I would like to make it clear, I'm not responsible for the base conveyor texture! PC wants to keep it for posterity since it's the only original texture left, and I can completely understand.
I mean I could make an alt texture but I'm not sure there is really that much call for it
Just a thought: The Mob Grinder should have some kind of CRUNCHing sound xD
I'm using those just MFR, Railcraft, the Voltz pack, and the Project Table mod (adds Rp2-like project tables without the stupid gems and crap RP2 has) and having a ton of fun. Just throwing it out there that you aren't the only one ditching TE, IC2, BC, etc.
The Voltz pack (universal electricty) adds a bunch of goals. It's alot tougher to get started with than you are probably used to, but it's a lot of fun and gives you a lot of reason to build those farms.
Yeah, the starters on the voltz pack are pretty darned high-end, and eventually the tech gets out of hand unless you disable stuff like nukes, but to be sure, with PC's new converters, and getting started with railcraft and MFR, the tech tree (building tech to build tech) seems to be pretty smooth.
Running a reactor is generally considered an end goal... Power convertors allows you to run with a steam boiler for quite some time before the power needs outpace your automation ability, and helps make a reactor an end goal again (along with MFFS).
The one thing that has always killed me about UE, though, is the stupid leather cable jackets. maybe MFR can make leather less of a chore. If you could use MFR rubber to make UE wire coatings, it would make the whole experience a whole lot less painful (and lots less mooing)
Conveyors: now available in a wide variety of equally displeasing colors!
The old standard one (not shown) is what you get when you make them, then you craft them with the ceramic dyes to make these. No I'm not going to explain how you combine ceramic dye with rubber because who the hell cares.
Really the one weekend I'm offline you do this and all this other cool MFR 2.1 stuff. (I assume this is going to be released quite soon.) Do you plan to make it so you can make the new conveyor belts back into the old one, (undying it), also I actually like the new conveyor belts.
Also Idog I made something crazy, it's called the MFR RP Modular farm 2.0, It's crazy, and just as small as your modular farms. (fertilizer module doesn't ever seem to run as fast as I would like, but I only have tested it with trees.)
I am attempting to charge my Modular Powersuit using the Universal Charger and the server crashed the instant I stepped onto the pad. As a result I am now stuck on the pad resulting in the server crashing whenever I log in. Here is the error displayed when the server crashes: http://pastebin.com/bMYvYgzL
Really the one weekend I'm offline you do this and all this other cool MFR 2.1 stuff. (I assume this is going to be released quite soon.) Do you plan to make it so you can make the new conveyor belts back into the old one, (undying it), also I actually like the new conveyor belts.
Un-dyeing probably not, I can't think of a good recipe for it. Plus the things are pretty cheap.
Oh and it's probably at least a week out still, I gotta make sure everything actually works which is a lot harder and slower than the initial implementation. And there's still one thing I haven't shown off yet...
I am attempting to charge my Modular Powersuit using the Universal Charger and the server crashed the instant I stepped onto the pad. As a result I am now stuck on the pad resulting in the server crashing whenever I log in. Here is the error displayed when the server crashes: http://pastebin.com/bMYvYgzL
It looks like this is actually an issue with MPS - something is telling IC2 that it has a max charge of 0 which IC2 doesn't like. I'm forwarding this to the MPS dev and hopefully they'll be able to sort out what's going on for you.
e: meantime, you might be best off having somebody else log in and break the pad.
I am attempting to charge my Modular Powersuit using the Universal Charger and the server crashed the instant I stepped onto the pad. As a result I am now stuck on the pad resulting in the server crashing whenever I log in. Here is the error displayed when the server crashes: http://pastebin.com/bMYvYgzL
If you have access to your server's data files and the world spawn isn't too far away from this pad you're stuck on, you could try moving your character file out of \world\players, log in with an empty inventory, bust the pad, log out & then paste your old player file back into the folder? That used to work on 1.2.5, not sure if it still does. Just don't forget to dump your pad off somewhere before deleting that new dummy file.
I had just installed the converters so I removed it started the server and logged in so they would disappear and just cheated myself new ones when I turned it back on. So at least I'm not stuck anymore and nobody lost anything.
Any chance adult animals could lose the "walk to mommy" thing? At least, maybe after going through an adult-set chronotyper? It makes moving them on conveyors far glitchier than it could be, at least in SMP, as they are fighting the conveyor, which causes them to place-jump all over.
Any chance adult animals could lose the "walk to mommy" thing? At least, maybe after going through an adult-set chronotyper? It makes moving them on conveyors far glitchier than it could be, at least in SMP, as they are fighting the conveyor, which causes them to place-jump all over.
Actually, I find the move to mommy behavior to be quite useful if I keep farms small (5x5) and individually partitioned, rather than lumping them all together in a super-farm. It avoids the need for a second chronotyper to keep children out of the choppers until they are big enough to be butchered efficiently. It is not 100%, but it's not bad.
I remember someone mentioning that animal behavior AI is coded such that it requires modifying the core jar to change it. You can REPLACE an animal (and set it to zero spawn) and give the new replacement new behaviors, but that's a much heftier behavior price.
Hey Powercrystals- any chance that in the new release you could add a recipe to use cooked MFR rubber as an additional option for making UE wires to it's default cowhides?
Actually, I find the move to mommy behavior to be quite useful if I keep farms small (5x5) and individually partitioned, rather than lumping them all together in a super-farm. It avoids the need for a second chronotyper to keep children out of the choppers until they are big enough to be butchered efficiently. It is not 100%, but it's not bad.
Are you playing SMP? I'm pretty sure this is happening because I'm playing on a server. But, I use one chronotyper to pull children into a pen, then another to pull them onto a conveyor to a grinder once they grow up. But half the time, the conveyor pushes them away from the 2nd chronotyper a bit, and then they instantly glitch back to it trying to get to mommy. This can keep happening for minutes at a time, clogging up the belt, making a big mess, and looking glitchy as hell - and alot of the time, they end up spewing out of the fence somehow. It's not exactly what I would call helpful :s
For the record, both pens are 5x5, onto a 1 wide conveyor line surrounded by fence.
I hesitate to suggest this, but some sort of "stun" for farm animals on the conveyors might fix the problem - like, something that just makes them lose focus. I doubt you would have to write AI for that (to just force the look-around behavior.) The downside there is that the conveyors work very well with TC3 golems now, and I would hate to have that broken... But if it only applied to farm animals, all's well!
Are you playing SMP? I'm pretty sure this is happening because I'm playing on a server. But, I use one chronotyper to pull children into a pen, then another to pull them onto a conveyor to a grinder once they grow up. But half the time, the conveyor pushes them away from the 2nd chronotyper a bit, and then they instantly glitch back to it trying to get to mommy. This can keep happening for minutes at a time, clogging up the belt, making a big mess, and looking glitchy as hell - and alot of the time, they end up spewing out of the fence somehow. It's not exactly what I would call helpful :s
For the record, both pens are 5x5, onto a 1 wide conveyor line surrounded by fence.
I hesitate to suggest this, but some sort of "stun" for farm animals on the conveyors might fix the problem - like, something that just makes them lose focus. I doubt you would have to write AI for that (to just force the look-around behavior.) The downside there is that the conveyors work very well with TC3 golems now, and I would hate to have that broken... But if it only applied to farm animals, all's well!
Ahh, I use a slightly different 'trench attrition' method to get them onto the conveyors. only a single pen with a chronotyper, and then a 3 wide dark stone 'shed' where the children wait on a ledge, pushing against the wall to try to stay close to mommy even though they cannot see her. When one grows to be an adult, movement and pressure pushes them off the ledge and into a grinder. both cows and monsters wind up being parted out.
Now that I think about it, my method is like... seriously horrific. Saw-type horrific.
Then again, I play SSP mostly. I like working stuff out before I put it on a server. it might be an smp-only problem.
You might want to try animal-loading minecarts instead, on a short circuit... animals seem to not move much once you stick 'em in a cart, and don't seem to be recognised as 'mommy' animals while they are shipped out. That way you can move the adults away from the stockyard and babies for easy slaughter.
also, the 'chest filler' seems to be a killer as well(as I discovered many times with rabbits and cats from mo' animals) you might try using some of those in the killing field, with dispensers shooting out the remains underneath to waiting conveyors.
Edit- How are you using them with golems? I am curious, since TC has no wood farming methodology, and I'd love an excuse to pull out forestry (It's clunky and makes the evil wizardry 'minions' mod glitchy.) Just fetching and carrying by wood golems and stone chest-shifting-sorting?
Any chance adult animals could lose the "walk to mommy" thing? At least, maybe after going through an adult-set chronotyper? It makes moving them on conveyors far glitchier than it could be, at least in SMP, as they are fighting the conveyor, which causes them to place-jump all over.
I looked into doing this when I made the chronotyper and it's somewhere between "gigantic pain in the butt" and "impossible". So unlikely, sadly.
Hey Powercrystals- any chance that in the new release you could add a recipe to use cooked MFR rubber as an additional option for making UE wires to it's default cowhides?
I have a problem with the fact that the machines react to redstone signal. I ues RP2 Manager to supply planters. When the manager detects the planter have sufficient number of seeds it emits redstone signal, which disables the planter. Can you do GUI in Thermal Expansion style, make it possible to change the response to redstone signal. Thanks
Ugh. I'm not sure this will make it in to 2.1 but it is something I want to do eventually.
I would like to make it clear, I'm not responsible for the base conveyor texture! PC wants to keep it for posterity since it's the only original texture left, and I can completely understand.
I mean I could make an alt texture but I'm not sure there is really that much call for it
Haha! I know, and all the new textures are great!
What PC said about the items going over them does make sense though.
Oh, and I was sceptical at first but I really like the new netherores ones after getting back into the nether and seeing them in play.
Ahh, I use a slightly different 'trench attrition' method to get them onto the conveyors. only a single pen with a chronotyper, and then a 3 wide dark stone 'shed' where the children wait on a ledge, pushing against the wall to try to stay close to mommy even though they cannot see her. When one grows to be an adult, movement and pressure pushes them off the ledge and into a grinder. both cows and monsters wind up being parted out.
Now that I think about it, my method is like... seriously horrific. Saw-type horrific.
Then again, I play SSP mostly. I like working stuff out before I put it on a server. it might be an smp-only problem.
You do realize he changed the grinder some time ago so it only butchers adults. I've got the chronotyper right from the breeders to the grinder, the top one with a drop that leaves only 1 or 2 health. You've got nothing on me on horrific!
Also Idog I made something crazy, it's called the MFR RP Modular farm 2.0, It's crazy, and just as small as your modular farms. (fertilizer module doesn't ever seem to run as fast as I would like, but I only have tested it with trees.)
Cool! What are you running for power?
I've been building my design in survival over the weekend. Putting it to the test (and still finding refinements).
I had wanted to do a tutorial or kind of lets play but I think I am gonna wuss out and just put it up for download when I am done.
Everyone on the leather and wool (well wool is RP2) insulation, that is something that would need to be changed on their respective mods ends to let them use rubber (although I guess with an API it should be easy enough to add an alternate recipe). I mean there are already at least 2 sources of rubber that are in the forge dictionary. How hard would it be to allow alternate recipes?
Edit- How are you using them with golems? I am curious, since TC has no wood farming methodology, and I'd love an excuse to pull out forestry (It's clunky and makes the evil wizardry 'minions' mod glitchy.) Just fetching and carrying by wood golems and stone chest-shifting-sorting?
Yeah, I was determined to not use any pipe-based sorting or transport in this base, so I'm doing all of it with golems that pull off conveyors for a "my little factory" feel. Sadly it didn't work as well as I'd hoped as there is no way to set clay golems to pull their sort items off the ground - only from marked chests. So instead of having one conveyor line where golems pull the appropriate stuff off, I have to drop it in the right place and have wood golems pick it up and put it in a chest the clay golems can sort from. It still looks way more awesome than pipes, though.
@PC: Aww
Edit: Someone just told me that brainy wood golems can filter items, so going to have to try that now. So excited!
does nether ores support Thermal Expansions pulverizers? The AS ones dont arm
They will again. Changing hands.
KL removed it from TE so that PC can put the functionality in NE (sorry for all the acronyms).
Look back like a page or two.
Hey Powercrystals- any chance that in the new release you could add a recipe to use cooked MFR rubber as an additional option for making UE wires to it's default cowhides?
That seems easy enough.
Great, how about for RP2 (instead of wool) as well? Or don't go there?
Haha! I know, and all the new textures are great!
What PC said about the items going over them does make sense though.
Oh, and I was sceptical at first but I really like the new netherores ones after getting back into the nether and seeing them in play.
He doesn't do the NetherOres textures, actually; those were donated by another person in this thread
Everyone on the leather and wool (well wool is RP2) insulation, that is something that would need to be changed on their respective mods ends to let them use rubber (although I guess with an API it should be easy enough to add an alternate recipe). I mean there are already at least 2 sources of rubber that are in the forge dictionary. How hard would it be to allow alternate recipes?
Adding recipes isn't terribly hard, depending on how the mods are laid out. Most are fairly easy. Some (like EBXL) store their data in weird places so it's annoying, but still not very difficult.
Great, how about for RP2 (instead of wool) as well? Or don't go there?
I am not touching RP2 at all until eloraam ends her policy of not allowing other mods to interact with hers. This includes any special handling for tubes as well as additional recipes.
Besides if you're using MFR and lacking wool something has gone horribly wrong.
He doesn't do the NetherOres textures, actually; those were donated by another person in this thread
Besides if you're using MFR and lacking wool something has gone horribly wrong.
Oh, I wasn't sure. Still I like the rest of the textures
You got me there. I wish I could say the same for leather. I still use smelt rottenflesh to leather mod & raise cows. I don't understand why pigs don't give leather as well, pigskin is used just as much as cows (it's not just for footballs!). Mystcraft is so brutal on books.
I mean I could make an alt texture but I'm not sure there is really that much call for it
Yeah, the starters on the voltz pack are pretty darned high-end, and eventually the tech gets out of hand unless you disable stuff like nukes, but to be sure, with PC's new converters, and getting started with railcraft and MFR, the tech tree (building tech to build tech) seems to be pretty smooth.
Running a reactor is generally considered an end goal... Power convertors allows you to run with a steam boiler for quite some time before the power needs outpace your automation ability, and helps make a reactor an end goal again (along with MFFS).
The one thing that has always killed me about UE, though, is the stupid leather cable jackets. maybe MFR can make leather less of a chore. If you could use MFR rubber to make UE wire coatings, it would make the whole experience a whole lot less painful (and lots less mooing)
Really the one weekend I'm offline you do this and all this other cool MFR 2.1 stuff. (I assume this is going to be released quite soon.) Do you plan to make it so you can make the new conveyor belts back into the old one, (undying it), also I actually like the new conveyor belts.
Also Idog I made something crazy, it's called the MFR RP Modular farm 2.0, It's crazy, and just as small as your modular farms. (fertilizer module doesn't ever seem to run as fast as I would like, but I only have tested it with trees.)
Un-dyeing probably not, I can't think of a good recipe for it. Plus the things are pretty cheap.
Oh and it's probably at least a week out still, I gotta make sure everything actually works which is a lot harder and slower than the initial implementation. And there's still one thing I haven't shown off yet...
It looks like this is actually an issue with MPS - something is telling IC2 that it has a max charge of 0 which IC2 doesn't like. I'm forwarding this to the MPS dev and hopefully they'll be able to sort out what's going on for you.
e: meantime, you might be best off having somebody else log in and break the pad.
INFORMATION WANTS TO BE WRONG
If you have access to your server's data files and the world spawn isn't too far away from this pad you're stuck on, you could try moving your character file out of \world\players, log in with an empty inventory, bust the pad, log out & then paste your old player file back into the folder? That used to work on 1.2.5, not sure if it still does. Just don't forget to dump your pad off somewhere before deleting that new dummy file.
Actually, I find the move to mommy behavior to be quite useful if I keep farms small (5x5) and individually partitioned, rather than lumping them all together in a super-farm. It avoids the need for a second chronotyper to keep children out of the choppers until they are big enough to be butchered efficiently. It is not 100%, but it's not bad.
I remember someone mentioning that animal behavior AI is coded such that it requires modifying the core jar to change it. You can REPLACE an animal (and set it to zero spawn) and give the new replacement new behaviors, but that's a much heftier behavior price.
Hey Powercrystals- any chance that in the new release you could add a recipe to use cooked MFR rubber as an additional option for making UE wires to it's default cowhides?
Are you playing SMP? I'm pretty sure this is happening because I'm playing on a server. But, I use one chronotyper to pull children into a pen, then another to pull them onto a conveyor to a grinder once they grow up. But half the time, the conveyor pushes them away from the 2nd chronotyper a bit, and then they instantly glitch back to it trying to get to mommy. This can keep happening for minutes at a time, clogging up the belt, making a big mess, and looking glitchy as hell - and alot of the time, they end up spewing out of the fence somehow. It's not exactly what I would call helpful :s
For the record, both pens are 5x5, onto a 1 wide conveyor line surrounded by fence.
I hesitate to suggest this, but some sort of "stun" for farm animals on the conveyors might fix the problem - like, something that just makes them lose focus. I doubt you would have to write AI for that (to just force the look-around behavior.) The downside there is that the conveyors work very well with TC3 golems now, and I would hate to have that broken... But if it only applied to farm animals, all's well!
Ahh, I use a slightly different 'trench attrition' method to get them onto the conveyors. only a single pen with a chronotyper, and then a 3 wide dark stone 'shed' where the children wait on a ledge, pushing against the wall to try to stay close to mommy even though they cannot see her. When one grows to be an adult, movement and pressure pushes them off the ledge and into a grinder. both cows and monsters wind up being parted out.
Now that I think about it, my method is like... seriously horrific. Saw-type horrific.
Then again, I play SSP mostly. I like working stuff out before I put it on a server. it might be an smp-only problem.
You might want to try animal-loading minecarts instead, on a short circuit... animals seem to not move much once you stick 'em in a cart, and don't seem to be recognised as 'mommy' animals while they are shipped out. That way you can move the adults away from the stockyard and babies for easy slaughter.
also, the 'chest filler' seems to be a killer as well(as I discovered many times with rabbits and cats from mo' animals) you might try using some of those in the killing field, with dispensers shooting out the remains underneath to waiting conveyors.
Edit- How are you using them with golems? I am curious, since TC has no wood farming methodology, and I'd love an excuse to pull out forestry (It's clunky and makes the evil wizardry 'minions' mod glitchy.) Just fetching and carrying by wood golems and stone chest-shifting-sorting?
I looked into doing this when I made the chronotyper and it's somewhere between "gigantic pain in the butt" and "impossible". So unlikely, sadly.
That seems easy enough.
Ugh. I'm not sure this will make it in to 2.1 but it is something I want to do eventually.
INFORMATION WANTS TO BE WRONG
Haha! I know, and all the new textures are great!
What PC said about the items going over them does make sense though.
Oh, and I was sceptical at first but I really like the new netherores ones after getting back into the nether and seeing them in play.
You do realize he changed the grinder some time ago so it only butchers adults. I've got the chronotyper right from the breeders to the grinder, the top one with a drop that leaves only 1 or 2 health. You've got nothing on me on horrific!
Cool! What are you running for power?
I've been building my design in survival over the weekend. Putting it to the test (and still finding refinements).
I had wanted to do a tutorial or kind of lets play but I think I am gonna wuss out and just put it up for download when I am done.
Everyone on the leather and wool (well wool is RP2) insulation, that is something that would need to be changed on their respective mods ends to let them use rubber (although I guess with an API it should be easy enough to add an alternate recipe). I mean there are already at least 2 sources of rubber that are in the forge dictionary. How hard would it be to allow alternate recipes?
Yeah, I was determined to not use any pipe-based sorting or transport in this base, so I'm doing all of it with golems that pull off conveyors for a "my little factory" feel. Sadly it didn't work as well as I'd hoped as there is no way to set clay golems to pull their sort items off the ground - only from marked chests. So instead of having one conveyor line where golems pull the appropriate stuff off, I have to drop it in the right place and have wood golems pick it up and put it in a chest the clay golems can sort from. It still looks way more awesome than pipes, though.
@PC: Aww
Edit: Someone just told me that brainy wood golems can filter items, so going to have to try that now. So excited!
They will again. Changing hands.
KL removed it from TE so that PC can put the functionality in NE (sorry for all the acronyms).
Look back like a page or two.
Great, how about for RP2 (instead of wool) as well? Or don't go there?
He doesn't do the NetherOres textures, actually; those were donated by another person in this thread
Adding recipes isn't terribly hard, depending on how the mods are laid out. Most are fairly easy. Some (like EBXL) store their data in weird places so it's annoying, but still not very difficult.
Yeah, it is not really intended for other classes to screw with mob AIs, unfortunately.
It will again soon. Probably tonight. KL moved that job to my end because that's really where it makes sense.
I am not touching RP2 at all until eloraam ends her policy of not allowing other mods to interact with hers. This includes any special handling for tubes as well as additional recipes.
Besides if you're using MFR and lacking wool something has gone horribly wrong.
INFORMATION WANTS TO BE WRONG
Oh, I wasn't sure. Still I like the rest of the textures
You got me there. I wish I could say the same for leather. I still use smelt rottenflesh to leather mod & raise cows. I don't understand why pigs don't give leather as well, pigskin is used just as much as cows (it's not just for footballs!). Mystcraft is so brutal on books.
INFORMATION WANTS TO BE WRONG