when will the new update ?_)
senx_)for 1.20 I am test mod_)
Now : )
Not too many bugs left on the list now. Might almost be time for some new functionality.
Lets see if I can get that done before you all find the remaining million or so issues hiding about the place
fluid in the pipes too bad rendering
water in the tank. is close but when you approach the water disappears
so how bad know English can make a video with the problem
fluid in the pipes too bad rendering
water in the tank. is close but when you approach the water disappears
so how bad know English can make a video with the problem
fluid in the pipes too bad rendering
water in the tank. is close but when you approach the water disappears
so how bad know English can make a video with the problem
I know what the problem is. I forgot this was happening. Render bounds only cover one of the blocks.
As for 'compressing' the fluid, I am not really sure what you mean. For each connection (either to an external tank/pipe or another conduit), the conduit holds a quarter of a bucket (250 mb) If all six faces are connected, it can therefore hold up to 1.5 buckets.
Given that every tank seems to hold a differing amount of fluid per block space, I am not really sure what would be considered a 'compressed' fluid.
From a practical point of view, just like liquiducts from TE, a single conduit can accept more steam from a single connection than a rail craft boiler will produce.
Does this answer everything you need to know?
TE Liquiducts don't have liquid flow rate, they instantly "teleport" liquid from input to everywhere in its own network. So based on what you say, the EnderIO conduits function more like Buildcraft pipes in that it will take time for liquid to traverse a network?
I came to report bugs, only to find you have updated the mod several times since I last downloaded it and fixed the bugs I was going to report. Bravo Good Sir. I love your mod its awesome.
TE Liquiducts don't have liquid flow rate, they instantly "teleport" liquid from input to everywhere in its own network. So based on what you say, the EnderIO conduits function more like Buildcraft pipes in that it will take time for liquid to traverse a network?
while im still benchmarking the liquid conduits in regards to boilers i came across a little issue with the new crusher/macerator/mill block: It seems like it is unable to process forestry tin or copper - also the dusts for those are not there. Do You think those could be added in ?
Are you using 0.1.20?
I can grind them using that version into ic2 dusts.
I don't actually have a 'recipe list'. I couldn't find any cross mod api that defined what could be macerated / pulverised (and there is no te for 1.6 obviously). If anyone knows of one please let me know.
In the end what I ended up doing was just searching the ore dictionary for a pretty long list of ore/dust combinations. If there where multiple entries I paired them with the one with the closest id. I then just added a few special cases for mods like ae to handle quartz correctly.
This seems pretty hacky, but I have only been doing modding for a very short time so I am completely unaware how most stuff I am doing 'should' be done :-)
As a side note, I am not planning on adding any dusts myself as I am not really a big fan of the ore doubling concept. I really only added this machine at all so I didn't have to use the manual grinder from ae when playing in my 1.6 world (not using ic2).If te was available for 1.6 I definitely wouldn't have added it.
Anyway, after that massive rant, the short answer is, it should already work with 1.20. If it's not, raise an issue on git hub including a list of all the mods you are using.
works very well for me, if you dont want to disable it you can use macerator from ic2 i suppose.
i really think cp need to focus on the stuff that we really need it. like:
teleport energy/liquid/redstone(chickenbones has one, dont need this)
specific input/output control on banks.
copact solar panels(this need to be expensive, too OP)
not too important:
item conduicts(we have lots of mods for this anyway, but not in the same block)
eu conduicts
ae conduicts
im not using IC2 at all as i much prefer the dirty kinda steampunk machines using BC/RC. Only hitech in my private pack are AppEng and MPS. Will try the newer release right away ! Thanks for the quick feedback and the sweet sweet mod
i really think cp need to focus on the stuff that we really need it. like:
teleport energy/liquid/redstone(chickenbones has one, dont need this)
specific input/output control on banks.
copact solar panels(this need to be expensive, too OP)
....
anyway, cp you are awezome. regards
It's really incredible, how fast CP responds to any issues and gets them fixed. This mod looks better and better.
The top of my "would really like to have" list: some kind of energy teleporter (aka Energy Tesseract from TE). Is there any time frame already, when this will get added?
Are you using 0.1.20?
I can grind them using that version into ic2 dusts.
I don't actually have a 'recipe list'. I couldn't find any cross mod api that defined what could be macerated / pulverised (and there is no te for 1.6 obviously). If anyone knows of one please let me know.
In the end what I ended up doing was just searching the ore dictionary for a pretty long list of ore/dust combinations. If there where multiple entries I paired them with the one with the closest id. I then just added a few special cases for mods like ae to handle quartz correctly.
This seems pretty hacky, but I have only been doing modding for a very short time so I am completely unaware how most stuff I am doing 'should' be done :-)
As a side note, I am not planning on adding any dusts myself as I am not really a big fan of the ore doubling concept. I really only added this machine at all so I didn't have to use the manual grinder from ae when playing in my 1.6 world (not using ic2).If te was available for 1.6 I definitely wouldn't have added it.
The dusts where pretty much started up with Industrial Craft, and for good reason too. IC eats Iron like nobodies business and it would have been a real pain to have to build all the IC machines without the pulverizer. As well I personally like how it increased the amount of refining work that ores needed. Just remember that with all these mods installed we need a butt load of minerals to build everything, so really there's no harm in doubling them just don't go crazy and start quadrupling them :-P.
It's really incredible, how fast CP responds to any issues and gets them fixed. This mod looks better and better.
The top of my "would really like to have" list: some kind of energy teleporter (aka Energy Tesseract from TE). Is there any time frame already, when this will get added?
by mi guess nope, cp not start on it yet. he had to spend lot of time on bugfixes. anyway depend on how hard it is to make, so be patient like me!
you can also get teleport pipes 1.6.2 beta for this. but for me, he has on early beta, i just wait for cp.
Are you using 0.1.20?
I can grind them using that version into ic2 dusts.
I don't actually have a 'recipe list'. I couldn't find any cross mod api that defined what could be macerated / pulverised (and there is no te for 1.6 obviously). If anyone knows of one please let me know.
Probably something like this:
public static HashMap<String,ItemStack> map = new HashMap<String,ItemStack>();
// in startup:
String[] dict = OreDictionary.getOreNames();
for( int i=0; i<dict.length; i++ ) {
String ore = dict[i];
if( ore==null )
continue;
if( ore.startsWith("ore") && map.contains(ore)==false ) {
String dustName = "dust" + ore.substring(3);
List<ItemStack> dusts = OreDictionary.getOres(dustName);
if( dusts.size()==0 )
continue;
// you now have a possible outputs for a given ore name
// you actually probably want one from a certain mod, not the "first" result
// so iterate over the map and remove the ItemStack with IDs you don't want
// otherwise, fallback to the "first" result
ItemStack wantedOutput = dusts.get(0);
for( int j=0; j<dusts.size(); j++ ) {
ItemStack is = dusts.get(j);
if( is==null )
continue;
if( isFromThermalExpansion(is) )
wantedOutput = is;
}
map.put(ore,wantedOutput);
}
}
///////////////////
// user puts in an ore into your grinding machine:
public ItemStack canGrind(ItemStack userInput) {
ItemStack userInput;
int oreId = OreDictionary.getOreID(userInput);
if( oreId==-1 ) {
return null;
}
String oreName = OreDictionary.getOreName(userInput);
ItemStack output = map.get(oreName);
return output;
}
senx_)for 1.20 I am test mod_)
Now : )
Not too many bugs left on the list now. Might almost be time for some new functionality.
Lets see if I can get that done before you all find the remaining million or so issues hiding about the place
fluid in the pipes too bad rendering
water in the tank. is close but when you approach the water disappears
so how bad know English can make a video with the problem
#EnderIO @ irc.esper.net
It would be better if you can make a video, sir!
I know what the problem is. I forgot this was happening. Render bounds only cover one of the blocks.
TE Liquiducts don't have liquid flow rate, they instantly "teleport" liquid from input to everywhere in its own network. So based on what you say, the EnderIO conduits function more like Buildcraft pipes in that it will take time for liquid to traverse a network?
Liquiducts move liquids not teleport them.
while im still benchmarking the liquid conduits in regards to boilers i came across a little issue with the new crusher/macerator/mill block: It seems like it is unable to process forestry tin or copper - also the dusts for those are not there. Do You think those could be added in ?
I can grind them using that version into ic2 dusts.
I don't actually have a 'recipe list'. I couldn't find any cross mod api that defined what could be macerated / pulverised (and there is no te for 1.6 obviously). If anyone knows of one please let me know.
In the end what I ended up doing was just searching the ore dictionary for a pretty long list of ore/dust combinations. If there where multiple entries I paired them with the one with the closest id. I then just added a few special cases for mods like ae to handle quartz correctly.
This seems pretty hacky, but I have only been doing modding for a very short time so I am completely unaware how most stuff I am doing 'should' be done :-)
As a side note, I am not planning on adding any dusts myself as I am not really a big fan of the ore doubling concept. I really only added this machine at all so I didn't have to use the manual grinder from ae when playing in my 1.6 world (not using ic2).If te was available for 1.6 I definitely wouldn't have added it.
Anyway, after that massive rant, the short answer is, it should already work with 1.20. If it's not, raise an issue on git hub including a list of all the mods you are using.
ic2: copper, tin.
factorization: silver and lead
works very well for me, if you dont want to disable it you can use macerator from ic2 i suppose.
i really think cp need to focus on the stuff that we really need it. like:
teleport energy/liquid/redstone(chickenbones has one, dont need this)
specific input/output control on banks.
copact solar panels(this need to be expensive, too OP)
not too important:
item conduicts(we have lots of mods for this anyway, but not in the same block)
eu conduicts
ae conduicts
anyway, cp you are awezome. regards
Profile pic by Cheshirette c:
It's really incredible, how fast CP responds to any issues and gets them fixed. This mod looks better and better.
The top of my "would really like to have" list: some kind of energy teleporter (aka Energy Tesseract from TE). Is there any time frame already, when this will get added?
The dusts where pretty much started up with Industrial Craft, and for good reason too. IC eats Iron like nobodies business and it would have been a real pain to have to build all the IC machines without the pulverizer. As well I personally like how it increased the amount of refining work that ores needed. Just remember that with all these mods installed we need a butt load of minerals to build everything, so really there's no harm in doubling them just don't go crazy and start quadrupling them :-P.
by mi guess nope, cp not start on it yet. he had to spend lot of time on bugfixes. anyway depend on how hard it is to make, so be patient like me!
you can also get teleport pipes 1.6.2 beta for this. but for me, he has on early beta, i just wait for cp.
Probably something like this: