Mekanism is under the MIT license, giving you, as a user or developer, near-absolute rights to my mod. This means you can go through my source code and learn from it yourself, even take some of its code and use it in your own public works. This means that I encourage modpack owners to use Mekanism in their packwithout asking me. It's annoying to approve every single owner's modpack request, and I honestly may just say no if you send me a PM asking. If you need proof, just link this page.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/11/2012
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Question: is there anyway to have machines running concurrently pulling power, instead of only pulling from one at a time?
my problem is with my current setup, only one generator can run, and it seems to be able to supply a surplus of power to anything I throw at it, even ridiculously hungry machines such as a quarry on silk touch without the second machine kicking in and turning on, they both work individually, but if I connect them to the same line, they refuse to fire. Do I need to isolate them and run them to the same splitter/battery or will that just cause the same problem?
Question: is there anyway to have machines running concurrently pulling power, instead of only pulling from one at a time?
my problem is with my current setup, only one generator can run, and it seems to be able to supply a surplus of power to anything I throw at it, even ridiculously hungry machines such as a quarry on silk touch without the second machine kicking in and turning on, they both work individually, but if I connect them to the same line, they refuse to fire. Do I need to isolate them and run them to the same splitter/battery or will that just cause the same problem?
Have you tried connecting the machines up with advanced universal cables and then connect the UE cables to your redstone energy conduit?
In most of my setups, I always select one type of cabling as my power provider to my different rooms and then buffer each room/section with either a battery/batbox/storage unit of whatever mod is being used - and then cable it up to the machines using whatever energy transport that specific mod uses. This way, it minimizes hiccups or issues with APIs being out of date.
Have you tried connecting the machines up with advanced universal cables and then connect the UE cables to your redstone energy conduit?
In most of my setups, I always select one type of cabling as my power provider to my different rooms and then buffer each room/section with either a battery/batbox/storage unit of whatever mod is being used - and then cable it up to the machines using whatever energy transport that specific mod uses. This way, it minimizes hiccups or issues with APIs being out of date.
Sadly yes, I just switched to the Mekanism UE cables and wired the whole thing so neither hydrogen generator has a shorter path (following real shorting logic) sadly it still only pulls power from one, and the other just stays off filling with hydrogen, I used a network reader on the cables and it's needing more than the throughput, so by that shouldn't my other generator turn on? I think this might have something to do with the logic of the machines themselves, when they're supplied with power they like to turn off instead of producing.
also a small question, I cannot pull power from a basic energy cube with UE cables? I tried placing the block and powering it to my digital miner through UE cables but it refused to draw power and the UE cables remained empty.
EDIT: It must have taken minutes for the cables to update logic or whatever it did to correct itself, but after drawing as much power as I could possible the second time, both generators fired up.
also a small question, I cannot pull power from a basic energy cube with UE cables? I tried placing the block and powering it to my digital miner through UE cables but it refused to draw power and the UE cables remained empty.
Just to make sure, energy cubes only output on one side. Is the output side facing the UE cables?
Question: is there anyway to have machines running concurrently pulling power, instead of only pulling from one at a time?my problem is with my current setup, only one generator can run, and it seems to be able to supply a surplus of power to anything I throw at it, even ridiculously hungry machines such as a quarry on silk touch without the second machine kicking in and turning on, they both work individually, but if I connect them to the same line, they refuse to fire. Do I need to isolate them and run them to the same splitter/battery or will that just cause the same problem?
Turn your electrolytic separators so the "H" is facing the hydrogen generator. I've had multiple generators running all at the same time on the same line.
The Meaning of Life, the Universe, and Everything.
Join Date:
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They are both outputting from the blue side into the generators and dumping oxygen is second nature, thank you very much but I have fixed the problem and it must have been my cables but whatever it was, in the end the setup hasn't changed from the picture besides the cables and everything runs smoothly.
I do think it creates a ridiculous amount of power though, I feel with the digital miner it's quite overpowering
The Meaning of Life, the Universe, and Everything.
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Is there anywhere I can find an actual complete list of the recipes for this mod? For whatever reason Mekanism doesn't want to talk to Crafting Guide, and it's rather frustrating to have to hunt through various wikis and hope that the recipe exists and is up to date.
Is there anywhere I can find an actual complete list of the recipes for this mod? For whatever reason Mekanism doesn't want to talk to Crafting Guide, and it's rather frustrating to have to hunt through various wikis and hope that the recipe exists and is up to date.
How? it's got all of the recipes therefore it's a recipe list.
No, I will not use NEI, I already have crafting guide and I am not interested in switching.
I'd like to see this mod actually get proper up to date documentation. The official wiki is a joke, and borderline useless. One shouldn't have to use an outside mod to be able to simply craft things.
No, I will not use NEI, I already have crafting guide and I am not interested in switching.
I'd like to see this mod actually get proper up to date documentation. The official wiki is a joke, and borderline useless. One shouldn't have to use an outside mod to be able to simply craft things.
Go for it. Wiki's are generally not made by the mod author. They are created by the community. If you want a decent wiki, then there is nothing stopping you.
Go for it. Wiki's are generally not made by the mod author. They are created by the community. If you want a decent wiki, then there is nothing stopping you.
The "official mekanism" wiki in the first post is created by the mod author.
Use your brain, it's pretty hard to update a wiki with information I don't have.
The "official mekanism" wiki in the first post is created by the mod author.
Use your brain, it's pretty hard to update a wiki with information I don't have.
No need to be insulting. The entire purpose of a wiki is for a community of individuals to create documentation.
Since the vast majority of us have no problem knowing what the recipes are... I fail to see what your point is. And since you seem to want to point out issues with "my brain":
A) If you want a wider range of compatibility - Use a recipe mod that is widely accepted.
B ) There is a reason why most mod authors do not document all of their recipe lists on a webpage. It's a waste of time and effort as they are all available in game. Most of us would rather see the mod authors work on the mods rather than cater to the minority.
C) If you don't agree.. well.. too bad. This is how most mods are. You need to accept it for what it is and move on to something else to complain about. No one here owes you anything. The mod has been around for a long time and it has been extremely successful. All of the information is in game - your just being too stubborn to actually use a proper tool that shows all recipes registered within Minecraft. The people who have been using it aren't omnipotent beings or just happened to guess the several hundred recipes.
TLDR; In your own words, "Use your brain", everyone else has the recipes and you don't. Why is that?
I share Lorenith's frustration with poorly documented mods. Effectively requiring a specific recipe mod in order to use Mekanism is bound to put some people off. NEI may make all the recipes discoverable in game, but it's not a substitute for good documentation because 1) it only works with NEI, and 2) it only works while actively in the game. I'm sure almost everybody using Mekanism is also using NEI, and is satisfied with that arrangement. Well, obviously! People who aren't satisfied would just give up on Mekanism, and most wouldn't bother saying anything.
Good documentation isn't a waste of time, even if you don't personally value it.
As for the crack about using a "proper" tool, I would just point out that both NEI and CraftGuide provide an API, and Mekanism has registered with only one of them. So it's not Lorenith's tool alone that is at fault for the lack of compatibility.
I share Lorenith's frustration with poorly documented mods. Effectively requiring a specific recipe mod in order to use Mekanism is bound to put some people off. NEI may make all the recipes discoverable in game, but it's not a substitute for good documentation because 1) it only works with NEI, and 2) it only works while actively in the game. I'm sure almost everybody using Mekanism is also using NEI, and is satisfied with that arrangement. Well, obviously! People who aren't satisfied would just give up on Mekanism, and most wouldn't bother saying anything.
Good documentation isn't a waste of time, even if you don't personally value it.
As for the crack about using a "proper" tool, I would just point out that both NEI and CraftGuide provide an API, and Mekanism has registered with only one of them. So it's not Lorenith's tool alone that is at fault for the lack of compatibility.
Hi Trouserman,
If Lorenith posted something on the lines of this, I wouldn't have sounds like such a wise ****. In fact, I kind of wish that you posted this before him. If you re-read his post you will notice that he was both demanding and insulting to the mod author at the same time.
As far as an API goes - yes, you are correct. However, a mod author is under no obligation to support every single API out there. There are several dozen similar recipe viewers just like NEI and TMI. However, you don't need to use NEI's API To have recipies listed. NEI, just like several other addons, walk the recipe list and don't require the mod author to do anything. If a player can craft it in a crafting table, all other mods will have the ability to know what the recipe is. The API comes into play when the mod author is doing something wonky, like sharing several dozen items over a single Item ID. Using NBT data to distinguish between them. Yes, it reduces Item ID usage (something we don't have to worry about after 1.7.x), but it sometimes causes issues with certain recipe listings.
NEI's API also allows for mod integration in the reverse as well. For example, using AE (applied energistics), I can view a recipe in NEI and it will auto-populate the template in AE for me, that way I don't need to play a memory game of where things go. For simple recipe viewing, the API is not used. Just type in "@Mod.<modname.here>" and all of the recipes for that mod will be listed in NEI.
I also want to point out that you are correct, good documentation is not a waste of time. A recipe list is not good documentation. It's just listing something that is already available in game to every mod that uses a function to look up and list recipes. Good documentation would show how the different items are used and how to properly set up the 4x and 5x tier production. This would be like asking for an ItemID list and saying it's poor documentation for not having it included. For most people (obviously not all), they use NEI, TMI or similar mods to remove the need of ever having an out of game index of recipes. Out of game recipe lists for large mods such as this one is kind of an obsolete concept.
No, I will not use NEI, I already have crafting guide and I am not interested in switching.
Part of the "fun" of making your own modpack is figuring out how to get all the mods to get along and work in a way that fits your vision. Some mods work better with others, Some just refuse to cooperate. Mekanism works really well with NEI, and evidently no so well with CraftingGuide. Your modpack. You decide which mods you want to use.
I'd like to see this mod actually get proper up to date documentation. The official wiki is a joke, and borderline useless. One shouldn't have to use an outside mod to be able to simply craft things.
You can do something about it -- sign up and update the wiki! From the OP:
Wiki
It's in no way complete, but Mekanism has it's own wiki now on wikispaces. Please contribute if you know anything at all about the mod!
Here's my only gripe with the mod. Say, for example, you have a crusher and you want to output to an AE import bus. I use the configurator to check the side I want to output for it's color, let's say it's dark red. I then look in the crusher's GUI and double check that's the color in there as well. I put it on auto-output and match the center color marked output and wait for it to start pulling finished product out. Well, it never does. I have to wind up scrolling through all of the available colors and it winds up being pink. How do you explain that? Hmmmm? How can it be pink when I've got it set to dark red. Makes absolutely no sense to me at all.
Rollback Post to RevisionRollBack
If Minecraft were real, you'd be a zombie right now.
Have fun! Enjoy Mekanism
my problem is with my current setup, only one generator can run, and it seems to be able to supply a surplus of power to anything I throw at it, even ridiculously hungry machines such as a quarry on silk touch without the second machine kicking in and turning on, they both work individually, but if I connect them to the same line, they refuse to fire. Do I need to isolate them and run them to the same splitter/battery or will that just cause the same problem?
Have you tried connecting the machines up with advanced universal cables and then connect the UE cables to your redstone energy conduit?
In most of my setups, I always select one type of cabling as my power provider to my different rooms and then buffer each room/section with either a battery/batbox/storage unit of whatever mod is being used - and then cable it up to the machines using whatever energy transport that specific mod uses. This way, it minimizes hiccups or issues with APIs being out of date.
Sadly yes, I just switched to the Mekanism UE cables and wired the whole thing so neither hydrogen generator has a shorter path (following real shorting logic) sadly it still only pulls power from one, and the other just stays off filling with hydrogen, I used a network reader on the cables and it's needing more than the throughput, so by that shouldn't my other generator turn on? I think this might have something to do with the logic of the machines themselves, when they're supplied with power they like to turn off instead of producing.
also a small question, I cannot pull power from a basic energy cube with UE cables? I tried placing the block and powering it to my digital miner through UE cables but it refused to draw power and the UE cables remained empty.
EDIT: It must have taken minutes for the cables to update logic or whatever it did to correct itself, but after drawing as much power as I could possible the second time, both generators fired up.
Just to make sure, energy cubes only output on one side. Is the output side facing the UE cables?
Also, when outputting hydrogen, you need to let oxygen 'escape', meaning you need to press the oxygen button in the gui.
I do think it creates a ridiculous amount of power though, I feel with the digital miner it's quite overpowering
NEI?
NEI ≠ recipe list
How? it's got all of the recipes therefore it's a recipe list.
No, I will not use NEI, I already have crafting guide and I am not interested in switching.
I'd like to see this mod actually get proper up to date documentation. The official wiki is a joke, and borderline useless. One shouldn't have to use an outside mod to be able to simply craft things.
Go for it. Wiki's are generally not made by the mod author. They are created by the community. If you want a decent wiki, then there is nothing stopping you.
The "official mekanism" wiki in the first post is created by the mod author.
Use your brain, it's pretty hard to update a wiki with information I don't have.
No need to be insulting. The entire purpose of a wiki is for a community of individuals to create documentation.
Since the vast majority of us have no problem knowing what the recipes are... I fail to see what your point is. And since you seem to want to point out issues with "my brain":
A) If you want a wider range of compatibility - Use a recipe mod that is widely accepted.
B ) There is a reason why most mod authors do not document all of their recipe lists on a webpage. It's a waste of time and effort as they are all available in game. Most of us would rather see the mod authors work on the mods rather than cater to the minority.
C) If you don't agree.. well.. too bad. This is how most mods are. You need to accept it for what it is and move on to something else to complain about. No one here owes you anything. The mod has been around for a long time and it has been extremely successful. All of the information is in game - your just being too stubborn to actually use a proper tool that shows all recipes registered within Minecraft. The people who have been using it aren't omnipotent beings or just happened to guess the several hundred recipes.
TLDR; In your own words, "Use your brain", everyone else has the recipes and you don't. Why is that?
Good documentation isn't a waste of time, even if you don't personally value it.
As for the crack about using a "proper" tool, I would just point out that both NEI and CraftGuide provide an API, and Mekanism has registered with only one of them. So it's not Lorenith's tool alone that is at fault for the lack of compatibility.
Hi Trouserman,
If Lorenith posted something on the lines of this, I wouldn't have sounds like such a wise ****. In fact, I kind of wish that you posted this before him. If you re-read his post you will notice that he was both demanding and insulting to the mod author at the same time.
As far as an API goes - yes, you are correct. However, a mod author is under no obligation to support every single API out there. There are several dozen similar recipe viewers just like NEI and TMI. However, you don't need to use NEI's API To have recipies listed. NEI, just like several other addons, walk the recipe list and don't require the mod author to do anything. If a player can craft it in a crafting table, all other mods will have the ability to know what the recipe is. The API comes into play when the mod author is doing something wonky, like sharing several dozen items over a single Item ID. Using NBT data to distinguish between them. Yes, it reduces Item ID usage (something we don't have to worry about after 1.7.x), but it sometimes causes issues with certain recipe listings.
NEI's API also allows for mod integration in the reverse as well. For example, using AE (applied energistics), I can view a recipe in NEI and it will auto-populate the template in AE for me, that way I don't need to play a memory game of where things go. For simple recipe viewing, the API is not used. Just type in "@Mod.<modname.here>" and all of the recipes for that mod will be listed in NEI.
I also want to point out that you are correct, good documentation is not a waste of time. A recipe list is not good documentation. It's just listing something that is already available in game to every mod that uses a function to look up and list recipes. Good documentation would show how the different items are used and how to properly set up the 4x and 5x tier production. This would be like asking for an ItemID list and saying it's poor documentation for not having it included. For most people (obviously not all), they use NEI, TMI or similar mods to remove the need of ever having an out of game index of recipes. Out of game recipe lists for large mods such as this one is kind of an obsolete concept.
You can do something about it -- sign up and update the wiki! From the OP:
Wiki
It's in no way complete, but Mekanism has it's own wiki now on wikispaces. Please contribute if you know anything at all about the mod!
http://wiki.aidancbrady.com/wiki/Mekanism" target=""Official Mekanism Wiki
Thanks in advance for your contributions.
If Minecraft were real, you'd be a zombie right now.