Can you make a Vanilla-Version of the mod, too?
Would be crazy
Great mod!
hehehe. Minefactory better than reloaded wolves. conveyor belts that require tanned hides. torque-powered harvesters and planters. hehehehe. a match made in hell (Flowerchild would give birth to a volvo at someone daring to have 'magic blocks' in his oh-so-perfect mod.)
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And is there somewhere I can look up setting up a tree farm? Ive never actually made one, Im using MFR and forestry and a slew of other mods in my own 1.5.2 pack and I need wood. But I have 0 idea where to start. Building my house but I need sakura wood and some of that darkwood from the nether and figured Id find out how to start a tree farm and see if these trees can even do it.
Nothing easier. If MFR can handle the trees, the very first post on this thread tells you exactly how to set up farming for anything under the 'plant' spoiler tag. Look at the 'harvester' and the 'planter' especially.
Yeah. I saw direwolf's first spotlight. Hrm. Seems like I need a bit to make it automated though. Since fertilizer seems like a pain. Time to see where the hell I can hide all of this next to my base, since its going to be absolutely huge... Or maybe my house can have a green house. Green houses on a temple though? hrm...
Yeah. I saw direwolf's first spotlight. Hrm. Seems like I need a bit to make it automated though. Since fertilizer seems like a pain. Time to see where the hell I can hide all of this next to my base, since its going to be absolutely huge... Or maybe my house can have a green house. Green houses on a temple though? hrm...
The fertilizer is optional, and if you dont put upgrades in the planter it is only 3x3, pretty easy to hide somewhere.
Hey there,
I had a weird thing happening today with planter/harvester/fertilizer in a 3x3 area.
Usually the machines have a sleep timer that activates during the cycle (plant the things, timer, plant the things...)
However one of my farm plot happened to completely synchronize all the tasks so that there were NO sleeping time.
The production rate or that synchronized farm was abysmally higher than the other ones.
[edit : i was able to reproduce that by synchronizing the planter and the fertiliser with redstone signal]
I believe that is working as intended. The sleep timer is not there to lessen the production of the various machines, but rather to save on processing so it is not working constantly when it is not necessary. If you are able to set up the system such that it does have work to do constantly, then the machines will work perpetually at full speed by design.
It's not as hard as you might think. you can hide the harvesters behind other structures if you like (since some of the better upgrades give them radius you may not need to take full advantage of) The default 'radius' of everything is 1, although harvesters start to one side, so you might have to do the math in your head.
for example, with no upgrades, the harvester does a 3x3 area directly in front of it.... 3 blocks forward, 1 to either side.
If you add an upgrade that gives it a radius of +6, it will do a line of blocks 15 in front of it, and 7 to each side, for a total of a 15x15 area.
The planter has the same radius, except you plop it in the MIDDLE of that field, 2 layers under the growing crop or tree base. (so, you have a layer of dirt on top of the planter)
As far as setting up conveyor belts to take seeds or saplings out to the planter from the harvester, or powering both of them, I leave that as an exercise in minecraft designing... all the tools to do both are there (Or, if you want it easier, you can use buildcraft pipes or even vanilla chest carts/loading/unloading tracks or whatever.... tons of tools available now). Figuring out how to automate everything so it runs without your input is pretty much three quarters of the fun of the game
That's actually one of the things I love about MFR.... it takes out the 'tedious' automation (and makes some automation options possible) that would require, say, ranks and ranks of frames and block breakers and vast floating machines that do simple tasks like knocking down trees, while leaving in the 'fun' automation challenges... transporting stuff around.
Most fun I've had since Minecolony stopped updating.
Yeah. Its actually working great. Granted you do not want to see what my machine house looks like. Its a mess of cables, lava and a bed and you need to fly to get anywhere. Like 11 machines powered off of one mfe and 2 geothermals powered by an endertank/3x3lava tank.
That said. What I suspected would happen did, it doesn't seem to recognize trees from other mods. It does my rubbertrees fine, but it wont do my sakura trees or darkwood. Is there anyway to manually make it recognize them as trees?
Edit: Also is there any reason to be worried about excess sludge? Does it impact anything? I know I could boil it, but I also dont wanna get poisoned.
Editedit: Also, do they use power when not doing anything? Their animations are always on but does that actually take power or only when its actively working? I just ask cause I dont have a power luxuery atm with only 1 mfe. My induction furnace is the bane of my existance now cause it saps power doing nothing.
Also is there any reason to be worried about excess sludge? Does it impact anything? I know I could boil it, but I also dont wanna get poisoned.
If you don't pump it out, after the internal storage fills up it just stops producing sludge. So no worries.
I don't believe there is any way for users to set up different blocks for the planter/harvester to recognize. I think that is something Powercrystals would have to add.
edit: No they do not consume energy unless they are doing something.
I'd be more likely to add a cheap option like the DSU has - which part is the expensive part for you?
Well, the PRCs take a diamond. I'm one of the people that likes things expensive, actually, though - the main reason I ask for a scaled back version is that the full PRC is, frankly, rather scary and mindboggling to laymen like me. It would make sense for such a model to be cheaper, is all.
Might as well bring this up, while I'm here: one of the issues i always have when setting up a PRC is figuring out the directional stuff for the inputs and outputs. Not sure if you plan to color code them or whatever, or if thats even possible since the block has a face, but its rather confusing to work with at the moment, though its not a real big thing. Maybe if you could only select directions that are currently connected or something? I dunno, I can see how that could be a pain in the ass too...
Anyone have any clue as to why this specific cable isn't reading a redstone signal?
I have tested it with other cables and it worked fine, yet this one doesn't seem to want to detect that there's a signal going to it making it VERY frustrating for me to set a overflow shut off device using AE.
Ok biomes of plenty updated and I tested to see if the apple oak saplings would work in a planter and they do not. Any chance you can update the planter to use BoP stuff?
Ok biomes of plenty updated and I tested to see if the apple oak saplings would work in a planter and they do not. Any chance you can update the planter to use BoP stuff?
Or is there a way to do it ourselves? I want my 2 trees and I cant use MFR for it. So I dunno what to do. Im at a loss. /panic
Might as well bring this up, while I'm here: one of the issues i always have when setting up a PRC is figuring out the directional stuff for the inputs and outputs. Not sure if you plan to color code them or whatever, or if thats even possible since the block has a face, but its rather confusing to work with at the moment, though its not a real big thing. Maybe if you could only select directions that are currently connected or something? I dunno, I can see how that could be a pain in the ass too...
If you have Rei's minimap you can check the direction your character is facing using that to get your bearings, but thats not really an ideal solution. Your post gave me an idea! Behold my photoshop prowess:
Anyone have any clue as to why this specific cable isn't reading a redstone signal?
I have tested it with other cables and it worked fine, yet this one doesn't seem to want to detect that there's a signal going to it making it VERY frustrating for me to set a overflow shut off device using AE.
The redstone beneath the cable, despite appearing to connect will not actually power the cable like that. Based on your picture, when the ME level emitter turns on it will indeed power the cable. Try sticking a lamp on the line and turning the emitter on to test it.
edit:I just tested, turns out it doesn't. However if you put a block between them and force the rednet cable on the other side of the block to connect, then it works!
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Alright running into a bit of a problem here. I just updated to 2.6.2 from 2.5.4. Now I was running an amazing Tree Farm to mass produce BioFuel using BuildCraft and a Planter and Pipes and logged in today after my update and my amazing farm is no longer working. Sapplings are just shooting out of the pipe and not feeding into the planter.
SO BEFORE ANYTHING!
I did a search of this thread and found that this might be related to an issue with BuildCraft relating to sidePanel. I believe it was mentioned by Power Crystals somewhere in this massive thread that this version is no longer compatible with pumping items in via the side of a machine from BC Pipes and we have to use ConveyorBelts or Applied Energistics etc (which I have both of, unfortunately i don't have RP since it isn't 1.5.1/1.5.2 so Pneumatic Tubes are out).
Now my problem. I set up a little bit of a system where items get ejected out the side of a diamond pipe onto a conveyor belt and are carried to a collector which inputs into a planter. Problem happens when the planter is full, i just lose my saplings because they have no place to go whereas with BC pipes they would just bounce back. So I am sure MFR has some way to collect those items and route them somwhere else right? Any tips?
Alright, that was a bad example since it appears it cannot read a redstone signal from redstone facing the top of it, but here's a better one.
Looks like for some reason the ME level emitter behaves oddly interacting with rednet cable, even with redstone as a buffer. I built a test setup like your top screenshot with the same result, but replacing that single segment of vanilla redstone dust with a block and forcing the adjacent rednet cable to connect causes the signal to pass through to the redstone on the far side.
Alright running into a bit of a problem here. I just updated to 2.6.2 from 2.5.4. Now I was running an amazing Tree Farm to mass produce BioFuel using BuildCraft and a Planter and Pipes and logged in today after my update and my amazing farm is no longer working. Sapplings are just shooting out of the pipe and not feeding into the planter.
I just tested in my world and BC pipes pump saplings into a planter just fine. Are you on the newest version of BC? I tested with 3.6.0. Or could there possibly be another problem, like did the planter fill up and the pipes pumped the excess all over the ground? You could post a screenshot and that might help us see what the problem is.
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Using Buildcraft 3.5 as I do not have a 1.5.2 server yet and I am not sure if 3.6 will work with 1.5.1. That is why I am fairly certain that, that is the issue because I believe another poster somewhere in this thread said the same thing and was using the same version.
Unfortunately, FTB's Ultimate Pack is 1.4.7 only (not yet 1.5.X) and your mod for it is Version 1.0.3, so I don't know if there's a newer version that will work with 1.4.7.
On a side note, it would be great if you could fix the XP drop thing and have it also turn into Essence. No rush, just have to collect it manually.
1.4.7 is literally over 3 months old now. I have not supported it in nearly as long. I understand some of you want to keep your old worlds, but I need to move on.
I have created an equation to replace the conversion example in the math section of power converters. I thought it might make it seem a tiny bit more simple and incorporates all of the units.
n = Number of input energy units you want to convert
i = Input energy unit exchange rate
o = Output energy unit exchange rate
e = Number of output energy units
Honestly, this confuses me more, but I guess if other people like it..
The PRC is an insanely powerful and awesome device, however it has WAY more functionality than is needed for many small tasks. For example, sometimes, you just want a timer sending pulses every so often. Having to build an entire PRC for this function is expensive, you're blowing diamonds on a simple timer!
What I propose is to have 'logic gates', similar in concept to the Memory Card, except it can only store a single 'page'. You have to program the Logic Circuit at the PRC (so you still have to have one somewhere) with that page, which can then not be edited further, you have to wipe it (combine itself in a crafting square to make a blank version) and re-program it in the PRC to alter it. Then you combine the logic Circuit with the Housing to create the Logic Gate that can then be placed anywhere. Right-Clicking on a Logic Gate spits out the circuit and returns the Housing. Alternately, crafting the logic gate by itself returns the blank Logic Circuit and destroys the housing.
Reasoning: Look at RP2's Logic Gates, they're fairly inexpensive, mostly redstone, stone, and some sticks. Sometimes, you don't want to control eight different subsystems, you just want a simple timer on your blockbreaker or an AND gate on your nuclear reactor for failsafe kill-switches. And I think requiring diamonds for that functionality is probably a bit much.
A smaller one might be doable. I will think about this.
it connect to all the thing the liquidduck,the boiler, and engine it only need to connect to the engine
There's no way for me to determine if an arbitrary block is redstone 'aware' or not. For vanilla ones I can just know ahead of time, obviously, but any mod block I have to assume might do something.
Hey there,
I had a weird thing happening today with planter/harvester/fertilizer in a 3x3 area.
Usually the machines have a sleep timer that activates during the cycle (plant the things, timer, plant the things...)
However one of my farm plot happened to completely synchronize all the tasks so that there were NO sleeping time.
The production rate or that synchronized farm was abysmally higher than the other ones.
[edit : i was able to reproduce that by synchronizing the planter and the fertiliser with redstone signal]
Might as well bring this up, while I'm here: one of the issues i always have when setting up a PRC is figuring out the directional stuff for the inputs and outputs. Not sure if you plan to color code them or whatever, or if thats even possible since the block has a face, but its rather confusing to work with at the moment, though its not a real big thing. Maybe if you could only select directions that are currently connected or something? I dunno, I can see how that could be a pain in the ass too...
This afternoon we committed a set of changes to make them F/B/L/R instead of N/S/E/W which should hopefully make them less confusing. (See above for the cheaper version thing)
Anyone have any clue as to why this specific cable isn't reading a redstone signal?
I have tested it with other cables and it worked fine, yet this one doesn't seem to want to detect that there's a signal going to it making it VERY frustrating for me to set a overflow shut off device using AE.
That bug is on AE's side (he has his MFR API use slightly wrong). I've told Algorithm about it, I don't know what his ETA on fixing it is. Talk to him.
Ok biomes of plenty updated and I tested to see if the apple oak saplings would work in a planter and they do not. Any chance you can update the planter to use BoP stuff?
BoP guys are working on this for me. No idea on ETA.
Alright running into a bit of a problem here. I just updated to 2.6.2 from 2.5.4. Now I was running an amazing Tree Farm to mass produce BioFuel using BuildCraft and a Planter and Pipes and logged in today after my update and my amazing farm is no longer working. Sapplings are just shooting out of the pipe and not feeding into the planter.
SO BEFORE ANYTHING!
I did a search of this thread and found that this might be related to an issue with BuildCraft relating to sidePanel. I believe it was mentioned by Power Crystals somewhere in this massive thread that this version is no longer compatible with pumping items in via the side of a machine from BC Pipes and we have to use ConveyorBelts or Applied Energistics etc (which I have both of, unfortunately i don't have RP since it isn't 1.5.1/1.5.2 so Pneumatic Tubes are out).
Now my problem. I set up a little bit of a system where items get ejected out the side of a diamond pipe onto a conveyor belt and are carried to a collector which inputs into a planter. Problem happens when the planter is full, i just lose my saplings because they have no place to go whereas with BC pipes they would just bounce back. So I am sure MFR has some way to collect those items and route them somwhere else right? Any tips?
As of 2.6, BC no longer works properly with MFR in 1.5.1. You have to either upgrade to 1.5.2 or not use BC because BC didn't properly implement the vanilla interfaces needed to make this work until 1.5.2 (despite them being around since 1.5.1). Nothing I can do, since everything else (MFR, vanilla hoppers, AE) works correctly.
Using Buildcraft 3.5 as I do not have a 1.5.2 server yet and I am not sure if 3.6 will work with 1.5.1. That is why I am fairly certain that, that is the issue because I believe another poster somewhere in this thread said the same thing and was using the same version.
Gotcha, what about piping them into a vanilla hopper attached to the side of the planter? I just don't think there is an easy way to do it with MFR conveyors and item movers.
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Yeah i figured. I didn't think of the vanilla hopper actually. But if the hopper fills up the BC pipes work properly it should "bounce" out and go back down the pipe line into my sorter. Alright, will give it a shot. Beats my current "tweaked" setup of diamond pipe spitting out onto a conveyor belt into a collector lol.
But a vanilla hopper can attach to a side inventory?
hehehe. Minefactory better than reloaded wolves. conveyor belts that require tanned hides. torque-powered harvesters and planters. hehehehe. a match made in hell (Flowerchild would give birth to a volvo at someone daring to have 'magic blocks' in his oh-so-perfect mod.)
Nothing easier. If MFR can handle the trees, the very first post on this thread tells you exactly how to set up farming for anything under the 'plant' spoiler tag. Look at the 'harvester' and the 'planter' especially.
The fertilizer is optional, and if you dont put upgrades in the planter it is only 3x3, pretty easy to hide somewhere.
I believe that is working as intended. The sleep timer is not there to lessen the production of the various machines, but rather to save on processing so it is not working constantly when it is not necessary. If you are able to set up the system such that it does have work to do constantly, then the machines will work perpetually at full speed by design.
for example, with no upgrades, the harvester does a 3x3 area directly in front of it.... 3 blocks forward, 1 to either side.
If you add an upgrade that gives it a radius of +6, it will do a line of blocks 15 in front of it, and 7 to each side, for a total of a 15x15 area.
The planter has the same radius, except you plop it in the MIDDLE of that field, 2 layers under the growing crop or tree base. (so, you have a layer of dirt on top of the planter)
As far as setting up conveyor belts to take seeds or saplings out to the planter from the harvester, or powering both of them, I leave that as an exercise in minecraft designing... all the tools to do both are there (Or, if you want it easier, you can use buildcraft pipes or even vanilla chest carts/loading/unloading tracks or whatever.... tons of tools available now). Figuring out how to automate everything so it runs without your input is pretty much three quarters of the fun of the game
That's actually one of the things I love about MFR.... it takes out the 'tedious' automation (and makes some automation options possible) that would require, say, ranks and ranks of frames and block breakers and vast floating machines that do simple tasks like knocking down trees, while leaving in the 'fun' automation challenges... transporting stuff around.
Most fun I've had since Minecolony stopped updating.
That said. What I suspected would happen did, it doesn't seem to recognize trees from other mods. It does my rubbertrees fine, but it wont do my sakura trees or darkwood. Is there anyway to manually make it recognize them as trees?
Edit: Also is there any reason to be worried about excess sludge? Does it impact anything? I know I could boil it, but I also dont wanna get poisoned.
Editedit: Also, do they use power when not doing anything? Their animations are always on but does that actually take power or only when its actively working? I just ask cause I dont have a power luxuery atm with only 1 mfe. My induction furnace is the bane of my existance now cause it saps power doing nothing.
If you don't pump it out, after the internal storage fills up it just stops producing sludge. So no worries.
I don't believe there is any way for users to set up different blocks for the planter/harvester to recognize. I think that is something Powercrystals would have to add.
edit: No they do not consume energy unless they are doing something.
Well, the PRCs take a diamond. I'm one of the people that likes things expensive, actually, though - the main reason I ask for a scaled back version is that the full PRC is, frankly, rather scary and mindboggling to laymen like me. It would make sense for such a model to be cheaper, is all.
Might as well bring this up, while I'm here: one of the issues i always have when setting up a PRC is figuring out the directional stuff for the inputs and outputs. Not sure if you plan to color code them or whatever, or if thats even possible since the block has a face, but its rather confusing to work with at the moment, though its not a real big thing. Maybe if you could only select directions that are currently connected or something? I dunno, I can see how that could be a pain in the ass too...
I have tested it with other cables and it worked fine, yet this one doesn't seem to want to detect that there's a signal going to it making it VERY frustrating for me to set a overflow shut off device using AE.
Or is there a way to do it ourselves? I want my 2 trees and I cant use MFR for it. So I dunno what to do. Im at a loss. /panic
If you have Rei's minimap you can check the direction your character is facing using that to get your bearings, but thats not really an ideal solution. Your post gave me an idea! Behold my photoshop prowess:
The redstone beneath the cable, despite appearing to connect will not actually power the cable like that.
Based on your picture, when the ME level emitter turns on it will indeed power the cable. Try sticking a lamp on the line and turning the emitter on to test it.edit:I just tested, turns out it doesn't. However if you put a block between them and force the rednet cable on the other side of the block to connect, then it works!
And here is it actually working in a different location.
SO BEFORE ANYTHING!
I did a search of this thread and found that this might be related to an issue with BuildCraft relating to sidePanel. I believe it was mentioned by Power Crystals somewhere in this massive thread that this version is no longer compatible with pumping items in via the side of a machine from BC Pipes and we have to use ConveyorBelts or Applied Energistics etc (which I have both of, unfortunately i don't have RP since it isn't 1.5.1/1.5.2 so Pneumatic Tubes are out).
Now my problem. I set up a little bit of a system where items get ejected out the side of a diamond pipe onto a conveyor belt and are carried to a collector which inputs into a planter. Problem happens when the planter is full, i just lose my saplings because they have no place to go whereas with BC pipes they would just bounce back. So I am sure MFR has some way to collect those items and route them somwhere else right? Any tips?
Looks like for some reason the ME level emitter behaves oddly interacting with rednet cable, even with redstone as a buffer. I built a test setup like your top screenshot with the same result, but replacing that single segment of vanilla redstone dust with a block and forcing the adjacent rednet cable to connect causes the signal to pass through to the redstone on the far side.
That cow finds this issue incredibly interesting.
I just tested in my world and BC pipes pump saplings into a planter just fine. Are you on the newest version of BC? I tested with 3.6.0. Or could there possibly be another problem, like did the planter fill up and the pipes pumped the excess all over the ground? You could post a screenshot and that might help us see what the problem is.
1.4.7 is literally over 3 months old now. I have not supported it in nearly as long. I understand some of you want to keep your old worlds, but I need to move on.
Honestly, this confuses me more, but I guess if other people like it..
Uh. No.
A smaller one might be doable. I will think about this.
There's no way for me to determine if an arbitrary block is redstone 'aware' or not. For vanilla ones I can just know ahead of time, obviously, but any mod block I have to assume might do something.
No longer happens as of 2.3.
This afternoon we committed a set of changes to make them F/B/L/R instead of N/S/E/W which should hopefully make them less confusing. (See above for the cheaper version thing)
That bug is on AE's side (he has his MFR API use slightly wrong). I've told Algorithm about it, I don't know what his ETA on fixing it is. Talk to him.
BoP guys are working on this for me. No idea on ETA.
As of 2.6, BC no longer works properly with MFR in 1.5.1. You have to either upgrade to 1.5.2 or not use BC because BC didn't properly implement the vanilla interfaces needed to make this work until 1.5.2 (despite them being around since 1.5.1). Nothing I can do, since everything else (MFR, vanilla hoppers, AE) works correctly.
INFORMATION WANTS TO BE WRONG
Gotcha, what about piping them into a vanilla hopper attached to the side of the planter? I just don't think there is an easy way to do it with MFR conveyors and item movers.
But a vanilla hopper can attach to a side inventory?