what are the angular saw used for¿? :\ i was hopping that will make some nice triangles XD (that would help a lot)
and i'm getting an intriguing message XD
The angular saw is a tool that has Silk Touch enchantment on it.
And I assume that message means that you cannot cut that block (grass) using the tool and get it. Not sure though. I never even used the saw!
A few thoughts:
(caveat 1) my first introduction to this mod was through Technic (the latest 7.3.1 build based on MC1.4.6) so all of my observations are colored by access to equipment from other mods - thus in effect, my thoughts on this mod's place and synergy in the Technic stable, as opposed to it as a standalone expansion to RP2.
Barrels - I have yet to play with them, but if they work as I think they do, they'll be a godsend to anyone involved in long-term, large-scale material handling. Combined with a Packager, you can store phenomenal amounts of resources in an incredibly small space. I just don't like the idea of that much material housed in something that can explode
Question - could the texture include a kind of 'capacity gauge' to show at a glance how full a barrel is?
Question - what would it take to have barrels count input from BC pipes?
The Maker/Stamper looks ingenious - but the documentation is a little confusing on how to produce complex designs. I do like the craftpaper concept, though. Having a ticket for an item that I can just stuff into a machine and get an item back - without needing to feed it extraneous resources - is quite possibly the highlight of the entire mod.
Question - can craft packets be reverse-engineered to recover resources?
Ore Refining - great for anyone without IndustrialCraft; but otherwise far too much hassle, at least for base ores... an IC Macerator gives me a guaranteed 200% yield, with just one step between ore and ingot.
Much as I'm attracted to the idea of convoluted mineral processing, I just don't see this getting much use outside of rare earth processing - base ores like copper/tin/iron are plentiful enough in the world that refining them to this extreme seems overkill.
Mecha Armor - full of potential. If enough useful upgrades are available, this has enormous scope for player customisation and mobile efficiency. Jet boots, capacitor backpacks, short-range auto-lasers - there's a lot you can do here. Can be a true competitor to IC nano/quantum armor.
Suphuric Acid - could it have an alternate recipe utilising the sulfur you find in Technic?
(I think it's from Railcraft?) Personally I think the acid should be brewed and not just created, but how hard that would be to implement I don't know...
In conclusion - There are some good concepts at work here. In the Technic world, it could really use some form of power adaptation between systems - currently I already have 2 completely separate power chains (thanks to electric engines vanishing from Technic, you s!), and the thought of having to add a third - ugh. Having to build my 3rd power generation in the open - triple ugh. Having to surround it in highly visible, stupendously resource expensive, mildly aesthetically displeasing mirrors - dealbreaker.
This is definitely not a low-tier mod; the resource scarcity and cost of even the basic ore processing machines make their early-game use impossible, and brings into question their later usefulness - especially in terms of base ore processing. The lack of different options for 'charge' generation also hurt a lot; a fuel-burning alternative is an absolute must. The item handling aspects and the potential of the armor will be what saves this mod from a painful death, I feel.
Rollback Post to RevisionRollBack
Proudly cranking Feed The Beast for 1.4.6 incorporating IC2- Mining Lasers, Nuclear Power, HAYO!!
I am Vismonkey. Fear my Wrath. Give me shiny things.
Got a crash when I by accident tried to insert a BC pipe(I think it was an iron transport) into a barrel:
java.lang.NullPointerException
java.lang.NullPointerException
at buildcraft.core.utils.Localization.get(Localization.java:54)
at buildcraft.core.utils.StringUtil.localize(StringUtil.java:6)
at buildcraft.core.ItemBuildCraft.l(ItemBuildCraft.java:25)
at ur.r(SourceFile:334)
at factorization.common.Core.getTranslationKey(Core.java:395)
at factorization.common.TileEntityBarrel.addAllItems(TileEntityBarrel.java:372)
at factorization.common.TileEntityBarrel.activate(TileEntityBarrel.java:299)
at factorization.common.BlockFactorization.a(BlockFactorization.java:121)
at ir.a(ItemInWorldManager.java:411)
at iv.a(NetServerHandler.java:578)
at fk.a(SourceFile:58)
at cg.b(TcpConnection.java:454)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at ht.b(SourceFile:30)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:702)
at ho.r(DedicatedServer.java:270)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
MC 1.4.6, forge 489, factorization 0.7.10, BC 3.3.0.
Happens on our server too. If you place any BC-Item in a barrel and try to get it out of the barrel or right-click it the client will get kicked from the server.
Full crashlog:
[SEVERE] [ForgeModLoader] A critical server error occured handling a packet, kicking 1439758
java.lang.NullPointerException
at buildcraft.core.utils.Localization.get(Localization.java:54)
at buildcraft.core.utils.StringUtil.localize(StringUtil.java:6)
at buildcraft.core.ItemBlockBuildCraft.l(ItemBlockBuildCraft.java:23)
at ur.r(SourceFile:334)
at factorization.common.Core.getTranslationKey(Core.java:395)
at factorization.common.TileEntityBarrel.info(TileEntityBarrel.java:237)
at factorization.common.TileEntityBarrel.activate(TileEntityBarrel.java:310)
at factorization.common.BlockFactorization.a(BlockFactorization.java:121)
at ir.a(ItemInWorldManager.java:411)
at iv.a(NetServerHandler.java:578)
at fk.a(SourceFile:58)
at cg.b(TcpConnection.java:454)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at ht.b(SourceFile:30)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:702)
at ho.r(DedicatedServer.java:270)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
2013-01-01 10:13:28 [WARNING] [Minecraft] Failed to handle packet for Dabraxus/192.168.1.53: java.lang.NullPointerException
java.lang.NullPointerException
at buildcraft.core.utils.Localization.get(Localization.java:54)
at buildcraft.core.utils.StringUtil.localize(StringUtil.java:6)
at buildcraft.core.ItemBlockBuildCraft.l(ItemBlockBuildCraft.java:23)
at ur.r(SourceFile:334)
at factorization.common.Core.getTranslationKey(Core.java:395)
at factorization.common.TileEntityBarrel.info(TileEntityBarrel.java:237)
at factorization.common.TileEntityBarrel.activate(TileEntityBarrel.java:310)
at factorization.common.BlockFactorization.a(BlockFactorization.java:121)
at ir.a(ItemInWorldManager.java:411)
at iv.a(NetServerHandler.java:578)
at fk.a(SourceFile:58)
at cg.b(TcpConnection.java:454)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at ht.b(SourceFile:30)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:702)
at ho.r(DedicatedServer.java:270)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
Hope this will be fixed soon. Our crystal chests are full with BC stuff x_x.
Edit: minecraftforge-universal-1.4.6-6.5.0.473 with the current versions of Factorization and BC. (3.3.0)
ChickenChunk Loader has more options than world anchor, a bit more material from the WorldAnchor but better
I like Immibis's Dimensional Anchors much more than the other types. His has an interface that lets you see which chunks are loaded by looking in the sky with it turned on. It also can be seen through walls and other obstacles, and will show which chunks overlap, etc.
It also has many, many options. you can even set the size of the chunk load area. =)
Talk about frustrating... the Factorization config file included in Technic has Factorization silver ore generation disabled by default.
Wouldn't be a problem if Factorization accepted the other silver ore, but almost sent me mad trying to figure out what was wrong, and why I couldn't get galena. I'd stripmined about 200 blocks2 and accumulated a whole bunch of silver ore, but it wouldn't grind. I could smelt it in a slag furnace into lead/silver ingot - which only furthers the confusion! It wasn't til I looked in the config file that I saw that the ore I needed wasn't even enabled by default.
Maybe a Technic thing? I'm not sure. Might be something to bring up with them though; as I'm sure I'm not the only one hellishly confustablated by it. Or maybe treat all silver ore as de facto 'Factorization' ore, and thus have it grindable?
Rollback Post to RevisionRollBack
Proudly cranking Feed The Beast for 1.4.6 incorporating IC2- Mining Lasers, Nuclear Power, HAYO!!
I am Vismonkey. Fear my Wrath. Give me shiny things.
Talk about frustrating... the Factorization config file included in Technic has Factorization silver ore generation disabled by default.
Wouldn't be a problem if Factorization accepted the other silver ore, but almost sent me mad trying to figure out what was wrong, and why I couldn't get galena. I'd stripmined about 200 blocks2 and accumulated a whole bunch of silver ore, but it wouldn't grind. I could smelt it in a slag furnace into lead/silver ingot - which only furthers the confusion! It wasn't til I looked in the config file that I saw that the ore I needed wasn't even enabled by default.
Maybe a Technic thing? I'm not sure. Might be something to bring up with them though; as I'm sure I'm not the only one hellishly confustablated by it. Or maybe treat all silver ore as de facto 'Factorization' ore, and thus have it grindable?
That's an issue for thievery pack. For anyone else using a legal pack (go grab one of the FTB packs then disable GregTech) any silver ore grinds just fine.
That's an issue for thievery pack. For anyone else using a legal pack (go grab one of the FTB packs then disable GregTech) any silver ore grinds just fine.
Irrespective of legality/copyright/e-peen wars - for most casual Minecrafters, Technic is where they'll get their first taste of modded MC - I figured the dev of this mod might prefer it if people didn't get soured by it? Not everyone has the time or inclination to go looking for other packs, let alone then figuring out how to disable modules thereof... nevermind that your implication that I am somehow thieving, you can stuff right back up your fnord
Rollback Post to RevisionRollBack
Proudly cranking Feed The Beast for 1.4.6 incorporating IC2- Mining Lasers, Nuclear Power, HAYO!!
I am Vismonkey. Fear my Wrath. Give me shiny things.
Irrespective of legality/copyright/e-peen wars - for most casual Minecrafters, Technic is where they'll get their first taste of modded MC - I figured the dev of this mod might prefer it if people didn't get soured by it? Not everyone has the time or inclination to go looking for other packs, let alone then figuring out how to disable modules thereof... nevermind that your implication that I am somehow thieving, you can stuff right back up your fnord
Telling the dev probably won't help. The people that put together the T-packs do what they want and don't care what the mod devs think or desire. As I understand it they even recode some of the mods against the wishes of the authors. I've seen more than a few mod threads that have clearly listed in the OP that support will not be given to users of those packs for this reason. Even mentioning that you use one of those packs will earn you disdain and scorn on these forums. I got started with mods myself using Technic until I found out the story behind it and learned how to add and configure mods myself using MultiMC.
If you don't want to take the time, use the FTB Launcher. Same mods and author-supported.
Even mentioning that you use one of those packs will earn you disdain and scorn on these forums.
Which just goes to show how small-minded some people are. I get your point about T-packs; I haven't bothered trying to update in awhile, and as such I've missed a lot of the furore surrounding the makers of it... so people narking at me for using it is just going to get them a bad reaction. Oblique references to launchers I've never heard of don't help their case... not everyone who uses these forums lives and breathes Minecraft to the point where every acronym is instantly recognisable... I shall look into Feed the Beast.
Thank you for your intelligent response, good sir.
Rollback Post to RevisionRollBack
Proudly cranking Feed The Beast for 1.4.6 incorporating IC2- Mining Lasers, Nuclear Power, HAYO!!
I am Vismonkey. Fear my Wrath. Give me shiny things.
Been having an issue with the Packager lately. One day, my sorting system was managing to package iron, gold, copper, tin and xychorium ores into blocks. The next day it doesn't work for anything. Tried to make bricks and that's not it either.
I noticed that when you right click a barrel normally it tells you how many of the item is inside as well as what item that barrel is holding. When attempting this with items within factorization it tells you how many are inside that barrel but not the name of the item. Item for example: Dark Iron Ingot, when you right click the barrel it only says 126 (how many are inside) it does not add the name of the item. Is there anyway you can fix this neptunepink??
Bug report. Class A (Severe - Crash AND Save Corruption)
STEPS TO REPRODUCE
1. Using Direwolf20 modpack.
2. Craft and place a barrel
3. Craft an Inventory Turtle (Inventory Module + Turtle)
4. Place a number (less than 64) of items into barrel (In my first crash, 37 Oak Logs)
5. Place Inventory Turtle below barrel.
6. Run lua, "m = peripheral.wrap("right") m.suckUp(0, 64)" (64 can be any number greater than the number of items in the barrel, but less than or equal to a stack)
7. (Title crashes)
8. Restart Title
9. Attempt to load save game
ADDITIONAL INFORMATION
The same error report and save corruption happens with LogisticsPipes 0.6.9.43 when a logistics pipe attempts to pull items from the bottom of the barrel.
See
--END ERROR REPORT--
I had such hopes for using an Inventory Turtle to take items from barrels to a computer controlled crafter rather than using logipipes+diamond chests.
are there any plans to have mod items (like nano armor, jetpacks, and lappacks) work with the exo armor? if not this is one feature i would love to see added. thanks for the hard work man.
Bug report. Class A (Severe - Crash AND Save Corruption)
ADDITIONAL INFORMATION
The same error report and save corruption happens with LogisticsPipes 0.6.9.43 when a logistics pipe attempts to pull items from the bottom of the barrel.
I had such hopes for using an Inventory Turtle to take items from barrels to a computer controlled crafter rather than using logipipes+diamond chests.
Yikes! I am at the point in my world where I need to build a sorting system. I'm trying to decide whether to use Logi Pipes or RP2 tubes. I've always used Logi Pipes and Chests in the past. I was intrigued by the capacity of barrels, and I currently have MC running in another window where I am testing a basic Barrel+Logi Pipe set up. It hasn't crashed yet, but I haven't tried to exit and re-load the saved game. I sure hope my save doesn't get corrupted. I'm going to post back here with results, and with the report of some awkwardness that I've discovered with Barrels+Logi Pipes.
Now the whole world stands on the brink, staring down into bloody hell. All those liberals and intellectuals and smooth talkers - and all of a sudden, nobody can think of anything to say.
Good news.. My saved game re-loaded just fine. But now I'm worried about Barrels and Logi Pipes in a storage+provider+sorting system. I've backed up my saves folder now, so I am going to work this sorting system really hard to see if I can reproduce that crash+save corruption. I'm playing SSP with MC 1.4.6 and the Feed the Beast - Direwolf20 Mod Pack v3.
As for that awkwardness that I found while experimenting and testing a Barrel+Logi Pipes sorting system... I got to the point where I thought I had figured out the dynamics of the pairing of Barrels and Logi Pipes, so I built a mini version of my plan.. Starting from the ground level, I stacked Barrels like such: Chassis Pipe - Barrel - Chassis Pipe - Barrel - Chassis Pipe , as seen here
So there are three chassis pipes and two barrels, right? Logs in one barrel, cobble in the other. Each barrel has a chassis pipe on the top and bottom. Each chassis pipe has a Polymorphic ItemSync module and a Provider module. When I request Logs, the system pulls the Logs out of the TOP of the barrel. When I request Cobble, the system pulls the Cobble out of the bottom of the barrel. Weird.
When I put Logs into the sorting chest, the Logs enter the barrel via the top. But when I put Cobble into the sorting chest, the Cobble try to enter via the bottom and get kicked out of the pipe. Weird. Then I put an empty barrel below the chassis pipe below the Cobble barrel as seen here - Now when I put cobble into the sorting chest, the cobble enters the barrel via the top! So perhaps wasting a few empty barrels is going to be required to make a large and functional Barrel+Logi Pipe sorting system. Also, the request mechanics remain unchanged (see the previous paragraph).
Lastly, the values on the front of the barrels do not instantly update when items are placed inside with Logi Pipes. The values are correct after re-loading the saved game. I believe neptunepink is already aware of that issue. I saved and re-loaded several times after pulling items out of barrels and no corrupted saves so far.
Now the whole world stands on the brink, staring down into bloody hell. All those liberals and intellectuals and smooth talkers - and all of a sudden, nobody can think of anything to say.
I noticed that when you right click a barrel normally it tells you how many of the item is inside as well as what item that barrel is holding. When attempting this with items within factorization it tells you how many are inside that barrel but not the name of the item. Item for example: Dark Iron Ingot, when you right click the barrel it only says 126 (how many are inside) it does not add the name of the item. Is there anyway you can fix this neptunepink??
thanks
I can second that. I have not realized myself until my fiance started asking me what ingot is what. I usually go by the color so I never right click to see the name, but as it seems now some ores do not show the name like they did in 1.4.5.
I can second that. I have not realized myself until my fiance started asking me what ingot is what. I usually go by the color so I never right click to see the name, but as it seems now some ores do not show the name like they did in 1.4.5.
I'm having issues with ores and dusts from other mods doing the same as well. Nothing from Metallurgy shows up either. I wasn't sure if it was a Metallurgy problem or what, so I put a post in there as well. A fix for this if possible would be awesome!
So there are three chassis pipes and two barrels, right? Logs in one barrel, cobble in the other. Each barrel has a chassis pipe on the top and bottom. Each chassis pipe has a Polymorphic ItemSync module and a Provider module. When I request Logs, the system pulls the Logs out of the TOP of the barrel. When I request Cobble, the system pulls the Cobble out of the bottom of the barrel. Weird.
That's not going to work right, chasis pipes act only to a single inventory (which you can see by the orange stripe), your middle pipe will only interact with the bottom barrel.
I haven't tried a LP setup with barrels (i have used LP in every single world i played ever, so i decided to go with a RP2 sorting system for my current world), but i imagine another problem will be that provider pipes/modules will only see a single stack of the item when connected to the bottom, so any requests for more than max stacksize will fail.
The angular saw is a tool that has Silk Touch enchantment on it.
And I assume that message means that you cannot cut that block (grass) using the tool and get it. Not sure though. I never even used the saw!
(caveat 1) my first introduction to this mod was through Technic (the latest 7.3.1 build based on MC1.4.6) so all of my observations are colored by access to equipment from other mods - thus in effect, my thoughts on this mod's place and synergy in the Technic stable, as opposed to it as a standalone expansion to RP2.
Barrels - I have yet to play with them, but if they work as I think they do, they'll be a godsend to anyone involved in long-term, large-scale material handling. Combined with a Packager, you can store phenomenal amounts of resources in an incredibly small space. I just don't like the idea of that much material housed in something that can explode
Question - could the texture include a kind of 'capacity gauge' to show at a glance how full a barrel is?
Question - what would it take to have barrels count input from BC pipes?
The Maker/Stamper looks ingenious - but the documentation is a little confusing on how to produce complex designs. I do like the craftpaper concept, though. Having a ticket for an item that I can just stuff into a machine and get an item back - without needing to feed it extraneous resources - is quite possibly the highlight of the entire mod.
Question - can craft packets be reverse-engineered to recover resources?
Ore Refining - great for anyone without IndustrialCraft; but otherwise far too much hassle, at least for base ores... an IC Macerator gives me a guaranteed 200% yield, with just one step between ore and ingot.
Much as I'm attracted to the idea of convoluted mineral processing, I just don't see this getting much use outside of rare earth processing - base ores like copper/tin/iron are plentiful enough in the world that refining them to this extreme seems overkill.
Mecha Armor - full of potential. If enough useful upgrades are available, this has enormous scope for player customisation and mobile efficiency. Jet boots, capacitor backpacks, short-range auto-lasers - there's a lot you can do here. Can be a true competitor to IC nano/quantum armor.
Suphuric Acid - could it have an alternate recipe utilising the sulfur you find in Technic?
(I think it's from Railcraft?) Personally I think the acid should be brewed and not just created, but how hard that would be to implement I don't know...
In conclusion - There are some good concepts at work here. In the Technic world, it could really use some form of power adaptation between systems - currently I already have 2 completely separate power chains (thanks to electric engines vanishing from Technic, you s!), and the thought of having to add a third - ugh. Having to build my 3rd power generation in the open - triple ugh. Having to surround it in highly visible, stupendously resource expensive, mildly aesthetically displeasing mirrors - dealbreaker.
This is definitely not a low-tier mod; the resource scarcity and cost of even the basic ore processing machines make their early-game use impossible, and brings into question their later usefulness - especially in terms of base ore processing. The lack of different options for 'charge' generation also hurt a lot; a fuel-burning alternative is an absolute must. The item handling aspects and the potential of the armor will be what saves this mod from a painful death, I feel.
I am Vismonkey. Fear my Wrath. Give me shiny things.
Happens on our server too. If you place any BC-Item in a barrel and try to get it out of the barrel or right-click it the client will get kicked from the server.
Full crashlog:
Hope this will be fixed soon. Our crystal chests are full with BC stuff x_x.
Edit: minecraftforge-universal-1.4.6-6.5.0.473 with the current versions of Factorization and BC. (3.3.0)
I like Immibis's Dimensional Anchors much more than the other types. His has an interface that lets you see which chunks are loaded by looking in the sky with it turned on. It also can be seen through walls and other obstacles, and will show which chunks overlap, etc.
It also has many, many options. you can even set the size of the chunk load area. =)
Wouldn't be a problem if Factorization accepted the other silver ore, but almost sent me mad trying to figure out what was wrong, and why I couldn't get galena. I'd stripmined about 200 blocks2 and accumulated a whole bunch of silver ore, but it wouldn't grind. I could smelt it in a slag furnace into lead/silver ingot - which only furthers the confusion! It wasn't til I looked in the config file that I saw that the ore I needed wasn't even enabled by default.
Maybe a Technic thing? I'm not sure. Might be something to bring up with them though; as I'm sure I'm not the only one hellishly confustablated by it. Or maybe treat all silver ore as de facto 'Factorization' ore, and thus have it grindable?
I am Vismonkey. Fear my Wrath. Give me shiny things.
That's an issue for thievery pack. For anyone else using a legal pack (go grab one of the FTB packs then disable GregTech) any silver ore grinds just fine.
Irrespective of legality/copyright/e-peen wars - for most casual Minecrafters, Technic is where they'll get their first taste of modded MC - I figured the dev of this mod might prefer it if people didn't get soured by it? Not everyone has the time or inclination to go looking for other packs, let alone then figuring out how to disable modules thereof... nevermind that your implication that I am somehow thieving, you can stuff right back up your fnord
I am Vismonkey. Fear my Wrath. Give me shiny things.
Telling the dev probably won't help. The people that put together the T-packs do what they want and don't care what the mod devs think or desire. As I understand it they even recode some of the mods against the wishes of the authors. I've seen more than a few mod threads that have clearly listed in the OP that support will not be given to users of those packs for this reason. Even mentioning that you use one of those packs will earn you disdain and scorn on these forums. I got started with mods myself using Technic until I found out the story behind it and learned how to add and configure mods myself using MultiMC.
If you don't want to take the time, use the FTB Launcher. Same mods and author-supported.
Which just goes to show how small-minded some people are. I get your point about T-packs; I haven't bothered trying to update in awhile, and as such I've missed a lot of the furore surrounding the makers of it... so people narking at me for using it is just going to get them a bad reaction. Oblique references to launchers I've never heard of don't help their case... not everyone who uses these forums lives and breathes Minecraft to the point where every acronym is instantly recognisable... I shall look into Feed the Beast.
Thank you for your intelligent response, good sir.
I am Vismonkey. Fear my Wrath. Give me shiny things.
No it's not gregtech. I have those recipes fixed.
thanks
STEPS TO REPRODUCE
1. Using Direwolf20 modpack.
2. Craft and place a barrel
3. Craft an Inventory Turtle (Inventory Module + Turtle)
4. Place a number (less than 64) of items into barrel (In my first crash, 37 Oak Logs)
5. Place Inventory Turtle below barrel.
6. Run lua, "m = peripheral.wrap("right") m.suckUp(0, 64)" (64 can be any number greater than the number of items in the barrel, but less than or equal to a stack)
7. (Title crashes)
8. Restart Title
9. Attempt to load save game
RESULT
At step 7, Title crashes with a stack error report ( http://pastebin.com/YuWxVSia )
At step 9, Title crashes with a console error ( http://pastebin.com/UgjVRKAq )
ADDITIONAL INFORMATION
The same error report and save corruption happens with LogisticsPipes 0.6.9.43 when a logistics pipe attempts to pull items from the bottom of the barrel.
See
--END ERROR REPORT--
I had such hopes for using an Inventory Turtle to take items from barrels to a computer controlled crafter rather than using logipipes+diamond chests.
Yikes! I am at the point in my world where I need to build a sorting system. I'm trying to decide whether to use Logi Pipes or RP2 tubes. I've always used Logi Pipes and Chests in the past. I was intrigued by the capacity of barrels, and I currently have MC running in another window where I am testing a basic Barrel+Logi Pipe set up. It hasn't crashed yet, but I haven't tried to exit and re-load the saved game. I sure hope my save doesn't get corrupted. I'm going to post back here with results, and with the report of some awkwardness that I've discovered with Barrels+Logi Pipes.
Well, here goes nothing..
As for that awkwardness that I found while experimenting and testing a Barrel+Logi Pipes sorting system... I got to the point where I thought I had figured out the dynamics of the pairing of Barrels and Logi Pipes, so I built a mini version of my plan.. Starting from the ground level, I stacked Barrels like such: Chassis Pipe - Barrel - Chassis Pipe - Barrel - Chassis Pipe , as seen here
So there are three chassis pipes and two barrels, right? Logs in one barrel, cobble in the other. Each barrel has a chassis pipe on the top and bottom. Each chassis pipe has a Polymorphic ItemSync module and a Provider module. When I request Logs, the system pulls the Logs out of the TOP of the barrel. When I request Cobble, the system pulls the Cobble out of the bottom of the barrel. Weird.
When I put Logs into the sorting chest, the Logs enter the barrel via the top. But when I put Cobble into the sorting chest, the Cobble try to enter via the bottom and get kicked out of the pipe. Weird. Then I put an empty barrel below the chassis pipe below the Cobble barrel as seen here - Now when I put cobble into the sorting chest, the cobble enters the barrel via the top! So perhaps wasting a few empty barrels is going to be required to make a large and functional Barrel+Logi Pipe sorting system. Also, the request mechanics remain unchanged (see the previous paragraph).
Lastly, the values on the front of the barrels do not instantly update when items are placed inside with Logi Pipes. The values are correct after re-loading the saved game. I believe neptunepink is already aware of that issue. I saved and re-loaded several times after pulling items out of barrels and no corrupted saves so far.
I can second that. I have not realized myself until my fiance started asking me what ingot is what. I usually go by the color so I never right click to see the name, but as it seems now some ores do not show the name like they did in 1.4.5.
I'm having issues with ores and dusts from other mods doing the same as well. Nothing from Metallurgy shows up either. I wasn't sure if it was a Metallurgy problem or what, so I put a post in there as well. A fix for this if possible would be awesome!
That's not going to work right, chasis pipes act only to a single inventory (which you can see by the orange stripe), your middle pipe will only interact with the bottom barrel.
I haven't tried a LP setup with barrels (i have used LP in every single world i played ever, so i decided to go with a RP2 sorting system for my current world), but i imagine another problem will be that provider pipes/modules will only see a single stack of the item when connected to the bottom, so any requests for more than max stacksize will fail.
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Do the mirrors need to be on the same height as the solar generator?
Will glass block the "light" they reflect?