There is no such limitation, in fact I just tested it to make sure there it wasn't a bug, just crafted an HV Solar with an empty pattern provider.
Strange, looking back to it I was never able to auto craft when I had an empty CPU in my chamber. I'm just happy that if I ever run into this problem I know what to do to get through it
I am getting the error ID 4093 from Mod Applied Energistics is missing I go into the config and it is there under microtnt. I try disabling that to the -1 as it says in the config and this time it won't let me start the server.
Having a situation with logistic supplier pipes through the AE system. Setup is: AE main system with a me interface that has a logistic provider mk2 connected. The provider then goes to remote request then to a ender chest. This way I can remote order through logistics to AE to my ender pouch. Now I connected a system connector pipe to the chest and made another one connected to another ender chest marked with the same color. So now I should have a logistic network away from the main network. This all works fine. I now have some supplier pipes on the away network and when the supplier pipes are set to supply, it's ransom on the amount that comes through or if any that come. It's a hit and miss. Coming from a logistic background my setup should work with no issues. I can only assume this is on the AE side. Has anyone had this issue and if so what did you do to fix it.
Not sure how AE would cause this, LP pulls the items out and moves them around itself, if I understand your setup, LP basically just is using AE as a big chest, so it really shouldn't be able to interfere with its delivery.
I am getting the error ID 4093 from Mod Applied Energistics is missing I go into the config and it is there under microtnt. I try disabling that to the -1 as it says in the config and this time it won't let me start the server.
Do you have pastebin'ed log or something? perhaps your config changed?
thx friend , encoded pattern is awesome , you are awesome , hehe epic mod
Hm ? why my controler in subnet show me low energy , why no blue (red , when is link with power relay), in main controler I have separate power only for him 2048 EU/t
Its a known limitation of the power system, sometimes energy shifts around and ends up in the subnet controller so it shows up with a low power bar.
is there any way to export a queen that has identical traits to an existing one? i know how to export a queen of the same species, or export any queen, but i cant find out how to export ones with identical traits.
EDIT: also, is putting a storage bus to 'store' items on an interface from another network intended to give full, one way, access to the other network?
is there any way to export a queen that has identical traits to an existing one? i know how to export a queen of the same species, or export any queen, but i cant find out how to export ones with identical traits.
EDIT: also, is putting a storage bus to 'store' items on an interface from another network intended to give full, one way, access to the other network?
Precision buses, should do what you want - Identical Princess/Queen
Another question; I tested it first, but I want to make sure I'm not missing a trick. Is it correct that Quantum Network Bridges cannot connect across different dimensions? I tried setting up a pair of them between the Overworld and a Mystcraft world, and they don't seem to connect, which surprised me. Assuming that is true, is there any other means in the mod by which I could conceivably connect AE networks across dimensions?
Another question; I tested it first, but I want to make sure I'm not missing a trick. Is it correct that Quantum Network Bridges cannot connect across different dimensions? I tried setting up a pair of them between the Overworld and a Mystcraft world, and they don't seem to connect, which surprised me. Assuming that is true, is there any other means in the mod by which I could conceivably connect AE networks across dimensions?
Thanks!
They should work fine across dimensions, just make sure both sides are powered, have the correct singularity, are connected to your cables or other machines properly, and make sure the other side is chunk loaded.
They should work fine across dimensions, just make sure both sides are powered, have the correct singularity, are connected to your cables or other machines properly, and make sure the other side is chunk loaded.
Hmm. Odd. I must have done something wrong with how I set up the singularities then, because as far as I know, I did everything you just described. I'll test it again.
This may be an exercise in futility, please tell me if it is, but I'm trying to use an ME network to automate an IC2 breeder reactor. Not fueling, yet, just re-enriched U cells and coolant so far. I'm also using the nuclear control add-on for IC2 so nothing's gone boom yet. Yay!
Initially things went pretty well. I built a low-end breeder that's efficient but not terribly fast that just uses vent cooling. I packed the rest of the space with heat capacity plating, I want to be able to get this thing hot after all, and that keeps exported depleted isotope cells from getting exported into the wrong parts of the reactor. That works pretty well, since you've only got the enriched U cells importing out of the reactor and the depleted isotope cells exporting into their place.
Problems arise when I try to build bigger, faster breeders that require single-use coolant cells. LZH condensators in this case. Now I have two different items coming out of the reactor (enriched U cells and spent LZH condensators) and two replacements coming in (depleted isotope cells and fresh LZH condensators). The challenge of course is to keep the one from getting into the place of the other.
My "solution" was to pipe each one through a separate export bus regulated by a level emitter triggered by the presence of the item it ought to replace in the ME network's inventory. The theory went like this: A spent LZH condensator is imported out of the reactor and into the ME network. This triggers the level emitter, which switches on the export bus to add a fresh LZH condensator in the newly created spot in the reactor's inventory. An active auto-craft order crafts the spent condensator with some lapis into a recharged LZH ready to go back into the reactor and the level emitter switches off. A similar system manages the unloading and loading of enriched U and depleted isotope cells.
Should work fine so long as they don't both happen at once.
Problem: There's too much lag on my ME network. The actual sequence is: component import from reactor to ME network, level emitter goes on, auto-craft takes place, level emitter goes off. The replacement component that was just sitting in inventory never makes it to the export bus before the auto-craft switches it off.
Problem: There's too much lag on my ME network. The actual sequence is: component import from reactor to ME network, level emitter goes on, auto-craft takes place, level emitter goes off. The replacement component that was just sitting in inventory never makes it to the export bus before the auto-craft switches it off.
Suggestions?
-S
Are you using a fuzzy import buses to pull the LHZ out? this should work reasonably, I've used this to pull out damaged coolant cells so I could cool them before.
Are you using a fuzzy import buses to pull the LHZ out? this should work reasonably, I've used this to pull out damaged coolant cells so I could cool them before.
I tried that but it causes issues with the auto-crafting. Auto-craft recipes aren't fuzzy and want coolant cells that have exactly the depletion/damage specified.
The import isn't the problem though, that's working fine. It's the export into the reactor inventory that is playing up.
I think I've found a solution. Will implement and post details.
I think I've found a solution. Will implement and post details.
Well, not a good one as it turns out.
Rearranged the plumbing as follows:
- Import from Reactor to ME network set to always on. Can't hurt to remove spent coolant or charged cells.
- Export of Depleted Isotope (DI) cells set to on without redstone signal
- Export of LZH coolant cells set to on with redstone signal
- Level Emitter set to trigger on 1 or more spent LZH coolant cells and piped through a redstone signal extender to trigger switches on both Export Buses.
- Auto-craft set to recharge spent LZH cells.
So it should have worked that the import from reactor to network is always on. Recharge of DI cells is always on, except when LZH coolant cells are being swapped out. LZH recharge is off, except when a spent LZH cell is imported, then it switches on and stays switched on long enough that lag on the ME network shouldn't prevent recharge.
Seems lag wasn't the whole problem. About half the time, DI cells got imported before the level emitters could spark up and switch their bus off.
Cludgy "solution": I set the DI import bus to "Always Craft" and pulled all the coal dust out of the inventory. Now DI import has lag imposed by the macerator grinding up a coal to make the DI cell.
Slightly inefficient but works well enough on slow breeder reactors where LZH swap-outs are relatively infrequent.
On faster reactors, where you're burning through condensators faster that lag becomes a problem. There's a second or two between extracting a charged U cell and replacing it with a freshly crated DI cell. If an LZH swap-out happens during that time then the coolant cell can get put into the empty slot where the DI cell ought to go. After that the DI cell gets placed where the coolant cell ought to have gone and the reactor configuration is all messed.
My reactor design has some tolerance built in, largely to allow for the short lag in swapping out coolant cells. I'm going to run it for a bit to see what happens but don't expect it'll be long before I get a fuel cell with no coolant and a thermal shut-down.
hey, i need help and couldnt think of a solution...
i need to have 2 separate networks connected to a single chest, while having 1 of them extrracting all of a few different items, while the other takes the rest
how could i achieve this? i have the ftb unleashed game with additional pipes as an added mod
i figured out a solution to my above problem... but i have a new one
how do i always have a certain amount of items crafted in my system at all times? because interfaces wont export to a TE magma crucible, and if i use an export, it wont keep it full because it will run out of redstone dust to insert because the rest is in blocks
I seem to be having a problem where I cannot put Nether Quartz into a macerator to obtain the dust. I'm able to put the nether quartz into an advanced macerator and the regular grinding stone, but not the regular macerator.
Strange, looking back to it I was never able to auto craft when I had an empty CPU in my chamber. I'm just happy that if I ever run into this problem I know what to do to get through it
What item id fixes do you speak of?
Not sure how AE would cause this, LP pulls the items out and moves them around itself, if I understand your setup, LP basically just is using AE as a big chest, so it really shouldn't be able to interfere with its delivery.
Do you have pastebin'ed log or something? perhaps your config changed?
As long as your configs are the same, then you can transfer items from one world to another.
Its a known limitation of the power system, sometimes energy shifts around and ends up in the subnet controller so it shows up with a low power bar.
The source for r001 is available here: https://bitbucket.org/gordonh/easy-appliedenergistics/src/50fd233a5cbc8e2796fad2a067c5bba85a918244/?at=001
What does it do exactly?
(no pics no clicks, sorry)
EDIT: also, is putting a storage bus to 'store' items on an interface from another network intended to give full, one way, access to the other network?
Current # of wood planks: -2147483648.
um, who overflowed my wood farm?
Precision buses, should do what you want - Identical Princess/Queen
Yes, fully intended.
Thanks!
They should work fine across dimensions, just make sure both sides are powered, have the correct singularity, are connected to your cables or other machines properly, and make sure the other side is chunk loaded.
Hmm. Odd. I must have done something wrong with how I set up the singularities then, because as far as I know, I did everything you just described. I'll test it again.
Thanks for the quick reply!
This may be an exercise in futility, please tell me if it is, but I'm trying to use an ME network to automate an IC2 breeder reactor. Not fueling, yet, just re-enriched U cells and coolant so far. I'm also using the nuclear control add-on for IC2 so nothing's gone boom yet. Yay!
Initially things went pretty well. I built a low-end breeder that's efficient but not terribly fast that just uses vent cooling. I packed the rest of the space with heat capacity plating, I want to be able to get this thing hot after all, and that keeps exported depleted isotope cells from getting exported into the wrong parts of the reactor. That works pretty well, since you've only got the enriched U cells importing out of the reactor and the depleted isotope cells exporting into their place.
Problems arise when I try to build bigger, faster breeders that require single-use coolant cells. LZH condensators in this case. Now I have two different items coming out of the reactor (enriched U cells and spent LZH condensators) and two replacements coming in (depleted isotope cells and fresh LZH condensators). The challenge of course is to keep the one from getting into the place of the other.
My "solution" was to pipe each one through a separate export bus regulated by a level emitter triggered by the presence of the item it ought to replace in the ME network's inventory. The theory went like this: A spent LZH condensator is imported out of the reactor and into the ME network. This triggers the level emitter, which switches on the export bus to add a fresh LZH condensator in the newly created spot in the reactor's inventory. An active auto-craft order crafts the spent condensator with some lapis into a recharged LZH ready to go back into the reactor and the level emitter switches off. A similar system manages the unloading and loading of enriched U and depleted isotope cells.
Should work fine so long as they don't both happen at once.
Problem: There's too much lag on my ME network. The actual sequence is: component import from reactor to ME network, level emitter goes on, auto-craft takes place, level emitter goes off. The replacement component that was just sitting in inventory never makes it to the export bus before the auto-craft switches it off.
Suggestions?
-S
Are you using a fuzzy import buses to pull the LHZ out? this should work reasonably, I've used this to pull out damaged coolant cells so I could cool them before.
I tried that but it causes issues with the auto-crafting. Auto-craft recipes aren't fuzzy and want coolant cells that have exactly the depletion/damage specified.
The import isn't the problem though, that's working fine. It's the export into the reactor inventory that is playing up.
I think I've found a solution. Will implement and post details.
-S
Well, not a good one as it turns out.
Rearranged the plumbing as follows:
- Import from Reactor to ME network set to always on. Can't hurt to remove spent coolant or charged cells.
- Export of Depleted Isotope (DI) cells set to on without redstone signal
- Export of LZH coolant cells set to on with redstone signal
- Level Emitter set to trigger on 1 or more spent LZH coolant cells and piped through a redstone signal extender to trigger switches on both Export Buses.
- Auto-craft set to recharge spent LZH cells.
So it should have worked that the import from reactor to network is always on. Recharge of DI cells is always on, except when LZH coolant cells are being swapped out. LZH recharge is off, except when a spent LZH cell is imported, then it switches on and stays switched on long enough that lag on the ME network shouldn't prevent recharge.
Seems lag wasn't the whole problem. About half the time, DI cells got imported before the level emitters could spark up and switch their bus off.
Cludgy "solution": I set the DI import bus to "Always Craft" and pulled all the coal dust out of the inventory. Now DI import has lag imposed by the macerator grinding up a coal to make the DI cell.
Slightly inefficient but works well enough on slow breeder reactors where LZH swap-outs are relatively infrequent.
On faster reactors, where you're burning through condensators faster that lag becomes a problem. There's a second or two between extracting a charged U cell and replacing it with a freshly crated DI cell. If an LZH swap-out happens during that time then the coolant cell can get put into the empty slot where the DI cell ought to go. After that the DI cell gets placed where the coolant cell ought to have gone and the reactor configuration is all messed.
My reactor design has some tolerance built in, largely to allow for the short lag in swapping out coolant cells. I'm going to run it for a bit to see what happens but don't expect it'll be long before I get a fuel cell with no coolant and a thermal shut-down.
-S
i need to have 2 separate networks connected to a single chest, while having 1 of them extrracting all of a few different items, while the other takes the rest
how could i achieve this? i have the ftb unleashed game with additional pipes as an added mod
thanks, if you need a pic i can show you
how do i always have a certain amount of items crafted in my system at all times? because interfaces wont export to a TE magma crucible, and if i use an export, it wont keep it full because it will run out of redstone dust to insert because the rest is in blocks
Am I missing something here?