No, a total of 5x5. I have 7 crafting CPUs and 20 pattern providers. This is my first time using AE, actually, so maybe going for a large-ish setup in the middle-game wasn't the best idea, but it's working for now.
Yeah, 5x5 on the inside would be {while amount.iron < plenty; return "overkill ^ googol"} for my current setup.
yeah actually you usually won't need that many pattern providers, you may want to switch out the providers for some more cpus I think, as the pattern providers are extremely large, meanwhile the cpus are nice because your system can autocraft while you craft you own things and when crafting an object with multiple components you don't have
That button doesn't change what type of power the controller will receive, just what type of power is put on the display. The ME Controller accepts any type of power regardless of that setting because it converts them into AE's own power units.
well if that was true then why doesnt it want to take the EU from the mfsu? i have waila and when i hover mouse over it, it says 0.0/640.0 MJ
Hi there ran into a small problem between AE and Factorization using rv4.finale3 for AE and 0.8.29 for Factorization.
Problem :
The ME Storage Bus is not ignoring on which side of the barrel i put him.
Any known issues with these versions or could it be something else ?
FZ changed The location of the Barrel code, so AE can no longer find the classes to provide the old behavior.
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AE isn't working well for me. Pipes connect to drives/chests, but they don't put the item in. Instead, it just pops out at the end. I try using interfaces, those don't pull out either. The pipe puts it in, but it just stays inside the interface. I try piping into a chest, then pulling it out with export busses, no luck. Doesn't pull out anything. I think creative cells were the problem, since they do NOTHING. You can't put stuff in the chests or drives with the creative cells. I try switching them out, still doesn't work. The only thing that changed is that I can manually put in items now, but BC pipes don't help at all. Help?
AE isn't working well for me. Pipes connect to drives/chests, but they don't put the item in. Instead, it just pops out at the end. I try using interfaces, those don't pull out either. The pipe puts it in, but it just stays inside the interface. I try piping into a chest, then pulling it out with export busses, no luck. Doesn't pull out anything. I think creative cells were the problem, since they do NOTHING. You can't put stuff in the chests or drives with the creative cells. I try switching them out, still doesn't work. The only thing that changed is that I can manually put in items now, but BC pipes don't help at all. Help?
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Not the problem, as it worked when I put things in manually.It doesn't work at all without a controller, but with it just lets me put in manually.It only let me put things in manually. It doesn't let me input anything from my quarries from BC pipes or anything.
Huh.... Well that's exactly what I did. I had a battery with me, connected the QNB and P2P network up, loaded the memory from my other connection and then placed the battery into it. The QNB lights up and the power drains out of the battery rather quickly. No power comes from the P2P tunnel into the MFE. There's up to 512 EU/t going into it so it should be fine. Does it make any difference that the QNB on the other side is using the same P2P Tunnel? 512EU/t, being ~2.5x what's needed for two QNBs.
Its possible AE1 has a bug with EU tunnels where all the packets tend to go to one output device.
Not the problem, as it worked when I put things in manually.It doesn't work at all without a controller, but with it just lets me put in manually.It only let me put things in manually. It doesn't let me input anything from my quarries from BC pipes or anything.
I'm not really following what your trying to do, have you watched any of the videos that show how things work?
1. The Direwolf20 pack comes with RV 14 final 3 included. NEI shows that the spatial storage drives are included. Does this mean it is possible to use spatial storage in this version or not? The spatial IO port is missing from NEI, so I don't know how to spawn it in or craft it. Does anyone know of a workaround?
2. This bug regarding the autocrafting "stalling" is a very old one. I personally had AlgorithmX2 come on my server and see the stalling one time, over a year ago. I found a workaround : you set a timer/state cell to automatically break the network controller and put it down again.
Then, you set up your long crafting jobs by putting ghost items representing your "order" in an ME interface, so that when the network reboots (say every 15 minutes) it will resume fulfilling your "order".
So if you were building the pinnacle of Gregtech, a fusion reactor, you'd stick the components of the reactor as ghost items in the ME interface, and hours later, you'd have the reactor built.
1. The Direwolf20 pack comes with RV 14 final 3 included. NEI shows that the spatial storage drives are included. Does this mean it is possible to use spatial storage in this version or not? The spatial IO port is missing from NEI, so I don't know how to spawn it in or craft it. Does anyone know of a workaround?
I'm pretty sure that the Direwolf20 pack has spatial disabled by default, if you want to use it, you need to enable it in the configs.
2. This bug regarding the autocrafting "stalling" is a very old one. I personally had AlgorithmX2 come on my server and see the stalling one time, over a year ago. I found a workaround : you set a timer/state cell to automatically break the network controller and put it down again.
A minor issue with this is that it also resets any Wireless Access Terminals connected to your controller. Pulsing an ME Dark Cable would be preferable since it simulates a network reset as well, if I'm not mistaken.
I'm pretty sure that the Direwolf20 pack has spatial disabled by default, if you want to use it, you need to enable it in the configs.
Thanks for the reply! I sure hope that didn't slow you down from pounding out your rewrite!
When I mentioned the crafting bug to a coder friend of mine, he asked why you didn't write unit tests. It occurs to me that in the special case of minecraft, you could actually create automated unit tests in game itself. That is, you'd build a series of rube-goldberg machines that require many many features of AE to work in concert with one another, and they would signal you in game if the test is completed. You'd save the world-state pre-test, and then just load up that world and throw a lever or something to start the test sequences.
For instance, you could have a series of very complex crafting recipes chained, one followed by another (and then the output would in turn set off another ME crafting system) to test for the stalling bug.
It occurs to me that in the special case of minecraft, you could actually create automated unit tests in game itself. That is, you'd build a series of rube-goldberg machines that require many many features of AE to work in concert with one another, and they would signal you in game if the test is completed. You'd save the world-state pre-test, and then just load up that world and throw a lever or something to start the test sequences.
For instance, you could have a series of very complex crafting recipes chained, one followed by another (and then the output would in turn set off another ME crafting system) to test for the stalling bug.
As for coding unit tests, most of features in the mods are not very unit test friendly, mostly cause its involves basically the whole game working on concert to function, some tasks are crafting isn't one of them, it requires blocks, networks, requests, furnaces, other machines, power, the MC crafting system, and more, even if 1 or 2 parts of it were unit testable, its obviously a more complicated issue.
As for game testing, I've done this, I've run crafting tests for things like HV Solars, and many other things, tested multiple recipes together, separate, multiple systems, running 1 job, running the same job for hours on end, I've never been able to re-produce it while observing the system.
Trust me on one thing I put an enormous amount of time into trying to solve that bug.
Well, probably should have checked the wiki before wasting 45+ minutes trying to figure out why I couldn't extract from an ME chest with anything that isn't the super must be annoyingly specific for it to work buses. I'm probably just crazy, but I was hoping I could just drain a cell into a factory/sorting/storage system by plugging a cell (filled with a random mess of randomness) into a chest at the start of the system. Of course I understand if this is a limitation of the code and considering most "pipes" go slot by slot in an inventory it's probably not possible with the thousands of items per slot AE provides.
I guess it's time to setup many many many export buses for "everything".
Well, probably should have checked the wiki before wasting 45+ minutes trying to figure out why I couldn't extract from an ME chest with anything that isn't the super must be annoyingly specific for it to work buses. I'm probably just crazy, but I was hoping I could just drain a cell into a factory/sorting/storage system by plugging a cell (filled with a random mess of randomness) into a chest at the start of the system. Of course I understand if this is a limitation of the code and considering most "pipes" go slot by slot in an inventory it's probably not possible with the thousands of items per slot AE provides.
I guess it's time to setup many many many export buses for "everything".
Also consider using an IO Port, it dumps everything out of a storage cell, into any storage devices ( such as storage buses ).
The code required to make things pull from an ME Chests, would be flawed and buggy, I simply opted to not do it cause inventories just don't work the way AE does, and it would never work perfectly even if I hard coded support for tons of things to fix it, inventory is a standard interface, that simply doesn't mesh with How AE works.
Aka; simulating 8000 standard inventory ( 64k ) slots would just be a disaster, even if it did work it would be incredibly slow - not to mention things like extra cells... over 2 million standard slots for its large cell.
Why does Certus Quartz behave like an air block for rendering? If you do an X-ray hack, like the redstone block & fence trick, all Certus Quartz blocks appear as holes in the landscape. As I understand it, this is causing up to 7 blocks per quartz to be loaded into the rendering engine, which is an unnecessary CPU/GPU burden. Is there a good reason for this?
yeah actually you usually won't need that many pattern providers, you may want to switch out the providers for some more cpus I think, as the pattern providers are extremely large, meanwhile the cpus are nice because your system can autocraft while you craft you own things and when crafting an object with multiple components you don't have
well if that was true then why doesnt it want to take the EU from the mfsu? i have waila and when i hover mouse over it, it says 0.0/640.0 MJ
AE machines do not natively use the BC power system, Waila isn't telling you how much AE is inside the block, just how many MJ are in its BC Buffer.
FZ changed The location of the Barrel code, so AE can no longer find the classes to provide the old behavior.
You actually can, I've seen a number of poeple do it, you just have to make sure that you get the bridge powered before it can function.
My avatar is Reaper eating salad.
Get over it.
creative cells need to be formatted with the item
My avatar is Reaper eating salad.
Get over it.
Perhaps you need to add an ME Controller, many features in AE are considered "network features" and networks require a controller in AE1.
My avatar is Reaper eating salad.
Get over it.
Its possible AE1 has a bug with EU tunnels where all the packets tend to go to one output device.
I'm not really following what your trying to do, have you watched any of the videos that show how things work?
My avatar is Reaper eating salad.
Get over it.
1. The Direwolf20 pack comes with RV 14 final 3 included. NEI shows that the spatial storage drives are included. Does this mean it is possible to use spatial storage in this version or not? The spatial IO port is missing from NEI, so I don't know how to spawn it in or craft it. Does anyone know of a workaround?
2. This bug regarding the autocrafting "stalling" is a very old one. I personally had AlgorithmX2 come on my server and see the stalling one time, over a year ago. I found a workaround : you set a timer/state cell to automatically break the network controller and put it down again.
Then, you set up your long crafting jobs by putting ghost items representing your "order" in an ME interface, so that when the network reboots (say every 15 minutes) it will resume fulfilling your "order".
So if you were building the pinnacle of Gregtech, a fusion reactor, you'd stick the components of the reactor as ghost items in the ME interface, and hours later, you'd have the reactor built.
Anyone done this?
I'm pretty sure that the Direwolf20 pack has spatial disabled by default, if you want to use it, you need to enable it in the configs.
Thanks for the reply! I sure hope that didn't slow you down from pounding out your rewrite!
When I mentioned the crafting bug to a coder friend of mine, he asked why you didn't write unit tests. It occurs to me that in the special case of minecraft, you could actually create automated unit tests in game itself. That is, you'd build a series of rube-goldberg machines that require many many features of AE to work in concert with one another, and they would signal you in game if the test is completed. You'd save the world-state pre-test, and then just load up that world and throw a lever or something to start the test sequences.
For instance, you could have a series of very complex crafting recipes chained, one followed by another (and then the output would in turn set off another ME crafting system) to test for the stalling bug.
As for coding unit tests, most of features in the mods are not very unit test friendly, mostly cause its involves basically the whole game working on concert to function, some tasks are crafting isn't one of them, it requires blocks, networks, requests, furnaces, other machines, power, the MC crafting system, and more, even if 1 or 2 parts of it were unit testable, its obviously a more complicated issue.
As for game testing, I've done this, I've run crafting tests for things like HV Solars, and many other things, tested multiple recipes together, separate, multiple systems, running 1 job, running the same job for hours on end, I've never been able to re-produce it while observing the system.
Trust me on one thing I put an enormous amount of time into trying to solve that bug.
I guess it's time to setup many many many export buses for "everything".
Also consider using an IO Port, it dumps everything out of a storage cell, into any storage devices ( such as storage buses ).
The code required to make things pull from an ME Chests, would be flawed and buggy, I simply opted to not do it cause inventories just don't work the way AE does, and it would never work perfectly even if I hard coded support for tons of things to fix it, inventory is a standard interface, that simply doesn't mesh with How AE works.
Aka; simulating 8000 standard inventory ( 64k ) slots would just be a disaster, even if it did work it would be incredibly slow - not to mention things like extra cells... over 2 million standard slots for its large cell.