Make sure you meet these four requirements
1. Make sure the itemduct is set to "red output" mode.
2. A redstone signal MUST be applied, or you can use a pneumatic servo to change redstone control.
3. The extruders must be set to "orange output" mode.
4. The itemducts MUST be connected to an inventory or it will not pull the items out.
Hopefully this helps!
With machines that auto-eject, you don't need a redstone signal for the itemducts to accept items. They do need an inventory on the other end and to be set to output mode. I forgot the inventory requirement when I replyed to this same question.
im getting the same error, im only using warded jars... also im not playing on the dw20 pack
The other person who had the "Hash" error indicated it was because they were using a newer version of Thaumic Tinkerer than is in the Direwolf20 pack. The version that is noted as being in the current pack is 2.3-103 and he had it working with up to 2.3-130.
If you have a later version than this, the code hasn't been written for it and there are likely changes that were made that would have to be accounted for in the code.
Could you try it with an earlier version of Thaumic Tinkerer?
A message like the one you are getting, I'd expect from trying to read an inventory that is smaller than the expected size, specifically an iron chest which has 54 slots. I'd make sure that your peripheral.wrap is pointing correctly at the right chest.
The other person who had the "Hash" error indicated it was because they were using a newer version of Thaumic Tinkerer than is in the Direwolf20 pack. The version that is noted as being in the current pack is 2.3-103 and he had it working with up to 2.3-130.
If you have a later version than this, the code hasn't been written for it and there are likely changes that were made that would have to be accounted for in the code.
Could you try it with an earlier version of Thaumic Tinkerer?
Kzorith
ahhh yes this was the problem i tried a earlier version and it works, thanks.
if anyone has gotten around to making a updated version of this id like to know, thanks in advance
For those wondering how to get Dire's research, try going to Direwolf20\minecraft\world\players and rename the Direwolf20 one to your username. Fair warning, I did that and loaded the world and it crashed. XD Well, I don't have the best computer, so that may be why.
Pro tip for the Division Sigil ritual: cover the dirt with fences, or some other mechanism to prevent mob spawns such as a single layer of air and a single layer of some other block above that.
I have a suggestion for a future mod spotlight video. Or rather, a modder spotlight, if you like, because the modder in question has made a LOT of interesting mods.
Reika, a brilliant modder, is the mind behind RotoryCraft, a tech mod very different from practically any other. Instead of generating some form of electricity and using wires to channel it to machines, RotoryCraft is, as its name implies, based on rotational force, using axles and shafts and gears. It has a huge amount of inter-mod compatability, able to use BuildCraft MJs and fuel, UE electricity, Thermal Expansion's RF, and RailCraft steam.
In addition, ReactorCraft is an add-on to RotoryCraft that adds fission and fusion power plants modeled on real-world technologies (and theoretical/unfinished-but-plausible technologies, in the case of the fusion reactors).
Also, Reika's made a large number of smaller mods such as Ender Forest, which adds a biome by that name with pools of liquid Ender material - compatible with TE's Resonant Ender liquid; Dye Trees, which adds colored trees able to produce every vanilla dye in the game; Useful TNT, which adds an item that causes TNT to drop every block it blows up; and MeteorCraft, which makes large ore-filled meteors occasionally fall from the sky.
If you haven't heard of Reika before now, give him a look. His stuff is amazing, and I really think it deserves a spotlight.
Thank you very much, this feature is hell of a time saver and I was pretty frustrated that I can't figure out how to do it.
One important note for NEI: If you shift-click on the question mark to fill in your recipe, you must have the required items as displayed in your inventory (or your AE storage) already, or it won't fill in, so you'd better be ready to fetch or craft what's missing. This seems to cause a lot of frustration for beginning users of NEI -- see Pahimar's LP for an example.
Hi all, I was pleased recently to see Direwolf emerge in the cave when returning from the nether (episode 51 or 52 I think), I say pleased as I began playing the map along with Direwolf and used the same cave as my first home and even tried to place my portal as close to where he did and I came upon this problem on my third or forth trip to the nether.
I recently downloaded Direwolf's post episode 50 map (the first I have) and wanting to be able to morph to bat form to explore it easily I used his portal to go to the nether to kill a bat and when I returned I ended up in the cave. BTW the cave is L shaped and if you go to the end nearest the volcano and dig at 45 degree up you wont hit water or lava and will come out between the volcano and the end of the canyon.
When it happened to me the first time I thought it was because I tried to fence the portal to stop pigmen coming through. Does anyone have another theory (I made no changes to Direwolf's map) and more importantly a solution to be able to return via the original portal
Hey guys, how does Direwolf20 mine? It seems like every new episode he has so much more ores and especially diamonds, does he branch mine? What is the best way to get a high quantity of diamond!
Hey guys, how does Direwolf20 mine? It seems like every new episode he has so much more ores and especially diamonds, does he branch mine? What is the best way to get a high quantity of diamond!
he uses the Überminer, a bunch of mining wells in a row moved by mffs
For that, he spends hours off camera doing mining. He usually shows us his first diamond ore he finds on camera but after that no one really wants to watch him spend 5 episodes mining ores.
What would be the most efficient way to gain lots of diamonds?
Most efficient? I'd suggest the Ender Quarry, part of Extra Utilities. However, last I heard there may be a problem between this quarry device and Chicken Chunks chunkloaders that causes chunks to reset. On the gripping hand, try it anyway and see if something happens. I'm not entirely sure, but I think the ender quarry chunkloads itself and everything it's working on.
If you'd prefer to use lots of iron and steel, Calclavia's MFFS is the way to go. That's the version in the Direwolf20 pack, and it has options to break blocks and suck their drops into an inventory, as well as a system for moving blocks (you can also use mining wells like Dire does, depending if you want something way up high that gets ALL the ores, or something deep underground that just gets what's around it). All you'll need is a turtle, which could be set up on the back of the system, to tell it when to move, and ender chests to control the system and receive all the items. There are problems with MFFS block moving, though: Microblocks, like the Project: Red redstone logic gates and ComputerCraft wireless modems, have a tendency to pop off when moved, and CC computers have a memory issue where they spawn a Java thread to run their programs but when moved they start a new thread without killing the old one (associated with their previous location). Using a turtle outside the MFFs block-moving zone solves both of these, and you can use MFR rednet cable to control the system (as long as you aren't using the latest CC update, 1.6, which changed the CC rednet API so that other mods have to adapt to it instead of the other way around, and dropped the legacy interaction code).
I've learned that since Dan200 made that API change so late in the Minecraft modding cycle (since modders are now moving to the new version, MC 1.7), MFR may not be updated to fix this problem for quite a while, if ever. So expect FTB modpack updates to NOT include CC 1.6 for a while, despite the new features and performance improvements, unless Dan200 re-adds the legacy API or some mutual agreement on this can be reached.
Rollback Post to RevisionRollBack
"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
With machines that auto-eject, you don't need a redstone signal for the itemducts to accept items. They do need an inventory on the other end and to be set to output mode. I forgot the inventory requirement when I replyed to this same question.
Kzorith
im getting the same error, im only using warded jars... also im not playing on the dw20 pack
The other person who had the "Hash" error indicated it was because they were using a newer version of Thaumic Tinkerer than is in the Direwolf20 pack. The version that is noted as being in the current pack is 2.3-103 and he had it working with up to 2.3-130.
If you have a later version than this, the code hasn't been written for it and there are likely changes that were made that would have to be accounted for in the code.
Could you try it with an earlier version of Thaumic Tinkerer?
Kzorith
What kind of chest do you have under the turtle?
Kzorith
A message like the one you are getting, I'd expect from trying to read an inventory that is smaller than the expected size, specifically an iron chest which has 54 slots. I'd make sure that your peripheral.wrap is pointing correctly at the right chest.
Kzorith
ahhh yes this was the problem i tried a earlier version and it works, thanks.
if anyone has gotten around to making a updated version of this id like to know, thanks in advance
Obsidian... That's my trademark... sort of...
My YouTube: http://www.youtube.c...C62DSkPDLz_owQ/
If the spacing is weird on any of my posts, I probably forgot to turn off my Japanese IME.
Thanks in advance.
I ended up noticed that afterwards when I looked more carefully at the launcher. Didn't know it was in 1.5 so I figured it wasn't it.Actually I just opened the launcher now and see Direwolf20 1.6.4 as one of the first things so I think I might be partially blind. Thanks again
Reika, a brilliant modder, is the mind behind RotoryCraft, a tech mod very different from practically any other. Instead of generating some form of electricity and using wires to channel it to machines, RotoryCraft is, as its name implies, based on rotational force, using axles and shafts and gears. It has a huge amount of inter-mod compatability, able to use BuildCraft MJs and fuel, UE electricity, Thermal Expansion's RF, and RailCraft steam.
In addition, ReactorCraft is an add-on to RotoryCraft that adds fission and fusion power plants modeled on real-world technologies (and theoretical/unfinished-but-plausible technologies, in the case of the fusion reactors).
Also, Reika's made a large number of smaller mods such as Ender Forest, which adds a biome by that name with pools of liquid Ender material - compatible with TE's Resonant Ender liquid; Dye Trees, which adds colored trees able to produce every vanilla dye in the game; Useful TNT, which adds an item that causes TNT to drop every block it blows up; and MeteorCraft, which makes large ore-filled meteors occasionally fall from the sky.
If you haven't heard of Reika before now, give him a look. His stuff is amazing, and I really think it deserves a spotlight.
Reika's thread can be found here: http://www.minecraftforum.net/topic/1969694-16xforgesmp-reikas-mods-tech-worldgen-civilization-and-more/
One important note for NEI: If you shift-click on the question mark to fill in your recipe, you must have the required items as displayed in your inventory (or your AE storage) already, or it won't fill in, so you'd better be ready to fetch or craft what's missing. This seems to cause a lot of frustration for beginning users of NEI -- see Pahimar's LP for an example.
"Well then, let's get awesome!"
I recently downloaded Direwolf's post episode 50 map (the first I have) and wanting to be able to morph to bat form to explore it easily I used his portal to go to the nether to kill a bat and when I returned I ended up in the cave. BTW the cave is L shaped and if you go to the end nearest the volcano and dig at 45 degree up you wont hit water or lava and will come out between the volcano and the end of the canyon.
When it happened to me the first time I thought it was because I tried to fence the portal to stop pigmen coming through. Does anyone have another theory (I made no changes to Direwolf's map) and more importantly a solution to be able to return via the original portal
he uses the Überminer, a bunch of mining wells in a row moved by mffs
For that, he spends hours off camera doing mining. He usually shows us his first diamond ore he finds on camera but after that no one really wants to watch him spend 5 episodes mining ores.
Kzorith
If you'd prefer to use lots of iron and steel, Calclavia's MFFS is the way to go. That's the version in the Direwolf20 pack, and it has options to break blocks and suck their drops into an inventory, as well as a system for moving blocks (you can also use mining wells like Dire does, depending if you want something way up high that gets ALL the ores, or something deep underground that just gets what's around it). All you'll need is a turtle, which could be set up on the back of the system, to tell it when to move, and ender chests to control the system and receive all the items. There are problems with MFFS block moving, though: Microblocks, like the Project: Red redstone logic gates and ComputerCraft wireless modems, have a tendency to pop off when moved, and CC computers have a memory issue where they spawn a Java thread to run their programs but when moved they start a new thread without killing the old one (associated with their previous location). Using a turtle outside the MFFs block-moving zone solves both of these, and you can use MFR rednet cable to control the system (as long as you aren't using the latest CC update, 1.6, which changed the CC rednet API so that other mods have to adapt to it instead of the other way around, and dropped the legacy interaction code).
I've learned that since Dan200 made that API change so late in the Minecraft modding cycle (since modders are now moving to the new version, MC 1.7), MFR may not be updated to fix this problem for quite a while, if ever. So expect FTB modpack updates to NOT include CC 1.6 for a while, despite the new features and performance improvements, unless Dan200 re-adds the legacy API or some mutual agreement on this can be reached.
"Well then, let's get awesome!"