@power crystals: Any idea why your machines dont seem to work with factorzation's router block ? tried putting items into the planter / fertilizer but no matter how i set it up in the router (insert into top, bottom, sides, chosen slot) no items get transferred. Please make it compatible
Hey PC, just noticed if you turn the furnace recipes off in nether ores config, it also turns off the induction smelter recipes.
Also nether uranium should go in a compressor and give you 2 ingots if possible instead of having to smelt it.
Hey PC, just noticed if you turn the furnace recipes off in nether ores config, it also turns off the induction smelter recipes.
Also nether uranium should go in a compressor and give you 2 ingots if possible instead of having to smelt it.
By design. And I'm not sure it's worth it adding compressor recipe support for just uranium.
Hi powercrystals, I was wondering if I could include your nether ores mod in my new adventure modpack! here is the link: http://www.minecraft.../#entry20634974 I hope you allow permission
.. Omnitools is KingLemming (who also is a great guy), not me. I assume you mean netherores? And occasionally. But people get them for different reasons - NetherOres is often found in more "magical" modpacks for example. But there is a reason why some of the PC stuff has found its way into MFR now.
Power Crystals! your back! We Missed you!
Love Hugs and DIAMONDS!
Im so happy to see you modding again. I love you and will be installing this to my Modpack ASAP
Rollback Post to RevisionRollBack
"Schizophrenia is a culturally bound phenomenon. Its pattern of expression is filtered through the cultural substrate in which its symptoms develop,in technological Societies, this manifests as delusions of surveillance and a belief that advanced technology is deployed against you, usually with some vague unseen "other" out to get you."
Fuel possibly, but oil is a resource and not a power system.
By design. And I'm not sure it's worth it adding compressor recipe support for just uranium.
Hmmm..would be interesting to do a consumer that uses fuel, basicly an engine/generator/whatever, but then I guess you'd need to write your own power system or use the mod whose API you are using; which kinda defeats the purpose. Something to think about maybe.
Well I thought I would turn them off to cut out clutter, but then the induction furnace is needed for some of them. If you intended it to be like that no biggie. Having no idea how much trouble it would be to add the compressor recipe I can't say, but probably not worth the trouble.
I read pretty far back in this thread but couldn't find any info on Oil Fabs. I dragged Core MFR and PC into my tekkit lite mods folder and can't find the oil fab. what did I miss? I thought i saw a pic a while back saying they were back ( oil and lava Fab) am I putting the mods in the right way? or are they just not in the mod anymore..
Hmmm..would be interesting to do a consumer that uses fuel, basicly an engine/generator/whatever, but then I guess you'd need to write your own power system or use the mod whose API you are using; which kinda defeats the purpose. Something to think about maybe.
Well I thought I would turn them off to cut out clutter, but then the induction furnace is needed for some of them. If you intended it to be like that no biggie. Having no idea how much trouble it would be to add the compressor recipe I can't say, but probably not worth the trouble.
Fuel: No, it'd just turn it into "power converters units"
The induction furnace I just didn't really see a reason to separate from the normal furnace recipes. The toggles are basically there for gameplay preferences.
I read pretty far back in this thread but couldn't find any info on Oil Fabs. I dragged Core MFR and PC into my tekkit lite mods folder and can't find the oil fab. what did I miss? I thought i saw a pic a while back saying they were back ( oil and lava Fab) am I putting the mods in the right way? or are they just not in the mod anymore..
The other way around, that build isn't out yet. It's in testing, should be available in a couple days :).
Okay, PC, now that you are going to have sorters, is there any chance you could add a couple of 'destroyers'? for liquid and solid input? Blocks that do nothing but get rid of all that extra water the liquid sorter extracted from your fuel lines, or get rid of excess seeds/saplings/dirt if you don't have something like the recycler installed? (preferably both in the same block, kinda like the destruction pipes add-on for buildcraft or immibis' destroyers for redpower tubes.) something you could stick on the end of a conveyor belt or connect to an input block to shoot all that crap into oblivion instead of having the conveyor end at a lava pit (for safety's sake) and as far as I know, direct liquid destroyers are kind of a new thing.
okay, JUST a liquid destroyer alone would be worth it's weight in gold there are many other options for items, not truly neccessary.
if you wanted to make it super cool you could call it like a 'dehydrator' and have it 'empty' cells and capsules and stuff, but That may be too much to ask
or does it already exist in a bunch of other forms and I just never saw it?
Cool! What are you running for power?
I've been building my design in survival over the weekend. Putting it to the test (and still finding refinements).
I had wanted to do a tutorial or kind of lets play but I think I am gonna wuss out and just put it up for download when I am done.
IC2 water mills, yep that abomination, but they magically can transmit over tin cables, there for allowing no eu loss, and they could easily be linked to the other farms. Also they can be run off of glass bottles, so you just need a glass bottle making machine.
And finally it mostly works so here's the 7th MFR 2.1 machine, the LiquiCrafter:
It's an autocrafter that can use liquids piped in to fulfill recipe requirements for filled buckets, cells, etc. Now you don't need to screw with TE liquid transposers to make reactor parts! It also has a separate template from the actual resource area, so it should play nicely with pipes and filters and all that stuff without the way the BC one weirdly stacks things.
Does that work with railcraft's high efficiency tie recipe, any way it looks AWESOME.
I considered this but there's too many weird edge cases for it to work well enough for me to be happy. However, denoflions is busy adding MFR support to Plugins for Forestry (which I guess might need a new name ) and that will allow you to do this.
It should really just be called Plugins for Everything, also for all the people bugging PC DF made a custom machine recipes mod, so you can make netherores compress/macerate uranium, it's not hard to do. (I used it to add in macerator recipes before PC officially added them in.)
Hmmm..would be interesting to do a consumer that uses fuel, basicly an engine/generator/whatever, but then I guess you'd need to write your own power system or use the mod whose API you are using; which kinda defeats the purpose. Something to think about maybe.
I don't know, I wouldn't really be all for that, (That would take out the idea of a BC engine) although I should really not comment much on mods I don't really use much. (I prefer other BCIC2 crossover mods.)
Okay, PC, now that you are going to have sorters, is there any chance you could add a couple of 'destroyers'? for liquid and solid input? Blocks that do nothing but get rid of all that extra water the liquid sorter extracted from your fuel lines, or get rid of excess seeds/saplings/dirt if you don't have something like the recycler installed? (preferably both in the same block, kinda like the destruction pipes add-on for buildcraft or immibis' destroyers for redpower tubes.) something you could stick on the end of a conveyor belt or connect to an input block to shoot all that crap into oblivion instead of having the conveyor end at a lava pit (for safety's sake) and as far as I know, direct liquid destroyers are kind of a new thing.
okay, JUST a liquid destroyer alone would be worth it's weight in gold there are many other options for items, not truly neccessary.
if you wanted to make it super cool you could call it like a 'dehydrator' and have it 'empty' cells and capsules and stuff, but That may be too much to ask
or does it already exist in a bunch of other forms and I just never saw it?
BC has it's own for both liquid and normal pipes, the void pipe/waterproof pipe. Or are you not using BC?
I don't use buildcraft. a bit too 'high techy' for me. I run a steampunk server, with most of the highest tech stuff disabled. thermal expansion, but only the liquiducts and crafter enabled, railcraft, Ic2 (present but almost totally disabled, mostly for the powders to improve the railcraft rock crusher), MFR for it's conveyors and tools (I hate item pipes. how silly is it to send 600 tons of stone through a foot-wide pipe?), steve's carts, thaumcraft, mo' animals, cogs, minecraft comes alive, catapult, siege, 'no infinite water', and millenaires. primarily it's about building cities for your millenaire allies, running through the tech tree (the hard way), building up our forces and pounding the crap out of each other the good old fashioned way, with armies. we even have a scoreboard for who controls what towns that we update nightly. (towns are voted on attractiveness, defensibility, population, and presence of resources as to their individual value.)
Frankly, because of the CPU demands of the war mods, automation and production mods have to be kept in-theme and as slim as possible. No buildcraft, no forestry, no redpower (especially no redpower...baby volcanoes are incredibly silly) and automation is trains and conveyor belts. no unlimited water or 'advanced water pumps', and virtually all farms have to be kept close to rivers or lakes due to irrigation limitations. Generally, automation is easily destroyed by catapult or ballista fire (as are farms... it's entirely possible to take the lead by trashing an opponent's farming base and dropping her points to the floor)
since the minecolony mod was dropped before it ever went smp, stuff like MFR has become extremely important as a stopgap measure for wartime production. chances are, even if minecolony is ever revived we will continue using it. long pipelines of any sort are just big, hard-to-protect targets, and most of our shipments between towns are either carried by a player by horseback, or shipped out on a train consisting of a tracklayer (tracks are usually cut), a gunnery cart, a locomotive, a chunk loader, and a few cars that can be protected.
It is not strictly PVP (players are forbidden from attacking each other except by proxy... catapult crews and soldiers, gunnery carts and turrets) but it has proven to be even more fun in the long run than clay soldier arena.
but nope, no liquid destroyers (grin) mostly we have been building great big railcraft tanks, and chopping out the bottom when they get too full.
oh, and yes, the liquicrafter works great for making all those amazingly hard-to-build tie recipes. beats the old 'bucket of creosote for a railroad tie 600 times' all hollow. easy enough to set up a production line straight from the tree farms, to coke ovens, to blast furnace, to finished advanced rail using nothing but MFR stuff. Not especially compact (he tends to write general machines instead of specialist stuff, a fact I greatly appreciate) but nowhere NEAR the complexity and braintwisting involved with trying to build a set of UE/IC2/buildcraft machines to pass the bits around.
It is POSSIBLE that with a few MFR advancements we may decide to include BC and advance ourselves to 'early age of oil', but since no one is writing npc army mods for that era, it's unlikely.
1. It's covered.
2. It's covered
3. Powercrystals has mentioned that he really wants this to stay an add-on mod instead of a standalone. right now it can work with railcraft, forestry, buildcraft, thermal expansion, and IC2 engines, and with the power convertors add-on you can use universal electricity engines as well. If you are not using at least one of those mods, there is little MFR can really do to add to your experience. I am sure that if Thaumcraft 2 were still active, or better than wolves were still forge, or EE3 didn't suck ba...eggs, he would build in compatibility for their energy sources as well.
if you run a 'pure magic' thaumcraft build and need MFR to handle trees and livestock, I suggest you add in either forestry or railcraft... both have very little impact on a 'magic rich' game and have perfectly adequate energy to run MFR machines. (the peat engine and the hobbyist's steam engine)
Of course, if powercrystals WANTS to add in a sewage or sludge-burning engine, I probably wouldn't object TOO strenuously (grin) but I think right now he is simply avoiding having to 'choose your side' with BC, IC2, or UE's API.
IC2 water mills, yep that abomination, but they magically can transmit over tin cables, there for allowing no eu loss, and they could easily be linked to the other farms. Also they can be run off of glass bottles, so you just need a glass bottle making machine.
Wow forestry isn't screwing up world gen for you? I am shocked.
It should really just be called Plugins for Everything, also for all the people bugging PC DF made a custom machine recipes mod, so you can make netherores compress/macerate uranium, it's not hard to do. (I used it to add in macerator recipes before PC officially added them in.)
Not laggy with all those LV packets?
Oh, Forestry does screw up world generation, no doubt about it. It just isn't screwing up rubber tree generation.
Okay, PC, now that you are going to have sorters, is there any chance you could add a couple of 'destroyers'? for liquid and solid input? Blocks that do nothing but get rid of all that extra water the liquid sorter extracted from your fuel lines, or get rid of excess seeds/saplings/dirt if you don't have something like the recycler installed? (preferably both in the same block, kinda like the destruction pipes add-on for buildcraft or immibis' destroyers for redpower tubes.) something you could stick on the end of a conveyor belt or connect to an input block to shoot all that crap into oblivion instead of having the conveyor end at a lava pit (for safety's sake) and as far as I know, direct liquid destroyers are kind of a new thing.
okay, JUST a liquid destroyer alone would be worth it's weight in gold there are many other options for items, not truly neccessary.
if you wanted to make it super cool you could call it like a 'dehydrator' and have it 'empty' cells and capsules and stuff, but That may be too much to ask
or does it already exist in a bunch of other forms and I just never saw it?
Items are called a lava pit liquids I guess I could do, not gonna get in 2.1 though.
Just Ideas
a few part´s to change or add to MFR:
1. please found a way to support RP2 Tubes in the moment only work to transport items to the Machines but can´t take out
2. Factory ... missing a autocraftingtable, a belt to sort items
3. make only one machine that can produce energy example: generator place near flowing water and over the water place a waterwheel(animated)
then we can use MFR alone
edit: add to the Mob Grinder a function to pick up other items in front
i change in my mod the drops of the Animals, when the animal get killed the items are in front of the grinder!
so must pick up the items with other block
1: Not going to happen until eloraam changes her license. In the meantime, use relays which she added for exactly this reason.
2: In beta right now.
3: Will happen in the future, 2.2 or 2.3.
4: Put item collectors down there. Grinder sucking up items in front did weird and annoying things. And if you're leaving items when they die you aren't implementing it properly, the grinder shuts off the "doMobDrops" rule while it's working, so you shouldn't be dropping anything.
Also nether uranium should go in a compressor and give you 2 ingots if possible instead of having to smelt it.
It's already there dude.
Uh. What doesn't it support? It's already there.
Fuel possibly, but oil is a resource and not a power system.
By design. And I'm not sure it's worth it adding compressor recipe support for just uranium.
Go for it.
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heh, right, netherores, not omnitools.
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Love Hugs and DIAMONDS!
Im so happy to see you modding again. I love you and will be installing this to my Modpack ASAP
exploitplay with.I am looking forward to their dark revival
Hmmm..would be interesting to do a consumer that uses fuel, basicly an engine/generator/whatever, but then I guess you'd need to write your own power system or use the mod whose API you are using; which kinda defeats the purpose. Something to think about maybe.
Well I thought I would turn them off to cut out clutter, but then the induction furnace is needed for some of them. If you intended it to be like that no biggie. Having no idea how much trouble it would be to add the compressor recipe I can't say, but probably not worth the trouble.
Shouldn't be too long now!
Fuel: No, it'd just turn it into "power converters units"
The induction furnace I just didn't really see a reason to separate from the normal furnace recipes. The toggles are basically there for gameplay preferences.
The other way around, that build isn't out yet. It's in testing, should be available in a couple days :).
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okay, JUST a liquid destroyer alone would be worth it's weight in gold there are many other options for items, not truly neccessary.
if you wanted to make it super cool you could call it like a 'dehydrator' and have it 'empty' cells and capsules and stuff, but That may be too much to ask
or does it already exist in a bunch of other forms and I just never saw it?
IC2 water mills, yep that abomination, but they magically can transmit over tin cables, there for allowing no eu loss, and they could easily be linked to the other farms. Also they can be run off of glass bottles, so you just need a glass bottle making machine.
Yeah, I mean espically when it's for rp2 (flax + sheep = wool)
Wow forestry isn't screwing up world gen for you? I am shocked.
Does that work with railcraft's high efficiency tie recipe, any way it looks AWESOME.
It should really just be called Plugins for Everything, also for all the people bugging PC DF made a custom machine recipes mod, so you can make netherores compress/macerate uranium, it's not hard to do. (I used it to add in macerator recipes before PC officially added them in.)
I don't know, I wouldn't really be all for that, (That would take out the idea of a BC engine) although I should really not comment much on mods I don't really use much. (I prefer other BCIC2 crossover mods.)
BC has it's own for both liquid and normal pipes, the void pipe/waterproof pipe. Or are you not using BC?
I don't use buildcraft. a bit too 'high techy' for me. I run a steampunk server, with most of the highest tech stuff disabled. thermal expansion, but only the liquiducts and crafter enabled, railcraft, Ic2 (present but almost totally disabled, mostly for the powders to improve the railcraft rock crusher), MFR for it's conveyors and tools (I hate item pipes. how silly is it to send 600 tons of stone through a foot-wide pipe?), steve's carts, thaumcraft, mo' animals, cogs, minecraft comes alive, catapult, siege, 'no infinite water', and millenaires. primarily it's about building cities for your millenaire allies, running through the tech tree (the hard way), building up our forces and pounding the crap out of each other the good old fashioned way, with armies. we even have a scoreboard for who controls what towns that we update nightly. (towns are voted on attractiveness, defensibility, population, and presence of resources as to their individual value.)
Frankly, because of the CPU demands of the war mods, automation and production mods have to be kept in-theme and as slim as possible. No buildcraft, no forestry, no redpower (especially no redpower...baby volcanoes are incredibly silly) and automation is trains and conveyor belts. no unlimited water or 'advanced water pumps', and virtually all farms have to be kept close to rivers or lakes due to irrigation limitations. Generally, automation is easily destroyed by catapult or ballista fire (as are farms... it's entirely possible to take the lead by trashing an opponent's farming base and dropping her points to the floor)
since the minecolony mod was dropped before it ever went smp, stuff like MFR has become extremely important as a stopgap measure for wartime production. chances are, even if minecolony is ever revived we will continue using it. long pipelines of any sort are just big, hard-to-protect targets, and most of our shipments between towns are either carried by a player by horseback, or shipped out on a train consisting of a tracklayer (tracks are usually cut), a gunnery cart, a locomotive, a chunk loader, and a few cars that can be protected.
It is not strictly PVP (players are forbidden from attacking each other except by proxy... catapult crews and soldiers, gunnery carts and turrets) but it has proven to be even more fun in the long run than clay soldier arena.
but nope, no liquid destroyers (grin) mostly we have been building great big railcraft tanks, and chopping out the bottom when they get too full.
oh, and yes, the liquicrafter works great for making all those amazingly hard-to-build tie recipes. beats the old 'bucket of creosote for a railroad tie 600 times' all hollow. easy enough to set up a production line straight from the tree farms, to coke ovens, to blast furnace, to finished advanced rail using nothing but MFR stuff. Not especially compact (he tends to write general machines instead of specialist stuff, a fact I greatly appreciate) but nowhere NEAR the complexity and braintwisting involved with trying to build a set of UE/IC2/buildcraft machines to pass the bits around.
It is POSSIBLE that with a few MFR advancements we may decide to include BC and advance ourselves to 'early age of oil', but since no one is writing npc army mods for that era, it's unlikely.
1. It's covered.
2. It's covered
3. Powercrystals has mentioned that he really wants this to stay an add-on mod instead of a standalone. right now it can work with railcraft, forestry, buildcraft, thermal expansion, and IC2 engines, and with the power convertors add-on you can use universal electricity engines as well. If you are not using at least one of those mods, there is little MFR can really do to add to your experience. I am sure that if Thaumcraft 2 were still active, or better than wolves were still forge, or EE3 didn't suck ba...eggs, he would build in compatibility for their energy sources as well.
if you run a 'pure magic' thaumcraft build and need MFR to handle trees and livestock, I suggest you add in either forestry or railcraft... both have very little impact on a 'magic rich' game and have perfectly adequate energy to run MFR machines. (the peat engine and the hobbyist's steam engine)
Of course, if powercrystals WANTS to add in a sewage or sludge-burning engine, I probably wouldn't object TOO strenuously (grin) but I think right now he is simply avoiding having to 'choose your side' with BC, IC2, or UE's API.
Not laggy with all those LV packets?
Oh, Forestry does screw up world generation, no doubt about it. It just isn't screwing up rubber tree generation.
DF? Do tell.
Items are called a lava pit liquids I guess I could do, not gonna get in 2.1 though.
1: Not going to happen until eloraam changes her license. In the meantime, use relays which she added for exactly this reason.
2: In beta right now.
3: Will happen in the future, 2.2 or 2.3.
4: Put item collectors down there. Grinder sucking up items in front did weird and annoying things. And if you're leaving items when they die you aren't implementing it properly, the grinder shuts off the "doMobDrops" rule while it's working, so you shouldn't be dropping anything.
I think it's the wind area calculation that sucks. And DF might be denoflions.
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