And, if you want infinite storage for your Forestry bees, the Extra Bees add-on has a block for that that isn't too ridiculously expensive IIRC. It's been since MC 1.2.5 that I've played with bee-keeping at all.
good to know, just thought I throw it out there just in case, even then I'm storing definite pure bred drones with zero mutation chance (if anything slight) so I wasn't too worried on nbt data issues with things like DSU's and Barrels.
I know this could not be implemented until the next version, but could you make the liquicrafter not require a redstone pulse for every use? No other autocrafting table I am aware of requires this, and it doesn't seem to be logistics pipes friendly. It is a truly amazing block, but I feel I couldn't properly utilize it if it requires a redstone pulse for every use.
I know this could not be implemented until the next version, but could you make the liquicrafter not require a redstone pulse for every use? No other autocrafting table I am aware of requires this, and it doesn't seem to be logistics pipes friendly. It is a truly amazing block, but I feel I couldn't properly utilize it if it requires a redstone pulse for every use.
This is done to reduce CPU usage. The LiquiCrafter's algorithm is far more complex and running the check every tick would get really ugly. Can you tell me what the exact issue with LP is though? As far as I could tell just telling it the inputs and outputs were whatever worked fine, you just needed to supply your own clock.
Hey PowerCrystal, one question, is plastic craft coming back? I really loved that mod! Also, loving MFR and Power Converters Nice job
Probably not because next to nothing in it is really useful anymore. Plus it was never mine to begin with - he just had control of these mods for a bit. What specifically do you miss from it?
is it just me or are the UE converters missing from the latest power converters build? went to try and use the UE consumer and i couldn't find it in game
The problem isn't compatibility, it just doesn't work nicely together. There is no problem with either mod, but because you require a redstone signel to craft, I can't set it up well with autocrafting systems. I didn't think about adding a clock beside it though, so that would fix the problem. Thanks for the response and for making amazing mods.
is it just me or are the UE converters missing from the latest power converters build? went to try and use the UE consumer and i couldn't find it in game
They'll go away if Basic Components isn't installed - you have that, right?
Auto-spawners can't spawn mobs in liquids, so my squid tank didn't quite work as expected...
I was hoping they'd only spawn IN the liquid so I wouldn't have to make a larger tank and have them drop in from above. The upshot of this is that there's also no way to spawn Atmosmobs lava serpents - they despawn on their first tick if they aren't in lava. I imagine there's no easy way to detect this on a mob-by-mob basis, but could you maybe add an exception for the squid?
Also, the spawners seem to lose their "spawn exact copy" state on world loading - my overworld wither skeleton farm suddenly started making normal skeletons again and I found the setting had turned off. Not sure if it happens in multiplayer too, since I was testing for skull drops as someone else mentioned earlier.
Not sure how I want to handle squid, but that's a good point. I might be able to just allow liquids if it's a water mob.
Fixed the losing exact state thing in the betas. Thanks for the heads up.
Awesome!
Also, I have MFR 2.3.2 (latest) and it still behaves crazy when I put an item in
When I put one item, then a second, identical item in, the first item becomes a stack. This is really disturbing, for I was trying to survive like Chuck Norris but this glitch keeps coming into my head and my hands keep on wanting to use it. Is there a fix?
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I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
Awesome!
Also, I have MFR 2.3.2 (latest) and it still behaves crazy when I put an item in
When I put one item, then a second, identical item in, the first item becomes a stack. This is really disturbing, for I was trying to survive like Chuck Norris but this glitch keeps coming into my head and my hands keep on wanting to use it. Is there a fix?
Yeah I've been told about that one, but the 1.4 branch is done. The best I can suggest is to just disable the unifier recipe if you're worried about exploiting that.
Hi PC. I think I found a couple bugs in Power Converters, but I'm not sure how to narrow them down. This is with Power Converters 2.2.2.
Testing in Creative, I created a Railcraft High Pressure 36 unit liquid fuelbox steam boiler. On one side, I hooked 12 liquiducts together, one for each face, then brought one liquiduct line out a few blocks and connected it to a Steam Consumer, then an Energy Bridge, then a BC Producer. I hung empty Redstone Energy Cells off each free side of the BC Producer to generate load.
When I did this, the bridge said it was consuming 160mB/t. You mention in the docs that the Steam Producers are not throttled, so I would have expected to see 720mB/t, the maximum steam output from the boiler. To make sure it wasn't liquiduct throughput, on another side I did the exact same thing, only I hung 18 Industrial Steam Engines off the end instead of the Steam Consumer, and all of them generated the 8MJ/t they were supposed to. So the piping is capable of the full steam load.
So in order to do further testing, I connected the other four free sides of the Steam Producer to the liquiduct steam line. When I did this, the bridge said it was consuming 800mB/t and producing 160MJ. The maximum output of the boiler should be 720mB/t, generating 144MJ of power.
I'm sorry, I don't know how to narrow things down further. I hope the description was clear enough. I could screenshot my setup if it would help.
Each liquiduct connection is throttled to 160mB/t, so that's as expected. There is actually a max of 1B/t per steam consumer (I guess the documentation in the OP is wrong) but you haven't hit that. I have no idea why it thinks it's getting more than the output, though - sure it wasn't just buffered steam that's being vented while the boiler 'catches up' to the consumer?
I have no idea why it thinks it's getting more than the output, though - sure it wasn't just buffered steam that's being vented while the boiler 'catches up' to the consumer?
That's what it was. I was doing so much hooking and unhooking testing things that I never gave the system a chance to stabilize. After a few minutes, the readings went down from 800mB/t to what looks like the right amount. (The numbers constantly fluctuated, but the first digit was always 6 or 7, so I'm assuming it's right.) I didn't even consider that there was an internal buffer. Sorry for the incorrect report.
Hey i've been having trouble with PowerConverters compatibility with universal electricity, It keeps giving me a noMethod crash. I think my UE is too old (I'm using the Voltz suite) What version should I get for the best results in compatibility?
good to know, just thought I throw it out there just in case, even then I'm storing definite pure bred drones with zero mutation chance (if anything slight) so I wasn't too worried on nbt data issues with things like DSU's and Barrels.
This is done to reduce CPU usage. The LiquiCrafter's algorithm is far more complex and running the check every tick would get really ugly. Can you tell me what the exact issue with LP is though? As far as I could tell just telling it the inputs and outputs were whatever worked fine, you just needed to supply your own clock.
Probably not because next to nothing in it is really useful anymore. Plus it was never mine to begin with - he just had control of these mods for a bit. What specifically do you miss from it?
INFORMATION WANTS TO BE WRONG
They'll go away if Basic Components isn't installed - you have that, right?
INFORMATION WANTS TO BE WRONG
Not sure how I want to handle squid, but that's a good point. I might be able to just allow liquids if it's a water mob.
Fixed the losing exact state thing in the betas. Thanks for the heads up.
INFORMATION WANTS TO BE WRONG
INFORMATION WANTS TO BE WRONG
Also, I have MFR 2.3.2 (latest) and it still behaves crazy when I put an item in
When I put one item, then a second, identical item in, the first item becomes a stack. This is really disturbing, for I was trying to survive like Chuck Norris but this glitch keeps coming into my head and my hands keep on wanting to use it. Is there a fix?
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
I don't use that pack.
I haven't had the time to set that up yet. Probably when I do a full 1.5 release. Is there a specific version you want?
Yeah I've been told about that one, but the 1.4 branch is done. The best I can suggest is to just disable the unifier recipe if you're worried about exploiting that.
I think their point was to install big dig once to get that mod from it.
INFORMATION WANTS TO BE WRONG
Testing in Creative, I created a Railcraft High Pressure 36 unit liquid fuelbox steam boiler. On one side, I hooked 12 liquiducts together, one for each face, then brought one liquiduct line out a few blocks and connected it to a Steam Consumer, then an Energy Bridge, then a BC Producer. I hung empty Redstone Energy Cells off each free side of the BC Producer to generate load.
When I did this, the bridge said it was consuming 160mB/t. You mention in the docs that the Steam Producers are not throttled, so I would have expected to see 720mB/t, the maximum steam output from the boiler. To make sure it wasn't liquiduct throughput, on another side I did the exact same thing, only I hung 18 Industrial Steam Engines off the end instead of the Steam Consumer, and all of them generated the 8MJ/t they were supposed to. So the piping is capable of the full steam load.
So in order to do further testing, I connected the other four free sides of the Steam Producer to the liquiduct steam line. When I did this, the bridge said it was consuming 800mB/t and producing 160MJ. The maximum output of the boiler should be 720mB/t, generating 144MJ of power.
I'm sorry, I don't know how to narrow things down further. I hope the description was clear enough. I could screenshot my setup if it would help.
INFORMATION WANTS TO BE WRONG
That's what it was. I was doing so much hooking and unhooking testing things that I never gave the system a chance to stabilize. After a few minutes, the readings went down from 800mB/t to what looks like the right amount. (The numbers constantly fluctuated, but the first digit was always 6 or 7, so I'm assuming it's right.) I didn't even consider that there was an internal buffer. Sorry for the incorrect report.
INFORMATION WANTS TO BE WRONG
INFORMATION WANTS TO BE WRONG
INFORMATION WANTS TO BE WRONG