I want to pump ingots out of them. It's linked to go directly into the Ingots area of my Sorting System. It has a Timer and a lever.
Problem is, the Filter isn't pumping the items out. Is there something else I need to make this setup work?
I want to pump ingots out of them. It's linked to go directly into the Ingots area of my Sorting System. It has a Timer and a lever.
Problem is, the Filter isn't pumping the items out. Is there something else I need to make this setup work?
Filters have to be touching the inventory you want to access, in the situation you would need to use a Retriever.
The biggest topic should be amazing contraptions, no care whether with volcanoes in the distance or without.
You may find this hard to believe, but I care a lot more about what happens to the terrain/structures in my world than I'll ever care about any contraptions or machines a mod may add. Although the windmills and solar panels do look awesome, volcanoes in their current state completely ruin that entire part of the mod for me, and I find it astonishing how many people tell others to just "deal with it" when the subject gets brought up. Those volcanoes are such a ridiculous, over-the-top feature, that the "Mechanical" package the volcanoes come with should be renamed to "Volcano Terrain Overhaul", because it literally floods all of the terrain with them.
Here's what you do:
Write a mod. This mod has a config file where the user enters Basalt's Block ID. The mod then uses that info to intercept any attempts to place Basalt in the world and stops the placement. It does the same thing to prevent above ground lava from being placed. If you're really creative you can make it so that it only does it a user definable percentage of the time so that they can still have some volcanoes.
There, a possible solution without having to peek into someone else's code.
It feels like ages, I've updated the other mods tons of times between then and now. 1.4.6 feels ancient. I'm not meaning to complain either, I'll just be happy to see the next update whenever it comes around Like marble gen being tweaked so it doesn't crash in caveworlds or skylands, and maybe some volcano refinement (though it's not bad now) Or an update on what new and interesting ideas are in the works. Maybe redpowers nei plugin being adjusted so that the ? puts things properly into the project table instead of one to the left.
It would be ubber easy to write a mod that disables volcanoes without even touching redpowers code.
Basically the mod would fetch the id from redpowers config, and as the world gets generated anytime it checks for that id, once that id is found it would simple turn said blocks into air. You would have to write seperate code to deal with the impeding lava. Now checking all these blocks seems hard fps wise. So limit the search range a bit: volcanoes only spawn above sea level, although they will generate terrian until they reach land, so they may continue all the way to the sea floor. This means no completely under water volcanoes. Volcanoes were also created before anvil was realease (world height increase from 128 to 256) so you wouldn't need to check above 128.
So that leaves the search range of 65ish to 128 about 64x16 blocks per chunk to search.
indeed it is, most modders post things or at least respond to their thread daily or at least weekly, that's quite a long time.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I wonder whether the door could be made "reversed"? (Closed on 1, open on 0) That would make it lever-proof. Also: You can disable the unneeded inputs on the and gate by sneak-clicking it with a screwdriver.
Exactly. That was what I said when I gave him my design.
You may find this hard to believe, but I care a lot more about what happens to the terrain/structures in my world than I'll ever care about any contraptions or machines a mod may add. Although the windmills and solar panels do look awesome, volcanoes in their current state completely ruin that entire part of the mod for me, and I find it astonishing how many people tell others to just "deal with it" when the subject gets brought up. Those volcanoes are such a ridiculous, over-the-top feature, that the "Mechanical" package the volcanoes come with should be renamed to "Volcano Terrain Overhaul", because it literally floods all of the terrain with them.
Seriously, you people just are either very unlucky, or lucky (depending on the volcano). I haven't been able to find a single volcano in my most recent world. And I have searched very far.
ireee, i don't know why you're defending RP2's world gen, it's publicly known that elo did nothing to improve it this version. then again, the trees are felled properly this time around, for once so maybe she did improve it a tiny bit here and there.
as far as the forestry machines always consuming as much power as possible with the BC compatibility engine, it's been long since fixed and obviously so, from forestry's end i believe, it was just a single machine that was requesting far more power than it'd ever need and would keep the engine running full throttle because of that.
and suppressing ideas? i know you think you're doing the opposite and that only elo has a valid point in this thread, but you are grossly misinformed, you don't seem to understand the purpose of having a forum in the first place if you really think that.
i won't say i agree with the person you quoted, but yeah world control definitely needs to be configurable for the next version, it's the longest standing bug elo has ever ignored.
sure some of us get lucky and there's only a few trees and a handful of volcanoes and it doesn't completely ruin your world by spawning far too many, but not everyone is lucky and some get very unlucky, it does happen with terrain generation the way it works.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
You also need to close a spoiler by using [/spoiler] at the end of the log.
The problem is either an Item ID conflict with Factrization (as Sodisna said) or Auto assign not assigning IDs properly. Check the RP conflig to see if multiple items have the same ID. If they do, re-assign them manually to unique IDs. Otherwise, follow Sodsina's instructions.
Nothing worked. The only way to start MC after I quitted it once is to put autoremap to true or to delete the config. AND even after that the dreaded yes no screen still comes up.
The windmills really are not worth making unless you are planning to use the engine everything else seems to be quite happy with a few solar panels charging a few battery boxes, even large frame machines.
But if you use the engine, 2 wind turbines (5000w each) are not enough to keep even one engine happy, I have 2 wind turbines and if I try to maintain a power draw of around 25 MJ\tic it drains the Battery boxes dry in a matter of minutes, given the very large amount of space and the moderate investment of resources they simply aren't useful, they just look cool. Ok 25 MJ\tic is a bit of power but costwise I can run 2 boarded Elec Engines from Forestry powered by 3 Geogens and get more power, fueling that isn't really an issue either, lava is everywhere.
Hi there, I'm having trouble getting the Retriever to work. In the right chest is a stack of cobblestone, the left chest is empty, and the retriever has a single cobblestone in it. There is a thermopile underneath powering it. My understanding is that when the clock pulses, it should pull a cobblestone out of the right chest. Indeed, this is exactly what happens if the chest is directly touching the input side of the retriever, but when connected by pneumatic tubes, nothing happens. I've tried with the Retriever empty and I've tried swapping the chests, but still nothing happens.
Fair enough I don't even think about RP2 smelting as I have TE\IC2\Ars Magica\Thaumcraft\Cogs of the Machine machines for that
(damn I have too many machines)
Hey, i have a question. Redpower is currently overwriting item textures it uses with seed bags. It's a roundabout way of doing it, though. It takes one item, says it overwrites that item to put another in, and does this about 15-20 times before it finishes on a seed bag. This makes all the recipes with NEI show and read "seed bag." The mods I am using are all those in the DW20 FTB modpack, as well as these ones that I added:
Metallurgy 2 and all metal packs
TF2 Teleporter
Runic Dust
Backpack
Dimensional Doors
Floating Ruins
Ruins
TreeCapacitor
Now, it didnt do this OR give me the nullPointerException when I open it before I installed Metallurgy. Does anyone know how to fix this without getting rid of Metallurgy? The game plays fine, I just cant tell which items to use where because each one shows a seed bag. Also, how can I get rid of having to delete Redpower's config file every time if I want to play?
EDIT: Ok, it actually replaced the items with it, not just the sprite. Mined some emeralds (green sapphires) and it gave me full seed bags.
"Idiots are just like Slinkies. They're practically useless, but still give a smile to your face if you push them down a flight of stairs."
"It’s not that I hate you, it’s more like if you were on fire and I had water, I would drink it." EPIC: ۞
I want to pump ingots out of them. It's linked to go directly into the Ingots area of my Sorting System. It has a Timer and a lever.
Problem is, the Filter isn't pumping the items out. Is there something else I need to make this setup work?
Filters have to be touching the inventory you want to access, in the situation you would need to use a Retriever.
im sure some of these people are very unwanted
Ah, yes. Thank you. The retriever works.
You may find this hard to believe, but I care a lot more about what happens to the terrain/structures in my world than I'll ever care about any contraptions or machines a mod may add. Although the windmills and solar panels do look awesome, volcanoes in their current state completely ruin that entire part of the mod for me, and I find it astonishing how many people tell others to just "deal with it" when the subject gets brought up. Those volcanoes are such a ridiculous, over-the-top feature, that the "Mechanical" package the volcanoes come with should be renamed to "Volcano Terrain Overhaul", because it literally floods all of the terrain with them.
Here's what you do:
Write a mod. This mod has a config file where the user enters Basalt's Block ID. The mod then uses that info to intercept any attempts to place Basalt in the world and stops the placement. It does the same thing to prevent above ground lava from being placed. If you're really creative you can make it so that it only does it a user definable percentage of the time so that they can still have some volcanoes.
There, a possible solution without having to peek into someone else's code.
http://www.eloraam.com/
Basically the mod would fetch the id from redpowers config, and as the world gets generated anytime it checks for that id, once that id is found it would simple turn said blocks into air. You would have to write seperate code to deal with the impeding lava. Now checking all these blocks seems hard fps wise. So limit the search range a bit: volcanoes only spawn above sea level, although they will generate terrian until they reach land, so they may continue all the way to the sea floor. This means no completely under water volcanoes. Volcanoes were also created before anvil was realease (world height increase from 128 to 256) so you wouldn't need to check above 128.
So that leaves the search range of 65ish to 128 about 64x16 blocks per chunk to search.
indeed it is, most modders post things or at least respond to their thread daily or at least weekly, that's quite a long time.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Exactly. That was what I said when I gave him my design.
Seriously, you people just are either very unlucky, or lucky (depending on the volcano). I haven't been able to find a single volcano in my most recent world. And I have searched very far.
as far as the forestry machines always consuming as much power as possible with the BC compatibility engine, it's been long since fixed and obviously so, from forestry's end i believe, it was just a single machine that was requesting far more power than it'd ever need and would keep the engine running full throttle because of that.
and suppressing ideas? i know you think you're doing the opposite and that only elo has a valid point in this thread, but you are grossly misinformed, you don't seem to understand the purpose of having a forum in the first place if you really think that.
i won't say i agree with the person you quoted, but yeah world control definitely needs to be configurable for the next version, it's the longest standing bug elo has ever ignored.
sure some of us get lucky and there's only a few trees and a handful of volcanoes and it doesn't completely ruin your world by spawning far too many, but not everyone is lucky and some get very unlucky, it does happen with terrain generation the way it works.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
But if you use the engine, 2 wind turbines (5000w each) are not enough to keep even one engine happy, I have 2 wind turbines and if I try to maintain a power draw of around 25 MJ\tic it drains the Battery boxes dry in a matter of minutes, given the very large amount of space and the moderate investment of resources they simply aren't useful, they just look cool. Ok 25 MJ\tic is a bit of power but costwise I can run 2 boarded Elec Engines from Forestry powered by 3 Geogens and get more power, fueling that isn't really an issue either, lava is everywhere.
(damn I have too many machines)
Metallurgy 2 and all metal packs
TF2 Teleporter
Runic Dust
Backpack
Dimensional Doors
Floating Ruins
Ruins
TreeCapacitor
Now, it didnt do this OR give me the nullPointerException when I open it before I installed Metallurgy. Does anyone know how to fix this without getting rid of Metallurgy? The game plays fine, I just cant tell which items to use where because each one shows a seed bag. Also, how can I get rid of having to delete Redpower's config file every time if I want to play?
EDIT: Ok, it actually replaced the items with it, not just the sprite. Mined some emeralds (green sapphires) and it gave me full seed bags.
"It’s not that I hate you, it’s more like if you were on fire and I had water, I would drink it." EPIC: ۞
I have tracked down the reason for why it is not working, and I'm going to make a hot fix that make shift clicking with screwdrivers work again.