Was wondering if you might add two new options to patterns to make them support ore dictionary a bit friendlier.
Fuzzy Input and Fuzzy Output
A pattern could then have either, neither, or both toggled and allow the AE network to know that, for instance, ANY wood can be sent to the Saw Mill attached to the Interface and will return six planks (or a sawdust, since patterns can't have multiple output [yet? pls and ty? :D]), or that any plank is allowed to be used to make sticks (so tired of the assembler telling me it's out of oak for stick making when I have 20k of spruce sitting there
Anyway, just a thought to get around the current limitations.
Oh, and TE conduit support would be nice on the Interface and I/O Buses too
Begging for FMP support might be a stretch though, I know that's a pretty hefty rewrite for a mod this size.
Was wondering if you might add two new options to patterns to make them support ore dictionary a bit friendlier.
Fuzzy Input and Fuzzy Output
A pattern could then have either, neither, or both toggled and allow the AE network to know that, for instance, ANY wood can be sent to the Saw Mill attached to the Interface and will return six planks (or a sawdust, since patterns can't have multiple output [yet? pls and ty? :D]), or that any plank is allowed to be used to make sticks (so tired of the assembler telling me it's out of oak for stick making when I have 20k of spruce sitting there
Anyway, just a thought to get around the current limitations.
Oh, and TE conduit support would be nice on the Interface and I/O Buses too
Begging for FMP support might be a stretch though, I know that's a pretty hefty rewrite for a mod this size.
I'm planning on re-doing the entire crafting system in the near future. so its probably gonna change a decent amount.
Theres an API limitation that prevents me from using he conduites at the moment i'll have to talk to the TE folks about that if I ever want to support them.
FMP support is already done and added to AE2, and will be available in 1.7.
I would really like to replace the facades with the ability to be used with Forge Microblocks (covers). The facades are annoying to make, and don't support all block types. I use a lot of mods that tend to add various block gen to the world (marble, basalt, etc). And I can't make facades out of these, which causes problems when trying to make everything play nice together.
As far as I can tell, the saw from the microblocks mod can cut any block into the smaller components, so it seems to be far more compatible.
Either that, or somehow allow facades to be made out of ANY material, not just the preset ones.
Is there a way to tell my AE system to keep one chest filled with specified items ? What I wanna do is keep one diamond chest filled with a stack of items that take time to craft (such as steel, redstone energy conduit, etc.) so I always have them handy.
Is there a way to tell my AE system to keep one chest filled with specified items ? What I wanna do is keep one diamond chest filled with a stack of items that take time to craft (such as steel, redstone energy conduit, etc.) so I always have them handy.
will AE2 have computercraft integration? And in what level? There is by various other mods but they are verry buggy and outdated. And will there be a way to always craft up to lets say one stack of torches whitout having to do some fancy level emitter engineering?
I'm not sure at this point, from what I've heard the Open Perif mod supported things decently.
Hi there. I wanted to suggest a feature that I didn't see on your list here http://ae-mod.info/Requested-Features/ I would really like to replace the facades with the ability to be used with Forge Microblocks (covers). The facades are annoying to make, and don't support all block types. I use a lot of mods that tend to add various block gen to the world (marble, basalt, etc). And I can't make facades out of these, which causes problems when trying to make everything play nice together. As far as I can tell, the saw from the microblocks mod can cut any block into the smaller components, so it seems to be far more compatible. Either that, or somehow allow facades to be made out of ANY material, not just the preset ones. Thanks!
Not two posts above yours I said: FMP support is already done and added to AE2, and will be available in 1.7.
Also AE2's facades auto detect and add facades for nearly every block. FMP By default doesn't support every block, I think theres a mod that does that tho.
Will you be adding a keep set amount option for export busses so you can keep a specific amount of items in a external inventory? MFR bio fuel reactor for example.
And perhaps a keep set amount crafted system as well.
Will you be adding a keep set amount option for export busses so you can keep a specific amount of items in a external inventory? MFR bio fuel reactor for example.
And perhaps a keep set amount crafted system as well.
Will you be adding a keep set amount option for export busses so you can keep a specific amount of items in a external inventory? MFR bio fuel reactor for example. And perhaps a keep set amount crafted system as well.
You can already do this with a subnetwork,and I plan to keep that that way.
Not two posts above yours I said: FMP support is already done and added to AE2, and will be available in 1.7.
Also AE2's facades auto detect and add facades for nearly every block. FMP By default doesn't support every block, I think theres a mod that does that tho.
Apologies then. I did read the posts, but I'm not an expert on all the mods and their devs, so I didn't know that FMP = forge's microblocks. I was told I could put suggestions here, I didn't see it on the official list, so I thought I'd add it. Didn't mean to offend.
Apologies then. I did read the posts, but I'm not an expert on all the mods and their devs, so I didn't know that FMP = forge's microblocks. I was told I could put suggestions here, I didn't see it on the official list, so I thought I'd add it. Didn't mean to offend.
If I came across harsh I'm sorry; I just get A LOT of requests for FMP, at least like 5 a day... and its kinda wearing on me now that I've already announced it was implemented for a while.
You can already do this with a subnetwork,and I plan to keep that that way.
I doubt if you care, but some of us have aging brains (or simple minds) and are confounded by the whole subnetworks thing and therefore never use them. It's too complicated for me. This very fact here is the reason I almost refused to use AE in my current setup. Adding a bus that keeps a certain number of a certain item stocked is totally up to you of course. This might be part of why you keep getting asked for it.
I doubt if you care, but some of us have aging brains (or simple minds) and are confounded by the whole subnetworks thing and therefore never use them. It's too complicated for me. This very fact here is the reason I almost refused to use AE in my current setup. Adding a bus that keeps a certain number of a certain item stocked is totally up to you of course. This might be part of why you keep getting asked for it.
I'm not sure why people thing they are complicated : / they are just a small network designed to do a single job with a few part that get powered by the main network.
The most basic supplier network is an interface, a storage bus, and a level emitter ( + a controller cause its a network ) with a power relay to power it.
the level emitter acts on the storage bus, and outputs redstone based how many items are stored in the destination. to control the export bus which dumps items into the interface to get stored.
the idea of having a magic block to do this for me sounds cheaty. cause its just a simple machine built of of the components that AE already offers.
and in AE2 I've made them easier by removing the need for controllers on smaller networks.
When I get home again later tonight I'll try setting up one of the basic uses I had for this. (which I've since found another way around) Maybe if I can catch onto one use of it everything will fall magically into place and it will cease to baffle me.
I'm not sure why people thing they are complicated : / they are just a small network designed to do a single job with a few part that get powered by the main network.
The most basic supplier network is an interface, a storage bus, and a level emitter ( + a controller cause its a network ) with a power relay to power it.
the idea of having a magic block to do this for me sounds cheaty. cause its just a simple machine built of of the components that AE already offers.
Simple? That is not simple. Not if you want to keep a relatively large quantity of items cooked up. That simple system gets real big real complex fast. The simplest system I know Just a interface and export buss hooked to a buffer block from another mod is still tedious to set up. One of the big up sides of this mod is being able to compress these big complex systems into one small simple system.
That's why I have never even seen anyone try to use the sub-networks. I don't think most people have any idea what they are used for. Most simply use normal pipes and other systems where you might think the sub-network might fit.
I know I never used them. Or even though that they could be used in such a manner.
I know I wouldn't want to try dealing with that snakes nest of wires. I like the system because it can be used to make clean, simple, efficient designs. And when I make them they look beautiful. But with subnets? It's practically like building the AE system from scratch every time. Building it once is a achievement after a few times shear tedium.
And if you think about it if you were building this system in real life having a set limiter built into it would be one of the things you would do.
If you don't mind the suggestion I've seen people build absolutely huge autocrafters. With more pages that they could ever use. Why not have the autocraft blocks as a new inner block. With each one allowing the autocrafting to set amounts of 1, 3, or 9 items or all three with a tier system. That would take the magic out of it.
A separate suggestion. Having a button in the Pattern encoder that will auto place the pattern into the autocrafter and a setting that will auto craft black pattern.
Oh and sorry for the slightly ranty post. But it's bin on my mine for a while.
Edit: If you don't want to make any of those changes then could you include a single slot chest. We could make do with that.
Are you still doing any bugfixes on 1.6.4's version of AE? I have no plans to move to 1.7.x/1.8.x until Forge is more stable (they haven't even done any real work on fluids yet) and more mods are up-to-date. But I also realize that maintaining two code bases can be a pain in the backside too.
It's just rather annoying that the Assembler just refuses to function at random... it'll be plugging along and then suddenly decide to dump the job, or will refuse to accept jobs in the first place. To fix it I had to remove blocks from the assembler, wait a few seconds, then rebuild the assembler and reattach it to the network :\
Fuzzy Input and Fuzzy Output
A pattern could then have either, neither, or both toggled and allow the AE network to know that, for instance, ANY wood can be sent to the Saw Mill attached to the Interface and will return six planks (or a sawdust, since patterns can't have multiple output [yet? pls and ty? :D]), or that any plank is allowed to be used to make sticks (so tired of the assembler telling me it's out of oak for stick making when I have 20k of spruce sitting there
Anyway, just a thought to get around the current limitations.
Oh, and TE conduit support would be nice on the Interface and I/O Buses too
Begging for FMP support might be a stretch though, I know that's a pretty hefty rewrite for a mod this size.
I'm planning on re-doing the entire crafting system in the near future. so its probably gonna change a decent amount.
Theres an API limitation that prevents me from using he conduites at the moment i'll have to talk to the TE folks about that if I ever want to support them.
FMP support is already done and added to AE2, and will be available in 1.7.
I would really like to replace the facades with the ability to be used with Forge Microblocks (covers). The facades are annoying to make, and don't support all block types. I use a lot of mods that tend to add various block gen to the world (marble, basalt, etc). And I can't make facades out of these, which causes problems when trying to make everything play nice together.
As far as I can tell, the saw from the microblocks mod can cut any block into the smaller components, so it seems to be far more compatible.
Either that, or somehow allow facades to be made out of ANY material, not just the preset ones.
Thanks!
Is there a way to tell my AE system to keep one chest filled with specified items ? What I wanna do is keep one diamond chest filled with a stack of items that take time to craft (such as steel, redstone energy conduit, etc.) so I always have them handy.
And thanks !
You can use a subnetwork to do that: http://ae-mod.info/Subnetworks/Supplier/
Wow, looks complicated, I'm gonna see if I can replicate it. Thank you !
I'm not sure at this point, from what I've heard the Open Perif mod supported things decently.
Not two posts above yours I said: FMP support is already done and added to AE2, and will be available in 1.7.
Also AE2's facades auto detect and add facades for nearly every block. FMP By default doesn't support every block, I think theres a mod that does that tho.
And perhaps a keep set amount crafted system as well.
You can just use a subnetwork to do all of that: http://ae-mod.info/Subnetworks/Supplier/
Damn, it's gonna be such a pain to reconfigure the crapton of patterns (or something new) I have in my base D;
Or will there be an easier way?
You can already do this with a subnetwork,and I plan to keep that that way.
well AE2 is not compatible with AE1 so that probably poses a larger problem. I re-wrote the whole mod from scratch basically.
Apologies then. I did read the posts, but I'm not an expert on all the mods and their devs, so I didn't know that FMP = forge's microblocks. I was told I could put suggestions here, I didn't see it on the official list, so I thought I'd add it. Didn't mean to offend.
If I came across harsh I'm sorry; I just get A LOT of requests for FMP, at least like 5 a day... and its kinda wearing on me now that I've already announced it was implemented for a while.
I doubt if you care, but some of us have aging brains (or simple minds) and are confounded by the whole subnetworks thing and therefore never use them. It's too complicated for me. This very fact here is the reason I almost refused to use AE in my current setup. Adding a bus that keeps a certain number of a certain item stocked is totally up to you of course. This might be part of why you keep getting asked for it.
I'm not sure why people thing they are complicated : / they are just a small network designed to do a single job with a few part that get powered by the main network.
The most basic supplier network is an interface, a storage bus, and a level emitter ( + a controller cause its a network ) with a power relay to power it.
the level emitter acts on the storage bus, and outputs redstone based how many items are stored in the destination. to control the export bus which dumps items into the interface to get stored.
the idea of having a magic block to do this for me sounds cheaty. cause its just a simple machine built of of the components that AE already offers.
and in AE2 I've made them easier by removing the need for controllers on smaller networks.
Simple? That is not simple. Not if you want to keep a relatively large quantity of items cooked up. That simple system gets real big real complex fast. The simplest system I know Just a interface and export buss hooked to a buffer block from another mod is still tedious to set up. One of the big up sides of this mod is being able to compress these big complex systems into one small simple system.
That's why I have never even seen anyone try to use the sub-networks. I don't think most people have any idea what they are used for. Most simply use normal pipes and other systems where you might think the sub-network might fit.
I know I never used them. Or even though that they could be used in such a manner.
I know I wouldn't want to try dealing with that snakes nest of wires. I like the system because it can be used to make clean, simple, efficient designs. And when I make them they look beautiful. But with subnets? It's practically like building the AE system from scratch every time. Building it once is a achievement after a few times shear tedium.
And if you think about it if you were building this system in real life having a set limiter built into it would be one of the things you would do.
If you don't mind the suggestion I've seen people build absolutely huge autocrafters. With more pages that they could ever use. Why not have the autocraft blocks as a new inner block. With each one allowing the autocrafting to set amounts of 1, 3, or 9 items or all three with a tier system. That would take the magic out of it.
A separate suggestion. Having a button in the Pattern encoder that will auto place the pattern into the autocrafter and a setting that will auto craft black pattern.
Oh and sorry for the slightly ranty post. But it's bin on my mine for a while.
Edit: If you don't want to make any of those changes then could you include a single slot chest. We could make do with that.
It's just rather annoying that the Assembler just refuses to function at random... it'll be plugging along and then suddenly decide to dump the job, or will refuse to accept jobs in the first place. To fix it I had to remove blocks from the assembler, wait a few seconds, then rebuild the assembler and reattach it to the network :\