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New Tekkit Update READ ASAP

on Sat Nov 17, 2012 6:20 pm
A Tekkit update to 1.3 might be coming up soon. One BIG thing that might be affected is nuclear reactors, among other things. I put each thing in its own spoiler, since everything may not apply to you. I also included some changes from the latest Tekkit update.
I will put a T13 for changes coming in Tekkit when it goes to Minecraft version 1.3.2
I will put a TL for changes that you can see now with the latest released build of Tekkit.

Also, I will probably not post new features. If enough people are too lazy and I'm too bored, I will.

Nuclear Reactors T13
Spoiler:

Water Cooling (both with buckets and submerging the reactor in water) and ice cooling will no longer work. I know those are very commonly used. With their cooling abilities removed, many reactors could face a catastrophic meltdown. AKA an explosion.

I suggest people either redesign their reactors to only use coolant cells and heat dispersers, or shut them down! Go President Madagascar and SHUT DOWN EVERYTHING!

I also suggest putting them underground to reduce the size of the explosion (shielding by stone) and to keep the landscape less ugly. I also suggest putting some blast protection up with some reinforced stone (3 layers will stop any explosion, including nuclear) too. I'm not entirely sure, but I think coolant cell effectiveness was reduced to allow room for fans to be added.

Equivalent Exchange T13
Spoiler:

It is unknown whether Tekkit will stick with EE2, or switch to EE3. EE2 will be updated to newer version after EE3 gets out of beta.

HOWEVER if Tekkit switches to EE3, that means alot of changes. First of all, no more Red Matter. That's right. Say good-bye to all your Red Matter Armour and Tools. Also, bye-bye to Gravity Greaves and Hurricane Boots! Infernal Armour and Abyss helmets are banned anyway.

Secondly, Condensers and Collectors are removed. Say good-bye to your power flowers too!!!

Everything will be based around the transmutation table and philosopher's stone. Luckily though, things will be more balanced (as said by the mod developer) and many new features will be added in EE3 to make up for the loss of Red Matter. Collectors were removed for balancing issues, obviously.

Quantum Armour (and Nano Armour) TL
Spoiler:

To everyone using Quantum Armour or Nano Armour, the mechanics and stats for them were changed. Firstly, they both lose power faster. You might want to replan some things.

Also, the amount of damage blocked by Quantum Armour has been changed. A full suit still blocks 100%* damage when charged. HOWEVER each piece has a damage reduction percentage (DRP). If that piece loses power completely, your damage blocking goes from 100%* to 100%* MINUS that piece's DRP.

FOR EXAMPLE, the chestplate has a DRP of 44%. If you have a full suit of quantum that's all charged EXCEPT for the chestplate, the damage your armour blocks goes from 100%* to 56% (100 - 44)

*Quantum and Nano never blocked 100% of all damage, more like 99.99%. Falls from thousands of blocks have been reported to kill people in Quantum and Nano.

Turtles TL
Spoiler:

OH NOES!!! Turtles need fuel now! You have to give them fuel and type the refuel command to refuel them! I believe you can only use vanilla fuels, coke, scaffolds, biofuel, coalfuel, and scrap. For each block the item would've smelted in a vanilla furnace, you get 12 blocks of movement. For example, one piece of coal gives 96 blocks of movement.

Of course, Ian can choose whether Turtles use fuel or not. It should be in the configuration files for the mod. However, by default you need fuel.

Less minor things are that turtles can be equipped with different tools! You can equip one with a hoe to farm for you! You can also give one a sword to be your battle buddy!

This update also affects Mining Turtles to an extent. A Mining Turtle can be equipped with either a shovel, pickaxe or axe. The tool used only affect the drops! So using a shovel turtle to mine stone won't give you cobble. Really, for maximum flexibility you should use a pick (infinite durability on a turtle after all) since anything you use a shovel or axe on can be broken with a pick and still get drops. The shovel is only so you use 1 diamond as opposed to 3. Axe turtle is utterly useless except for aesthetics.

Also, instead of a wireless modem, you can now have crafting tables attached to your turtles so they auto-craft things from resources they collect. You can also use them as a mobile crafting table to I guess.
If you have a tool attached to your turtle, you have to pick between wireless modem or crafting table.
Wireless crafting turtles will be added when Tekkit goes to Minecraft Version 1.3.

Turtle inventories have also been increased to 16 slots.

Excavate Command
Spoiler:

Smarter! Woot woot!

Puts items into a nearby chest when full. Auto refuels turtle with collected coal too! PLUS if something blocks the turtle, it will KILL IT!!!!

New LUA Commands
Spoiler:

-turtle.attack()
Attacks mob in front of turtle with current tool.

-turtle.craft()
Crafting Turtles will craft things!

-turtle.getFuelLevel()
Checks how much fuel is available for movement.

Rolling Machine TL
Spoiler:

For all you people who like to make rails, the rolling machine has been changed. It now requires power from engines to work! You might want to get some knowledge on basic BuildCraft!

Creosote Oil TL
Spoiler:

Creosote Oil from Coke Ovens is now treated as a liquid and must be put into buckets to remove it, or bottled into glass bottles. I'm not entirely sure on what happens when you cook coal in a furnace to get creosote oil though.

Rails T13
Spoiler:

Wooden Rails will now have to be made in a rolling machine. You have to add some iron rails to it too now!

The Launcher Track and Primer Track also need reinforced rails now. Those require obsidian, so good luck!

If you're wondering, you can also make reinforced track, which is basically normal track but TNT proof.

Wireless Modems TL
Spoiler:

Range increases with altitude now!

At the height limit - on a clear day - wireless modems can transmit messages over a third of a kilometer! 384 blocks to be exact.

Rain and thunderstorms still decrease the range.

World Anchor T13
Spoiler:

This won't affect us much since most people aren't allowed to use the World Anchor (because it's banned) but it will be removed when Tekkit goes to Minecraft version 1.3.

I imagine some people may be happy.

Information T13
Spoiler:

Information storage things will get some new stuff and changes.

You can print pages and books for people to read!

Also you can dye floppy disks different colours.
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Re: New Tekkit Update READ ASAP

on Sun Nov 18, 2012 4:25 pm
Thank you for making this.

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Re: New Tekkit Update READ ASAP

on Sun Nov 18, 2012 4:29 pm
My pleasure. I would hate seeing people so confused on the server if we update. Trust me, I would hate it.

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Re: New Tekkit Update READ ASAP

on Wed Nov 28, 2012 4:56 pm
The latest release of Tekkit (3.1.3) will become the reccomended build soon. Just a warning.

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Re: New Tekkit Update READ ASAP

on Fri Nov 30, 2012 10:49 am
warning?

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Re: New Tekkit Update READ ASAP

on Fri Nov 30, 2012 5:32 pm
beckerser wrote:warning?

Well, it's a general rule of thumb with mods (especially when you have lots of large ones like in Tekkit) to make back-ups and be prepared (if possible) when the mod is updated in case of things like crashes, incompatibilities, or major bugs caused by 2 mods together.

Some things were changed like Quantum and Nano armour's new mechanics. In this case, since the helmet is usually the first to discharge (due to hunger restoration ability) people might want to carry food with them to slow helmet discharge.

Also, since Turtles require coal, people may want to use their mining turtles to get some coal now while they don't need coal.
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Re: New Tekkit Update READ ASAP

on Sun Dec 02, 2012 12:11 pm
-Pinned as Announcement!-

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Re: New Tekkit Update READ ASAP

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