Tekkit lite Testing #2 (for public information only)

draze, Tue Jan 15 2013, 12:01AM

Ok, even from the outset tekkit lite WILL NOT be a good addition to CFUK. It's buggy, the server protection sucks, the in game commands suck and of course the fact that "bukkit"?.
Below is my general opinions on various systems within tekkit lite.

GUI/controls/settings
------------------------------
Pretty much the same as Tekkit with some very minor tweaks.

NEI
------
New additions includes a lot more Redpower machinery and items and a ton of new BC pipes. (have fun with these, i'm sure some of you will be able to make use of them but damn...)

Machinery
---------------

RP - after fiddling with a lot of the machines these seem to be rather... .... ..... Clunky, rigid and rather over complicated to setup.

IC2 - No new machines.... shame really. But! something that came to my absolute dismay... you cant macerate diamond ore/nether diamond ore (or any other gem for that matter). you can however do this pointless waste of power venture. Furnace > Furnace = 1 Diamond or use an RP pulvariser to get..... can i get an answer from the audience? ... tic....tic....tic.... Yes that's right... 1 diamond. (Why bother?) you may as well get a fortune 3 diamond pick, furnace your nether diamond, place it then break it with the pick. Anyway...

Gameplay
--------------

While being 1.4+ it does have some little extras to keep you having fun besides the machinery. Tekkit + Wither = oh Griefers......

After mining a 1000 block long tunnel at Y10/11, 13/14 in the nether, I found "NO" nether diamonds. They are however scattered from bedrock to surface bedrock (have fun with that also) I had to manually increase the nether diamond rate in the .cfg to actually find some.

After playing on a server with deadbolt etc it really sucks going back to having to use floor switches to open doors automatically. you could use a player detector but meh... a sign was easy enough instead of resource gathering a lot of mats just to automate a door.

I did however have fun playing around with minetracks. There are so many different things to use to control your system that you could probably make a working replica of the London underground. I think there are new tracks and controllers compared to Tekkit also.

Useful commands
-------------------------
Warping works so /setwarp /warp (name)

/sethome works as does /home
however when you sleep in a bed it resets your sethome to your bed. when you /home, you appear above your bed.

/gamerule mobGriefing off
or
/gamerule mobGriefing false

I cant remember which one i used. This turns off all mob griefing including enderman block pickup. YAY happyface tongue

-----------------

On the whole after playing it for a week or so.. i give tekkit lite 5/10, if some of the bugs and machine codes were changed or fixed then maybe my rating would rise.

To be honest, my little testing report is rather short due to the fact that i was having so much trouble gathering materials even from a quarry that i just tossed it out the window. SO, make up your own mind but i hope this at least gives you a little insight into Tekkitlite.
Re: Tekkit lite Testing #2 (for public information only)
404thread, Fri Jan 18 2013, 05:58AM

With tekkit lite comes an update for frame engines. I would give a mountain of diamonds for that update as it will contain vast improvements!
Re: Tekkit lite Testing #2 (for public information only)
draze, Sat Jan 19 2013, 06:43PM

Agreed 404 however until they fix the coding AND allow broonie to keep his current admin setup. I can't forsee this happening anytime soon. Tekkit 1.4 is really fun though. oh on a side note... Charging benches now require their equivalent storage unit to construct. HV bench needs an MFSU.. feels wierd tongue
Re: Tekkit lite Testing #2 (for public information only)
boriseng, Fri Feb 01 2013, 08:57AM

Well actually the charging bench thing would make some sense but requiring the whole MFSU is disproportionate unless they gave the bench some storage too. No its still disproportionate. Making it so it had to be supplied at the right voltage might be a better balance.

I think that in Classic the Mk3 bench is too easy to craft and it allows you to use high level devices without having the "infrastructure" you're supposed to need.

FWIW I think a Tekkit without Bukkit support shouldn't be called Tekkit.

Have they found a different rails mod to include, I gather the railcraft author's refused permission but maybe that's all blown over?
Re: Tekkit lite Testing #2 (for public information only)
draze, Fri Feb 01 2013, 08:39PM

i agree. the bench does change it's approach to charging. instead of drawing directly from the line it will draw 10mil and store it. unfortunately this also brings up the problem of limited power for your machines if you're still at a lower power level but requiring HV due to say quantum armor.

You can put a lever on the bench to stop it charging but it's annoying to have to do so. I think they should have used the energy storage upgrades to affect how much power the bench can store. say at base 500k, each upgrade adds 1mil but the last 10th upgrade only adds the last 500k.

I definetally agree with the MK3 benches being too easy to craft. but a full MFSU for the bench is a little much. I'd say maybe something like this, MV bench + Advanced alloy block + energy upgrade (wood and 3 HV wire along the top like the old version) or hell make the 3 HV wire advanced alloy sheets this would at least make it somewhat of a chore to make but not waste a good storage unit.

as for the rail pack it looks like the new version of railcraft plus some Redpower additions. It's still quite tedious to create especially now with all the juicy control functions added in.
Re: Tekkit lite Testing #2 (for public information only)
boriseng, Sat Feb 02 2013, 09:33AM

I think my choice would be to add one energy storage item of appropriate level, so the MK3 needed one lapotron crystal. Another idea would be to leave the recipe alone but make it so the MK3 requires HV power to operate, and won't work off lower size packets. This would mean that an unbalanced installation would require either a MFSU or transformers.
Heck maybe just requiring a transformer of appropriate size instead of energy store to craft the bench would be more proportionate?
Re: Tekkit lite Testing #2 (for public information only)
draze, Sat Feb 02 2013, 08:53PM

that's a good possibility. I really think the modders had made it too easy now too difficult. Hell the size of the machines required to auto craft a lot of things are just crazy.

Also on another note, sorting systems have went a little loopy due to the fact that things like gems aren't being recognised by the system. they've changed some of the codes so that you have for example, Emerald and green sapphire now instead of two types of emerald.
along with the issues that you can't macerate diamond/gem blocks (nether or otherwise) makes the whole process even more tedious to construct.

The bench while very handy is most definetally an annoyance since one of your first goals after getting the general machines is to create a basic charge kit of tools, the main one being the mining laser, charging these in an LV bench takes an age. also things like lapotrons and lappacks need HV and i know you can create those when you're still at LV level. design +5, construction -100....

Re: Tekkit lite Testing #2 (for public information only)
boriseng, Mon Feb 04 2013, 02:45PM

I think sorting is generally a bit loopy, it almost needs a special item the "macguffin" that has a GUI where you can specify what items it matches and what attributes it must have e.g. "Any level 1 battery or tool that is not fully charged". Or "Any fully charged battery".