Right now I've got 4 pens, 1 with 16 sheep and a rancher (breeder is in between so can be flipped with a hammer if I decide I want more sheep) , 1 for breeding cows & chickens with 8 each, 1 for baby sort, 1 grinder. A level of really complicated logistics pipes, conduits and liquidducts over and under with other machines and tanks. On top of all that room for 20 farms. All in a single chunk (will post screens when I get it all done)
Each pen has a sewer feeding a composter. Fertilizer goes to a wheat farm. I've got another wheat farm and some various farms (I'm out of gold and have less than half the farms built, also not producing enough power for it all). Water blocks fit in between here and there for hydration.
I'm still trying to gauge how much wheat I need to plant to feed 8 breeding pairs but it seems like the composter really doesnt produce enough or the breeder uses too much wheat (since it should use 16 every 5 minutes).
Granted I need a lot more farms but I had about 6 stacks of wheat grown elsewhere to start and I fed in 4 stacks of IC2 fertilizer to get started as well.
Oh, yeah, renaming files can affect load order too. And your english was fine
And now a rare screenshot where I forgot to turn off NEI first:
Ok people keep asking me so here's how this works:
You start with a "core" block, the Energy Bridge as shown
You create at least one "IN" block and one "OUT" block for whatever power systems you want
You place those adjacent to the core
You wire everything up
Everything is configured by block adjacency. The GUI just tells you what you did.
You will craft the "IN"s, and IN crafts to OUT and vice-versa at no cost besides the original block, so they're just swapped back and forth in a crafting grid.
Sprites are not final yet.
Oh and they're 1:1 for testing.
I wanted to ask if the machines of the power converters will remain the same (I mean the old ones not the new ones). I have some engine generators here and there, and I was thinking of using the same block IDs to replace at least the three engine generators.
I wanted to ask if the machines of the power converters will remain the same (I mean the old ones not the new ones). I have some engine generators here and there, and I was thinking of using the same block IDs to replace at least the three engine generators.
No, unlike the updates to MFR and NO this will not be save compatible, I'm sorry. There was no way to do that and make this version as good as it is.
Speaking of APIs, when are we getting Omnitool support? Or is it the other way around and KL has to update omnitools to support MFR?
Works fine atm in the dev environment. RL got real busy right now and the Lexicon unfortunately needs a stupid major overhaul to handle some inconsistencies with the Ore Dictionary.
No, unlike the updates to MFR and NO this will not be save compatible, I'm sorry. There was no way to do that and make this version as good as it is.
Thanks for the answer =p I guess its time to go around my contraptions and note down all the blocks that will be removed. I am looking forward to see how awesome v2 will be.
Works fine atm in the dev environment. RL got real busy right now and the Lexicon unfortunately needs a stupid major overhaul to handle some inconsistencies with the Ore Dictionary.
Will release when I am able.
Sweet. Looking forward to it. (along with the answer to the question, what can I make with an invar gear? that was such an evil thing for you to do on Xmas ) I need the hammer and the sonic screwdriver less frequently than the umpteen wrenches I've been liberated from carrying so it's bearable til you get around to it
Just a little something I threw together while trying to optimize piping. I'll do more and maybe some tutorials if anyone is interested. Still trying to get this image sharing thing down.
It seems grouping 4 harvesters is about as optimal as you can get. They are easily tiled (remind me to reword stackable to tiled) I also managed to get the height down to 3 blocks.
In practice you need a few more pipes connecting in between, plus a connection to your storage and power systems, as well as the sludge boiler (and/or tanks), but it can all be made pretty compact. You can fit 4 of these (that's 16 farms) in a single chunk with a fully contained animal ranch underneath.
There is also just enough room to squeeze in 4 more farms a fertilizer and inter-level connections (including player access) if you lay them down just right. You can also of course add more layers.
I try to constrain things into a single chunk when possible since if you aren't using a chunkloader and half your setup unloads bad things tend to happen.
Just a little something I threw together while trying to optimize piping. I'll do more and maybe some tutorials if anyone is interested. Still trying to get this image sharing thing down.
It seems grouping 4 harvesters is about as optimal as you can get. They are easily tiled (remind me to reword stackable to tiled) I also managed to get the height down to 3 blocks.
In practice you need a few more pipes connecting in between, plus a connection to your storage and power systems, as well as the sludge boiler (and/or tanks), but it can all be made pretty compact. You can fit 4 of these (that's 16 farms) in a single chunk with a fully contained animal ranch underneath.
There is also just enough room to squeeze in 4 more farms a fertilizer and inter-level connections (including player access) if you lay them down just right. You can also of course add more layers.
I try to constrain things into a single chunk when possible since if you aren't using a chunkloader and half your setup unloads bad things tend to happen.
Looks really compact and tidy. Really nice. I have almost the same, minus the logistic pipes.
Looks really compact and tidy. Really nice. I have almost the same, minus the logistic pipes.
Thanks guys.
You using tubes, conveyors or just regular pipes Weltallofid?
I may do a tubes version just since I am trying to get over my dislike of them (well, actually I really like them, I just cant find any compelling reason to use them over LP). I would do one with conveyors since they are part of the mod but I would have to make it bigger (although only by 1 square).
I found a little bug with your nether ores mod. Lead seems to be missing an ore dictionary entry for oreNetherLead
Do you have a mod that uses lead? It'll only create an oredictionary entry if it finds the equivalent surface ore. Alternatively, do you want it to always register the nether ores even if the surface one is missing (and if so why? I can't think of what that would get you though I'd be fine with doing it).
Just a little something I threw together while trying to optimize piping. I'll do more and maybe some tutorials if anyone is interested. Still trying to get this image sharing thing down.
It seems grouping 4 harvesters is about as optimal as you can get. They are easily tiled (remind me to reword stackable to tiled) I also managed to get the height down to 3 blocks.
In practice you need a few more pipes connecting in between, plus a connection to your storage and power systems, as well as the sludge boiler (and/or tanks), but it can all be made pretty compact. You can fit 4 of these (that's 16 farms) in a single chunk with a fully contained animal ranch underneath.
There is also just enough room to squeeze in 4 more farms a fertilizer and inter-level connections (including player access) if you lay them down just right. You can also of course add more layers.
I try to constrain things into a single chunk when possible since if you aren't using a chunkloader and half your setup unloads bad things tend to happen.
Nice! Though I'd suggest A: taking screenshots during the day and B: turning off NEI ("O" by default) . What mod is that displaying the daytime/biome/etc info? I've never seen that before and it looks good.
Nice! Though I'd suggest A: taking screenshots during the day and B: turning off NEI ("O" by default) . What mod is that displaying the daytime/biome/etc info? I've never seen that before and it looks good.
I have uses for lead, your lead currently spawns but due to no ordictionary entry there is no way to pr ocess it (I lack a lead ore block)
Using just the lead from the nether would be very usefull
I have uses for lead, your lead currently spawns but due to no ordictionary entry there is no way to pr ocess it (I lack a lead ore block)
Using just the lead from the nether would be very usefull
Ok, let me see if I got this right. You have a mod that has lead but not lead ore (Factorization, maybe?) so while nether lead is spawning, you can't use it because it can't be smelted? Or is it actually that you have an "oreLead" but NetherOres somehow failed to register its "oreNetherLead"?
The problem here is actually that I shouldn't be spawning unregistered nether ores (whoops). Nether ores are not supposed to be interchangable with the surface ones, so they need to be smelted (or macerated once I get that working).
The mod gregtech allows the gathering of lead from external sources, also if it finds oredict entries for nether or overworld or end ores that it can handle it adds Maceration/Smelting/Grinder recipes for them.
So i currently have Nether lead spawning and a way to process it if it has an oredict entry for oreNetherLead
The mod gregtech allows the gathering of lead from external sources, also if it finds oredict entries for nether or overworld or end ores that it can handle it adds Maceration/Smelting/Grinder recipes for them.
So i currently have Nether lead spawning and a way to process it if it has an oredict entry for oreNetherLead
Oh! I don't use GregTech but I'd bet he's checking for each netherore individually and isn't aware that I put out version 2 (which has lead) so he's not actually looking for oreNetherLead. You should try bringing this up with him.
e: if you want, link him to this post - if he wants to PM me about this for whatever reason I'm fine with that.
Iv already talked to him about it, i Put a pic of some of the new nether ores. I cant spot oreNetherLead in the oredict dump is why im bringing it up here.
I like it. I really really like it.
Some more MFR feedback.
Right now I've got 4 pens, 1 with 16 sheep and a rancher (breeder is in between so can be flipped with a hammer if I decide I want more sheep) , 1 for breeding cows & chickens with 8 each, 1 for baby sort, 1 grinder. A level of really complicated logistics pipes, conduits and liquidducts over and under with other machines and tanks. On top of all that room for 20 farms. All in a single chunk (will post screens when I get it all done)
Each pen has a sewer feeding a composter. Fertilizer goes to a wheat farm. I've got another wheat farm and some various farms (I'm out of gold and have less than half the farms built, also not producing enough power for it all). Water blocks fit in between here and there for hydration.
I'm still trying to gauge how much wheat I need to plant to feed 8 breeding pairs but it seems like the composter really doesnt produce enough or the breeder uses too much wheat (since it should use 16 every 5 minutes).
Granted I need a lot more farms but I had about 6 stacks of wheat grown elsewhere to start and I fed in 4 stacks of IC2 fertilizer to get started as well.
I guess I need to go back to the lab.
I wanted to ask if the machines of the power converters will remain the same (I mean the old ones not the new ones). I have some engine generators here and there, and I was thinking of using the same block IDs to replace at least the three engine generators.
No, unlike the updates to MFR and NO this will not be save compatible, I'm sorry. There was no way to do that and make this version as good as it is.
INFORMATION WANTS TO BE WRONG
so keen for power converters btw.
Works fine atm in the dev environment. RL got real busy right now and the Lexicon unfortunately needs a stupid major overhaul to handle some inconsistencies with the Ore Dictionary.
Will release when I am able.
Thanks for the answer =p I guess its time to go around my contraptions and note down all the blocks that will be removed. I am looking forward to see how awesome v2 will be.
Sweet. Looking forward to it. (along with the answer to the question, what can I make with an invar gear? that was such an evil thing for you to do on Xmas
http://imgur.com/a/I...mbed">
It seems grouping 4 harvesters is about as optimal as you can get. They are easily tiled (remind me to reword stackable to tiled) I also managed to get the height down to 3 blocks.
In practice you need a few more pipes connecting in between, plus a connection to your storage and power systems, as well as the sludge boiler (and/or tanks), but it can all be made pretty compact. You can fit 4 of these (that's 16 farms) in a single chunk with a fully contained animal ranch underneath.
There is also just enough room to squeeze in 4 more farms a fertilizer and inter-level connections (including player access) if you lay them down just right. You can also of course add more layers.
I try to constrain things into a single chunk when possible since if you aren't using a chunkloader and half your setup unloads bad things tend to happen.
Looks really compact and tidy. Really nice. I have almost the same, minus the logistic pipes.
Thanks guys.
You using tubes, conveyors or just regular pipes Weltallofid?
I may do a tubes version just since I am trying to get over my dislike of them (well, actually I really like them, I just cant find any compelling reason to use them over LP). I would do one with conveyors since they are part of the mod but I would have to make it bigger (although only by 1 square).
Do you have a mod that uses lead? It'll only create an oredictionary entry if it finds the equivalent surface ore. Alternatively, do you want it to always register the nether ores even if the surface one is missing (and if so why? I can't think of what that would get you though I'd be fine with doing it).
Nice! Though I'd suggest A: taking screenshots during the day and B: turning off NEI ("O" by default)
INFORMATION WANTS TO BE WRONG
DaftPVF's IngameInfo mod.
Using just the lead from the nether would be very usefull
Ok, let me see if I got this right. You have a mod that has lead but not lead ore (Factorization, maybe?) so while nether lead is spawning, you can't use it because it can't be smelted? Or is it actually that you have an "oreLead" but NetherOres somehow failed to register its "oreNetherLead"?
The problem here is actually that I shouldn't be spawning unregistered nether ores (whoops). Nether ores are not supposed to be interchangable with the surface ones, so they need to be smelted (or macerated once I get that working).
INFORMATION WANTS TO BE WRONG
So i currently have Nether lead spawning and a way to process it if it has an oredict entry for oreNetherLead
http://imgur.com/sUxxl
Oh! I don't use GregTech but I'd bet he's checking for each netherore individually and isn't aware that I put out version 2 (which has lead) so he's not actually looking for oreNetherLead. You should try bringing this up with him.
e: if you want, link him to this post - if he wants to PM me about this for whatever reason I'm fine with that.
INFORMATION WANTS TO BE WRONG
oreNetherCoal, id=1440 meta=0
oreNetherDiamond, id=1440 meta=1
oreNetherGold, id=1440 meta=2
oreNetherIron, id=1440 meta=3
oreNetherLapis, id=1440 meta=4
oreNetherRedstone, id=1440 meta=5
oreNetherEmerald, id=1440 meta=8
oreNetherNikolite, id=1440 meta=12
oreNetherTin, id=1440 meta=7
oreNetherUranium, id=1440 meta=11
oreNetherCopper, id=1440 meta=6
oreNetherSilver, id=1440 meta=9
Also checking in NEI's oreDict checker there is no entry for your nether lead.