I think the issue is that so much more is required to create, run, and automate the networks now. For example to auto craft the chip things you now need 5 inscribers, 4 with an interface and import bus, 1 with 3 exports and an import, and a chest with an interface and import, which is a pretty large energy cost to replicate something that could be done in AE1 for essentially no energy. I also needed a second controller pretty quickly because of the channel limits, another interface and import on a charger, and if I want to set up an automated seed grower with a bunch of accelerators that would be another massive chunk of energy.
As I said a page or two back, one can save on channels by using less Import Buses (or even none at all). Basically, if you have any other mod that can pull items out of machines (I kinda like Extra Utilities' Transfer Nodes) and pipe the product back into an ME Interface, you can save nearly half the amount of channels you're using for processing.
I think the issue is that so much more is required to create, run, and automate the networks now. For example to auto craft the chip things you now need 5 inscribers, 4 with an interface and import bus, 1 with 3 exports and an import, and a chest with an interface and import, which is a pretty large energy cost to replicate something that could be done in AE1 for essentially no energy. I also needed a second controller pretty quickly because of the channel limits, another interface and import on a charger, and if I want to set up an automated seed grower with a bunch of accelerators that would be another massive chunk of energy.
I'm running full out Mekanism 5x ore processing factories -- along with other recipes sharing the same machines -- entirely using AE2's crafting system. The same network has 20-some odd assemblers, and an 8x Compressed Cobble assembly line all setup off a single ME Controller and still has two unused faces of the ME Controller; I haven't had to reach out to other mods for item transport at all.
Use the P2P Tunnels effectively and you can do amazing things with a single ME Controller. Watch Algorithm's official video on P2P Tunnels and you'll see how easy it is with just a small bit of forethought.
Place a cable of some kind (except dense apparently (I, personally, just use plain fluix cable in my tiny networks)) then place the panel on that. Its possible to "place" the panels on other blocks, but i'm not sure why as it ends up doing what must pretty much always be the wrong / unexpected thing.
I'm running full out Mekanism 5x ore processing factories -- along with other recipes sharing the same machines -- entirely using AE2's crafting system. The same network has 20-some odd assemblers, and an 8x Compressed Cobble assembly line all setup off a single ME Controller and still has two unused faces of the ME Controller; I haven't had to reach out to other mods for item transport at all.
Use the P2P Tunnels effectively and you can do amazing things with a single ME Controller. Watch Algorithm's official video on P2P Tunnels and you'll see how easy it is with just a small bit of forethought.
I have two controllers because it was easier than making dense cable at the time. I'm not sure something like what you described is even intended though, as the controller is a multiblock and if you never have to use more than one that whole mechanic is kind of pointless. If a setup like you describe requires only one, than in what scenario would you ever have a 2x2 or larger controller?
I certainly could save power through a lot of different ways using other mods, but to that effect I could essentially remove AE2 and accomplish much of the same, a bunch of barrels, broadcast pipes, request pipes, crafting pipes, I don't really want to. I'd rather keep as much as possible "AE2" because I like how it works more, I would rather use import buses than pipes.
I mean thanks for the tips, but like I mentioned I have some big solars now feeding close to 1000 RF per tick into my system so I can expand my network like crazy. It was just early on with basic dynamos and Vibration Chambers that I was struggling with and providing feedback for.
I have two controllers because it was easier than making dense cable at the time. I'm not sure something like what you described is even intended though, as the controller is a multiblock and if you never have to use more than one that whole mechanic is kind of pointless. If a setup like you describe requires only one, than in what scenario would you ever have a 2x2 or larger controller?
I certainly could save power through a lot of different ways using other mods, but to that effect I could essentially remove AE2 and accomplish much of the same, a bunch of barrels, broadcast pipes, request pipes, crafting pipes, I don't really want to. I'd rather keep as much as possible "AE2" because I like how it works more, I would rather use import buses than pipes.
I mean thanks for the tips, but like I mentioned I have some big solars now feeding close to 1000 RF per tick into my system so I can expand my network like crazy. It was just early on with basic dynamos and Vibration Chambers that I was struggling with and providing feedback for.
Algorithm did the same overloaded super controller in his video showcasing P2P tunnels, so I'd venture to guess it is intended. Right now manufacturing is slow though since I only have one processing line. I'd need to add controllers to add more processing or to add more storage (only using two ME Drives atm)
A lot of the things in the video are designed to simply show options, there is lots of different ways to design things, controllers, p2p tunnels, interface + storage buses, dense cables are all just different pieces to the puzzle.
When taking an item out of the ME network via a crafting terminal, it would be nice if the mouse wheel allowed me to grab one or two items instead of the stack or half stack it allows now. Would it be hard to support the mouse wheel in taking or putting items?
When taking an item out of the ME network via a crafting terminal, it would be nice if the mouse wheel allowed me to grab one or two items instead of the stack or half stack it allows now. Would it be hard to support the mouse wheel in taking or putting items?
hi, getting this problem which i dont understand. any ideas on it? i am assuming that AppEngCore applies to applied energistics LOL
[10:56:32] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[10:56:32] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[10:56:32] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[10:56:32] [main/INFO] [FML]: Forge Mod Loader version 7.10.18.1180 for Minecraft 1.7.10 loading
[10:56:32] [main/INFO] [FML]: Java is Java HotSpot(TM) Client VM, version 1.7.0_67, running on Windows XP:x86:5.1, installed at J:\Program Files\Java\jre7
[10:56:32] [main/WARN] [FML]: The coremod appeng.transformer.AppEngCore does not have a MCVersion annotation, it may cause issues with this version of Minecraft
[10:56:32] [main/INFO] [FML]: [AppEng] Core Init
[10:56:32] [main/WARN] [FML]: The coremod aroma1997.core.coremod.CoreMod does not have a MCVersion annotation, it may cause issues with this version of Minecraft
[10:56:32] [main/WARN] [FML]: The coremod com.rebelkeithy.dualhotbar.DualHotbarPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft
java.lang.NoSuchMethodError: cpw.mods.fml.common.FMLLog.getLogger()Ljava/util/logging/Logger;
at openblocks.OpenBlocksCorePlugin.<clinit>(OpenBlocksCorePlugin.java:17)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:381)
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:310)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:211)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
[10:56:33] [main/ERROR] [FML]: An error occurred trying to configure the minecraft home at J:\Documents and Settings\BullitMagnet\Desktop\Minecraft Instances\ianmodpack for Forge Mod Loader
java.lang.NoSuchMethodError: cpw.mods.fml.common.FMLLog.getLogger()Ljava/util/logging/Logger;
at openblocks.OpenBlocksCorePlugin.<clinit>(OpenBlocksCorePlugin.java:17) ~[OpenBlocks-1.2.9.jar:?]
at java.lang.Class.forName0(Native Method) ~[?:1.7.0_67]
at java.lang.Class.forName(Unknown Source) ~[?:1.7.0_67]
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:381) ~[forge-1.7.10-10.13.0.1180.jar:?]
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:310) ~[forge-1.7.10-10.13.0.1180.jar:?]
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:211) ~[forge-1.7.10-10.13.0.1180.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90) [forge-1.7.10-10.13.0.1180.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67) [forge-1.7.10-10.13.0.1180.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34) [forge-1.7.10-10.13.0.1180.jar:?]
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126) [forge-1.7.10-10.13.0.1180.jar:?]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114) [launchwrapper-1.9.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?]
Exception in thread "main" java.lang.NoSuchMethodError: cpw.mods.fml.common.FMLLog.getLogger()Ljava/util/logging/Logger;
at openblocks.OpenBlocksCorePlugin.<clinit>(OpenBlocksCorePlugin.java:17)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:381)
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:310)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:211)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
The problem is with OpenBlocks. Maybe the jar is corrupted, try re-downloading it.
I'm currently corroborating with a server, running the recommended version of Voltz, 2.0.4 if I am correct, and utilizes appeng-rv11-C I believe.
Due to extenuating circumstances, the map requires a reset, but the catch is that many players have me storage drives, and I do not want their items lost, due to the metadata being deleted and the storage drives being kept, but having no items in them. It is not an option to store the items elsewhere than the drives, it would use too many chests. However, I can require all players to confine their storage drives to a select set of chunks or regions for the reset, if the metadata for the storage cubes were connected to the region file.
What I'm asking is this really:
Where is the metadata for the storage cubes kept? I would like to be able to take the saved files from the old map, and transfer them into the new world map, without losing the items in the storage cubes. If you can give me a file path to the files that contain the metadata, I would appreciate it. I can give more information needed, in case I didn't ask the right questions.
I'm currently corroborating with a server, running the recommended version of Voltz, 2.0.4 if I am correct, and utilizes appeng-rv11-C I believe.
Due to extenuating circumstances, the map requires a reset, but the catch is that many players have me storage drives, and I do not want their items lost, due to the metadata being deleted and the storage drives being kept, but having no items in them. It is not an option to store the items elsewhere than the drives, it would use too many chests. However, I can require all players to confine their storage drives to a select set of chunks or regions for the reset, if the metadata for the storage cubes were connected to the region file.
What I'm asking is this really:
Where is the metadata for the storage cubes kept? I would like to be able to take the saved files from the old map, and transfer them into the new world map, without losing the items in the storage cubes. If you can give me a file path to the files that contain the metadata, I would appreciate it. I can give more information needed, in case I didn't ask the right questions.
Thanks in advance.
Its all just stored in the items and world, theres no thing special. Just make sure all your configs match.
- Buggi -
My Humble YouTube Channel
https://www.youtube.com/c/FlexibleGames
Featuring in-depth and technical gameplay with games like Minecraft, Factorio, and others.
Nope
As I said a page or two back, one can save on channels by using less Import Buses (or even none at all). Basically, if you have any other mod that can pull items out of machines (I kinda like Extra Utilities' Transfer Nodes) and pipe the product back into an ME Interface, you can save nearly half the amount of channels you're using for processing.
It's all part of Planning Out Your ME Network.
I agree with Joe4evr.
I'm running full out Mekanism 5x ore processing factories -- along with other recipes sharing the same machines -- entirely using AE2's crafting system. The same network has 20-some odd assemblers, and an 8x Compressed Cobble assembly line all setup off a single ME Controller and still has two unused faces of the ME Controller; I haven't had to reach out to other mods for item transport at all.
Use the P2P Tunnels effectively and you can do amazing things with a single ME Controller. Watch Algorithm's official video on P2P Tunnels and you'll see how easy it is with just a small bit of forethought.
I have two controllers because it was easier than making dense cable at the time. I'm not sure something like what you described is even intended though, as the controller is a multiblock and if you never have to use more than one that whole mechanic is kind of pointless. If a setup like you describe requires only one, than in what scenario would you ever have a 2x2 or larger controller?
I certainly could save power through a lot of different ways using other mods, but to that effect I could essentially remove AE2 and accomplish much of the same, a bunch of barrels, broadcast pipes, request pipes, crafting pipes, I don't really want to. I'd rather keep as much as possible "AE2" because I like how it works more, I would rather use import buses than pipes.
I mean thanks for the tips, but like I mentioned I have some big solars now feeding close to 1000 RF per tick into my system so I can expand my network like crazy. It was just early on with basic dynamos and Vibration Chambers that I was struggling with and providing feedback for.
Algorithm did the same overloaded super controller in his video showcasing P2P tunnels, so I'd venture to guess it is intended. Right now manufacturing is slow though since I only have one processing line. I'd need to add controllers to add more processing or to add more storage (only using two ME Drives atm)
- Buggi -
My Humble YouTube Channel
https://www.youtube.com/c/FlexibleGames
Featuring in-depth and technical gameplay with games like Minecraft, Factorio, and others.
It does, hold shift.
- Buggi -
My Humble YouTube Channel
https://www.youtube.com/c/FlexibleGames
Featuring in-depth and technical gameplay with games like Minecraft, Factorio, and others.
The problem is with OpenBlocks. Maybe the jar is corrupted, try re-downloading it.
Looks like your using a 1.6 mod with 1.7 - 1.7 builds for open blocks are here
Due to extenuating circumstances, the map requires a reset, but the catch is that many players have me storage drives, and I do not want their items lost, due to the metadata being deleted and the storage drives being kept, but having no items in them. It is not an option to store the items elsewhere than the drives, it would use too many chests. However, I can require all players to confine their storage drives to a select set of chunks or regions for the reset, if the metadata for the storage cubes were connected to the region file.
What I'm asking is this really:
Where is the metadata for the storage cubes kept? I would like to be able to take the saved files from the old map, and transfer them into the new world map, without losing the items in the storage cubes. If you can give me a file path to the files that contain the metadata, I would appreciate it. I can give more information needed, in case I didn't ask the right questions.
Thanks in advance.
Its all just stored in the items and world, theres no thing special. Just make sure all your configs match.
Wrong forum, this is the Applied Energistics 2 thread, not the IndustrialCraft 2 forum.
plug a mekanism power cable into a http://ae2.ae-mod.info/Energy-Acceptor/
they dont even connect for me :/