use liquiducts, buildcraft pipes will not connect to TE tanks/ducts.
where you would want to use a wooden pipe, simply set a duct to extract mode with the crescent hammer, and supply a redstone signal.
this works fine for ducts connected to railcraft tanks, buildcraft tanks, forestry machines with tanks
Honestly I'm not sure why BC pipes don't yet connect to TE stuff, I suspect because I'm using the Forge sided implementations and BC hasn't implemented that as of yet.
And yes, tanks can only be filled from the top/bottom.
And yes, tanks can only be filled from the top/bottom.
I discovered that you can rclick on the bottom side of a portable tank to change it to orange to dump lava into things. SUCH FUN! Instead of an expensive duct system, I just keep ferrying my lava tank around putting it on machines, rclicking and watching it empty. Love this mod!
Do liquiducts not work with Creosote Oil? It's not pulling anything from my coke ovens, it's also not pulling any from my waterproof pipes.
P.S. Please make this mod work with SmartMoving you can't grab onto, crawl on, or shift click remove liquiducts without getting illegal stance error on servers.
I have to say, this mod has just about the most beautiful UI of any mod I've ever seen. Sir Sengir, learn from this man and implement this UI/GUI in to all existing BuildCraft machines!
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If you'd like to help me out, I think the best thing you could do is check out my YouTube channel, even more than voting up my reputation, though that'd be nice too.
Do liquiducts not work with Creosote Oil? It's not pulling anything from my coke ovens, it's also not pulling any from my waterproof pipes.
P.S. Please make this mod work with SmartMoving you can't grab onto, crawl on, or shift click remove liquiducts without getting illegal stance error on servers.
Liquiducts work with all liquids. Check the wiki to make sure you are using them right. To force extract, you'll need a redstone signal after wrenching the duct properly. As far as BC pipes go, that's not on my end. You'll notice that Liquiducts properly attempt to connect to pipes.
I have to say, this mod has just about the most beautiful UI of any mod I've ever seen. Sir Sengir, learn from this man and implement this UI/GUI in to all existing BuildCraft machines!
Just to make sure everyone knows, the tabbed portion of the GUI was derived from Sengir's original work which he implemented in BuildCraft. He deserves full credit on the original concept.
The colored slots, reconfigurable sides, and other stuff, I'll take credit for though.
Do liquiducts not work with Creosote Oil? It's not pulling anything from my coke ovens, it's also not pulling any from my waterproof pipes.
P.S. Please make this mod work with SmartMoving you can't grab onto, crawl on, or shift click remove liquiducts without getting illegal stance error on servers.
Do you have the server part of SmartMoving installed?
Liquiducts work with all liquids. Check the wiki to make sure you are using them right. To force extract, you'll need a redstone signal after wrenching the duct properly. As far as BC pipes go, that's not on my end. You'll notice that Liquiducts properly attempt to connect to pipes.
Ok so, i didn't know that. I added a redstone signal and it's working.
Edited out the last part, i was being dumb.
Possible bug: When another player in the server picks up or places the energy cell, it's still there for me (picks up) or invisible for me(places), but there is still collision for the invisible one.
All ModLoader mods should work if you have Forge instead of ModLoader. The reverse is not true.
Yes and it's functioning fine, but any time I try to use grab or crawl on a IC2 wire or Thermal Expansion Liquiducts, the server kicks me with illegal stance (for crawling) or just doesn't grab (for grabbing).
Yes and it's functioning fine, but any time I try to use grab or crawl on a IC2 wire or Thermal Expansion Liquiducts, the server kicks me with illegal stance (for crawling) or just doesn't grab (for grabbing).
I heard you were working on a mod/config that will allow you to disable all but 1 of the ores in the ore dictionary... IE: Disable all tin ores that are not the specific tin ore id you want to use.
I also heard this was a FTB config thing. So I wanted to know IF you are working on this will there be some kind of standalone mod I can add to my server so I don't have to use FTB? I was just talking to my server members about this earlier. We currently use the Lexicon to convert all of the ingots we create into a specified ingot that everyone uses on the server. It's nice to have, but more annoying then everything just using a single version of that ore in the first place.
Hey, I've been playing your mod(as part of the Feed The Beast Magic World pack), and I noticed that your mod has some conflicting item IDs with the mod Ars Magica. The first one I noticed was that Arcane Ash (from Ars) was overwritten by Pulverized Iron Ore (from Thermal). Here's a link to his mod if ya need it, and here's a paste of the FTB launcher log, which hopefully helps.
2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20002 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@29c7d97 while adding thermalexpansion.core.item.ItemWrench@6ff945d7
2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20006 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@56585faf while adding thermalexpansion.core.item.ItemTE@43f20672
2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20001 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@46854937 while adding thermalexpansion.core.item.ItemTE@5889de0c
2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20005 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@4351133d while adding thermalexpansion.core.item.ItemTE@7fc62c51
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Send me a pm if you've got a mature, friendly, and collaborative creative build server!
Hey, I've been playing your mod(as part of the Feed The Beast Magic World pack), and I noticed that your mod has some conflicting item IDs with the mod Ars Magica. The first one I noticed was that Arcane Ash (from Ars) was overwritten by Pulverized Iron Ore (from Thermal). Here's a link to his mod if ya need it, and here's a paste of the FTB launcher log, which hopefully helps.
2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20002 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@29c7d97 while adding thermalexpansion.core.item.ItemWrench@6ff945d7
2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20006 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@56585faf while adding thermalexpansion.core.item.ItemTE@43f20672
2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20001 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@46854937 while adding thermalexpansion.core.item.ItemTE@5889de0c
2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20005 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@4351133d while adding thermalexpansion.core.item.ItemTE@7fc62c51
This will happen if you added Ars Magica after Thermal Expansion. This is a Forge-level condition. Basically Ars Magica does not see the item ids as taken, although they already have been by prior config files.
Basically, there isn't anything I can do - this isn't a bug or an error on anyone's part - just a quirk of how Forge item IDs get assigned. You'll need to manually reassign the IDs in Ars Magica.
This will happen if you added Ars Magica after Thermal Expansion. This is a Forge-level condition. Basically Ars Magica does not see the item ids as taken, although they already have been by prior config files.
Basically, there isn't anything I can do - this isn't a bug or an error on anyone's part - just a quirk of how Forge item IDs get assigned. You'll need to manually reassign the IDs in Ars Magica.
Ok, I changed the config to fix it. I was just posting here to make sure that it wasn't some other issue. Thanks for the reply!
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Send me a pm if you've got a mature, friendly, and collaborative creative build server!
KingLemming, I remember previously that you said something about prioritizing tool releases after, I think, liquiducts or something. Is there any chance you can give us a teaser of what types/how the tools are going to work? After Steam Boilers hit I went with TE for my main machines and don't even think about IC2 any more (Aside from the tools) So any spoiler on what we'll be getting when you do start releasing TE Tools?
I am not sure whether this is a bug or something wrong at my end, but the magmatic engine does not work with golden conductive pipes. Is there anyway that they could work.
I haven't yet, I will try that later tonight though. Good point, especially since it's in the same mod. I'll post up what happens
Actually I may know the issue then - try and update your NEI and all other mods that use NEI. I built against the latest version of it.
Honestly I'm not sure why BC pipes don't yet connect to TE stuff, I suspect because I'm using the Forge sided implementations and BC hasn't implemented that as of yet.
And yes, tanks can only be filled from the top/bottom.
I discovered that you can rclick on the bottom side of a portable tank to change it to orange to dump lava into things. SUCH FUN! Instead of an expensive duct system, I just keep ferrying my lava tank around putting it on machines, rclicking and watching it empty. Love this mod!
P.S. Please make this mod work with SmartMoving you can't grab onto, crawl on, or shift click remove liquiducts without getting illegal stance error on servers.
Liquiducts work with all liquids. Check the wiki to make sure you are using them right. To force extract, you'll need a redstone signal after wrenching the duct properly. As far as BC pipes go, that's not on my end. You'll notice that Liquiducts properly attempt to connect to pipes.
Just to make sure everyone knows, the tabbed portion of the GUI was derived from Sengir's original work which he implemented in BuildCraft. He deserves full credit on the original concept.
The colored slots, reconfigurable sides, and other stuff, I'll take credit for though.
Do you have the server part of SmartMoving installed?
All ModLoader mods should work if you have Forge instead of ModLoader. The reverse is not true.
Ok so, i didn't know that. I added a redstone signal and it's working.
Edited out the last part, i was being dumb.
Possible bug: When another player in the server picks up or places the energy cell, it's still there for me (picks up) or invisible for me(places), but there is still collision for the invisible one.
Yes and it's functioning fine, but any time I try to use grab or crawl on a IC2 wire or Thermal Expansion Liquiducts, the server kicks me with illegal stance (for crawling) or just doesn't grab (for grabbing).
That was for noob_crafter.
I was responding to the smartmoving thing, i clicked the wrong quote thing..
EDIT:
@KingLemmingCoFH
I heard you were working on a mod/config that will allow you to disable all but 1 of the ores in the ore dictionary... IE: Disable all tin ores that are not the specific tin ore id you want to use.
I also heard this was a FTB config thing. So I wanted to know IF you are working on this will there be some kind of standalone mod I can add to my server so I don't have to use FTB? I was just talking to my server members about this earlier. We currently use the Lexicon to convert all of the ingots we create into a specified ingot that everyone uses on the server. It's nice to have, but more annoying then everything just using a single version of that ore in the first place.
Thanks ahead of time for any response
Overall, great mod!
This will happen if you added Ars Magica after Thermal Expansion. This is a Forge-level condition. Basically Ars Magica does not see the item ids as taken, although they already have been by prior config files.
Basically, there isn't anything I can do - this isn't a bug or an error on anyone's part - just a quirk of how Forge item IDs get assigned. You'll need to manually reassign the IDs in Ars Magica.
Ok, I changed the config to fix it. I was just posting here to make sure that it wasn't some other issue. Thanks for the reply!