I was going to report a bug on the AE tracker, but Algorithm's gone and disabled creation of new reports until he's back from vacation (which I wasn't aware of). If anyone's wondering, the bug can be viewed here: http://bt.industrial-craft.net/view.php?id=661 (Hint: It's the same bug that Dire found in his FC2 series when trying to automate his reactors that apparently hasn't been fixed yet)
I realize that Algorithm may very well fix this when he comes back (assuming the fault lies on AE's side), but I decided to play it safe and report the bug on both sides of the "fence."
is there any way to disable the "default" crafting recipies (craft with knife and smelt) for the basic and advanced processors. i would like to force the usage of buildcraft assembly tables to obtain them (server balance reasons).
Take a look inside the config file for AE (open it with something like Notepad++, Notepad tends to mess with configs), the flag should be "enableBCtoMEChipRecipe" which, in your case, should be flipped to true; look for the section of the config that says "bcintegration"
I was going to report a bug on the AE tracker, but Algorithm's gone and disabled creation of new reports until he's back from vacation (which I wasn't aware of). If anyone's wondering, the bug can be viewed here: http://bt.industrial-craft.net/view.php?id=661 (Hint: It's the same bug that Dire found in his FC2 series when trying to automate his reactors that apparently hasn't been fixed yet) I realize that Algorithm may very well fix this when he comes back (assuming the fault lies on AE's side), but I decided to play it safe and report the bug on both sides of the "fence."
I checked it out, looks like its on the IC2 side, the reactor says the stacking limit is 64, and the stacking limit for fuel rods is also 64, AE is just following IC2's instructions.
is there any way to disable the "default" crafting recipies (craft with knife and smelt) for the basic and advanced processors. i would like to force the usage of buildcraft assembly tables to obtain them (server balance reasons).
http://ae-mod.info/Config-Options/ - describes the different options, the simplest option is probably B:useBuildcraftChips which uses BC's chips instead, there currently is no option to merely disable the cutting knife recipe, tho I'll probobly be adding one.
I believe you didn't use the vanilla crafting handler... if I am correct might I ask why not? I am curious because the stone from underground biomes works as a vanilla stone replacement with most other recipes but not yours. This is one of my favourite mods and I both greatly appreciate the work spent on it as well as wish you good luck in the future!
This has nothing to do with the vanilla crafting handler, it has to do with ore dictionary values, I was un-aware there was even a ore dictionary value for cobblestone. I'll need to see what other new ore dictionary values were added recently.
I have automated creating 64K mems and I just have a cutting knife and the recipe for making the cutting knife in the system. So, whenever the old knife goes away and it needs a new one, the system makes it. Question though: is there a distance limit on ME Cable? In other words, if I had a mind to, could I have ME cabling linking an access terminal to my ME network thousands of blocks away? By the way, I love the Quantum Network Bridge. My issue is how expensive it is to make and the fact that you have to create a new bridge to link a new location. Can we get a "Quantum Network Link Node" which would let us store the Singularities and still be linked to the Bridges out in the wild? This could consume power based on the number of singularities stored and should be a multi-block construction like the Assembler. It would be the top-top-top-tier end-game construction item since it would be the ultimate for linking the Nether, the End, Twilight Forest and all those other pre-made diminsions ... not to mention Mystcraft ages for various mining and hunting expeditions.
I don't really see a point in this, I have no plans on making anything wireless related cheaper its some of the most OP stuff around, and its expensive for a reason.
I checked it out, looks like its on the IC2 side, the reactor says the stacking limit is 64, and the stacking limit for fuel rods is also 64, AE is just following IC2's instructions.
Huh, well, if it's of any worth mentioning, on the bug report I submitted on the IC2 bugtracker, someone mentioned that they think one of the IC2 devs mentioned that this was, in part, a Forge bug, so it can't be all IC2's fault. In light of this, I'm going to trawl back through the Forge changes and see if this has been fixed at any point since Forge v9.11.0.884.
Huh, well, if it's of any worth mentioning, on the bug report I submitted on the IC2 bugtracker, someone mentioned that they think one of the IC2 devs mentioned that this was, in part, a Forge bug, so it can't be all IC2's fault. In light of this, I'm going to trawl back through the Forge changes and see if this has been fixed at any point since Forge v9.11.0.884.
I don't see why forge would be involved the inventory has a stack size, and in the reactors case it returns 64, the item also has a stack size ( 64 ) I would think that making the inventory have a stack limit of 1 would solve the issue, plus you can easily get the shift clicking behavior to fall in line, I do so with the wireless access points, as the WAP's them selves have a different stacking limit then the normal 64 items per stack for boosters.
At least for now I just say its probably still being worked on.
I don't see why forge would be involved the inventory has a stack size, and in the reactors case it returns 64, the item also has a stack size ( 64 ) I would think that making the inventory have a stack limit of 1 would solve the issue, plus you can easily get the shift clicking behavior to fall in line, I do so with the wireless access points, as the WAP's them selves have a different stacking limit then the normal 64 items per stack for boosters.
At least for now I just say its probably still being worked on.
Well, I guess, it should be mentioned that this seems to be a bug in IC2's experimental branch, so I'll head over there and bring up these points unless you end up talking with Player or one of the other IC2 devs before they notice my topic on their forums. Thanks for clearing all of this up.
Well, I guess, it should be mentioned that this seems to be a bug in IC2's experimental branch, so I'll head over there and bring up these points unless you end up talking with Player or one of the other IC2 devs before they notice my topic on their forums. Thanks for clearing all of this up.
It's been fixed in the latest IC2
Rollback Post to RevisionRollBack
Give a man a fish, and he'll be fed for a day.
Give a man a puffer fish, and he'll be fed for the rest of his life.
I'll have a look shortly. Thanks for the heads up.
----------------------------------------------------------------
A question for the fine people (and/or Algorithm himself) here that are no doubt a heck of a lot better with AE than I am: Is it possible, following the same principles as for creating a subnet off of a main network, to create a subnet off of a subnet off of a main network? For those of you who would say something along the lines of "try it yourself," I'm not at my usual comp right now, so... no. However, if I get confirmation that it is possible, I will begin testing when I get access to my main comp again.
I'll have a look shortly. Thanks for the heads up.
----------------------------------------------------------------
A question for the fine people (and/or Algorithm himself) here that are no doubt a heck of a lot better with AE than I am: Is it possible, following the same principles as for creating a subnet off of a main network, to create a subnet off of a subnet off of a main network? For those of you who would say something along the lines of "try it yourself," I'm not at my usual comp right now, so... no. However, if I get confirmation that it is possible, I will begin testing when I get access to my main comp again.
Yes, subnets can function recursively, you can even loop them, you can do some pretty awesome stuff with them and get pretty creative.
Yes, subnets can function recursively, you can even loop them, you can do some pretty awesome stuff with them and get pretty creative.
0__0 *slightly evil cackle* Ohhh, this'll be fun. Also, relevant, if there isn't a name for sub-subnets, I think I have one: "grandchild networks." Came up with it while I was brainstorming the components I'd need for a compact IC2 reactor control network. If there is already another name, I say screw dat! I'm sticking with what I came up with! xD
By the way, I love the Quantum Network Bridge. My issue is how expensive it is to make and the fact that you have to create a new bridge to link a new location.
Can we get a "Quantum Network Link Node" which would let us store the Singularities and still be linked to the Bridges out in the wild? This could consume power based on the number of singularities stored and should be a multi-block construction like the Assembler. It would be the top-top-top-tier end-game construction item since it would be the ultimate for linking the Nether, the End, Twilight Forest and all those other pre-made diminsions ... not to mention Mystcraft ages for various mining and hunting expeditions.
Just thought to chime in here. I, myself, agree with Algorithm in that wireless anything is, quite possibly, some of the most OP stuff around and the building costs should be appropriate. Also, I like the fact that you HAVE to build a new pair QNB every time you want to link two locations together, it forces you to really consider whether or not you actually need this monster there taking up energy and space (I know, a 3x1x3 structure takes up soo much space).
Also, my two cents on the "Quantum Network Link Node" you suggested, I can see the point you're trying to make; a late-game multi-block device designed to be placed so that it is DIRECTLY connected to the QNB structure and can be used to link that one bridge together with multiple other networks creating a spider web-like network schematic with the Node at the center of it all. An example: The QNB equipped with the Node is connected to a central network and through the Node, it communicates with the far off networks, sending back and forth commands, items and requests. In this sense, you could potentially use this central node to allow for two far-flung networks to communicate with each other by relaying it's requests through the QNB and the central network and potentially allowing to save on the cost of several bridges (Following this web-like model, three networks without the Node would require four Bridges to be built, whereas, with the Node, it would only require three QNBs to be built, saving you a "pretty penny" on resources you can devote elsewhere). However, with a little extra work and another mod or two, it is entirely possible to store the Singularities and, using something like Computercraft Turtles or Buildcraft Pipes, automate their extraction and insertion to/from the Bridge's Link Chamber. I, personally, had a CC set-up like this that was very efficient, I'll see if I can find the world again and I'll look into making a video how-to on it; if he wants, Algorithm is free to add it to the wiki and/or the main post here once it's done.
However, I have a...slightly different idea for "Quantum Network Link Node," which, I don't know if it is already in the cards or not, would require a, what I think to be, a sizable rewrite to the Bridge system. What I was thinking that, even though the bridges act upon "quantum mechanics," in a single dimension (overworld or otherwise) they would have a defined, non-upgradable range as to how far they can connect to another Bridge (say...256 blocks given the cost, or adjustable in the config), requiring one or more interim Bridges to be constructed as relays, similar to the relay system used in the TV show Star Gate to connect two far off Gates that are in different galaxies. Bridges, because of this concept, would be able to have their mode toggled in their GUI between "Standard Mode" and "Relay Mode," Standard Mode would have the Bridge act just as it always has, whereas Relay Mode would open open up an additional slot for another Singularity so that the Bridge can become bi-directional in this regard. These Relay Bridges (I'm sorely tempted to start calling them Gates) would still have the exact same requirements as any other Bridge, power. All the while keeping recipes the same as I think that they're fair considering their potential.
But what about cross-dimensionally? Well, while I was wracking my brain to figure out a decent way this can be done and not be abused in some way, I came up with the rather poorly thought out notion of simply increasing the power requirement if the Bridge is acting across dimensions.
Unfortunately, that's the extent of my thought process right now in regards to this. Everyone and Algorithm, of course, feel free to start picking a part this suggestion, I'm rather excited to see what someone can think of from this.
Actually, I do have a couple more, rather small, suggestions:
1) Macros - A way to link multiple different crafting jobs together so that they execute simultaneously, for example, creating a macro for the creation of the parts to construct a Quantum Link Bridge, the eight Field Rings and the Link Chamber
2) Instruction Booklet - Over the past little while, I've noticed that several mods that bring "complicated" mechanics to the virtual table add a book item that works similarly to the vanilla Written Book in that it can be read and looked through (a la GregTech) and contains, at the very least, generalized instructions on how to use these mechanics properly. While I do realize that we have the wiki, it is a bit of a pain to continuously Alt-Tab to it while playing the game. As for how this book can be obtained, I was thinking either have it craftable with a book and some "easy-to-get" item from this mod, or have it as fairly common dungeon/stronghold treasure (I know Forge has a hook into the dungeon/stronghold treasure chest gen system and a way to tweak the rarity values).
Thanks all for reading me "rant." And sorry for the wall-o'-text.
First a minor update, based on what i'm hearing AE should already be 1.6.4 compatible without any issues, so I'm not going to do another rv13 release unless theres a known compatibility issue.
Actually, I do have a couple more, rather small, suggestions:
1) Macros - A way to link multiple different crafting jobs together so that they execute simultaneously, for example, creating a macro for the creation of the parts to construct a Quantum Link Bridge, the eight Field Rings and the Link Chamber
2) Instruction Booklet - Over the past little while, I've noticed that several mods that bring "complicated" mechanics to the virtual table add a book item that works similarly to the vanilla Written Book in that it can be read and looked through (a la GregTech) and contains, at the very least, generalized instructions on how to use these mechanics properly. While I do realize that we have the wiki, it is a bit of a pain to continuously Alt-Tab to it while playing the game. As for how this book can be obtained, I was thinking either have it craftable with a book and some "easy-to-get" item from this mod, or have it as fairly common dungeon/stronghold treasure (I know Forge has a hook into the dungeon/stronghold treasure chest gen system and a way to tweak the rarity values).
Thanks all for reading me "rant." And sorry for the wall-o'-text.
1. I don't particularly see a great use for this, and there's not really a great way to tie it together regardless.
2. I've been considering doing some in game documentation, and maybe even some lore for things, but not sure how that will go. The wiki tends to be the best source of info regardless as it has a lot more space and can be navigated easier.
As for modifying the bridges, Originally I had considering don't separate transport system, for short vs long, vs inter dimensional, it just seemed convoluted to me, plus I didn't like the way it felt, I find that the single solution for all of them just tends to work better, yes its extremely expensive and I fully intend it to be so, I never wanted people to use these so they don't have to run cable across a room, and I definitely want to make people consider the cost/benefit ratio of their choices.
First: Thank you for realizing that wireless has the potential for serious OPness.
Second: Can you explain how to use UE to provide power here? I don't want Ic2 or BC. I can't find anything on the UE website about providing power (all I can find are the mods that use UE -- and you aren't even listed there). I don't have the slightest idea on how to get started, and don't even know what questions to ask who. Help?
Third: From what I understand of this mod, it basically has three features (please tell me if I'm missing anything):
1. Alternative iron-level tools, slightly easier to get, non-enchantable.
2. Alternative to a gigantic storage room of chests, using a few blocks, a power source, and something to select from the stuff stored. (Err ... not quite clear on that -- how do you examine what's in the network, and select what you want out of the network, easier than an organized room of chests?)
3. Automatic crafting.
And then for high-end stuff
4. Remote (up to 32 blocks distance) removal of stuff out of the network (not that excessively OP, makes working on your base easier),
5. Remote arbitrary distance addition/removal using some expensive, time consuming, late-game items (can cross dimensions; can negate all inventory limits; potentially very OP).
Have I missed anything in here? Does this mod do more than just "no more storage room and sorting systems"?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
2. Alternative to a gigantic storage room of chests, using a few blocks, a power source, and something to select from the stuff stored. (Err ... not quite clear on that -- how do you examine what's in the network, and select what you want out of the network, easier than an organized room of chests?)
Just attach an ME Access Terminal to your network. It'll allow you to see what's stored in the network and pull said item out of the network a stack at a time. If you want to pull items out of the network automatically, you'll be wanting an ME Interface (out to pipes) or ME Export Bus (to inventories/machines) that you've programmed to export that item(s).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
What I mean is, how do you use UE to generate power? I checked the UE web site and could not figure out anything about how to make a power source.
This question would, perhaps, be best directed to the UE forums themselves. That said, if all you've installed is Universal Electricity, and not one of the others (such as Mekanism), then you really don't have anything to produce power (or use it).
can we ask dev stuff here?
I was playing with the rv14 - great additons.
but what does the P2P-Tunnel and the Spacial-Things do?
1. I figured out how to set the Tunnel to redstone and power mode, but what should it do?
2. What are the Spacial Pylons and the IO-Port for?
It looks so exciting and mysterious. But I have no clue how to use them. 0_o
The Tunnels allow you are configured with the memory card, you shift click it on the Input, then click it on the outputs, and it sends stuff from the input to the outputs.
What I mean is, how do you use UE to generate power? I checked the UE web site and could not figure out anything about how to make a power source.
Can you clarify what you mean by logistics and automation? (I saw automatic crafting from parts in the network)
You should probably look into the UE mods, I don't really play with any of them.
as for logistics, I mean managing managing machines, managing storage handling overflows and triggering auto crafting. turning things on and off depending on requirements. and more.
I realize that Algorithm may very well fix this when he comes back (assuming the fault lies on AE's side), but I decided to play it safe and report the bug on both sides of the "fence."
Take a look inside the config file for AE (open it with something like Notepad++, Notepad tends to mess with configs), the flag should be "enableBCtoMEChipRecipe" which, in your case, should be flipped to true; look for the section of the config that says "bcintegration"
I checked it out, looks like its on the IC2 side, the reactor says the stacking limit is 64, and the stacking limit for fuel rods is also 64, AE is just following IC2's instructions.
http://ae-mod.info/Config-Options/ - describes the different options, the simplest option is probably B:useBuildcraftChips which uses BC's chips instead, there currently is no option to merely disable the cutting knife recipe, tho I'll probobly be adding one.
Sounds like an ID Conflict to me, I just started up an instance with Metallurgy and AE just fine, no issues.
This has nothing to do with the vanilla crafting handler, it has to do with ore dictionary values, I was un-aware there was even a ore dictionary value for cobblestone. I'll need to see what other new ore dictionary values were added recently.
I don't really see a point in this, I have no plans on making anything wireless related cheaper its some of the most OP stuff around, and its expensive for a reason.
Huh, well, if it's of any worth mentioning, on the bug report I submitted on the IC2 bugtracker, someone mentioned that they think one of the IC2 devs mentioned that this was, in part, a Forge bug, so it can't be all IC2's fault. In light of this, I'm going to trawl back through the Forge changes and see if this has been fixed at any point since Forge v9.11.0.884.
I don't see why forge would be involved the inventory has a stack size, and in the reactors case it returns 64, the item also has a stack size ( 64 ) I would think that making the inventory have a stack limit of 1 would solve the issue, plus you can easily get the shift clicking behavior to fall in line, I do so with the wireless access points, as the WAP's them selves have a different stacking limit then the normal 64 items per stack for boosters.
At least for now I just say its probably still being worked on.
Well, I guess, it should be mentioned that this seems to be a bug in IC2's experimental branch, so I'll head over there and bring up these points unless you end up talking with Player or one of the other IC2 devs before they notice my topic on their forums. Thanks for clearing all of this up.
It's been fixed in the latest IC2
Give a man a fish, and he'll be fed for a day.
I'll have a look shortly. Thanks for the heads up.
----------------------------------------------------------------
A question for the fine people (and/or Algorithm himself) here that are no doubt a heck of a lot better with AE than I am: Is it possible, following the same principles as for creating a subnet off of a main network, to create a subnet off of a subnet off of a main network? For those of you who would say something along the lines of "try it yourself," I'm not at my usual comp right now, so... no. However, if I get confirmation that it is possible, I will begin testing when I get access to my main comp again.
Yes, subnets can function recursively, you can even loop them, you can do some pretty awesome stuff with them and get pretty creative.
One of the beauties of such a 'capable' and well thought out network system as you have here with AE.
0__0 *slightly evil cackle* Ohhh, this'll be fun. Also, relevant, if there isn't a name for sub-subnets, I think I have one: "grandchild networks." Came up with it while I was brainstorming the components I'd need for a compact IC2 reactor control network. If there is already another name, I say screw dat! I'm sticking with what I came up with! xD
Just thought to chime in here. I, myself, agree with Algorithm in that wireless anything is, quite possibly, some of the most OP stuff around and the building costs should be appropriate. Also, I like the fact that you HAVE to build a new pair QNB every time you want to link two locations together, it forces you to really consider whether or not you actually need this monster there taking up energy and space (I know, a 3x1x3 structure takes up soo much space).
Also, my two cents on the "Quantum Network Link Node" you suggested, I can see the point you're trying to make; a late-game multi-block device designed to be placed so that it is DIRECTLY connected to the QNB structure and can be used to link that one bridge together with multiple other networks creating a spider web-like network schematic with the Node at the center of it all. An example: The QNB equipped with the Node is connected to a central network and through the Node, it communicates with the far off networks, sending back and forth commands, items and requests. In this sense, you could potentially use this central node to allow for two far-flung networks to communicate with each other by relaying it's requests through the QNB and the central network and potentially allowing to save on the cost of several bridges (Following this web-like model, three networks without the Node would require four Bridges to be built, whereas, with the Node, it would only require three QNBs to be built, saving you a "pretty penny" on resources you can devote elsewhere). However, with a little extra work and another mod or two, it is entirely possible to store the Singularities and, using something like Computercraft Turtles or Buildcraft Pipes, automate their extraction and insertion to/from the Bridge's Link Chamber. I, personally, had a CC set-up like this that was very efficient, I'll see if I can find the world again and I'll look into making a video how-to on it; if he wants, Algorithm is free to add it to the wiki and/or the main post here once it's done.
However, I have a...slightly different idea for "Quantum Network Link Node," which, I don't know if it is already in the cards or not, would require a, what I think to be, a sizable rewrite to the Bridge system. What I was thinking that, even though the bridges act upon "quantum mechanics," in a single dimension (overworld or otherwise) they would have a defined, non-upgradable range as to how far they can connect to another Bridge (say...256 blocks given the cost, or adjustable in the config), requiring one or more interim Bridges to be constructed as relays, similar to the relay system used in the TV show Star Gate to connect two far off Gates that are in different galaxies. Bridges, because of this concept, would be able to have their mode toggled in their GUI between "Standard Mode" and "Relay Mode," Standard Mode would have the Bridge act just as it always has, whereas Relay Mode would open open up an additional slot for another Singularity so that the Bridge can become bi-directional in this regard. These Relay Bridges (I'm sorely tempted to start calling them Gates) would still have the exact same requirements as any other Bridge, power. All the while keeping recipes the same as I think that they're fair considering their potential.
But what about cross-dimensionally? Well, while I was wracking my brain to figure out a decent way this can be done and not be abused in some way, I came up with the rather poorly thought out notion of simply increasing the power requirement if the Bridge is acting across dimensions.
Unfortunately, that's the extent of my thought process right now in regards to this. Everyone and Algorithm, of course, feel free to start picking a part this suggestion, I'm rather excited to see what someone can think of from this.
Actually, I do have a couple more, rather small, suggestions:
1) Macros - A way to link multiple different crafting jobs together so that they execute simultaneously, for example, creating a macro for the creation of the parts to construct a Quantum Link Bridge, the eight Field Rings and the Link Chamber
2) Instruction Booklet - Over the past little while, I've noticed that several mods that bring "complicated" mechanics to the virtual table add a book item that works similarly to the vanilla Written Book in that it can be read and looked through (a la GregTech) and contains, at the very least, generalized instructions on how to use these mechanics properly. While I do realize that we have the wiki, it is a bit of a pain to continuously Alt-Tab to it while playing the game. As for how this book can be obtained, I was thinking either have it craftable with a book and some "easy-to-get" item from this mod, or have it as fairly common dungeon/stronghold treasure (I know Forge has a hook into the dungeon/stronghold treasure chest gen system and a way to tweak the rarity values).
Thanks all for reading me "rant." And sorry for the wall-o'-text.
1. I don't particularly see a great use for this, and there's not really a great way to tie it together regardless.
2. I've been considering doing some in game documentation, and maybe even some lore for things, but not sure how that will go. The wiki tends to be the best source of info regardless as it has a lot more space and can be navigated easier.
As for modifying the bridges, Originally I had considering don't separate transport system, for short vs long, vs inter dimensional, it just seemed convoluted to me, plus I didn't like the way it felt, I find that the single solution for all of them just tends to work better, yes its extremely expensive and I fully intend it to be so, I never wanted people to use these so they don't have to run cable across a room, and I definitely want to make people consider the cost/benefit ratio of their choices.
Second: Can you explain how to use UE to provide power here? I don't want Ic2 or BC. I can't find anything on the UE website about providing power (all I can find are the mods that use UE -- and you aren't even listed there). I don't have the slightest idea on how to get started, and don't even know what questions to ask who. Help?
Third: From what I understand of this mod, it basically has three features (please tell me if I'm missing anything):
1. Alternative iron-level tools, slightly easier to get, non-enchantable.
2. Alternative to a gigantic storage room of chests, using a few blocks, a power source, and something to select from the stuff stored. (Err ... not quite clear on that -- how do you examine what's in the network, and select what you want out of the network, easier than an organized room of chests?)
3. Automatic crafting.
And then for high-end stuff
4. Remote (up to 32 blocks distance) removal of stuff out of the network (not that excessively OP, makes working on your base easier),
5. Remote arbitrary distance addition/removal using some expensive, time consuming, late-game items (can cross dimensions; can negate all inventory limits; potentially very OP).
Have I missed anything in here? Does this mod do more than just "no more storage room and sorting systems"?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Just attach an ME Access Terminal to your network. It'll allow you to see what's stored in the network and pull said item out of the network a stack at a time. If you want to pull items out of the network automatically, you'll be wanting an ME Interface (out to pipes) or ME Export Bus (to inventories/machines) that you've programmed to export that item(s).
AE Fully supports UE Power.
as for what AE can do,
can we ask dev stuff here?
I was playing with the rv14 - great additons.
but what does the P2P-Tunnel and the Spacial-Things do?
1. I figured out how to set the Tunnel to redstone and power mode, but what should it do?
2. What are the Spacial Pylons and the IO-Port for?
It looks so exciting and mysterious. But I have no clue how to use them. 0_o
What I mean is, how do you use UE to generate power? I checked the UE web site and could not figure out anything about how to make a power source.
Can you clarify what you mean by logistics and automation? (I saw automatic crafting from parts in the network)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
This question would, perhaps, be best directed to the UE forums themselves. That said, if all you've installed is Universal Electricity, and not one of the others (such as Mekanism), then you really don't have anything to produce power (or use it).
UE is just an API by itself. You need something like Mekanism. I think it's Mekanism, anyway.
The Tunnels allow you are configured with the memory card, you shift click it on the Input, then click it on the outputs, and it sends stuff from the input to the outputs.
2. they save space - http://www.reddit.com/r/feedthebeast/comments/1nlh0g/appeng_rv14_alpha_fun_with_spacial_io_port_newbie/
You should probably look into the UE mods, I don't really play with any of them.
as for logistics, I mean managing managing machines, managing storage handling overflows and triggering auto crafting. turning things on and off depending on requirements. and more.