Can someone explain to me what exactly the Spatial IO port and Spatial Pylons do? I read the wiki description but it is unclear to me what it means to 'capture' a region. What can you actually do with this?
Thanks!
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
1) Interaction with JABBA (1.1.1a) :
My ME network sees Jabba barrel but it doesn't take into account the fact that Jabba barrel is able to do an ore conversion, even if I put fuzzy storage bus. Meaning that if I have two types of tin ingots, I can put both manually in the barrel but only the one displayed on the barrel is managed by the ME, the second will go to another storage. Is there a way to solve this ?
The second issue is that Jabba barrel offers a void upgrade that delete objects when the barrel is full. But when the barrel is full, ME stop sending items to the barrel...I do not know what to do except stop using this upgrade and return to level emitter system. Is there another solution ?
2) Interaction with betterStorage 0.8.0.43 :
I use storage crate, and if my main ME network can use them without any issue, Import bus cannot. That means that if the only valid destination is a storage crate, the import bus refuses to import the item. If I put on the network a another valid destination like a simple chest, the import bus do the import, and the ME recognizes the storage crate and put the item in it. It is really strange. I find a workaround with ender IO conduits doing the extract and send items in an interface. But is there something I missed?
These are small points, I really like this mod and I appreciate its integration with other ones. Let Ender IO offers ME Conduit is also a great idea and authorize more compact system.
Thanks a lot.
Can someone explain to me what exactly the Spatial IO port and Spatial Pylons do? I read the wiki description but it is unclear to me what it means to 'capture' a region. What can you actually do with this?
Thanks!
In a nutshell, you define an area of space using the pylons, then convert everything inside that space into data and store it on a spatial storage unit that you insert into the spatial IO port. You can then set up the pylons somewhere else, and put whatever's in the spatial storage back into the world exactly as it was when you stored it.
The most obvious application is moving entire buildings from one place to another, but I'm sure people more clever than I have come up with more interesting uses.
I was experimenting with this for the first time yesterday, actually, and I was confused too. No offense to AlgorithmX2, but the wiki entry is not very enlightening. MeatyLock explains it pretty well in part 3 of his spotlight:
Material and energy costs to do this can be astronomical. For example, making eight pylons, each seven blocks high (to store an area six blocks high), takes 112 certus quartz alone. Add in the cost to make the spatial storage cell, the IO port, and all the ME energy cells needed to power it, and it can quickly become less labor-intensive to just tear the area down and rebuild it somewhere else by hand.
Despite all that, the whole spatial storage system is extremely freakin' sweet and a lot of fun to play with. I can't wait to steal my friend's entire train station and watch his face when he discovers the empty plot of land. MWAHAHAHA
To do the max size spatial area is just insane power requirements, check out this video I posted a while back when I first started experimenting with them:
.... or not as i seems i deleted it.... well, it was pretty epic.
Ultimately I decided that using Dimension Doors or Mystcraft was a better solution(for my purposes at least). Also, there are other mods that let you define and copy a region/building and then disable/resemble it later that are much cheaper on the energy/material costs.
I would have preferred if:
1) The energy requirements were extremely reduced
2) The material costs were extremely reduced
3) The "invisible walls" inside a pylon space weren't actually invisible..
4) There was a way to hide the pylons for "disappearing/reappearing" house fun... but giant lengths of pylon kind of give it away
Say for instance an additional block had been added that controlled the Z axis, you would then build a square frame underneath what you want to store, attach the Z controller for the height and type a number from 1 to 128 into the field it provides... you would end up with a pylon setup like this:
1) Interaction with JABBA (1.1.1a) :
My ME network sees Jabba barrel but it doesn't take into account the fact that Jabba barrel is able to do an ore conversion, even if I put fuzzy storage bus. Meaning that if I have two types of tin ingots, I can put both manually in the barrel but only the one displayed on the barrel is managed by the ME, the second will go to another storage. Is there a way to solve this ?
The second issue is that Jabba barrel offers a void upgrade that delete objects when the barrel is full. But when the barrel is full, ME stop sending items to the barrel...I do not know what to do except stop using this upgrade and return to level emitter system. Is there another solution ?
2) Interaction with betterStorage 0.8.0.43 :
I use storage crate, and if my main ME network can use them without any issue, Import bus cannot. That means that if the only valid destination is a storage crate, the import bus refuses to import the item. If I put on the network a another valid destination like a simple chest, the import bus do the import, and the ME recognizes the storage crate and put the item in it. It is really strange. I find a workaround with ender IO conduits doing the extract and send items in an interface. But is there something I missed?
These are small points, I really like this mod and I appreciate its integration with other ones. Let Ender IO offers ME Conduit is also a great idea and authorize more compact system.
Thanks a lot.
1. I'm not familiar with out Jabba's item conversion works, but its likely to do with the fact that it uses the DSU API which only allows for a single type of item to be stored ( and provides no conversion system ) so AE can't try to insert items into it.
AE priorities using an API if one is available, so it won't use the standard Inventory methods, I'm not sure if this will change I might have to talk to ProfM to see about possible changes.
2. Its possible that better storage's API changed which broke this.
Unfortunately these things will probably remain as they are since AE2 is my primary target of development.
I would have preferred if:
1) The energy requirements were extremely reduced
2) The material costs were extremely reduced
3) The "invisible walls" inside a pylon space weren't actually invisible..
4) There was a way to hide the pylons for "disappearing/reappearing" house fun... but giant lengths of pylon kind of give it away
1/2.
As far the costs go, Balancing a feature to be "end game" is extremely difficult in MC, feel free to change the Energy cost in the configs.
some people play with mods that let them destroy worlds to get resources so they have 32m of everything, some people hand mine everything and only have a few hundred of any given resources.
I picked the default based on requiring spatial to be a challenge, "Moving this mountain should be a challenge to build and get the power/resources required to do this."
That said, because of the huge gap between the two types of players/modpacks this is pretty impossible to get right for everyone, which is why the config option is in there.
3. not sure why invisible walls matter, the idea was to create the idea that your inside something with no form or shape.. having walls would not lend to this.
4. part of the problem with making a system that is a challenge means making things hidden is even harder; this ties into 1/2. as well since you could hide the pylons in the walls, or what not as long as you live with the power cost.
I tend to be the "Quarry the world" type, but even I had issues making the maximum size pylon..
The "invisible" walls thing is only important if you use the "get inside the dimension" trick. and your right, its not really a problem as I used to just replace them.
Note that the crafting chamber has quite the same issue with the better storage crates : if a crate is the only valid destination, the MAS does nothing and the asked item is seen on the crafting monitor waiting ...for nothing. Just put another valid destination (a chest for example) and MAS will do its job ...storing the craft result inside the crate.
Hi
This is a very nice mod.
Anyone have problem whit the autocraft of Mekanism machines?
Like: energy tablet, cube, factory
The craft monitor say, that is missing material but the material there are.
------------------------
resolve
Is some problem with the spawned stuff and the craft stuff of mekanism,
example: if you do a recipe disck whit spawn stuff, the "recipe not work".
Hi
This is a very nice mod.
Anyone have problem whit the autocraft of Mekanism machines?
Like: energy tablet, cube, factory
The craft monitor say, that is missing material but the material there are.
------------------------
resolve
Is some problem with the spawned stuff and the craft stuff of mekanism,
example: if you do a recipe disck whit spawn stuff, the "recipe not work".
can be fix?
AE is not longer being maintained, it will be succeeded by AE2.
Hi all, I have set up an AE storage system and use a logistics pipes remote orderer connected to an ME interface to be able to remotely order stuff from my storage system. This works fine. However, I have also set up a crafting system in my AE storage system and it would be nice if I could also remotely craft things. But the LP remote orderer doesn't show the crafting recepies that are defined in my AE system. Is this not possible?
Thanks
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Hi all, I have set up an AE storage system and use a logistics pipes remote orderer connected to an ME interface to be able to remotely order stuff from my storage system. This works fine. However, I have also set up a crafting system in my AE storage system and it would be nice if I could also remotely craft things. But the LP remote orderer doesn't show the crafting recepies that are defined in my AE system. Is this not possible?
Ok thanks. I have another question. If multiple patterns with the same end result (like I have two crafting patterns for ender pearls), which one is selected? Is there some kind of priority system or will it craft depending on what is available for source materials?
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Ok thanks. I have another question. If multiple patterns with the same end result (like I have two crafting patterns for ender pearls), which one is selected? Is there some kind of priority system or will it craft depending on what is available for source materials?
AE1 will pick a single pattern and ignore the other, it only supports 1 pattern per output.
Not sure how cross posting is going to make this any more appealing.
Can someone explain to me what exactly the Spatial IO port and Spatial Pylons do? I read the wiki description but it is unclear to me what it means to 'capture' a region. What can you actually do with this?
Thanks!
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
I am on FTB Monster pack 1.1.0 server.
1) Interaction with JABBA (1.1.1a) :
My ME network sees Jabba barrel but it doesn't take into account the fact that Jabba barrel is able to do an ore conversion, even if I put fuzzy storage bus. Meaning that if I have two types of tin ingots, I can put both manually in the barrel but only the one displayed on the barrel is managed by the ME, the second will go to another storage. Is there a way to solve this ?
The second issue is that Jabba barrel offers a void upgrade that delete objects when the barrel is full. But when the barrel is full, ME stop sending items to the barrel...I do not know what to do except stop using this upgrade and return to level emitter system. Is there another solution ?
2) Interaction with betterStorage 0.8.0.43 :
I use storage crate, and if my main ME network can use them without any issue, Import bus cannot. That means that if the only valid destination is a storage crate, the import bus refuses to import the item. If I put on the network a another valid destination like a simple chest, the import bus do the import, and the ME recognizes the storage crate and put the item in it. It is really strange. I find a workaround with ender IO conduits doing the extract and send items in an interface. But is there something I missed?
These are small points, I really like this mod and I appreciate its integration with other ones. Let Ender IO offers ME Conduit is also a great idea and authorize more compact system.
Thanks a lot.
In a nutshell, you define an area of space using the pylons, then convert everything inside that space into data and store it on a spatial storage unit that you insert into the spatial IO port. You can then set up the pylons somewhere else, and put whatever's in the spatial storage back into the world exactly as it was when you stored it.
The most obvious application is moving entire buildings from one place to another, but I'm sure people more clever than I have come up with more interesting uses.
I was experimenting with this for the first time yesterday, actually, and I was confused too. No offense to AlgorithmX2, but the wiki entry is not very enlightening. MeatyLock explains it pretty well in part 3 of his spotlight:
Material and energy costs to do this can be astronomical. For example, making eight pylons, each seven blocks high (to store an area six blocks high), takes 112 certus quartz alone. Add in the cost to make the spatial storage cell, the IO port, and all the ME energy cells needed to power it, and it can quickly become less labor-intensive to just tear the area down and rebuild it somewhere else by hand.
Despite all that, the whole spatial storage system is extremely freakin' sweet and a lot of fun to play with. I can't wait to steal my friend's entire train station and watch his face when he discovers the empty plot of land. MWAHAHAHA
.... or not as i seems i deleted it.... well, it was pretty epic.
Ultimately I decided that using Dimension Doors or Mystcraft was a better solution(for my purposes at least). Also, there are other mods that let you define and copy a region/building and then disable/resemble it later that are much cheaper on the energy/material costs.
I would have preferred if:
1) The energy requirements were extremely reduced
2) The material costs were extremely reduced
3) The "invisible walls" inside a pylon space weren't actually invisible..
4) There was a way to hide the pylons for "disappearing/reappearing" house fun... but giant lengths of pylon kind of give it away
Say for instance an additional block had been added that controlled the Z axis, you would then build a square frame underneath what you want to store, attach the Z controller for the height and type a number from 1 to 128 into the field it provides... you would end up with a pylon setup like this:
PPPPPPPPPPPPPP
PSSSSSSSSSSSSP
PSSSSSSSSSSSSP
PSSSSSSSSSSSSP
PSSSSSSSSSSSSP
PPPPPPPPPPPPPP
Where P is the Pylon, and S is what will be stored, (as viewed from above).
You could then cover the pylons with something so they are not visible at all, since your using a Z block controller.
EDIT 2.. FONTS!!! On the editor those P's and S's line up to form a perfect square.. so ignore the "Missing corners"
1. I'm not familiar with out Jabba's item conversion works, but its likely to do with the fact that it uses the DSU API which only allows for a single type of item to be stored ( and provides no conversion system ) so AE can't try to insert items into it.
AE priorities using an API if one is available, so it won't use the standard Inventory methods, I'm not sure if this will change I might have to talk to ProfM to see about possible changes.
2. Its possible that better storage's API changed which broke this.
Unfortunately these things will probably remain as they are since AE2 is my primary target of development.
1/2.
As far the costs go, Balancing a feature to be "end game" is extremely difficult in MC, feel free to change the Energy cost in the configs.
some people play with mods that let them destroy worlds to get resources so they have 32m of everything, some people hand mine everything and only have a few hundred of any given resources.
I picked the default based on requiring spatial to be a challenge, "Moving this mountain should be a challenge to build and get the power/resources required to do this."
That said, because of the huge gap between the two types of players/modpacks this is pretty impossible to get right for everyone, which is why the config option is in there.
3. not sure why invisible walls matter, the idea was to create the idea that your inside something with no form or shape.. having walls would not lend to this.
4. part of the problem with making a system that is a challenge means making things hidden is even harder; this ties into 1/2. as well since you could hide the pylons in the walls, or what not as long as you live with the power cost.
The "invisible" walls thing is only important if you use the "get inside the dimension" trick. and your right, its not really a problem as I used to just replace them.
Note that the crafting chamber has quite the same issue with the better storage crates : if a crate is the only valid destination, the MAS does nothing and the asked item is seen on the crafting monitor waiting ...for nothing. Just put another valid destination (a chest for example) and MAS will do its job ...storing the craft result inside the crate.
E.
Read the FAQ.
This is a very nice mod.
Anyone have problem whit the autocraft of Mekanism machines?
Like: energy tablet, cube, factory
The craft monitor say, that is missing material but the material there are.
------------------------
resolve
Is some problem with the spawned stuff and the craft stuff of mekanism,
example: if you do a recipe disck whit spawn stuff, the "recipe not work".
can be fix?
AE is not longer being maintained, it will be succeeded by AE2.
Thanks
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
This feature must be implemented on LP's side - https://github.com/RS485/LogisticsPipes/issues/531
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
AE1 will pick a single pattern and ignore the other, it only supports 1 pattern per output.