation Tablet will exist, but is not ready to be disclosed at this time

I think we can expect it to allow very similar things, but as a complete mod, it may actually be fun by itself now, rather than just a grind to get the collectors and condenser, and then infinite diamonds for the rest of time.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 07:47:05 PM
They should call it the "We Took Everything Fun Out of EE" Update

Now I'm glad we didn't add it.

Expect lots of quarry holes LOL
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 07:57:14 PM
Quote from: Mr. Analog on November 26, 2012, 07:47:05 PM
They should call it the "We Took Everything Fun Out of EE" Update

Now I'm glad we didn't add it.

Expect lots of quarry holes LOL
No quarries on the main overworld. Mystcraft mining world /only/ kthx.

It's really just a different version of EE. EE1 to EE2 was a big jump. EE2 to EE3 is going to be a big jump as well. I can't imagine that they'd just totally remove that functionality and never return it. EE is all about transmutation. You can't not have transmutation in something that is all abut equivalent exchange. It will just be different. And possibly more fun. EMC transportation over wires? :o yes please.

I'm sorta kinda working my way through the thread I linked to.. But so far its a lot of "Thanks!" and "YOUR AN IJUT FOR REMOVING STUFF FROM YOUR OWN MOD!". But Pahimar (the mod author) has been interspersing info into it.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 09:06:09 PM
Well as long as converting EMC is easy once you craft the equipment and not some stupid ass process, that's why no one brews potions in Minecraft vanilla, it's a pain in the butt for negligible returns.
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 09:07:10 PM
Quote from: Mr. Analog on November 26, 2012, 09:06:09 PM
Well as long as converting EMC is easy once you craft the equipment and not some stupid ass process, that's why no one brews potions in Minecraft vanilla, it's a pain in the butt for negligible returns.
Says the guy who's going to make a IC2 Solar Panel factory. :P
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 26, 2012, 09:11:06 PM
I'm not gonna bother if you're going to delete the map.

I'll stick to BuildCraft and IndustrialCraft if EE is going to be a pain in the butt anyway.
Title: Re: Experimental Tekkit Server
Post by: Tom on November 26, 2012, 09:34:18 PM
Quote from: Mr. Analog on November 26, 2012, 09:11:06 PM
I'm not gonna bother if you're going to delete the map.

I'll stick to BuildCraft and IndustrialCraft if EE is going to be a pain in the butt anyway.
And yet both BC and IC2 are pains in the butts. As is RP2 for that matter. ;)
Title: Re: Experimental Tekkit Server
Post by: Thorin on November 26, 2012, 10:37:11 PM
I'm going to wisely stay out of this discussion as I don't know how it all works and I'm partial to vanilla minecraft due to the much quicker updates.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 27, 2012, 04:48:49 AM
God I just slogged through about 35 pages of the EE3 mod thread.

The main problem is this is basically a whole new mod not a continuation of EE2, so people are going to bitch and moan about it. Also, while cool, it was released way too early. I mean there sounded like only a hand full of items in the new mod and some of them were broken right from the start.

Pahimar is obsessed with the concept of balance, this is not the fault of the mod but rather the players who abuse mechanics. You can't solve for human nature. Server admins who have problem with abusive users not OP game mechanics. I guarantee that as long as you can convert easy to make/find items into more powerful items people will find ways to exploit this.

What would have been best is to just have stopped development on EE2 and made a new mod from scratch, as it stands this IS a new mod just riding on the Equivalent Exchange name.
Title: Re: Experimental Tekkit Server
Post by: Tom on November 27, 2012, 05:12:27 AM
Quote from: Mr. Analog on November 27, 2012, 04:48:49 AM
God I just slogged through about 35 pages of the EE3 mod thread.

The main problem is this is basically a whole new mod not a continuation of EE2, so people are going to bitch and moan about it. Also, while cool, it was released way too early. I mean there sounded like only a hand full of items in the new mod and some of them were broken right from the start.

Pahimar is obsessed with the concept of balance, this is not the fault of the mod but rather the players who abuse mechanics. You can't solve for human nature. Server admins who have problem with abusive users not OP game mechanics. I guarantee that as long as you can convert easy to make/find items into more powerful items people will find ways to exploit this.

What would have been best is to just have stopped development on EE2 and made a new mod from scratch, as it stands this IS a new mod just riding on the Equivalent Exchange name.
To be fair, he is the current maintainer of EE. And as mentioned, Ee1 and Ee2 were very different. I really think its up to him if he wants to make a new version of the mod that uses very similar mechanics and call it EE.

Also, what the hell are we doing up so late.

Oh right... Minecraft.. I spent some time fighting with mcedit, but it seems its hopeless for doing what I want. I've got some C++ code in the works now. So far its loading the chunk files. Just need to parse the chunk data and do some scanning.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 27, 2012, 09:54:37 AM
Oh, I saw a lot of apologist posts in the thread that dodge the core of the conversation, one problem seems to be that one of the co-authors for EE2 has disappeared so even if he wanted to hand off development of the EE2 mod to interested parties he can't (legally anyway).

I realize there was a big difference between EE1 and 2, from what I gather pretty much the only thing that was in EE1 was the Philosopher's Stone (though that was in EE2, complete with the original ability of making a wall). But even without looking at a detailed history of the development, just looking at the facts, you have a quite popular mod that's become an important part for a lot of players, people who are desperate for an update as this was the only major forge mod that hadn't made the jump to 1.4 (well, given the initial popularity of the thread anyway!) One of the mod co-authors wants to resume development (also good) but is stripping out everything and starting from scratch.

I really don't think this was intentional but what we have is someone taking advantage of a popular mod's reputation to build their own, new mod.

I wish Pahimar all the luck in the world but I have no sympathy if they are left answering the same questions over and over about where all the fun stuff went :)

EDIT: Not sure what I was doing up late either, I have this stupid bug on my mind, I want it fixed and out of my hair LOL
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 27, 2012, 09:58:23 AM
On a complete side note can you zip up the existing Tekkit Map and mail it to me?

Cheers
Title: Re: Experimental Tekkit Server
Post by: Tom on November 27, 2012, 11:00:39 AM
Quote from: Mr. Analog on November 27, 2012, 09:54:37 AM
I really don't think this was intentional but what we have is someone taking advantage of a popular mod's reputation to build their own, new mod.
I don't think I can bring myself to see it that way.

See, I've been part of the Allegro (gave development library) community for quite a while (10-12 years now?), and back in the day, with version 3, it was maintained by its creator, one Shawn Hargreaves (known for working at Probe Entertainment, Climax Brighton, and now Microsoft, had a large hand in Moto GP at Climax, XNA and now Windows Phone graphics at Microsoft). I think before the 4.0 release which slurped up a bunch of the non DOS ports into a single cross platform library, he handed development over to the developer team as it was at the time (the devs on the dev mailing list), development was moved to sourceforge as Shawn was a lot like linus in that he was the benevolent dictator, he handled all the patches and the source repo. Then Allegro 4.0 was released, which was pretty much the same library as Allegro 3, except for being cross platform out of the box. Then some time went by and we realized that Allegro 4 was a pain in the ass, a mess, and so outdated that something needed done. Then Allegro 5 was born. It's an entirely new API with different semantics. It's hardware accelerated and event based, rather than neither of those things. So its not the allegro that was, but it is the allegro that is.

If anything the new version is /more/ popular than the old version. The team just decided it was more painful to continue expanding on Allegro 4 than it was to spend nearly 10 years (lots of back and forth over the design, and little to no progress in the middle of development for a long time) writing a new library from scratch.


Quote from: Mr. Analog on November 27, 2012, 09:58:23 AM
On a complete side note can you zip up the existing Tekkit Map and mail it to me?

Cheers
Sorry, it's my intellectual property! U NO CAN HAZ!



Just kidding. ;)
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 27, 2012, 11:22:39 AM
Like I say, I don't think it's intentional but that's what's happening. You have a mod that's gained a following, it comes with expectations of what it's supposed to be about and so far all the changes indicated make it something totally different. I think most people were expecting updates to include new EMC values for items and just move it forward so it can be compatible with the latest greatest, not a wholesale rewrite.

From what I could see, people who actually read the OP had mostly negative or curious feedback, as most of the things that really define EE were stated to have been intentionally removed, with only vague claims that there are going to be "better" ways of doing things.

Then you get people who downloaded the mod and tried it finding there wasn't much to it yet, which means it was dropped without much thought to what kind of feedback was going to come down the pipe.

The thing with rewrites is, generally, you want to provide the same set of features in a better way (and EE3 may get there eventually), but so far all we really know is the main features that people like are gone and mostly without replacement.

So given that this is completely different it would have been in Pahimar's best interest to start a new mod that did what he wanted and didn't carry the baggage of EE2.

Kind of like Windows 8, if they had called it "Windows Touch" or something it wouldn't have implied that it was the only possible iteration of Windows but an offshoot with a very definitive purpose, Microsoft probably wouldn't be getting all the bad press right now.
Title: Re: Experimental Tekkit Server
Post by: Tom on November 27, 2012, 11:28:23 AM
I suppose, but it really is the same mechanics. You have EMC, you have transmutation. It is just a new version of the mod. MC mods are constantly changing. A bunch like Thaumcraft change up their setup with new versions (no more tubes of flowing energy and taint).

I do agree with that its a bit basic right now, and holding back would have improved reception. But it is opensource, and it is clearly marked as alpha state. People who complain about alpha code are really being idiots ;)

As for windows, I'm pretty sure MS doesn't think its alpha code ;)
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 27, 2012, 11:43:25 AM
I think that's what also got under peoples' skin, it's in the Mod category when it's clearly still in development phase, I think people were expecting something more finished.
Title: Re: Experimental Tekkit Server
Post by: Tom on November 27, 2012, 11:58:18 AM
What gets under my skin is how people think they are entitled to have whatever they want, when ever they want, and can raise a fuss when they don't get it.

OH MY GOD YOU'RE DOING ALL THIS HARD WORK AND YOU DIDN'T DO WHAT I WANTED YOU TO DO!!!!!ONEONEONEONEKEKEKEKE

those people can suck it.

I don't have a problem with the people being nice and expressing their opinions in a calm and civilized manner. There were a few constructive posts that were half criticism. I think that sort of input is important. Gives the developers some insight into what people are interested in without pissing them off and making them want to quit working on stuff.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 27, 2012, 12:04:18 PM
While it's true people aren't entitled to stuff there are still expectations.

Drastic change will always have a polarizing effect.
Title: Re: Experimental Tekkit Server
Post by: Tom on November 27, 2012, 12:07:13 PM
Quote from: Mr. Analog on November 27, 2012, 12:04:18 PM
While it's true people aren't entitled to stuff there are still expectations.

Drastic change will always have a polarizing effect.
Sure. Ass hats will always be ass-hats. And should rightly be ignored. If you don't have anything constructive to say, expect to be ignored.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 27, 2012, 12:27:33 PM
The trouble is people usually resort to loud angry noises to make sure their voice is heard (something hard-wired into humans from birth), some of the things the ass-hats are saying isn't entirely unfounded time will tell if this is a good move, but the vibe right now is it's too different already to say.
Title: Re: Experimental Tekkit Server
Post by: Tom on November 27, 2012, 12:30:24 PM
Quote from: Mr. Analog on November 27, 2012, 12:27:33 PM
The trouble is people usually resort to loud angry noises to make sure their voice is heard (something hard-wired into humans from birth), some of the things the ass-hats are saying isn't entirely unfounded time will tell if this is a good move, but the vibe right now is it's too different already to say.
I prefer to be optimistic.

I kinda found EE2 to make the game less fun if you mixed it with other mods.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 27, 2012, 12:39:52 PM
Time will tell, that's for sure.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on November 29, 2012, 01:57:53 PM
Oh yeah, don't forget to zip a copy of the Tekkit map :)
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on December 09, 2012, 03:19:58 PM
Rythian Deterrent (i.e. force fields, wireless redstone and nuclear bombs)
http://youtu.be/g4pULeoXNXs

:D
Title: Re: Experimental Tekkit Server
Post by: Tom on December 09, 2012, 03:53:42 PM
Quote from: Mr. Analog on December 09, 2012, 03:19:58 PM
Rythian Deterrent (i.e. force fields, wireless redstone and nuclear bombs)
http://youtu.be/g4pULeoXNXs

:D
Ahh, It seems I started watching that one and got sidetracked or something. Youtube wants to be clever too, its remembered where I watched up to, and starts there....
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on December 09, 2012, 04:48:45 PM
Neat! :D
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on December 27, 2012, 09:59:49 AM
Not sure if the Tekkit server is gone forever or what, but I still do want a copy of the map, especially if we're moving to FTB or whatever.
Title: Re: Experimental Tekkit Server
Post by: Tom on December 27, 2012, 02:47:39 PM
Quote from: Mr. Analog on December 27, 2012, 09:59:49 AM
Not sure if the Tekkit server is gone forever or what, but I still do want a copy of the map, especially if we're moving to FTB or whatever.
I don't imagine anyone wants to play on the ancient ass tekkit server. But I did keep the map around.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on December 27, 2012, 02:53:13 PM
Good, zip it and e-mail it to me like I asked in November :P
Title: Re: Experimental Tekkit Server
Post by: Tom on December 27, 2012, 03:25:19 PM
Quote from: Mr. Analog on December 27, 2012, 02:53:13 PM
Good, zip it and e-mail it to me like I asked in November :P
Sorry, I'm a bit busy these days. You may have to wait till next November.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on December 27, 2012, 04:55:38 PM
Quote from: Tom on December 27, 2012, 03:25:19 PM
Quote from: Mr. Analog on December 27, 2012, 02:53:13 PM
Good, zip it and e-mail it to me like I asked in November :P
Sorry, I'm a bit busy these days. You may have to wait till next November.

In the words of Sips fannnnn-tastic :)

Thanks man!
Title: Re: Experimental Tekkit Server
Post by: Tom on December 27, 2012, 06:07:36 PM
Quote from: Mr. Analog on December 27, 2012, 04:55:38 PM
Quote from: Tom on December 27, 2012, 03:25:19 PM
Quote from: Mr. Analog on December 27, 2012, 02:53:13 PM
Good, zip it and e-mail it to me like I asked in November :P
Sorry, I'm a bit busy these days. You may have to wait till next November.

In the words of Sips fannnnn-tastic :)

Thanks man!
That you're going to have to wait? Maybe I should make you wait longer! You'll be even happier!
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on December 27, 2012, 07:24:22 PM
Quote from: Tom on December 27, 2012, 06:07:36 PM
Quote from: Mr. Analog on December 27, 2012, 04:55:38 PM
Quote from: Tom on December 27, 2012, 03:25:19 PM
Quote from: Mr. Analog on December 27, 2012, 02:53:13 PM
Good, zip it and e-mail it to me like I asked in November :P
Sorry, I'm a bit busy these days. You may have to wait till next November.

In the words of Sips fannnnn-tastic :)

Thanks man!
That you're going to have to wait? Maybe I should make you wait longer! You'll be even happier!

LOL

Hey, I just tried downloading from the link you provided and it failed.
Title: Re: Experimental Tekkit Server
Post by: Tom on December 27, 2012, 07:41:57 PM
Quote from: Mr. Analog on December 27, 2012, 07:24:22 PM
Quote from: Tom on December 27, 2012, 06:07:36 PM
Quote from: Mr. Analog on December 27, 2012, 04:55:38 PM
Quote from: Tom on December 27, 2012, 03:25:19 PM
Quote from: Mr. Analog on December 27, 2012, 02:53:13 PM
Good, zip it and e-mail it to me like I asked in November :P
Sorry, I'm a bit busy these days. You may have to wait till next November.

In the words of Sips fannnnn-tastic :)

Thanks man!
That you're going to have to wait? Maybe I should make you wait longer! You'll be even happier!

LOL

Hey, I just tried downloading from the link you provided and it failed.
How did it fail? its from google drive.. and anyone with the link is supposed to be able to download it....
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on December 27, 2012, 07:43:16 PM
Quote from: Tom on December 27, 2012, 07:41:57 PM
Quote from: Mr. Analog on December 27, 2012, 07:24:22 PM
Quote from: Tom on December 27, 2012, 06:07:36 PM
Quote from: Mr. Analog on December 27, 2012, 04:55:38 PM
Quote from: Tom on December 27, 2012, 03:25:19 PM
Quote from: Mr. Analog on December 27, 2012, 02:53:13 PM
Good, zip it and e-mail it to me like I asked in November :P
Sorry, I'm a bit busy these days. You may have to wait till next November.

In the words of Sips fannnnn-tastic :)

Thanks man!
That you're going to have to wait? Maybe I should make you wait longer! You'll be even happier!

LOL

Hey, I just tried downloading from the link you provided and it failed.
How did it fail? its from google drive.. and anyone with the link is supposed to be able to download it....

Ohh, I just noticed the text (very small by default for me):

Sorry, we are unable to scan this file for viruses.

The file exceeds the maximum size that we scan. Download anyway


I'll grab it here soon
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on December 29, 2012, 11:57:07 PM
So, I've been playing around with EE3... so far as I can tell it's going to have the same abuse problems as EE2 just slightly less easy, I can make obsidian from logs then I can make iron which means I can make gold and convert that into diamonds

I could automate it with 4 Minium Stones, 4 automatic crafting tables and a tree farm/forestry logger.

So at the end of the day it's harder to use to get things done if you like building cool stuff but it can still be set up to generate piles of diamonds.

...in fact hmm, I know what I'm going to build tomorrow Pinky!
Title: Re: Experimental Tekkit Server
Post by: Tom on December 30, 2012, 02:51:21 AM
Thats going to be a royal pain though. The minium stones get damaged when used for crafting or block transmutation. And while it isn't /that/ hard to find minium shards, it is still something you'll have to keep up with, even with a mob spawner.
Title: Re: Experimental Tekkit Server
Post by: Mr. Analog on December 30, 2012, 09:04:54 AM
Easily sorted with sorters! :D

Hmm, maybe I should put something together and make a video about it.

LET THE EMC-SPLOITATION .... BEGIN!