For now, ignore them. They don't work yet. Or at least I don't think they do yet. As for a generator, I think we should leave this up to your ingenuity. The energy collector was really rather OP. Use a cow milker or something, those are simple enough and should work.
Great job getting this out there, Lots of people missed this (myself somewhat included) and I think Pahimar should also be pleased as it gets all the people begging for this off his back. lol
Maybe in future you could develop this mod to something a lot more (pretty huge already considering the popularity of energy condensers). You are off to a great start for sure. Grats!
For now, ignore them. They don't work yet. Or at least I don't think they do yet. As for a generator, I think we should leave this up to your ingenuity. The energy collector was really rather OP. Use a cow milker or something, those are simple enough and should work.
They do work, the container is like a batbox and the energy battery is a mobile container, the idea is that if you've reached the maximum storage point in the manipulator, you should transfer energy from it and into a battery or container. Later there will be tubes/cables which can be used to automate the process, by having a room of containers, you hook them up to the manipulator, and then the manipulator uses the energy from the containers to transmute stuff
Hmm, simple idea, kind of. Think you could make the mod automatically detect recipes and create values based on that? For instance, instead of having to enter the bucket, have iron set, and then the mod will see the bucket recipe, and add the value together. (the value of 3 iron) You could probably do the same with furnace recipes, making it the value of the the original item + 1/8th of the value of coal. To balance it, it should probably always take the lowest value it finds, if it finds multiple. That would make a lot of mod items automatically compatible.
It would also be nice if you added support for ore dictionary names to the config file, such as adding "ingotTin=256" would make all tin ingots from all mods the value 256
Yes, I will eventually make an automated system which calculates the recipes, but I'll have to work out the new config system first (it'll probably be using the internal mod unique block names)
Don't know how possible it is, but could you have a config option that controls the actual recipe, so that in the config you can specify the 9 blocks/items of the recipe for each item added by the mod?
Just thinking, from a vanilla point it's an expensive recipe, but from some mod pack points of view, it's quite cheap. Players/server admins could then totally control what it costs to build, using whatever resources are in their mod setup.
How can we use the milking way if it eats up our buckets too?The generator can produce EV extremely slowly, it can be made so it is not OP. I'm just tired of having to put something into the Manipulator constantly, as it won't take in anything unless you have something that needs EV.
Been testing, works great, but can you check out block ID 1 (stone), I'm seeing it called TESTING 1 instead of Stone, and since yesterday this is the only mod I updated.
If you are able to make the system auto-calc items based on recipes, please also make that optional/configurable. I'm setting up a system where only the raw materials have EV values, all crafted items are zero. In mods, some crafting recipes are supposed to be awkward/difficult, so having an EV on them trivializes it a bit.
Now I just have to work out EV values for seeds/flowers, etc. Bit of an issue here, I want them to be low value, so they can't be farmed easily for EV, but by being low value, ores/ingots with very high values make it easier to farm those items, making it pointless to build mod farming systems.
I'm thinking I might totally ignore all organic items, but then I wanted EV on saplings, so I could assign a really high value to TC3 Silverwood saplings (as they are a pain to get normally).
Small interesting fact, but if you calculate the EV of Oak saplings vs normal saplings based on average drops of wood and saplings, the apple oak sapling is 10x the EV of the others. Natura Redwood Tree is going to be an interesting one to calculate....
How can we use the milking way if it eats up our buckets too?
The generator can produce EV extremely slowly, it can be made so it is not OP. I'm just tired of having to put something into the Manipulator constantly, as it won't take in anything unless you have something that needs EV.
If you have mods with a transport system, then you automate making buckets from milk buckets, eventually the bucket maker will fill to the brim, unable to accept more milk buckets, so you divert those overflow buckets to another manipulator that makes "diamonds".
That's how it worked under EE2, although I think Fisher is adjusting the default values to stop abuses like that.
If you want a simple EV generator, place a hopper above the manipulator, and trap some chickens above the hopper, you'll get a slow supply of eggs to turn to EV.
Quick tutorial:
- EBattery:
Used to transport ev between containers and manipulators.
Put it in the top slot of the manipulator to fill the battery with ev from the manipulator.
Put it in any other slot in the EM to fill the EM with ev from the battery.
- EContainer:
Used to store EV, when the EM's capacity is too small (all of these items capacity can be set in the config)
Put a battery in the top slot to fill the EC with energy from the EB.
Put a battery in the bottom slot to fill the EB with energy from the EC.
EC = Energy Container
EB = Energy Battery
EM = Energy Manipulator
How can we use the milking way if it eats up our buckets too?
The generator can produce EV extremely slowly, it can be made so it is not OP. I'm just tired of having to put something into the Manipulator constantly, as it won't take in anything unless you have something that needs EV.
Unfortunately it isn't that easy. Even in EE2 the energy collectors were very little energy slowly, but what broke it was having large amounts of them, which would still break it no matter how slow you make it.
In my opinion, a better way is to ignore a "generator" and instead focus on the planned energy tubes, and have a block that picks up items that touch it and automatically breaks them down into energy. It should probably have a negative effect, such as heavily reducing the amount of energy received, but it would allow automation through the use of automatic farms, which at least require some effort to be built, unlike just crafting blocks that make energy(let's face it, after the first, this mod makes future ones much easier as you already have the materials, whatever they are)
Either way though, this is already possible by using automation mods like buildcraft or Minefactory Reloaded, if you really want automated energy generation. Just make some form of farm, and shove all the results into the device to be broken down. So long as there is an expensive item in the target slot, like diamond blocks, it should almost always have room and break down anything placed into it right away.
Oops, classic mistake xD forgot to take out the testing part
That's it, I hate this mod now j/k
Side note, thought of an interesting alternate recipe for the EM using mod components. Makes it an expensive mid game item when used with other technology. Of course, only valid if you can do custom recipes This also solves my dilemma with cheap resources like seeds, etc By the time you can make a EM, you'll most likely have automated farms in place.
If you have cables for transferring EV, I also have some other ideas to "balance". If the EM has a small internal EV capacity, the player would need to add cables and EC's to increase storage, allowing for the "crafting" of more expensive items.
Btw, i dont understand how this works, i've tried to place items in the energy manipulator but it doesnt add any value to the bar at the top
Put what you want to produce in the top slot (if it has a value of 0, you cannot use it), then put the stuff you want it to consume in the other slots. Tip: Hold shift to see the EV. If you don't have NEI installed, you have to be inside the manipulator or container to see the EV.
The Energy Manipulator is exactly like the Energy Condenser in EE2.
Wait, does that mean the Configs that where made no longer work? Or what does the new config system do?
Yes that's true, you'll have to redo them, but you got new commands to make it faster, like if you're making a config for 10 items which has the same value, you just shove em all in your inventory and do the command /emcf addinventory <yourev>
hey, slabs are 1EV right? and cobble (or wood) too. so auto crafting loop with slabs and full blocks.and you are trying to avoid exploits? this is a straight up duplacator (sorry for bad english)
Thanks
They do work, the container is like a batbox and the energy battery is a mobile container, the idea is that if you've reached the maximum storage point in the manipulator, you should transfer energy from it and into a battery or container. Later there will be tubes/cables which can be used to automate the process, by having a room of containers, you hook them up to the manipulator, and then the manipulator uses the energy from the containers to transmute stuff
Yes, I will eventually make an automated system which calculates the recipes, but I'll have to work out the new config system first (it'll probably be using the internal mod unique block names) This is easily doable
I'm always making a 1.4.7 version, making it compatible with FTB is always of highest priority
If you are able to make the system auto-calc items based on recipes, please also make that optional/configurable. I'm setting up a system where only the raw materials have EV values, all crafted items are zero. In mods, some crafting recipes are supposed to be awkward/difficult, so having an EV on them trivializes it a bit.
Now I just have to work out EV values for seeds/flowers, etc. Bit of an issue here, I want them to be low value, so they can't be farmed easily for EV, but by being low value, ores/ingots with very high values make it easier to farm those items, making it pointless to build mod farming systems.
I'm thinking I might totally ignore all organic items, but then I wanted EV on saplings, so I could assign a really high value to TC3 Silverwood saplings (as they are a pain to get normally).
Small interesting fact, but if you calculate the EV of Oak saplings vs normal saplings based on average drops of wood and saplings, the apple oak sapling is 10x the EV of the others. Natura Redwood Tree is going to be an interesting one to calculate....
If you have mods with a transport system, then you automate making buckets from milk buckets, eventually the bucket maker will fill to the brim, unable to accept more milk buckets, so you divert those overflow buckets to another manipulator that makes "diamonds".
That's how it worked under EE2, although I think Fisher is adjusting the default values to stop abuses like that.
If you want a simple EV generator, place a hopper above the manipulator, and trap some chickens above the hopper, you'll get a slow supply of eggs to turn to EV.
- EBattery:
Used to transport ev between containers and manipulators.
Put it in the top slot of the manipulator to fill the battery with ev from the manipulator.
Put it in any other slot in the EM to fill the EM with ev from the battery.
- EContainer:
Used to store EV, when the EM's capacity is too small (all of these items capacity can be set in the config)
Put a battery in the top slot to fill the EC with energy from the EB.
Put a battery in the bottom slot to fill the EB with energy from the EC.
EC = Energy Container
EB = Energy Battery
EM = Energy Manipulator
You'll get it eventually
Unfortunately it isn't that easy. Even in EE2 the energy collectors were very little energy slowly, but what broke it was having large amounts of them, which would still break it no matter how slow you make it.
In my opinion, a better way is to ignore a "generator" and instead focus on the planned energy tubes, and have a block that picks up items that touch it and automatically breaks them down into energy. It should probably have a negative effect, such as heavily reducing the amount of energy received, but it would allow automation through the use of automatic farms, which at least require some effort to be built, unlike just crafting blocks that make energy(let's face it, after the first, this mod makes future ones much easier as you already have the materials, whatever they are)
Either way though, this is already possible by using automation mods like buildcraft or Minefactory Reloaded, if you really want automated energy generation. Just make some form of farm, and shove all the results into the device to be broken down. So long as there is an expensive item in the target slot, like diamond blocks, it should almost always have room and break down anything placed into it right away.
That's it, I hate this mod now j/k
Side note, thought of an interesting alternate recipe for the EM using mod components. Makes it an expensive mid game item when used with other technology. Of course, only valid if you can do custom recipes This also solves my dilemma with cheap resources like seeds, etc By the time you can make a EM, you'll most likely have automated farms in place.
If you have cables for transferring EV, I also have some other ideas to "balance". If the EM has a small internal EV capacity, the player would need to add cables and EC's to increase storage, allowing for the "crafting" of more expensive items.
Put what you want to produce in the top slot (if it has a value of 0, you cannot use it), then put the stuff you want it to consume in the other slots. Tip: Hold shift to see the EV. If you don't have NEI installed, you have to be inside the manipulator or container to see the EV.
The Energy Manipulator is exactly like the Energy Condenser in EE2.
Wait, does that mean the Configs that where made no longer work? Or what does the new config system do?
Yes that's true, you'll have to redo them, but you got new commands to make it faster, like if you're making a config for 10 items which has the same value, you just shove em all in your inventory and do the command /emcf addinventory <yourev>
nope slabs are 0
Very very good. Thank you
np