Recent content by Suterusu

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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    Ah, I am familiar with the Java parameters, some of my servers are on 1.8_u11, u25, etc so permagen isn't a thing and some of those options aren't applicable in Java8. I was questioning 2GB as enough for this pack in particular, since it has something wonky behind the scenes with the chunk gen...
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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    Is this startup string for client or server side? Is 2GB enough for the server?
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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    This kind of sounds like the SMP issues we were having, the chunk gen kills our server and boots everyone :\
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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    Dolinmyster, I am interested in getting this pack up and running in SMP. If it helps you at all, I can lend you use of a dedicated server for testing.
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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    Tried with 8, 16, etc. It fills up very quickly on this pack it seems, at least in SMP
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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    We have tried over 8 hours of this Mod Pack on a dedicated server. Playing with version 0.9.9 The chunk generation is causing the server to die, especially if more than one player is exploring at any one time. The CPU load of chunk generation is extreme, and it forces the server game loop...
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    Simple TE3 Dynamo Control

    This is a basic ComputerCraft script that can control your TE3 dynamos. It will monitor the redstone signal strength of an energy cell. If the energy level drops below the threshold, it will emit a redstone signal. Set your dynamo(s) to "high" and they will turn on when the power level is...
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    Tube/Pipe Systems for FTB Monster

    There are a LOT of tubes/pipes in the FTB Monster mod pack. I am looking for a tube/pipe network that works similar to the old Red Power 2 tubes. I know mekanism adds something very, very close to matching what RP2 did, but I am not finding that in the current mod listing. Specifically, I am...
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    Thermal Expansion 3 is boring (actually just RF)

    Yes, 1 appears to be ticking about 1.4ish, all others are 0.0000 Interestingly, all the aqueous accumulators tick a atleast 0.8(usec), none have a 0.000 tick time like the dynamo.
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    Thermal Expansion 3 is boring (actually just RF)

    KL, I did a test on a flat world with 1 generator 6(usec) and 1 batbox 3(usec) I did 50 steam dnamo which all registered in Opis as 0.0000(usec). Do dynamo not register any tick time? Or is Opis just not working with TE properly? If 50 dynamo really do register 0.0000, that's pretty nice.
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    Thermal Expansion 3 is boring (actually just RF)

    No, but making accusations on other mods is how rumors and issues start. It's how people start hating on mods to begin with.
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    Thermal Expansion 3 is boring (actually just RF)

    Do you have proof/source for this? Your going to get this thread closed with all your spam.
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    Thermal Expansion 3 is boring (actually just RF)

    None of this is relevant tot he discussion of RF.
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    Thermal Expansion 3 is boring (actually just RF)

    Gonna pull the Gtech card on you here when it comes to High Tech. Others have mentioned mod ecosystems, hopefully someone out there will Gtech up TE3. Cinnabar for 3x output is not high tech in the slightest. There isn't enough content in TE3 base to go "high tech", especially when all the...
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    Thermal Expansion 3 is boring (actually just RF)

    This is the kind of thing I am hoping for. If it's complex in its operations, it may be a great addition to the methods listed prior in RF production.