I'm sorry, the only way I could provide access to mod-specific recipes (IC2, BC, UE, etc) on XACT would require to hack into other's mods source code and modify the bytecode so that those recipes are publicly accessible.
In other words, I'd have to be a jerk to allow this functionality. To be honest, this functionality was in my plans, but then realized it can't be done.
I think what they meant, correct me if I am wrong, but is to have alternative ways to craft its from XACT, like the table and the chips using items from those mods when they are installed. There are ways to do this without core moding, just very simple reflection.
For my bug report, it was just a lack of understanding how your table is working, for some items, you simply can't left click it there, you have to right click it to make it appear as a ghost block then the recipe will work #1, sorry about this whole bug report, still not 100% sure about the inert stone from EE3 since I didn't have to craft anymore yet but will soon find out I'm quite sure.
If i recall correctly, you always have to right click to place the (ghost) item in the grid.
I tested crafting the minium stone, using the 8 shards and the inert stone. I worked perfectly.
I'll call this issue closed, unless it's otherwise confirmed.
I think what they meant, correct me if I am wrong, but is to have alternative ways to craft its from XACT, like the table and the chips using items from those mods when they are installed. There are ways to do this without core moding, just very simple reflection.
... derp. I might tweak the chip's recipe, and maybe even the craft pad. I do want the main machine to use my chips, tho.
This is like 'Applied Energistics' Mod - But for very early game. (which is cool).
Because 'Applied Energistics' is intended for late game.
With high amounts of resources needed to build and a larger infrastructure.
This mod on the other hand, is for much earlier game usage.
For a earlier game smaller infrastructure Which Ive been looking for.
Would be cool, if I would be able to setup a network that would let me do some automation
with a bunch of these tables. Linked up with some sort of 'Electronic Piping' that would need EU to be used.
Because it has computer chips.
I also believe that those chips recipes need Gold Nugget, Copper Nugget, Tin Nugget and a Redstone,
On the bottom row of the recipe, since those chips are electronic parts.
Would make the mod more balanced.
And you can create a API Hook with Computer Craft and operate these tables with Computer Craft.
Just incase someone wanted to use Computer Craft with these tables.
Would be great for those of us, who would like Something like 'Applied Energistics'
But for early game and less costly than 'Applied Energistics'.
It would be a mixture of Logistics Pipes Auto Crafting tables and Eloraams Project Table..
But Logistics Pipes and Auto Crafting tables mod and even Eloraam Project Tables, it only holds (1) recipe.
While this Mod 'XACT' holds (4) Recipes per table. (yaaay.!)
Which is much better...
Plus the chips are portable, unlike no other mods accept 'Applied Energistics'
which has portable disk. But again its intended for late game usage.
See where im getting at.?
If done properly, this mod can become one of the huge mods used by everyone.
Just saying
Having been using this mod for a few days now.
There seems to be something most important missing from this mod. Otherwise its just anther NEI but with 'Chips'...
Everytime, I want to craft something, I always have to dig into lots of chest to get the resources to create the items.
Which makes this mod a bit odd.
I believe there should definately be a tubing added to this mod that would connect the XACT Tables to any chests,
including but not limited to Iron chest, barrels and any other mod that does some sort of storage.
And XACT should be able to pull from those chests for its resources to create the products that the chips are holding.
** Or even create XACT Chest's ** Same texture as the Tables.
And they can be Powered Chest just like the XACT Tables.
And they would also be able to be powered by XACT Solar Panels.
Maybe have them Always powered By solar and have a XACT Battery Box that would hold reserved Power in them.
Because the mod would be for early stages of the game. Solar Power would be a nice touch with XACT Bat Boxes.
I also believe the tubing should be called - 'XACT Data Tubes' or 'XACT Electronic Tubes'
Since its actually pulling data and items from the chests in the tubes. The tube size should not be large tubes, but rather small in size.
Something along the same size of 'Universal Electricity' mod cables.
(1) kind of cable for Power and another (1) kind of cable for Data, both plugged into the back of each of the XACT tables.
The table definately needs to be connected to chests, as mentioned above, or it would just be another NEI but with chips.
Also, If a Chest is placed right next to the XACT Tables, they should see the contents of that chest and be able to pull from it too.
I keep having to go back and forth into different chests, so i can create the items i need that are stamped on the chips.
Kinda makes the mod, too tasky if you know what I mean.
Because I could do the same with a regular crafting table and NEI.
I hope this helps you come up with some ideas for the mod,
because I do like the mod and its concept, as well as the color of the table and its features.
The mod just needs a bit more work for improvement.
I would like to ask you if I could add XACT into a Private Pack for a server? I will give you credit for the mod in the Pack Download. I would greatly appreciate it if you say yes.
@Cooolaid:
It was too hard to quote everything you said, so I'll just address the main points you mentioned.
Pulling from adjacent inventories (say, chests, barrels, etc) is on my to-do list.
On the next version, I'll release a plug-in for being able to pull from Better Storage's crates. This would mean having a huge storage buffer for the table. Those crates are very low cost, so they are perfect for early-game massive storage.
Sooner or later I will create another plug-in for being able to pull from the Applied Energistics network. And probably even for Barrels.
Unfortunately, I can't successfully pull from regular chests (or even Iron Chests) until the guys at Forge merge a PR that is currently on hold.
Recipes:
I don't intent to do balancing through recipes. If I tweak them, it would be to make it easier to craft. For instance, add alternative recipes based on the mods installed. It's just an added cost that easily becomes tedious.
Textures:
They are changing. I became sick of the current ones. A professional did them for me.
Chests and Item transport:
I might create a special chest for chips, but not for regular items.
My goal for XACT is to make it both the best manual crafting table, and the best automatic one.
Other mods do other things best, like logistics pipes are good for managing item transportation. It would be wise to let each mod do whatever they do best.
Power Usage:
The vanilla workbench doesn't use power, nor the BC's ACT, nor RP2's Project table... There is just no power requirement for crafting.
Computer-craft Integration:
Just brilliant. It didn't occur to me the potential this could unlock. I'll have to think it through, and maybe i'll add this to my list.
Thanks for all the suggestions. It was actually enlightening to have a different perspective.
I would like to ask you if I could add XACT into a Private Pack for a server? I will give you credit for the mod in the Pack Download. I would greatly appreciate it if you say yes.
Thanks,
iMarbot
How would the mod pack be distributed? Who would have access to the private pack, etc?
I need to know this information. Please PM.
Caused by: java.lang.AbstractMethodError
at net.machinemuse.powersuits.powermodule.PowerModuleBase.<init>(PowerModuleBase.java:42)
at xk.xact.plugin.mps.CraftPadModule.<init>(CraftPadModule.java:25)
at xk.xact.plugin.mps.PluginForMPS.init(PluginForMPS.java:22)
at xk.xact.plugin.mps.PluginForMPS.initialize(PluginForMPS.java:15)
at xk.xact.plugin.PluginManager.initializePlugins(PluginManager.java:33)
at xk.xact.XActMod.postInit(XActMod.java:170)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
... 5 more
--- END ERROR REPORT 8a948ee2 ----------
Caused by: java.lang.AbstractMethodError
at net.machinemuse.powersuits.powermodule.PowerModuleBase.<init>(PowerModuleBase.java:42)
at xk.xact.plugin.mps.CraftPadModule.<init>(CraftPadModule.java:25)
at xk.xact.plugin.mps.PluginForMPS.init(PluginForMPS.java:22)
at xk.xact.plugin.mps.PluginForMPS.initialize(PluginForMPS.java:15)
at xk.xact.plugin.PluginManager.initializePlugins(PluginManager.java:33)
at xk.xact.XActMod.postInit(XActMod.java:170)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
... 5 more
--- END ERROR REPORT 8a948ee2 ----------
Please, next time copy the entire crash log, not just this.
Anyway, managed to figure it out.. I'll have this fixed by the next release (which will be within a few days),
If XACT and Buildcraft are both installed, Mystcraft's Writing Table texture gets messed up. (Picks a random texture for the top face)
With 140+ Mods:
With just Buildcraft, Mystcraft & XACT:
Remove either Buildcraft or XACT and the Texture is fine.
Thats because those 3 mods are sharing the same Block / Item ID's, as soon as you install XACT.
Resolve those manually by setting them to their own IDs.
You can export an entire list of Available 'Un-used' Block & Item IDs by exporting the list from NEI.
So at least you would know what IDs are available and whats not and you can resolve your issue.
Hope it helps
Thats because those 3 mods are sharing the same Block / Item ID's, as soon as you install XACT.
Resolve those manually by setting them to their own IDs.
You can export an entire list of Available 'Un-used' Block & Item IDs by exporting the list from NEI.
So at least you would know what IDs are available and whats not and you can resolve your issue.
Hope it helps
It's not possible for items or blocks to share IDs (Unless they are from the same mod, and they are actually the same item/block, except it's visual appearance deceives you).
If XACT and Buildcraft are both installed, Mystcraft's Writing Table texture gets messed up. (Picks a random texture for the top face)
With 140+ Mods:
With just Buildcraft, Mystcraft & XACT:
Remove either Buildcraft or XACT and the Texture is fine.
Unfortunately, this has been reported to me in the past by immibis and we still don't know what causes it.
It might be a bug on mystcraft's side, but we aren't sure. Will keep hunting for that bug.
Unfortunately, this has been reported to me in the past by immibi and we still don't know what causes it.
It might be a bug on mystcraft's side, but we aren't sure. Will keep hunting for that bug.
If you set B:addWorkbenchTileEntity=false in the config, this problem goes away. It happens everywhere the workbench top texture is used - I first noticed it in the Vending Block mod, which uses the texture.
Featured:
XACT Crafter can pull from adjacent crates (Better Storage mod).
Change log
- Created plug-in for Better Storage: Enables the Crafter to pull resources from adjacent crates.
- Added key-binding for opening the Craft Pad's GUI if it's on the player's hot-bar.
- Updated integration with MPS, to work properly with build #564+
- Can be built from the repository.
- No longer need to compile all the MPS sources to build my plug-in for MPS.
- Fixed sync issues.
- Fixed the colored overlays so they correctly show the missing ingredients.
- Crafting Devices now update their states only when needed.
If you set B:addWorkbenchTileEntity=false in the config, this problem goes away. It happens everywhere the workbench top texture is used - I first noticed it in the Vending Block mod, which uses the texture.
Interestingly, neither of the mods involved do anything strange. It might just be minecraft being derpy.
I'll try to figure it out, tho.
Featured:
XACT Crafter can pull from adjacent crates (Better Storage mod).
Change log
- Created plug-in for Better Storage: Enables the Crafter to pull resources from adjacent crates.
- Added key-binding for opening the Craft Pad's GUI if it's on the player's hot-bar.
- Updated integration with MPS, to work properly with build #564+
- Can be built from the repository.
- No longer need to compile all the MPS sources to build my plug-in for MPS.
- Fixed sync issues.
- Fixed the colored overlays so they correctly show the missing ingredients.
- Crafting Devices now update their states only when needed.
Why force us to use crates and not any old inventory?
Well crates seems like a very nice early game storage system anyway if xact can pull any item from a huge cratecluster for NEI crafting. If crates can have items piped into them, Ill definitely use this my next world reset.
AE handles the mid-late game inventory/crafting setup.
Why force us to use crates and not any old inventory?
Well crates seems like a very nice early game storage system anyway if xact can pull any item from a huge cratecluster for NEI crafting. If crates can have items piped into them, Ill definitely use this my next world reset.
AE handles the mid-late game inventory/crafting setup.
As you said, crates are an early game [massive] storage system. I was aiming for that. I didn't mean to create my own storage system.
This might seem like I'm forcing you guys to use that mod, but actually there is not much I can do. I can't allow pulling from regular inventories, because I'm still waiting for a pull request on forge. As of now, it would be glitchy to pull, as you don't know when inventories are updated. Crates made this easy on me.
I think you CAN pipe items into crates, just don't know for sure.
Later down the line I'll create a plug-in for AE, so you can pull from the ME network. z
I'm running into an item repairing bug on v0.3.5 and minecraft 1.5.2. Steps to reproduce:
Have a damaged stone pick in slot one selected. Open Craft Pad in slot 7 with C key. Stone pick recipe is currently on. I quit the interface using ESC. Stone pick in slot one is repaired.
It probably works in other not-so-specific situations as well, but I haven't tested for it yet. Are there any known mod conflicts that could cause this?
I'm running into an item repairing bug on v0.3.5 and minecraft 1.5.2. Steps to reproduce:
Have a damaged stone pick in slot one selected. Open Craft Pad in slot 7 with C key. Stone pick recipe is currently on. I quit the interface using ESC. Stone pick in slot one is repaired.
It probably works in other not-so-specific situations as well, but I haven't tested for it yet. Are there any known mod conflicts that could cause this?
Apparently this repairing bug happens regardless of the recipe on the craft pad, so far as your selected item is damaged...
I'll also fix this probably tonight.
----
Didn't realize the C shortcut was this buggy on my tests..
I think what they meant, correct me if I am wrong, but is to have alternative ways to craft its from XACT, like the table and the chips using items from those mods when they are installed. There are ways to do this without core moding, just very simple reflection.
If i recall correctly, you always have to right click to place the (ghost) item in the grid.
I tested crafting the minium stone, using the 8 shards and the inert stone. I worked perfectly.
I'll call this issue closed, unless it's otherwise confirmed.
... derp. I might tweak the chip's recipe, and maybe even the craft pad. I do want the main machine to use my chips, tho.
We'll see.
Because 'Applied Energistics' is intended for late game.
With high amounts of resources needed to build and a larger infrastructure.
This mod on the other hand, is for much earlier game usage.
For a earlier game smaller infrastructure Which Ive been looking for.
Would be cool, if I would be able to setup a network that would let me do some automation
with a bunch of these tables. Linked up with some sort of 'Electronic Piping' that would need EU to be used.
Because it has computer chips.
I also believe that those chips recipes need Gold Nugget, Copper Nugget, Tin Nugget and a Redstone,
On the bottom row of the recipe, since those chips are electronic parts.
Would make the mod more balanced.
And you can create a API Hook with Computer Craft and operate these tables with Computer Craft.
Just incase someone wanted to use Computer Craft with these tables.
Would be great for those of us, who would like Something like 'Applied Energistics'
But for early game and less costly than 'Applied Energistics'.
It would be a mixture of Logistics Pipes Auto Crafting tables and Eloraams Project Table..
But Logistics Pipes and Auto Crafting tables mod and even Eloraam Project Tables, it only holds (1) recipe.
While this Mod 'XACT' holds (4) Recipes per table. (yaaay.!)
Which is much better...
Plus the chips are portable, unlike no other mods accept 'Applied Energistics'
which has portable disk. But again its intended for late game usage.
See where im getting at.?
If done properly, this mod can become one of the huge mods used by everyone.
Just saying
.
Windows 7 x64-bit SP-1 - MC v1.7.10 - Forge 10.13.4.1517 - CodeChickenCore v1.0.7.47 - NEI v1.0.5.118 - (MultiMC v5.0.4.8)
Having been using this mod for a few days now.
There seems to be something most important missing from this mod. Otherwise its just anther NEI but with 'Chips'...
Everytime, I want to craft something, I always have to dig into lots of chest to get the resources to create the items.
Which makes this mod a bit odd.
I believe there should definately be a tubing added to this mod that would connect the XACT Tables to any chests,
including but not limited to Iron chest, barrels and any other mod that does some sort of storage.
And XACT should be able to pull from those chests for its resources to create the products that the chips are holding.
** Or even create XACT Chest's ** Same texture as the Tables.
And they can be Powered Chest just like the XACT Tables.
And they would also be able to be powered by XACT Solar Panels.
Maybe have them Always powered By solar and have a XACT Battery Box that would hold reserved Power in them.
Because the mod would be for early stages of the game. Solar Power would be a nice touch with XACT Bat Boxes.
I also believe the tubing should be called - 'XACT Data Tubes' or 'XACT Electronic Tubes'
Since its actually pulling data and items from the chests in the tubes.
The tube size should not be large tubes, but rather small in size.
Something along the same size of 'Universal Electricity' mod cables.
(1) kind of cable for Power and another (1) kind of cable for Data, both plugged into the back of each of the XACT tables.
The table definately needs to be connected to chests, as mentioned above, or it would just be another NEI but with chips.
Also, If a Chest is placed right next to the XACT Tables, they should see the contents of that chest and be able to pull from it too.
I keep having to go back and forth into different chests, so i can create the items i need that are stamped on the chips.
Kinda makes the mod, too tasky if you know what I mean.
Because I could do the same with a regular crafting table and NEI.
I hope this helps you come up with some ideas for the mod,
because I do like the mod and its concept, as well as the color of the table and its features.
The mod just needs a bit more work for improvement.
.
Windows 7 x64-bit SP-1 - MC v1.7.10 - Forge 10.13.4.1517 - CodeChickenCore v1.0.7.47 - NEI v1.0.5.118 - (MultiMC v5.0.4.8)
I would like to ask you if I could add XACT into a Private Pack for a server? I will give you credit for the mod in the Pack Download. I would greatly appreciate it if you say yes.
Thanks,
iMarbot
It was too hard to quote everything you said, so I'll just address the main points you mentioned.
Pulling from adjacent inventories (say, chests, barrels, etc) is on my to-do list.
On the next version, I'll release a plug-in for being able to pull from Better Storage's crates. This would mean having a huge storage buffer for the table. Those crates are very low cost, so they are perfect for early-game massive storage.
Sooner or later I will create another plug-in for being able to pull from the Applied Energistics network. And probably even for Barrels.
Unfortunately, I can't successfully pull from regular chests (or even Iron Chests) until the guys at Forge merge a PR that is currently on hold.
Recipes:
I don't intent to do balancing through recipes. If I tweak them, it would be to make it easier to craft. For instance, add alternative recipes based on the mods installed. It's just an added cost that easily becomes tedious.
Textures:
They are changing. I became sick of the current ones. A professional did them for me.
Chests and Item transport:
I might create a special chest for chips, but not for regular items.
My goal for XACT is to make it both the best manual crafting table, and the best automatic one.
Other mods do other things best, like logistics pipes are good for managing item transportation. It would be wise to let each mod do whatever they do best.
Power Usage:
The vanilla workbench doesn't use power, nor the BC's ACT, nor RP2's Project table... There is just no power requirement for crafting.
Computer-craft Integration:
Just brilliant. It didn't occur to me the potential this could unlock. I'll have to think it through, and maybe i'll add this to my list.
Thanks for all the suggestions. It was actually enlightening to have a different perspective.
How would the mod pack be distributed? Who would have access to the private pack, etc?
I need to know this information. Please PM.
Please, next time copy the entire crash log, not just this.
Anyway, managed to figure it out.. I'll have this fixed by the next release (which will be within a few days),
Thats because those 3 mods are sharing the same Block / Item ID's, as soon as you install XACT.
Resolve those manually by setting them to their own IDs.
You can export an entire list of Available 'Un-used' Block & Item IDs by exporting the list from NEI.
So at least you would know what IDs are available and whats not and you can resolve your issue.
Hope it helps
Windows 7 x64-bit SP-1 - MC v1.7.10 - Forge 10.13.4.1517 - CodeChickenCore v1.0.7.47 - NEI v1.0.5.118 - (MultiMC v5.0.4.8)
It's not possible for items or blocks to share IDs (Unless they are from the same mod, and they are actually the same item/block, except it's visual appearance deceives you).
Unfortunately, this has been reported to me in the past by immibis and we still don't know what causes it.
It might be a bug on mystcraft's side, but we aren't sure. Will keep hunting for that bug.
If you set B:addWorkbenchTileEntity=false in the config, this problem goes away. It happens everywhere the workbench top texture is used - I first noticed it in the Vending Block mod, which uses the texture.
Featured:
XACT Crafter can pull from adjacent crates (Better Storage mod).
Change log
- Created plug-in for Better Storage: Enables the Crafter to pull resources from adjacent crates.
- Added key-binding for opening the Craft Pad's GUI if it's on the player's hot-bar.
- Updated integration with MPS, to work properly with build #564+
- Can be built from the repository.
- No longer need to compile all the MPS sources to build my plug-in for MPS.
- Fixed sync issues.
- Fixed the colored overlays so they correctly show the missing ingredients.
- Crafting Devices now update their states only when needed.
Fixed!
Interestingly, neither of the mods involved do anything strange. It might just be minecraft being derpy.
I'll try to figure it out, tho.
I don't think there is forge for 1.6.1 yet. So yeah, still for 1.5.1/1.5.2
many thanks dude, you are the best
Well crates seems like a very nice early game storage system anyway if xact can pull any item from a huge cratecluster for NEI crafting. If crates can have items piped into them, Ill definitely use this my next world reset.
AE handles the mid-late game inventory/crafting setup.
As you said, crates are an early game [massive] storage system. I was aiming for that. I didn't mean to create my own storage system.
This might seem like I'm forcing you guys to use that mod, but actually there is not much I can do. I can't allow pulling from regular inventories, because I'm still waiting for a pull request on forge. As of now, it would be glitchy to pull, as you don't know when inventories are updated. Crates made this easy on me.
I think you CAN pipe items into crates, just don't know for sure.
Later down the line I'll create a plug-in for AE, so you can pull from the ME network. z
Well, now there is a forge build for 1.6.1. I'll be looking forward to port soon.
Have a damaged stone pick in slot one selected. Open Craft Pad in slot 7 with C key. Stone pick recipe is currently on. I quit the interface using ESC. Stone pick in slot one is repaired.
It probably works in other not-so-specific situations as well, but I haven't tested for it yet. Are there any known mod conflicts that could cause this?
Found the cause. For now avoid using the C shortcut.
I'll upload a fix probably tonight.
Apparently this repairing bug happens regardless of the recipe on the craft pad, so far as your selected item is damaged...
I'll also fix this probably tonight.
----
Didn't realize the C shortcut was this buggy on my tests..