is there any way to delete items from the network i have 74k cobblestone (quarrys) and i dont know how to export it i havent found any thing on the wiki to help me
Export bus can export items, you can use the condenser to delete them, you can control the export bus with a level emitter via redstone if desired.
thank you i love your mod cant wait for the stable 1.7 release
Rollback Post to RevisionRollBack
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
i do have a problem with the wireless terminal i can be standing right next to the wireless hot point and it says No signal is this a bug? im not posting it in the bug thread as i dont know if its a bug or if i did something wrong it happens right after i place the ME condenser Edit:its a bug when i teliport useing zans minimap it wont work only sometime tho
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
you can place a storage bus on an interface of another network to provide 1 way visibility.
I'm not sure thats what your looking for however.
Oops I guess I had that all wrong.Sorry for the derp.What I meant was is there a way to have a network with 2 terminals without having to use the Quantum Link Chamber.It's in the same dimension in a short range.
Oops I guess I had that all wrong.Sorry for the derp.What I meant was is there a way to have a network with 2 terminals without having to use the Quantum Link Chamber.It's in the same dimension in a short range.
I think "Is there a way to have short range wireless connections" is more what your asking; no, I think wireless networks is to powerful and thus the only way to do them is the very expensive Quantum Bridges.
i do have a problem with the wireless terminal i can be standing right next to the wireless hot point and it says No signal is this a bug? im not posting it in the bug thread as i dont know if its a bug or if i did something wrong it happens right after i place the ME condenser Edit:its a bug when i teliport useing zans minimap it wont work only sometime tho
Not sure what would cause that, however AE1 is no longer being maintained as i'm working on AE2 now.
Are you still doing any bugfixes on 1.6.4's version of AE? I have no plans to move to 1.7.x/1.8.x until Forge is more stable (they haven't even done any real work on fluids yet) and more mods are up-to-date. But I also realize that maintaining two code bases can be a pain in the backside too.
It's just rather annoying that the Assembler just refuses to function at random... it'll be plugging along and then suddenly decide to dump the job, or will refuse to accept jobs in the first place. To fix it I had to remove blocks from the assembler, wait a few seconds, then rebuild the assembler and reattach it to the network :\
I'm having this problem constantly in Agrarian Skies. The thing is, breaking and replacing the assembler isn't working anymore.
I'm having this problem constantly in Agrarian Skies. The thing is, breaking and replacing the assembler isn't working anymore.
I had this problem almost 100% of the time but I managed to improve matters a lot by moving my MAC one block so that it is located in a single chunk (use F9 to check chunk boundaries). Apparently the MAC works a lot better if it is in a single chunk and doesn't cross chunk boundaries.
Occasionally it still gets stuck but it is now a rare occasion while it occured practically all the time before I moved it.
Rollback Post to RevisionRollBack
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) Will items use multiple storage slots? Let's say I have some stuff stored on a 1k storage module and it's filling up, and no more space is available on that module. Will surplus items go to the next free slot on other storage modules?
(2) Is there an uncomplicated way to tell the system to automatically craft items if less than X are currently available on the network? As it is, I can use a setup that requires an export bus, a level emitter and interface - per item! - but that's quite expensive in resources, space and above all in energy. If you're crafting with machines you have an interface and an import bus anyway, but only one per machine, not per item type.
(3) I'm looking for a way to duplicate the functionality of Logistics Pipes' supplier pipes, but there is no way to check the contents of an external inventory like, say, the fuel slots of a machine you want to supply.
It was my intention to use AE for storage and centralized autocrafting and LP for distribution, but I can't use the LP system for supplying machines if my autocrafting is done by AE since the LP system can't request items that need to be crafted from the ME network, i.e. currently there is no way to automatically supply, for instance, Forestry Farms with fertilizer. As it is, I continue to use LP autocrafting for crafted items of which I need a steady supply for machines, which is unsatisfying.
(BTW, this would not be a problem if (2) was solved, because then the LP supplier pipes could access the stored items, and the ME network would craft new ones if the stock got low. I'd still need two systems, regrettably, but at least I would have the supplier functionality of the LP system available. In combination, the two restrictions (I) LP can't request crafting from the ME network and (II) the ME network can't be told to keep certain crafted items stocked are rather limiting)
(1) Will items use multiple storage slots? Let's say I have some stuff stored on a 1k storage module and it's filling up, and no more space is available on that module. Will surplus items go to the next free slot on other storage modules?
(2) Is there an uncomplicated way to tell the system to automatically craft items if less than X are currently available on the network? As it is, I can use a setup that requires an export bus, a level emitter and interface - per item! - but that's quite expensive in resources, space and above all in energy. If you're crafting with machines you have an interface and an import bus anyway, but only one per machine, not per item type.
(3) I'm looking for a way to duplicate the functionality of Logistics Pipes' supplier pipes, but there is no way to check the contents of an external inventory like, say, the fuel slots of a machine you want to supply.
It was my intention to use AE for storage and centralized autocrafting and LP for distribution, but I can't use the LP system for supplying machines if my autocrafting is done by AE since the LP system can't request items that need to be crafted from the ME network, i.e. currently there is no way to automatically supply, for instance, Forestry Farms with fertilizer. As it is, I continue to use LP autocrafting for crafted items of which I need a steady supply for machines, which is unsatisfying.
(BTW, this would not be a problem if (2) was solved, because then the LP supplier pipes could access the stored items, and the ME network would craft new ones if the stock got low. I'd still need two systems, regrettably, but at least I would have the supplier functionality of the LP system available. In combination, the two restrictions (I) LP can't request crafting from the ME network and (II) the ME network can't be told to keep certain crafted items stocked are rather limiting)
1. Yes.
2. Thats the way, unless you dive into using CC with open peripheral or something, AE2 lets you use interfaces for this task as well ( when crafting is added at least it will )
AE is designed to be a set of modular parts to build solutions. LP tends to be a bunch of solutions in item / pipe form. if your style is finding a 1 block solution for supply X items to Y inventory AE isn't going to help you, however you can do it its just larger, tho its a bit nicer in AE2.
Ad (2), this is an unsatisfactory state of things as far as I'm concerned. Such an expense in space, resources and energy for a simple piece of logic "If (condition X), craft N of Y" seems out of proportion - do this for a dozen items or two depending on the size of your network, and the expense in resources, space and energy outstrips the expense for the rest of the network. I wouldn't mind so much if the solution was elegant, but it's exactly the opposite. I´guess I'll look into a ComputerCraft solution. Is there any documentation about the API available and which AE block to wrap? The links on the AE website appear to be rather old...
Also, is there any way to tell the Molecular Assembler to automatically craft all incoming X into Y (the case in question is nuggets into ingots)? That I can do that for things that require processing by an external machine but not with standard crafting seems such an arbitrary limitation considering that crafting is what the Molecular Assembler does.
(Don't get me wrong. AE is awesome. My workshop is so much more effective and looks so much neater than before. It's just that it seems AE does some really complicated things well while being unable to do some simple things I think a storage and autocrafting system should reasonably include)
Edit:
I found some OpenPeripheral documentation. I guess the code to automatically craft items if less than N are available would be something like this:
while p.countOfItemType(<itemtype>) < N
p.requestCrafting(<itemtype>, 1)
sleep(10)
loop
I guess the timing will be difficult if a crafting request includes processing by a machine, but that's the gist of it. Now I just need to find out the actual syntax and parameter list for these functions...
Well, I fiddled a bit with OpenPeripherals, but the lack of documentation is making things difficult. In particular, the method "requestCrafting" needs a table as a parameter which identifies the stack, but I don't know its structure. I take it you can get a reference to that table by searching the return of the function "getAvailableItems" (which may be a table of several stack entries - is it?), but I don't know how to search this since I don't even know the dimensions of this table, to say nothing of the structure. Can anyone help?
Edit: Yay, it works! I just made my first programmed crafting request from the ME network! Now I need to learn the CC basics like how to store and automatically start my programs...
this is an unsatisfactory state of things as far as I'm concerned. Such an expense in space, resources and energy for a simple piece of logic "If (condition X), craft N of Y" seems out of proportion
It's just that it seems AE does some really complicated things well while being unable to do some simple things I think a storage and autocrafting system should reasonably include)
I don't share the same vision that logic shouldn't be expensive, the basic idea behind the design of AE is that if you can solve a problem with the tools already provided, that's the way you do it, I don't add ways to solve things just because subnetworks are pricy and a single block that does what 5 can do is cheaper or easiler.
Also, is there any way to tell the Molecular Assembler to automatically craft all incoming X into Y (the case in question is nuggets into ingots)? That I can do that for things that require processing by an external machine but not with standard crafting seems such an arbitrary limitation considering that crafting is what the Molecular Assembler does.
Export bus set to craft only pointed at a interface.
Hi, Im fiddling around with p2p tunnels and I couldn't find my answer on any wiki.
Im trying to transfer MJ to many of my mashines and to a quarry in an other dimention, but the transfer rate is quite bad.
Is there a cap on how much MJ/t a p2p tunnel can output or transfer overall?
There a max flow rate of 320mj/t on BC 5 - you might be seeing some strange behavior if your sending power into pipes on one output and not on another output.
I don't share the same vision that logic shouldn't be expensive, the basic idea behind the design of AE is that if you can solve a problem with the tools already provided, that's the way you do it, I don't add ways to solve things just because subnetworks are pricy and a single block that does what 5 can do is cheaper or easiler.
I have my solution now (using OpenPeripherals and Computercraft) but I'd like to comment on this. Viewing this from what you might call a "worldbuilding and lore" perspective, that simple logic is not just expensive to create (which is fine) but bulky and expensive to maintain makes no sense. The Molecular Assembler is one of the most advanced machines in the Modded Minecraft Universe. For me, that an ME network with such a machine at its center can't make its primary action - crafting things - dependent on a simple condition with a simple addition to the system results in a cognitive dissonance. Bulky logic gates are acceptable in vanilla MC, but not in an ultra-tech environment. Take as a comparison Buildcraft logic gates. They are expensive in energy and time-consuming to create, but once created they don't have a maintenance cost in energy, and they don't use an additional block space.
What I would envision was a block you might call the "ME stock manager". This would be a part of the ME network and you could place a number of encoded patterns in it. To each encoded pattern, you could attach a number, maybe with those rotating sliders (I don't know the technical name for that interface element, increase and decrease numbers with small arrows at the side of the field). For a positive number, the system will try to keep this number of the encoded item in stock at all times, crafting if necessary. For a negative number, this item will be crafted from its constituents until the available quantity of one of its constituents fell to this number (reversed in sign, obviously). This would not be cheap since blank patterns are somwhat expensive, and the block itself and each crafting action costs energy of course. It would, however, be compact and elegant, very much in tune with the style of Applied Energistics, as I see it.
This is not a request - as I said, I have my solution - just an idea. If I had some competence in MC modding, I'd think of making an addon.
can I request to use this in a mod pack for 1.7.2?
and on ward?
im making a mod pack for 1.7.2 and its nearly finished it has 230 mods in the mod pack and runs like a charm
its also hardcore pack.
I didn't see a 1.7.2 anything on the main page and only skimmed it but basic permission would be nice and if someone could explain news for this mod for 1.7 that be great
can I request to use this in a mod pack for 1.7.2?
and on ward?
im making a mod pack for 1.7.2 and its nearly finished it has 230 mods in the mod pack and runs like a charm
its also hardcore pack.
I didn't see a 1.7.2 anything on the main page and only skimmed it but basic permission would be nice and if someone could explain news for this mod for 1.7 that be great
What does gfxDrivesHighDef do? If I increase the tickrate will it cause any sort of lag?
Does Not Effect tick rate, you might get a few fps back if you have a ton of drives tho, it makes the drives use a flat texture render instead of the fancy one that shows you what is in it.
I had this problem almost 100% of the time but I managed to improve matters a lot by moving my MAC one block so that it is located in a single chunk (use F9 to check chunk boundaries). Apparently the MAC works a lot better if it is in a single chunk and doesn't cross chunk boundaries.
Occasionally it still gets stuck but it is now a rare occasion while it occured practically all the time before I moved it.
It is only a 5x5 MAC and its well within a single chunk, even with the controller in the same chunk. Does connecting cables directly to the MAC cause problems or should I connect just to the controller?
This is really starting to frustrate me as the mod just doesn't give any feedback as to whats wrong. Just stops crafting.
I love your mod so much with the entire ME system but that is really it and some other items in your mod keep messing up with the advanced genetics mod so whenever i try to do something i get one of your mods items so i was hoping you could help by telling me (or givinng me a download of it) on how to make it so i have only the ME part of your mod no vibration catalysts or entropy accelaarators please is what i mean i dont know every item since i cant get too specific thank you in advanced any way.
Export bus can export items, you can use the condenser to delete them, you can control the export bus with a level emitter via redstone if desired.
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
http://en.wikipedia.org/wiki/Oden so what I'm soup? Fish soup?
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
OHHH U FELL FOR IT! OOOOOHHH
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
http://en.wikipedia.org/wiki/Oden so what I'm soup? Fish soup?
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
OHHH U FELL FOR IT! OOOOOHHH
Oops I guess I had that all wrong.Sorry for the derp.What I meant was is there a way to have a network with 2 terminals without having to use the Quantum Link Chamber.It's in the same dimension in a short range.
I think "Is there a way to have short range wireless connections" is more what your asking; no, I think wireless networks is to powerful and thus the only way to do them is the very expensive Quantum Bridges.
Not sure what would cause that, however AE1 is no longer being maintained as i'm working on AE2 now.
I'm having this problem constantly in Agrarian Skies. The thing is, breaking and replacing the assembler isn't working anymore.
I had this problem almost 100% of the time but I managed to improve matters a lot by moving my MAC one block so that it is located in a single chunk (use F9 to check chunk boundaries). Apparently the MAC works a lot better if it is in a single chunk and doesn't cross chunk boundaries.
Occasionally it still gets stuck but it is now a rare occasion while it occured practically all the time before I moved it.
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
(1) Will items use multiple storage slots? Let's say I have some stuff stored on a 1k storage module and it's filling up, and no more space is available on that module. Will surplus items go to the next free slot on other storage modules?
(2) Is there an uncomplicated way to tell the system to automatically craft items if less than X are currently available on the network? As it is, I can use a setup that requires an export bus, a level emitter and interface - per item! - but that's quite expensive in resources, space and above all in energy. If you're crafting with machines you have an interface and an import bus anyway, but only one per machine, not per item type.
(3) I'm looking for a way to duplicate the functionality of Logistics Pipes' supplier pipes, but there is no way to check the contents of an external inventory like, say, the fuel slots of a machine you want to supply.
It was my intention to use AE for storage and centralized autocrafting and LP for distribution, but I can't use the LP system for supplying machines if my autocrafting is done by AE since the LP system can't request items that need to be crafted from the ME network, i.e. currently there is no way to automatically supply, for instance, Forestry Farms with fertilizer. As it is, I continue to use LP autocrafting for crafted items of which I need a steady supply for machines, which is unsatisfying.
(BTW, this would not be a problem if (2) was solved, because then the LP supplier pipes could access the stored items, and the ME network would craft new ones if the stock got low. I'd still need two systems, regrettably, but at least I would have the supplier functionality of the LP system available. In combination, the two restrictions (I) LP can't request crafting from the ME network and (II) the ME network can't be told to keep certain crafted items stocked are rather limiting)
1. Yes.
2. Thats the way, unless you dive into using CC with open peripheral or something, AE2 lets you use interfaces for this task as well ( when crafting is added at least it will )
3. http://ae1.ae-mod.info/Subnetworks/Supplier/ - this makes a little more sense in AE2, but its functional.
AE is designed to be a set of modular parts to build solutions. LP tends to be a bunch of solutions in item / pipe form. if your style is finding a 1 block solution for supply X items to Y inventory AE isn't going to help you, however you can do it its just larger, tho its a bit nicer in AE2.
Also, is there any way to tell the Molecular Assembler to automatically craft all incoming X into Y (the case in question is nuggets into ingots)? That I can do that for things that require processing by an external machine but not with standard crafting seems such an arbitrary limitation considering that crafting is what the Molecular Assembler does.
(Don't get me wrong. AE is awesome. My workshop is so much more effective and looks so much neater than before. It's just that it seems AE does some really complicated things well while being unable to do some simple things I think a storage and autocrafting system should reasonably include)
Edit:
I found some OpenPeripheral documentation. I guess the code to automatically craft items if less than N are available would be something like this:
while p.countOfItemType(<itemtype>) < N
p.requestCrafting(<itemtype>, 1)
sleep(10)
loop
I guess the timing will be difficult if a crafting request includes processing by a machine, but that's the gist of it. Now I just need to find out the actual syntax and parameter list for these functions...
Edit: Yay, it works! I just made my first programmed crafting request from the ME network! Now I need to learn the CC basics like how to store and automatically start my programs...
I don't share the same vision that logic shouldn't be expensive, the basic idea behind the design of AE is that if you can solve a problem with the tools already provided, that's the way you do it, I don't add ways to solve things just because subnetworks are pricy and a single block that does what 5 can do is cheaper or easiler.
Export bus set to craft only pointed at a interface.
There a max flow rate of 320mj/t on BC 5 - you might be seeing some strange behavior if your sending power into pipes on one output and not on another output.
I have my solution now (using OpenPeripherals and Computercraft) but I'd like to comment on this. Viewing this from what you might call a "worldbuilding and lore" perspective, that simple logic is not just expensive to create (which is fine) but bulky and expensive to maintain makes no sense. The Molecular Assembler is one of the most advanced machines in the Modded Minecraft Universe. For me, that an ME network with such a machine at its center can't make its primary action - crafting things - dependent on a simple condition with a simple addition to the system results in a cognitive dissonance. Bulky logic gates are acceptable in vanilla MC, but not in an ultra-tech environment. Take as a comparison Buildcraft logic gates. They are expensive in energy and time-consuming to create, but once created they don't have a maintenance cost in energy, and they don't use an additional block space.
What I would envision was a block you might call the "ME stock manager". This would be a part of the ME network and you could place a number of encoded patterns in it. To each encoded pattern, you could attach a number, maybe with those rotating sliders (I don't know the technical name for that interface element, increase and decrease numbers with small arrows at the side of the field). For a positive number, the system will try to keep this number of the encoded item in stock at all times, crafting if necessary. For a negative number, this item will be crafted from its constituents until the available quantity of one of its constituents fell to this number (reversed in sign, obviously). This would not be cheap since blank patterns are somwhat expensive, and the block itself and each crafting action costs energy of course. It would, however, be compact and elegant, very much in tune with the style of Applied Energistics, as I see it.
This is not a request - as I said, I have my solution - just an idea. If I had some competence in MC modding, I'd think of making an addon.
and on ward?
im making a mod pack for 1.7.2 and its nearly finished it has 230 mods in the mod pack and runs like a charm
its also hardcore pack.
I didn't see a 1.7.2 anything on the main page and only skimmed it but basic permission would be nice and if someone could explain news for this mod for 1.7 that be great
Does Not Effect tick rate, you might get a few fps back if you have a ton of drives tho, it makes the drives use a flat texture render instead of the fancy one that shows you what is in it.
Looks like built on the bottom of the world, I'd suggest using an map editor like tool to remove part of it.
It is only a 5x5 MAC and its well within a single chunk, even with the controller in the same chunk. Does connecting cables directly to the MAC cause problems or should I connect just to the controller?
This is really starting to frustrate me as the mod just doesn't give any feedback as to whats wrong. Just stops crafting.