Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - technomage72

Pages: 1 2 [3] 4
31
Test Server / 1.4.6
« on: December 23, 2012, 04:37:07 pm »
only issues I had was that the mobs were not behaving at all, and couldn't break any blocks.

32
General / gregtech modpack 64x64 textures
« on: December 23, 2012, 03:04:19 am »
This is a slightly customized texturepack addon for gregtech machines. This is a work in progress, as I hope to have the gui's expanded as well. Once you expand the zip, you can drop this into your texturepack zip file, or into your texturepack folder.

make sure that these are in a folder called "gregtechmod" inside the texture pack you use.

file can be found here: http://www.lupusdraconis.com/gregtechmod.zip

would have uploaded it here but board saying attachments directory is not writable. ;)

33
Test Server / Re: Test Server information
« on: December 15, 2012, 07:49:34 pm »
Just a warning if no one read gregtech's changelog, you now have to use a wrench to remove his machines otherwise you get nothing.

34
Test Server / Re: Test Server information
« on: December 14, 2012, 06:20:59 pm »
kerno, due to the recent issues with the login server for minecraft, do you think you could whiteboard us so we can get in even if the login server is down?

This is two nights in a row that the login server has crapped out for extended periods of time

35
Test Server / Re: Test Server information
« on: December 14, 2012, 08:24:38 am »
couple of bugs that I've noticed. Like kuges had, I'm also getting power pipes to disappear, usually after a period of time off the chunk, seems like the pipes can get overloaded and "pop". Also, thermal expansions' redstone energy pipes can spontaneously stop working. It seems to happen when thaum3 is installed, but has happened with other mods as well. The explanation is that the pipes store up eu even when there's no output, and will continue to store up more and more eu, until teh amount of eu passes the float limit, and goes negative. the only way around it, thus far, is to break every pipe in the chain, and put them back, but this isn't even 100%. It might be fixed in the latest version of TE, but not sure. I was using the energy pipes to feed my TE machines, and noticed that both the cubes in line, as well as the machines stopped getting power, even though the electric engines were getting power. tried with other engines to eliminate the eu/bc conversion and still no joy. broke all the pipes (as well as a good chunk of my floor as they were embedded) and replaced them, for them to work for a short time, then stop working again.
this only started in the last patch upgrade, as I've been running the redstone energy line since shortly after server's inception, and it has just now manifested into a problem.

NEI is still bugged. Type something in and all of a sudden everything gets shifted to the left, partially off screen. the location of the text box and buttons are still the same, but not visible. typing "li"triggered it for me.

36
Test Server / Re: Test Server information
« on: December 06, 2012, 04:59:31 pm »
if it does get to the point that the mfe is drained, then you have to break the connection...and yes, I do have the blast furnace as well..the industrial grinder, electrolyzer, centrifuge, and implosion compressor are all the same. Waiting for a bit more materials before I get into the matter fab. I also want to get me atleasr an lesu, or an aesu before really starting to produce things.

37
Test Server / Re: Test Server information
« on: December 04, 2012, 02:53:44 pm »
they show up fine with soartex modded...I would manually edit your texture pack. Mojang did do something crazy in the last patch by reversing the zombie skin, it's broke just about every texture pack I've seen, that hasn't been patched for it.

38
Test Server / Re: Test Server information
« on: November 30, 2012, 09:29:17 am »
looking through the ftb forums, there was mentions that Eloraam got flamed in one of the youtube videos, by someone, including making physical threats and using her real name. It was shortly after that that her blog "crashed". I'm not sure of the validity or the coincidence, but there might be a distinct possibility that rp2 is not going to get finished. I don't know if you have heard anything differently on the IRC channels.

If RP2 is not going to get updated, I guess we need to decide what we want to do. Do we want to do like we did with the original tekkit world, and merge the world over now, and then again when (and if) rp2 comes out? Do we want to forgo the tekkit world altogether?

On a side note, can you remove the limitation on ic2 machine upgrades please? GT limits them to 4 in a stack for the machines.


39
Test Server / Re: Test Server information
« on: November 29, 2012, 10:03:01 pm »
NEI is pestering about a new version as well.. Also, I'd like to formally request WMLL (What's My Light Level) as a client side add-on. As you seem to be packaging the clients for us, it would be nice to have this already included..

official forum page: http://www.minecraftforum.net/topic/170739-144145-whats-my-light-level-stable-37-20-nov-test-782-28-nov/#video

40
General / Re: Server Offline
« on: October 23, 2012, 07:31:11 am »
I had already logged off, and logged off normally, wasn't running anything I haven't run a million times before, no new modules. only thing running was my quarry, as I have shut everything down in my reactor room (including the ice gen, uranium gen, etc) so only had the one timer going...I stopped using timers on the quarry, and have started using tubestuff's buffer to push items, and as this is the second quarry using it, don't think that was an issue...I have eu-splitters to prevent logic loops for eu passages as well.


41
Plug-Ins / Re: Equivalent Exchange
« on: September 21, 2012, 08:07:10 pm »
50 chests full of snowballs makes lots of ice to feed heat hungry reactors

42
General / Re: Server Down
« on: September 21, 2012, 06:05:38 pm »
sun was on the world, all he did was try to open a chest and then his client crashed, and when he tried to log back on, the server was down...he thought it might had been a backup or something again, but it wasn't up after we got food.

43
Bugs / Issues / Re: Teleport pipes having issues
« on: September 21, 2012, 06:01:11 pm »
hopefully you will find a viable solution without disabling them. I use teleport pipes almost exclusively, and other than visual bugs, I've yet to have a problem, until the last couple of mod changes.

it's bad enough to see this field of yellow dongles sticking up everywhere, it will be even worse if I have to physically run pipes....

so far the only one that is giving trouble is the power teleport pipes. Item and waterproof seem to be working fine as my machines still spit in the cans they are supposed to.

The power ones, though, will limit my use of quarries and the like, as I am loathe to run pipes 100's of blocks away...

44
Plug-Ins / Re: Equivalent Exchange
« on: September 21, 2012, 05:54:51 pm »
As you said, there are other ways of converting things, albeit a little harder, and usually at an eu cost or a bc cost. while passive emc farms can be abused, they also have many beneficial uses, boiling down to what you said, turning one item that is junk into something more useful. This could be beneficial in the long run, depending what the project is. Every item for good can be abused, I don't see turning something off as a viable alternative. I wouldn't toss out the whole bushel of apples for one bad one up top. I will admit, I like emc farms, but for wholly different reasons then just "generating tons of emc". I'm the one that had the blaze rod farm that prompted the blaze powder reduction. I currently have another type of farm set up, but naturally I don't get anywhere near the amounts of emc I had before. My plans for it? basically it is going to be a function of my nuclear reactor, and I almost have my design perfected in ssp. My current farm produces about 75-100 emc per sec when it is running. I could get this from quarry chaff, but I am looking at something bigger and better without tearing up huge swathes of land. Turning off the condenser will put a wrench in my plan, but it is not something I haven't already thought of ways around. My main purpose is looking at building a nuke plant in the nether, but one that is self contained without the need of external power sources, such as geotherms to get the material I will need for the reactor. without the condenser, I'll be forced to rely on that geotherm for the materials, and it will put a few extra steps in my plan, but nothing that can't be worked around.

I guess my main point is, removing something because it makes it easy, when there are other tools that are a little harder doesn't really change the fact that something can be done. If the net result is the same, then there really isn't a reason to either keep it or remove it.


45
Bugs / Issues / Re: Trouble Connecting
« on: September 08, 2012, 08:55:18 pm »
authentication server for minecraft is down.. session errors like that usually indicate that.

Pages: 1 2 [3] 4