The Meaning of Life, the Universe, and Everything.
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Quote from Ghobejump
Such gold love...why so much gold love...can't get enough gold...ever...
Some recommendations:
If you are having trouble getting gold, it may be time to invest some time in building a Nether Zombie Pig Farm. Vanilla tactic, but built correctly it can be quite lucrative.
A Digital Miner (Mekanism) can increase your gold reserve, as it hunts down specific ores.
Mekanism's ore quintupling machines can take 1 stack of ore and turn it into 5 stacks of ingots. Takes a while to set up, but totally worth it. You will not want for any mined ore. (Mekanism also doubles diamond/emerald silk-touched ores through refinement.)
The zombie pig farm is my preferred gold farming method for vanilla Minecraft, but since we are playing with the big boys now, try the Digital Miner and Mekanism machines.
As a side note, the latest Equivalent Exchange 3 has the Minium Stone which can transmute surplus iron into gold, a nice workaround. Before you quickly dismiss it as overpowered, the latest EE3 build requires some more effort than it's predecessors (mobs no longer drop Minium Shards, high-value items must be broken down to acquire Minium Dust), so it is a little more balanced.
The Meaning of Life, the Universe, and Everything.
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Thanks for the tips Nuin.
If you are having trouble getting gold, it may be time to invest some time in building a Nether Zombie Pig Farm. Vanilla tactic, but built correctly it can be quite lucrative.
Ugh.../shudder isn't that those immense structures of like 100+ portals together falling into a death machine or something? I've always kind of considered those cheating...
A Digital Miner (Mekanism) can increase your gold reserve, as it hunts down specific ores.
I was a little weary of trying this after attempting the mining well and miner from IC. I'll check that out.
Mekanism's ore quintupling machines can take 1 stack of ore and turn it into 5 stacks of ingots. Takes a while to set up, but totally worth it. You will not want for any mined ore. (Mekanism also doubles diamond/emerald silk-touched ores through refinement.)
Hadn't looked into this stuff at all. Must research this ore processing stuff more...I still haven't really built half the machines...mostly due to lack of gold xD and then I do a little more research and it's like well hell...that would have helped if I would have known that before I spent 4 hours last night doing ____. Like finding out about compressed red stone/coal/etc. Or that I could charge up energy tablets...ugh...so much wasted material.
As a side note, the latest Equivalent Exchange 3 has the Minium Stone which can transmute surplus iron into gold, a nice workaround. Before you quickly dismiss it as overpowered, the latest EE3 build requires some more effort than it's predecessors (mobs no longer drop Minium Shards, high-value items must be broken down to acquire Minium Dust), so it is a little more balanced.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Minecraft:
Nuinethir
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Quote from Ghobe�
Ugh.../shudder isn't that those immense structures of like 100+ portals together falling into a death machine or something? I've always kind of considered those cheating...
Yeah, I suppose mob traps/grinders could be considered cheating, but if you can build one correctly, you deserve it. The ultimate cheat machine is an Enderman Farm in The End. Unlimited experience and Ender Pearls.
I was a little weary of trying this after attempting the mining well and miner from IC. I'll check that out.
Hadn't looked into this stuff at all. Must research this ore processing stuff more...I still haven't really built half the machines...mostly due to lack of gold xD and then I do a little more research and it's like well hell...that would have helped if I would have known that before I spent 4 hours last night doing ____. Like finding out about compressed red stone/coal/etc. Or that I could charge up energy tablets...ugh...so much wasted material.
The Quarry from BuildCraft was my first start to automated mining when I started playing Tekkit Lite. Since BC and IC2 were kind of dated to 1.6.4 and weren't getting updates, I started building my own modpacks and came across Mekanism.
The Digital Miner, once powered, can be configured to mine ONLY ores or certain blocks of your choosing. It will automatically teleport them into a chest/pipe without any actual digging. It will leave holes where the ores once were, unless you want to fill them with a material of your choosing (I use Thermal Expansion's Igneous Extruder as a cobblestone generator and pipe it to the Digital Miner). Don't think of this as cheating, as the materials to build it are somewhat expensive and use "Ender" technology. Power the Digital Miner through Tessaracts (Thermal Expansion) and you can take it anywhere you go.
Yeah, forget I mentioned it though. It is much more rewarding to not use "transmutation"-type mods. When you get to a place where you have some enchanted gear, a jetpack to get around, and a decent factory, maybe even an Applied Energistics computer system, you will look back with pride.
Is there a way to mass transit crap great distances automatically? ...like through a teleporter kind of great distance? Like...say I have a dynamic tank of lava in the nether, how would I go about moving this stuff to heat generators in the overworld? p.s. why do heat generators suck so much?
Not with Mekanism.
BuildCraft has an add-on that adds teleport pipes.
You can also Applied Energistics with the liquids add-on.
From what I know, our server is default on just about every setting and in there Joules to RF is 5.5 and RF to Joules is 1.5...the hell does that mean? My friend is telling me that it means that RF is worth 5.5x as much as Joules. Which means a Combustion Engine fueled by Fuel is better than an Advanced Solar Generator in an oil desert by 10%. According to my in-game, a Combustion Engine on Fuel generates 60 RF/t, which would be 330 J/t. My advanced solar generator is at 300 J/t in our oil desert and a hell of a lot more of a pain in the ass to make. I could maybe understand if this thing had another level(elite, ultimate, etc) that was even better...but assuming this is all true...why is it not better? It's way more of a pain in the ass to build and takes up more space and on top of that I have to throw the energy it generates into an energy cube and convert it over to RF in Kinesis Pipes since they can move soooo much more energy for soooo much cheaper. P.s. Why can't cable compete with Kinesis? I understand cable is easier to make, but basic can stay how it is and we can improve the others and its cost to build right?
Those cfg file settings are allowing the server the cheat on energy production.
Joules to RF = 5.5
RF to Jouiles = 1.5
If you produce 100 Joules from 1 Mekanism generator and output it to an TE energy cube,
which uses RF, then every 100 J/t ouputs 550 RF to the cube
If you then drain the cube continuously into a Mekanism Energy Cube, which uses Joules, then every 550 Rf/t
outputs 825 Joules to the Mekanism Cube.
You are in effect creating getting 825 J/t from that 1 machine.
The default energy type to type conversions are:
JoulesToRF=2.5
RFToJoules=0.4
If want to use JoulesToRF=5.5, then RFToJoules=0.18
The math to find this is easy
(Joules) / (Joules * JoulesToRF) = RFToJoules
(RF) / (RF * RFToJoules) = JoulesToRF
Mekanism's Gas-Burning Generator no longer burns hydrogen efficiently, but can be used with ethylene instead,
for mid-level energy production that is only slightly better then the solar panels.
The heat generators convert ambient heat created by burning fuel in it or running lava over it,
It's a tier 1 power source intended to help get started, and used until you can afford to build and maintain a high end power source.
Most player's use Thermal Enpansion, Big Reactors or Solar Flux for their high power needs.
Kinesis Pipes moves power, Mekanism's cables are more like Li-Ion bateries.
Each segment stores power and will pass power to a neighboring segment that isn't fully charged.
Mekanism Machine and Cables will pass power with a limited flow rate, that is dependant on the tier of cable used.
Such gold love...why so much gold love...can't get enough gold...ever...
And one final thing...Chunk Loader. Why is this not a thing with this or Buildcraft in general? The quarry itself doesn't cut it...wtb real chunk loader. I mean I went and got ChickenChunks to do it for now, but would love a solution inside of Mekanism/Buildcraft itself. I know there's an outdated one for IC, but outdated is outdated and IC has a whole slew of other things I like to complain about -.-;
Bonus thing: Is there a guide floating around for those Block Configurators? I can't really find anything useful on the wiki...
ChickenChunks is a buggy chunk loader, many have had words crashed and corrupted by it.
Immibis' Dimensional Anchor is far simpler and hasn't cause me any problems.
Block Configurator, If i'm thibnking of the correct item, is a multipurpose tool.
It can be used on Mekanism machines that have color configurable functionality for their sides.
Point the tool at the side of one will highlight that side in the color it is configured to use for that side
It can be used to color code logistics as part of an item sorting system
It can be used on mechanical and logistics pipes, to set their end points in Push, Pull, None, or Normal mods
The Meaning of Life, the Universe, and Everything.
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@nuin
So I've been looking into the ore processing thing and I'll have the Tier 3 setup soon, but uh...the tier 4 requires gravel/flint/gunpowder...which I've been throwing gravel/flint into the ocean...but I can fix that...the real problem is gunpowder. Is there a way to farm this with these mods or is it still mass murdering creepers and praying?
Those cfg file settings are allowing the server the cheat on energy production.
Joules to RF = 5.5
RF to Jouiles = 1.5
If you produce 100 Joules from 1 Mekanism generator and output it to an TE energy cube,
which uses RF, then every 100 J/t ouputs 550 RF to the cube
If you then drain the cube continuously into a Mekanism Energy Cube, which uses Joules, then every 550 Rf/t
outputs 825 Joules to the Mekanism Cube.
You are in effect creating getting 825 J/t from that 1 machine.
The default energy type to type conversions are:
JoulesToRF=2.5
RFToJoules=0.4
If want to use JoulesToRF=5.5, then RFToJoules=0.18
The math to find this is easy
(Joules) / (Joules * JoulesToRF) = RFToJoules
(RF) / (RF * RFToJoules) = JoulesToRF
So it doesn't really do anything if TE isn't installed then...hmm. Alright. And thanks for the actual values. But just to verify.
Combustion Engine with Fuel = 60 RF = ?? when going into machine directly = ?? when going into Mekanism Energy Cube.
Advanced Solar Panel in Desert = 300 Joules = ?? when going into machine directly = ?? when going into Mekanism Energy Cube.
If you could fill those in so I can understand, that'd be great.
Kinesis Pipes moves power, Mekanism's cables are more like Li-Ion bateries.
Each segment stores power and will pass power to a neighboring segment that isn't fully charged.
Mekanism Machine and Cables will pass power with a limited flow rate, that is dependant on the tier of cable used.
Think my biggest problem with the cables is that they can't handle a combustion engine if it decides to store power. I have to destroy the engine and replace it, otherwise it just sits there with 100k RF stored up. And then my problem with Kinesis is that it's not smart enough to run the power down a separate but still connecting line if it gets choked somewhere. Though at least that limit is extremely high :\
Block Configurator, If i'm thibnking of the correct item, is a multipurpose tool.
It can be used on Mekanism machines that have color configurable functionality for their sides.
Point the tool at the side of one will highlight that side in the color it is configured to use for that side
It can be used to color code logistics as part of an item sorting system
It can be used on mechanical and logistics pipes, to set their end points in Push, Pull, None, or Normal mods
You're thinking of the Configurator Tool, the Block Configurator is that "color configurable functionality" for the machines. I mean I understand how to color code it, but I can't seem to be able to get the crap to go through a pipe. Tried using Logistical Transporter with and without a Logical Sorter but I can't seem to get anything to move from one machine to another :\
P.S. WTB more mass storage for energy than just the Ultimate Energy Cube and laying down billions of useless cable. Same with gas. WTB Gas/Energy version of Dynamic Tank pst. ;p
P.P.S. I really hate how the edit button breaks my quote blocks on these forums.
Okay, I will this apparent here. I have not checked if there was a fix for this in earlier pages or not. But here is my crash report. I only get this crash report when I add Mekanism and it's appropriate add-ons to my mods. I am using the 7.1.2.157 version of Mekanism and the forge version 1.7.10Forge10.13.2.1230. Here's the crash report. http://pastebin.com/P2aDVbes
So I've been looking into the ore processing thing and I'll have the Tier 3 setup soon, but uh...the tier 4 requires gravel/flint/gunpowder...which I've been throwing gravel/flint into the ocean...but I can fix that...the real problem is gunpowder. Is there a way to farm this with these mods or is it still mass murdering creepers and praying?
Edit: Post corrected, with thanks to grimallq for needed info.
So it doesn't really do anything if TE isn't installed then...hmm. Alright. And thanks for the actual values. But just to verify.
Combustion Engine with Fuel = 60 RF = ?? when going into machine directly = ?? when going into Mekanism Energy Cube.
Advanced Solar Panel in Desert = 300 Joules = ?? when going into machine directly = ?? when going into Mekanism Energy Cube.
If you could fill those in so I can understand, that'd be great.
That depends on what mod the combustion engine is from, whose pipes is transporting it and what mod the machine using it, is from.
A BC Combustion engine produce RF's and can only output directly to a machine that uses RF's
A Mekanism Bio-Generator produces Joules's and can only output to Joule compatible machines.
A TE Generator (not familiar with the mod) generates RF's and can only output to RF compatible machines.
All 3 will output to a pipe/tube/cable/conduit/etc capable of accepting that power type.
An energy transporting pipe has to be used to power machines that use a different energy type.
Mekanism Energy Cube's maybe the exception, since they will convert between energy types , also.
.
Since version 6.1.6, BC now produces and handle's RF only.It's pipe's will only handle RF's,
Mekanism cables use Joule's, but will convert during input and output,
and a TE conduit uses RF's. and converts during input/output, also.
Mekanism and TE's pipe will "Convert To" or "Input From" RF, J, AE or MJ'(but MJ"s is being retired)
Using you example, the 60RF output would be unchanged when direct fed to an RF using machine,
A Mekanism cable would convert it to Joules, while moving the energy, then to whatever (supported) format the,
block at the other end used, a Mekanism Energy Cube.uses Joules, so it would not be converted a second time.
A TE conduit would keep it as RF, and convert it into Joules when outputing to the Mekanism Energy Cube.
A BC pipe keep it as RF, and pass it as RF to the Cube. The Cube would convert it to Joules.
The answer for Solar panels is the same.
The exact ending values are determined by the settings in the cfg file,
(RF output) * RFtoJoules = Final Amount in Cube.
(Joule's output) = Final Amount in Cube.
Think my biggest problem with the cables is that they can't handle a combustion engine if it decides to store power. I have to destroy the engine and replace it, otherwise it just sits there with 100k RF stored up. And then my problem with Kinesis is that it's not smart enough to run the power down a separate but still connecting line if it gets choked somewhere. Though at least that limit is extremely high
Is this a BuildCraft Combustion Engine?
If, so , it's a compatibility issue, you can use the Mekanism Bio-Generator instead or Windmills to replace the power it generates.
Buildcraft has an add-on that adds teleporting pipes that you could use.
They can teleport power and items long distances to receiving teleport pipe, but need chunkloaders to keep them all loaded.
You're thinking of the Configurator Tool, the Block Configurator is that "color configurable functionality" for the machines. I mean I understand how to color code it, but I can't seem to be able to get the crap to go through a pipe. Tried using Logistical Transporter with and without a Logical Sorter but I can't seem to get anything to move from one machine to another
P.S. WTB more mass storage for energy than just the Ultimate Energy Cube and laying down billions of useless cable. Same with gas. WTB Gas/Energy version of Dynamic Tank pst. ;p
P.P.S. I really hate how the edit button breaks my quote blocks on these forums.
Sorry 'bout that.
The configure sides page has 2 sets of colored buttons.
The left set controls inputs via colored logistics pipes.
A side marked as red will only accept items that pass through a red colored pipe.
The right side configures each side's behavior, where the colors correspond to the color outlines of the boxes on the main page for the machine.
if you set the left side to red, the the left will accept inputs into the input slot,
blue outputs items from the blue output slot, etc.
Yeah, I know, i'm teasing you.
Machines only output automatically when the Automatuc Output button is on.
It's in the top right corner of the configuration page, I believe it has a "A" on it.
More energy Storage? Less cables?
I believe (but don't use) EnderIO has energy storage that forms multiblock storage blocks.
So only 1 cable to it and 1 from it is needed.
Dynamic tanks will hold properly registered gases and liquids.
Quote from Ghobejump
So I've been looking into the ore processing thing and I'll have the Tier 3 setup soon, but uh...the tier 4 requires gravel/flint/gunpowder...which I've been throwing gravel/flint into the ocean...but I can fix that...the real problem is gunpowder. Is there a way to farm this with these mods or is it still mass murdering creepers and praying?
Will the Universal Cables ever have the option of being able to transfer MJ ? As it just took my friend an I 30min to work out why when trying to make the QuarryPlus the Universal Cables werent supplying the power we needed and ended up having to use EnderIO conduits.
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
Afraid Not, all my mods are upto date with the newst or latest version. When connecting Universal cable from WindTurbines(12 of them) to the CraftingPlus machine it recieves no power, but they do actually connect to the machine, however when swapping over to using 1 EnderIO energy cable from CraftingPlus machine to the universal cable it starts getting power. My mod's list an versions are @ http://pastebin.com/qdDdAEhN if you wish to take a look
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
The Meaning of Life, the Universe, and Everything.
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I'm still clearly doing something wrong...I can not get items to move through transport pipes if they aren't coming from a chest. So...how do I go about moving items from one machine to another? Even a bin to another bin?
EDIT: Well I got from machine to chest...chest to bin...but anything to machine is still giving me issues...
EDIT2: Ahah! It demands that it all be entered from very specific sides...is there a way to override this?
Can't get this to load at all. Logs all point to ElectricBow as the culprit. stable version .127, and latest .157 same thing.
Otherwise game loads all other mods fine if I disable Mekanism so I doubt it's anything else, crash logs don't ever mention anything else like CoFH etc either.
Anyone else had similar issue and were able to resolve it please chime in, would be appreciated.
Can't get this to load at all. Logs all point to ElectricBow as the culprit. stable version .127, and latest .157 same thing.
Otherwise game loads all other mods fine if I disable Mekanism so I doubt it's anything else, crash logs don't ever mention anything else like CoFH etc either.
Anyone else had similar issue and were able to resolve it please chime in, would be appreciated.
I've been having the same problem, but mine says IToolWrench instead.
The Meaning of Life, the Universe, and Everything.
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Hmm, recently built a second salination plant but it's not registering as one from the control panel. The first one had no issue, and the only difference is height between them...is there a height limit? Attached an image of it. It looks fine to me? The one on the left is height 10 for reference.
EDIT: I'm guessing there is indeed a height limit...constructed another but it's only 12 and it works...either it's stupidly bugged or the height limit is kinda low...hrm..
EDIT2: Tore it down and rebuilt it section by section...well jumping 5-10 y at a time...turns out the cap is about 15...though it reads 16...which seems incredibly low...I mean...I wouldn't mind that much if the output was dramatically higher...but I guess this is a limit brought on by wanting the use of more solar generators in the design? WTB larger versions that require elite solar generators ;p
Maximum height (including base and controller layers) is 18, which will register as 17 on the controller, because it doesn't count the bottom layer.
Also, I see you have the solar panels on top of te salination plant hooked into your power grid. Are those actually functional? I thought they were purely part of the multiblock structure and wouldn't output power.
The Meaning of Life, the Universe, and Everything.
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Maximum height (including base on controller layer) is 18, which will register as 17 on the controller, because it doesn't count the bottom layer.
Ah...is that including or excluding the solar panel height?
Also, I see you have the solar panels on top of te salination plant hooked into your power grid. Are those actually functional? I thought they were purely part of the multiblock structure and wouldn't output power.
It seems to. They read that they're storing 2300kJ before I hook them up and hold steady at 300J once I do hook them up(after it drains it).
Including the level the the solar panels and controller are placed on, but not including the height added by the solar panels being an extra 2 blocks tall.
Some recommendations:
As a side note, the latest Equivalent Exchange 3 has the Minium Stone which can transmute surplus iron into gold, a nice workaround. Before you quickly dismiss it as overpowered, the latest EE3 build requires some more effort than it's predecessors (mobs no longer drop Minium Shards, high-value items must be broken down to acquire Minium Dust), so it is a little more balanced.
Ugh.../shudder isn't that those immense structures of like 100+ portals together falling into a death machine or something? I've always kind of considered those cheating...
I was a little weary of trying this after attempting the mining well and miner from IC. I'll check that out.
Hadn't looked into this stuff at all. Must research this ore processing stuff more...I still haven't really built half the machines...mostly due to lack of gold xD and then I do a little more research and it's like well hell...that would have helped if I would have known that before I spent 4 hours last night doing ____. Like finding out about compressed red stone/coal/etc. Or that I could charge up energy tablets...ugh...so much wasted material.
...is that another mod?
Yeah, I suppose mob traps/grinders could be considered cheating, but if you can build one correctly, you deserve it. The ultimate cheat machine is an Enderman Farm in The End. Unlimited experience and Ender Pearls.
The Quarry from BuildCraft was my first start to automated mining when I started playing Tekkit Lite. Since BC and IC2 were kind of dated to 1.6.4 and weren't getting updates, I started building my own modpacks and came across Mekanism.
The Digital Miner, once powered, can be configured to mine ONLY ores or certain blocks of your choosing. It will automatically teleport them into a chest/pipe without any actual digging. It will leave holes where the ores once were, unless you want to fill them with a material of your choosing (I use Thermal Expansion's Igneous Extruder as a cobblestone generator and pipe it to the Digital Miner). Don't think of this as cheating, as the materials to build it are somewhat expensive and use "Ender" technology. Power the Digital Miner through Tessaracts (Thermal Expansion) and you can take it anywhere you go.
Yeah, forget I mentioned it though. It is much more rewarding to not use "transmutation"-type mods. When you get to a place where you have some enchanted gear, a jetpack to get around, and a decent factory, maybe even an Applied Energistics computer system, you will look back with pride.
Not with Mekanism.
BuildCraft has an add-on that adds teleport pipes.
You can also Applied Energistics with the liquids add-on.
Those cfg file settings are allowing the server the cheat on energy production.
Joules to RF = 5.5
RF to Jouiles = 1.5
If you produce 100 Joules from 1 Mekanism generator and output it to an TE energy cube,
which uses RF, then every 100 J/t ouputs 550 RF to the cube
If you then drain the cube continuously into a Mekanism Energy Cube, which uses Joules, then every 550 Rf/t
outputs 825 Joules to the Mekanism Cube.
You are in effect creating getting 825 J/t from that 1 machine.
The default energy type to type conversions are:
JoulesToRF=2.5
RFToJoules=0.4
If want to use JoulesToRF=5.5, then RFToJoules=0.18
The math to find this is easy
(Joules) / (Joules * JoulesToRF) = RFToJoules
(RF) / (RF * RFToJoules) = JoulesToRF
Mekanism's Gas-Burning Generator no longer burns hydrogen efficiently, but can be used with ethylene instead,
for mid-level energy production that is only slightly better then the solar panels.
The heat generators convert ambient heat created by burning fuel in it or running lava over it,
It's a tier 1 power source intended to help get started, and used until you can afford to build and maintain a high end power source.
Most player's use Thermal Enpansion, Big Reactors or Solar Flux for their high power needs.
Kinesis Pipes moves power, Mekanism's cables are more like Li-Ion bateries.
Each segment stores power and will pass power to a neighboring segment that isn't fully charged.
Mekanism Machine and Cables will pass power with a limited flow rate, that is dependant on the tier of cable used.
ChickenChunks is a buggy chunk loader, many have had words crashed and corrupted by it.
Immibis' Dimensional Anchor is far simpler and hasn't cause me any problems.
Block Configurator, If i'm thibnking of the correct item, is a multipurpose tool.
It can be used on Mekanism machines that have color configurable functionality for their sides.
Point the tool at the side of one will highlight that side in the color it is configured to use for that side
It can be used to color code logistics as part of an item sorting system
It can be used on mechanical and logistics pipes, to set their end points in Push, Pull, None, or Normal mods
So I've been looking into the ore processing thing and I'll have the Tier 3 setup soon, but uh...the tier 4 requires gravel/flint/gunpowder...which I've been throwing gravel/flint into the ocean...but I can fix that...the real problem is gunpowder. Is there a way to farm this with these mods or is it still mass murdering creepers and praying?
So it doesn't really do anything if TE isn't installed then...hmm. Alright. And thanks for the actual values. But just to verify.
Combustion Engine with Fuel = 60 RF = ?? when going into machine directly = ?? when going into Mekanism Energy Cube.
Advanced Solar Panel in Desert = 300 Joules = ?? when going into machine directly = ?? when going into Mekanism Energy Cube.
If you could fill those in so I can understand, that'd be great.
Think my biggest problem with the cables is that they can't handle a combustion engine if it decides to store power. I have to destroy the engine and replace it, otherwise it just sits there with 100k RF stored up. And then my problem with Kinesis is that it's not smart enough to run the power down a separate but still connecting line if it gets choked somewhere. Though at least that limit is extremely high :\
You're thinking of the Configurator Tool, the Block Configurator is that "color configurable functionality" for the machines. I mean I understand how to color code it, but I can't seem to be able to get the crap to go through a pipe. Tried using Logistical Transporter with and without a Logical Sorter but I can't seem to get anything to move from one machine to another :\
P.S. WTB more mass storage for energy than just the Ultimate Energy Cube and laying down billions of useless cable. Same with gas. WTB Gas/Energy version of Dynamic Tank pst. ;p
P.P.S. I really hate how the edit button breaks my quote blocks on these forums.
Edit: Post corrected, with thanks to grimallq for needed info.
Crusher + Cobble = Gravel
Purification Chamber + oxygen gas + Gravel = Flint
Crusher + Flint = Gunpowder
That depends on what mod the combustion engine is from, whose pipes is transporting it and what mod the machine using it, is from.
A BC Combustion engine produce RF's and can only output directly to a machine that uses RF's
A Mekanism Bio-Generator produces Joules's and can only output to Joule compatible machines.
A TE Generator (not familiar with the mod) generates RF's and can only output to RF compatible machines.
All 3 will output to a pipe/tube/cable/conduit/etc capable of accepting that power type.
An energy transporting pipe has to be used to power machines that use a different energy type.
Mekanism Energy Cube's maybe the exception, since they will convert between energy types , also.
.
Since version 6.1.6, BC now produces and handle's RF only.It's pipe's will only handle RF's,
Mekanism cables use Joule's, but will convert during input and output,
and a TE conduit uses RF's. and converts during input/output, also.
Mekanism and TE's pipe will "Convert To" or "Input From" RF, J, AE or MJ'(but MJ"s is being retired)
Using you example, the 60RF output would be unchanged when direct fed to an RF using machine,
A Mekanism cable would convert it to Joules, while moving the energy, then to whatever (supported) format the,
block at the other end used, a Mekanism Energy Cube.uses Joules, so it would not be converted a second time.
A TE conduit would keep it as RF, and convert it into Joules when outputing to the Mekanism Energy Cube.
A BC pipe keep it as RF, and pass it as RF to the Cube. The Cube would convert it to Joules.
The answer for Solar panels is the same.
The exact ending values are determined by the settings in the cfg file,
(RF output) * RFtoJoules = Final Amount in Cube.
(Joule's output) = Final Amount in Cube.
Is this a BuildCraft Combustion Engine?
If, so , it's a compatibility issue, you can use the Mekanism Bio-Generator instead or Windmills to replace the power it generates.
Buildcraft has an add-on that adds teleporting pipes that you could use.
They can teleport power and items long distances to receiving teleport pipe, but need chunkloaders to keep them all loaded.
Sorry 'bout that.
The configure sides page has 2 sets of colored buttons.
The left set controls inputs via colored logistics pipes.
A side marked as red will only accept items that pass through a red colored pipe.
The right side configures each side's behavior, where the colors correspond to the color outlines of the boxes on the main page for the machine.
if you set the left side to red, the the left will accept inputs into the input slot,
blue outputs items from the blue output slot, etc.
Yeah, I know, i'm teasing you.
Machines only output automatically when the Automatuc Output button is on.
It's in the top right corner of the configuration page, I believe it has a "A" on it.
More energy Storage? Less cables?
I believe (but don't use) EnderIO has energy storage that forms multiblock storage blocks.
So only 1 cable to it and 1 from it is needed.
Dynamic tanks will hold properly registered gases and liquids.
I actually posted some screenshots of my (way overbuilt, yes) ore quintupling build a couple pages ago. Other than providing power to actually make everything go, it's actually all completely self sustaining.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1284681-mekanism-v7-seismic-vibrators-5x-ore-duplication?comment=1535
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
thanx
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
EDIT: Well I got from machine to chest...chest to bin...but anything to machine is still giving me issues...
EDIT2: Ahah! It demands that it all be entered from very specific sides...is there a way to override this?
You over-ride it by changing the color for the side you want to use.
If you want to input an ore block (just an example) into the right side of a Mekanism machine,
then change the color of the right side to the color of the box outline of the input slot it would be
placed into manually
Otherwise game loads all other mods fine if I disable Mekanism so I doubt it's anything else, crash logs don't ever mention anything else like CoFH etc either.
Anyone else had similar issue and were able to resolve it please chime in, would be appreciated.
I've been having the same problem, but mine says IToolWrench instead.
EDIT: I'm guessing there is indeed a height limit...constructed another but it's only 12 and it works...either it's stupidly bugged or the height limit is kinda low...hrm..
EDIT2: Tore it down and rebuilt it section by section...well jumping 5-10 y at a time...turns out the cap is about 15...though it reads 16...which seems incredibly low...I mean...I wouldn't mind that much if the output was dramatically higher...but I guess this is a limit brought on by wanting the use of more solar generators in the design? WTB larger versions that require elite solar generators ;p
Also, I see you have the solar panels on top of te salination plant hooked into your power grid. Are those actually functional? I thought they were purely part of the multiblock structure and wouldn't output power.
Ah...is that including or excluding the solar panel height?
It seems to. They read that they're storing 2300kJ before I hook them up and hold steady at 300J once I do hook them up(after it drains it).