Its incomplete and not ready to be used. It even crashes the Game.
Posts by GregoriusT
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Zephyrus sword - fast HORIZONTAL movement in air, something that is IMPOSSIBLE with jetpacks.
It can also move you upwards, what is not horizontal.
Wand of Equal trade - instant digging up of veins. Not 100% perfect, but it digs clay, glowstone and trees amazingly good. Can be also used for changing your house material and such.
And dont forget to combine it with the Wand of Water, to obsidianize Netherlavalakes and then harvest Obsidian with it at insane speed.
Boots of striding etc - awesome mobility, something that quantoom boots should be, but aren't.
They are not so good, as they speed you up, even when you dont need it. Quantumpants are therefor better.
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So i have to set the Particleoptions to "All", what causes Lag. And then i just have to build a good Particlesource, like Netherrack+Fire to get ~0.5 EU/t per piece of burning Netherrack. Then i will get a maximum of (5*5+5*5-1+5*5)*~0.5EU/t = ~37EU/t, just for putting burning Netherrack around a Windmill + a bit UUM.
P.S. thats overpowered.
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Found a Bug. You forgot to add the following line of Code inside your modclass
public String getPriorities() {return "after:mod_IC2";}
In my Case it loaded before IC², what means that its Blackscreening.
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Buildcraft has an addon called teleport pipes. I'm sure it needs no introduction. From what I know, RedPower doesn't have the equivalent, meaning that if you wanted to transform items over large distances, you would need to build long tube system.
Are RedPower tubes so lag-free that transporting items over large distances with them would cause not more lag than by teleport pipes? Now, when I say 'large distances' I mean several chunks, probably not more than the vertical distance from the top to the bottom of the map.
The GregTower2 has a long Magtube, which goes from Layer 12 to Layer 237, with a large Sortingmachine at Layer 61, and the Tubepathfinding doesnt Lag at all.
The only Lag you can get with Tubes is graphical Lag (even with Optifine), and only if you come close to a very busy Tubesystem like this:
This System is inside a 5x5-Chunkloaded Area, and when i get outside the Tower the Lag disappears, what means that its graphical Lag. Thats a perfect way to test if something would Lag a Server or only the Client.
Magtubes are perfect for transporting Items over long Distances, and if you combine all Items to stacks, before sending them across the Magtube, then you will get almost no Lag at all.
If you really want to Teleport Items, then there are several Ways to do so:
1. Use the IC²-Teleporter (it can also teleport Items since 1.97)
2. Use the Enderchest-Mod by Chickenbones
3. Use Thaumcrafts Teleportseals (but thats currently only SSP) -
what about ability to disable mod relater inventory iteractions serverside?
i want to prevent cacus win button with bukets and deployer.
CASUCs aren't implemented as I'm typing. I don't know Alblaka's stand on this but in my personal opinion he's not going to readd CASUC.
Answer enough?
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I also had this bug that the logistic pipes calculated the amout of resources wrong for no notable reason when i tried to craft solar panels from UU-matter
Redpower has Tubepathfindingbugs, which will cause any System with too many Tubeconnections (like a giant Layer of Tubes), to calculate the Distance wrong, and then choose a Path, which is waaaaaay longer than the wanted Path (no matter how many Restrictiontubes i add!), and ignore my Temp-Store-Chest (which just has one Restrictiontube) in favour of my Autocraftingtables and Macerators (which have 3 Restrictiontubes).
I had to rip off a few "shortcutrestrictiontubes" inside my Autocrafters to fix that Problem.
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Is it theoretically compatible with 1.103? I know i will test that now, but you should add it to the OP.
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Even when my Miner supports up to 704 Miningpipes (Tubeconnected Relay ontop of it), i support that Idea.
And btw: Shiftclicking in the Miner should be a bit more intelligent, instead of putting all stuff into the Bottomslot.
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Why not just craft coins to their higher Value. Like:
8 Coppercoins = 1 Bronzecoin
8 Bronzecoins = 1 Ironcoin
8 Ironcoins = 1 Goldcoin (or a Silvercoin, from which 8 of them can be crafted to 1 Goldcoin)
8 Goldcoins = 1 Diamondcoin
and their reverserecipesBut the Moneysystem needs a serious Overhaul. Like a Machine, which creates Money out of raw Resources (with limited access like Safes), and can only be crafted if enabled via config (so that OPs can spawn them into the Game).
Sadly this got already suggested and ignored/denied (but new Nuclearreactorcomponents too, and see what we will get in the next Version...)
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I'm planning on making a mobile mining platform using frames and miners (yeah, I know, real original ^_^), and the problem I ran into is that to be completely automated, the miner needs to mine on bottom, fill mining pipes on top, and the 4 sides are chest, pump, power, and pneumatic tube for retrieving/replacing drill. There's nowhere to put a frame!
There is a Way: Place a Frame under the Miner via Deployer after the Miner got retracted, then move the Platform and blockbreak the Frame to mine again.
I know RP is eventually going to get a tube frame, but I have no idea how long we'll have to wait for that.
It will take a loooooooooooooooong while.
allow the miner to take power from a powered pump next to it.
Good Idea.
I haven't had time to test it, but I recall seeing somewhere that the basic machines (macerator, extractor, etc) already do something like this
No, they dont do that. But the Electrolyzer and the Teleporter can directly draw Energy from adjacent Energystorageunits, so it's not a Problem
The server I play on is running on a slightly older version of tekkit since the admin has gone MIA for a little while, so my apologies if there's a new/another way to do this. I know I could probably rig up some sort of breaker/deployer to swap parts, but it's kinda ugly and I'm trying to design for a very tight envelope. Suggestions for other methods would be appreciated as well. I searched the forums but didn't see anything concrete about how to do it another way.
Do not mention Tekkit, the most people here dislike that.
I like the Idea itself, so +1.
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Great Guide.

I get a problem with Autocrafting 1.3.0. The part 4 I do not understand. What should the Retriever do on this construction without any Redstone signal. I thing he is useless ???

That one Retriever (i think you mean the one next to the Relay), is the Defaultroute for overflown Items, because it would otherwise flow somewhere else, where you dont want it.
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We got a new Solarspammer Solar Power
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Either you missunderstood me or don't know how breeding works.
Bah! I did the Math a little bit wrong (I just calculated too fast). But that's still a serious MEGA-BUFF, i bet there will be people, who complain about OP-ness.
which cannot be used to convert 1:8 depleted again
I'm aware of that.
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My current best reactor can breed ~16 Depleted cells with a single uranium
I hope that the chance for getting depleted Cells is now much lower, as it would permit infinite Uranium!
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Added a new way to generate Solarblutricity on Page 4, and after i found out, how to place Attachments into the Posts, i relocated most of the Pictures.
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I hope ICE-CASUCS will still be possible, because 1.3 destroyed most Bucket-CASUC-Designs with the addition of stackable empty Buckets.
Imagine more than 2070 EU/t coming from your Reactor with Quadcelltechnology!
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Do you mean something like THIS?