Just asking is there a way for the encoder to just use the forge ore dictionary because I tried to make electrum ingots from TE and it just ignores other silver ingots added by thaumcraft, factorization? and IC2 for the ME interface for that matter
All external crafting is item specific, its like this cause some processed require the exact item, and do not support the ore dictionary.
All external crafting is item specific, its like this cause some processed require the exact item, and do not support the ore dictionary.
so I guess the only way for me to fix it is just by using the base mod I want to process items... in this case Thermal expansion...
in the same line I noticed that with TE3 it seems the controller is having problems in regulating its energy when hooked up onto redstone flux which I tihink is handled by the lack of API? or because it cant calculate the MJ conversion from redstone flux? well I did have a molecular assembly chamber with a size of 5x5x5
or that it maybe thermal expansion side's problem... if so I might have to inform king lemming
nevermind i think it was because AE was optimizing the energy
All external crafting is item specific, its like this cause some processed require the exact item, and do not support the ore dictionary.
This and you can use the MFR 'Unifier' block to consolidate different ores/items/etc to be of a single type. The Unifier requires no power to use and has 9 'preference' slots. What I commonly use it for is to convert the various copper/tin/bronze/steel ingots I get from dungeon loot or treasure bags to a single type. And I make sure the preferred type is the same type used by AE's crafting. I also use it to convert Tears into Ghast Tears and Gelatinous Slime into Slimeballs.
Implementation is easy enough - import bus underneath, precision export bus into any side/top set to export what you want converted, conversion preferences set within the Unifier block itself [max 9 for each Unifier].
This and you can use the MFR 'Unifier' block to consolidate different ores/items/etc to be of a single type. The Unifier requires no power to use and has 9 'preference' slots. What I commonly use it for is to convert the various copper/tin/bronze/steel ingots I get from dungeon loot or treasure bags to a single type. And I make sure the preferred type is the same type used by AE's crafting. I also use it to convert Tears into Ghast Tears and Gelatinous Slime into Slimeballs.
Implementation is easy enough - import bus underneath, precision export bus into any side/top set to export what you want converted, conversion preferences set within the Unifier block itself [max 9 for each Unifier].
this was what I was afraid of... but I guess theres no helping it... i could probably make a sub network just for forge dictionary then and have it import to my main network...
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AlgorithmX2, Even such quantity of Energy Cell doesn't suffice for use of teleportation of constructions.
Required 570 B eu, I have only 6400 M eu energy. Whether there is any way to make Energy Cell more compact?
AlgorithmX2, Even such quantity of Energy Cell doesn't suffice for use of teleportation of constructions.
Required 570 B eu, I have only 6400 M eu energy. Whether there is any way to make Energy Cell more compact?
AE2 will include a denser energy cell, you can also continue trying to improve your efficiency so you need less power.
Thanks)
You can make recipes which can be included in a config the file at established GregTech for bigger realism?
I'm not entirely sure what it will be like but for AE2 I'm going to try and include some kinda of recipe file format that can be used to alter recipes. however I can't really promise how it works, or comment on it cause its probably the last thing I'm going to do before AE2 gets released.
Congratz on my new fav mod.. I doubt I can survive without this one from this point foreward.... And adding the extra cells with liquid support makes it AMAZING!!!
I am however bold enough to come up with some suggestions that I feel would contribute...
1. Security: Making it so the terminals and machines had biometric sensors that would keep the folks you didn't wanna interact with them from doing so... and perhaps a whitelist for the people you trust...
2. The cables: Another mod I LOVE is EnderIO, and the cables they have in that mod... Would be great if somehow one could have your signal cables in the same block as the 4 in EnderIO, and then using that facade...
3. Somehow make it so that when using a fuzzy export or import thingy, you could make it so all the ores that could be pulverized went there... and not having to put, iron, gold, tin, copper, silver, lead, and soon enugh your out of space on the GUI...
And thats about it... Keep up the AMAZING job, and I am looking foreward to the next update for 1.7.x something...
How does AE handle situation where player have multiple crafting patterns producing same item? For example producing iron ignots by smelting ore vs crafting from iron blocks. I my tests system seems to prefer recipe with iron blocks, even when network doesn't have any.
AE1 presently only supports 1 pattern per item, I'm completely re doing the entire thing for AE2.
Congratz on my new fav mod.. I doubt I can survive without this one from this point foreward.... And adding the extra cells with liquid support makes it AMAZING!!! I am however bold enough to come up with some suggestions that I feel would contribute... 1. Security: Making it so the terminals and machines had biometric sensors that would keep the folks you didn't wanna interact with them from doing so... and perhaps a whitelist for the people you trust... 2. The cables: Another mod I LOVE is EnderIO, and the cables they have in that mod... Would be great if somehow one could have your signal cables in the same block as the 4 in EnderIO, and then using that facade... 3. Somehow make it so that when using a fuzzy export or import thingy, you could make it so all the ores that could be pulverized went there... and not having to put, iron, gold, tin, copper, silver, lead, and soon enugh your out of space on the GUI... And thats about it... Keep up the AMAZING job, and I am looking foreward to the next update for 1.7.x something...
1. Security is planned it will probably be after the initial release for AE2 tho.
2. Just so you know BC Facades work on AE's cables. and crazy pants might be working on adding AE cables to EIO.
3. Depends on your goal, but it might also be possible to use storage use, which have much larger filters. Consider your setup, and think about diffrent ways you can handle it.
I made a showcase of the new Pylon functionality!
Edit: May take time to upload >.<
Just so you know, it does work with items, the issue is that your pylons need to be one layer deeper into the ground, since the pylons are the ouside of the outside box.
Been thinking on the pylon thingies... What was the initial thought behind it... Could one i.e. store 128*128*128 in a memory block, and then "mine" it from there?? I've tried to look around, but I cant find any good vids or text on it...
And I've just started using it, I am sure I can find a way to make things more automated... without using tons of machines... LIke the EIO SAG Mill has too many recepies for me to comprehend how to setup autocrafting for (pulverizer, macerator kinda thingy.. )
Been thinking on the pylon thingies... What was the initial thought behind it... Could one i.e. store 128*128*128 in a memory block, and then "mine" it from there?? I've tried to look around, but I cant find any good vids or text on it...
And I've just started using it, I am sure I can find a way to make things more automated... without using tons of machines... LIke the EIO SAG Mill has too many recepies for me to comprehend how to setup autocrafting for (pulverizer, macerator kinda thingy.. )
Its really just for moving players/entities/blocks around or storing them away for a while. Theres no true objective with the feature, its just a tool to let people come up with new and interesting machines. People have built teleporters, or are trying to relocate villages, maybe tucking away sections of your base.
I am going to assume this doesn't work will with 953 version of forge?
Shame if it doesn't I was looking forward to having Arcane Lamps from Thaumcraft with AE.
Why would you assume that? Download it and try it out to find out for sure.
I know for a fact that RV13c works with the 953 version of Forge, because that's what I am running on my home server. I don't know about RV14 but I would think that it would work if RV13 does.
Its really just for moving players/entities/blocks around or storing them away for a while. Theres no true objective with the feature, its just a tool to let people come up with new and interesting machines. People have built teleporters, or are trying to relocate villages, maybe tucking away sections of your base.
When something is "tucked away", does it act like it is chunk loaded or would a chunk loader need to be tucked away with the area?
Sorry, I went RV13 because 14 got dropped so I went with the stable version. When I get home I'll check logs to see if any errors popped that I might have missed when the server was loading.
Hello I love this mod and I'm using it on a server right now but there is a big bug that I don't know how to get rid of. I can't see the Items in my system I looked at my drives and they all have stuff in them but I can't see them in the system. Can you please help me.
All external crafting is item specific, its like this cause some processed require the exact item, and do not support the ore dictionary.
so I guess the only way for me to fix it is just by using the base mod I want to process items... in this case Thermal expansion...
in the same line I noticed that with TE3 it seems the controller is having problems in regulating its energy when hooked up onto redstone flux which I tihink is handled by the lack of API? or because it cant calculate the MJ conversion from redstone flux? well I did have a molecular assembly chamber with a size of 5x5x5
or that it maybe thermal expansion side's problem... if so I might have to inform king lemming
nevermind i think it was because AE was optimizing the energy
This and you can use the MFR 'Unifier' block to consolidate different ores/items/etc to be of a single type. The Unifier requires no power to use and has 9 'preference' slots. What I commonly use it for is to convert the various copper/tin/bronze/steel ingots I get from dungeon loot or treasure bags to a single type. And I make sure the preferred type is the same type used by AE's crafting. I also use it to convert Tears into Ghast Tears and Gelatinous Slime into Slimeballs.
Implementation is easy enough - import bus underneath, precision export bus into any side/top set to export what you want converted, conversion preferences set within the Unifier block itself [max 9 for each Unifier].
this was what I was afraid of... but I guess theres no helping it... i could probably make a sub network just for forge dictionary then and have it import to my main network...
Required 570 B eu, I have only 6400 M eu energy. Whether there is any way to make Energy Cell more compact?
AE2 will include a denser energy cell, you can also continue trying to improve your efficiency so you need less power.
Thanks)
You can make recipes which can be included in a config the file at established GregTech for bigger realism?
I'm not entirely sure what it will be like but for AE2 I'm going to try and include some kinda of recipe file format that can be used to alter recipes. however I can't really promise how it works, or comment on it cause its probably the last thing I'm going to do before AE2 gets released.
Edit: May take time to upload >.<
Coming soon:
-HoverBoat port for 1.7.10 (Old version from ShaRose) - 90%
-TF2-like Killcam - 5%
-Simple Config File Block Adder - 50%
-Ender Pig - 80%
(Damn, I need to finish these!)
My mods:
-Ingame Account Switcher - Lets you change your account info ingame without having to restart Minecraft!
-Crafty Utils - Adds some random useful early-late game content
Arch Linux supporter since 2012!
I am however bold enough to come up with some suggestions that I feel would contribute...
1. Security: Making it so the terminals and machines had biometric sensors that would keep the folks you didn't wanna interact with them from doing so... and perhaps a whitelist for the people you trust...
2. The cables: Another mod I LOVE is EnderIO, and the cables they have in that mod... Would be great if somehow one could have your signal cables in the same block as the 4 in EnderIO, and then using that facade...
3. Somehow make it so that when using a fuzzy export or import thingy, you could make it so all the ores that could be pulverized went there... and not having to put, iron, gold, tin, copper, silver, lead, and soon enugh your out of space on the GUI...
And thats about it... Keep up the AMAZING job, and I am looking foreward to the next update for 1.7.x something...
AE1 presently only supports 1 pattern per item, I'm completely re doing the entire thing for AE2.
Feature Reqeusts: http://ae-mod.info/Requested-Features/
1. Security is planned it will probably be after the initial release for AE2 tho.
2. Just so you know BC Facades work on AE's cables. and crazy pants might be working on adding AE cables to EIO.
3. Depends on your goal, but it might also be possible to use storage use, which have much larger filters. Consider your setup, and think about diffrent ways you can handle it.
Just so you know, it does work with items, the issue is that your pylons need to be one layer deeper into the ground, since the pylons are the ouside of the outside box.
And I've just started using it, I am sure I can find a way to make things more automated... without using tons of machines... LIke the EIO SAG Mill has too many recepies for me to comprehend how to setup autocrafting for (pulverizer, macerator kinda thingy.. )
Its really just for moving players/entities/blocks around or storing them away for a while. Theres no true objective with the feature, its just a tool to let people come up with new and interesting machines. People have built teleporters, or are trying to relocate villages, maybe tucking away sections of your base.
Shame if it doesn't I was looking forward to having Arcane Lamps from Thaumcraft with AE.
Why would you assume that? Download it and try it out to find out for sure.
I know for a fact that RV13c works with the 953 version of Forge, because that's what I am running on my home server. I don't know about RV14 but I would think that it would work if RV13 does.
When something is "tucked away", does it act like it is chunk loaded or would a chunk loader need to be tucked away with the area?
All my AE piping was gone and in it's place were blank spaces.
Are you using RV13 or RV14? As I said, I am using RV13c and it works fine on my server.