force machines for IC2? NICE
also thanks for keeping the let's play going, hilarious, as always
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
So... progress on the Forestry farm count: force trees now grow on humus!
However, there's still a problem. Most trees that grow on humus cause it to become sand, which is harvested by Forestry arboretums and replaced with a fresh block of humus.
Force trees turn it into dirt, which jams the farm.
I look forward to playing with some of the IC2 stuff! Had a bit of an oddity with the force generator, though. When I installed it, it instantly started producing power, but the tank rendered as empty until such time as I toggled the access mode; then it properly rendered as full of lava.
ETA: in happy news, whatever was causing me to crash with bottling force in the squeezer seems to have cleared itself up; may well have been the build of IC2 interacting with things strangely.
ETA2: In less happy news, force machines seem to be un-automateable. AE import buses on any side will pull from the input slot first, and their lack of upgrade slots means that ejector upgrades can't be used instead. They really should be pulling from the output slot only. Also, levers can't be placed against their sides like they can on an induction furnace.
Wonderful changes Bluedart! I'm especially excited for all the new IC2-interactive machines! And the book of Mudora is exactly what I was hoping for. And a superb reference too!
P.S. Thanks so much for taking my suggestion! I can't wait to use this wonderful heat card!
try player's jenkins build service, just trim up your first link so it ends at the port number and then select the EX branch and look for the one you're after, you should however be able to use the latext EX versions without trouble, hopefully, i haven't had any personally.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
try player's jenkins build service, just trim up your first link so it ends at the port number and then select the EX branch and look for the one you're after, you should however be able to use the latext EX versions without trouble, hopefully, i haven't had any personally.
As I stated in my post, the latest version in Jenkins Ex builds is 2.0.217, but according to the OP it states that you need Ex version 2.1.130, that version does not exist as far as I can tell, and no amount of searching has found me any newer version than the one on Jenkins 2.0.217, I am trying it out now, but hopefully it is not limited, as per the OP it stated that if wrong version of IC2 Ex is used some features may be missing =(
As I stated in my post, the latest version in Jenkins Ex builds is 2.0.217, but according to the OP it states that you need Ex version 2.1.130, that version does not exist as far as I can tell, and no amount of searching has found me any newer version than the one on Jenkins 2.0.217, I am trying it out now, but hopefully it is not limited, as per the OP it stated that if wrong version of IC2 Ex is used some features may be missing =(
Given that 2.1.130 does not exist but DartCraft runs just fine with builds from the 2.0.x series, it can be safely assumed that the version requirement is a typo. Just relax, trust the people saying it works, and use it.
Given that 2.1.130 does not exist but DartCraft runs just fine with builds from the 2.0.x series, it can be safely assumed that the version requirement is a typo. Just relax, trust the people saying it works, and use it.
Check, and Check. It's wasn't that I wasn't trusting anyone, more of wanting to clear up the fact of the mispost and make sure I was not making any assumptions. But I do have them both running latest versions fine, and so far everything seems to be in order, at least from what I know of the mod, and on a side note I just want to say that I am loving the machine additions =) keep up the great work.
i think the version number was just to let people know which version was the one it was developed against in this case since as bluedart had noted he used tons of reflection to prevent more serious API related problems such as crashes.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
The purpose of listing a dependency's version number is not the issue. The issue is that the stated minimum version of IC2 doesn't actually exist - the minor version number is listed as 1 when the builds that exist have minor version 0. (2.1.x vs 2.0.x)
ETA2: In less happy news, force machines seem to be un-automateable. AE import buses on any side will pull from the input slot first, and their lack of upgrade slots means that ejector upgrades can't be used instead. They really should be pulling from the output slot only. Also, levers can't be placed against their sides like they can on an induction furnace.
The way around the AE issue, put a chest between or next to the force machines, the machines will put the items into the chests then use precision import buses to import the items into the ae system.
The purpose of listing a dependency's version number is not the issue. The issue is that the stated minimum version of IC2 doesn't actually exist - the minor version number is listed as 1 when the builds that exist have minor version 0. (2.1.x vs 2.0.x)
maybe you want the LF branch?
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
The way around the AE issue, put a chest between or next to the force machines, the machines will put the items into the chests then use precision import buses to import the items into the ae system.
You are missing the point so hard it's starting to seem deliberate. As has already been discussed in this conversation, and as the OP states, the required IC2 branch is experimental, not lf.
The only issue that remains is that the required version appears to be a typo; DartCraft seems quite happy with the versions of ic2_experimental that are publicly available.
The way around the AE issue, put a chest between or next to the force machines, the machines will put the items into the chests then use precision import buses to import the items into the ae system.
Well, that's an ugly kludge. As it happens, they also don't want to export into a chest under them - only one on the same level. They certainly didn't pay attention to an ME interface under them, though given that a chest there didn't work either, I can't be sure an interface on their level wouldn't work. (ETA: interfaces on their level DO work. It's inconsistent behaviour, but it's at least workable.)
I really hope this gets straightened out soonish. Ideal for me would be a control for which way they try to export (auto and the six directions, just like IC2's ejector upgrades), but saner behaviour regarding adjacent inventories and/or item extraction would be enough. Also, being able to put switches directly against the machine would be very welcome.
I want to like the new DartCraft version, and there's stuff to like in it (the reference book is reasonably handy), but it comes with some warts, too.
I seem to have left some information out of the post and the Book of Mudora, which has caused some understandable confusion. My intention with Force Machines was that they not be able to output to IInventories directly above or below them, unfortunately I seem to have left this little tidbit out of any visible source. The reason for this is mainly extensibility, as Force Machines would output to the largest adjacent IInventory should their access be set to "Open", which would preclude the ability to choose between identically sized nearby IInventories should the need arise to make a compact, cogent system. This feature effectively omitted the need to create an additional configuration tab on Force Machines and obviated the design, making it both more extensible yet keeping to DartCraft's simplified theme.
In regards to AE's inability to interact with Force Machines: I was actually unaware of this, but at the same time the overarching extensibility of AE precludes the need for more entertaining and admittedly more convoluted mod mechanics in such a fashion that its markedly astonishing ability to ignore Force Machines is decidedly poetic. At any rate I have marked this issue down and I will attend to it sometime in the future.
I am also aware of the Lever issue, I'll look into it next time I get a chance. The Humus to Dirt problem is a might perplexing; I'll be sure to give that a look too.
As for the IC2 issue the decision to leave an ambiguous "IC2 Experimental" on the newest version of DartCraft was a calculated choice. I reasoned that with no specific "Experimental" version listed and a sufficiently detailed explanation people would understand that any version of IC2 Experiemental so far released should work properly with DartCraft. As a matter of fact the last version I can confirm is working properly is 2_2.0.216.
I seem to have left some information out of the post and the Book of Mudora, which has caused some understandable confusion. My intention with Force Machines was that they not be able to output to IInventories directly above or below them, unfortunately I seem to have left this little tidbit out of any visible source. The reason for this is mainly extensibility, as Force Machines would output to the largest adjacent IInventory should their access be set to "Open", which would preclude the ability to choose between identically sized nearby IInventories should the need arise to make a compact, cogent system. This feature effectively omitted the need to create an additional configuration tab on Force Machines and obviated the design, making it both more extensible yet keeping to DartCraft's simplified theme.
Oh, okay. It's not ideal as far as I'm concerned, but if it's working as intended, it can be worked with. I've been spoiled by machines that don't care which side things interact with, but I can adjust.
ETA - on a related note, maybe the bottom side could be used to output spent batteries, if there's no other plans for it?
On a side note, would it be possible to switch (as in, have an in-game control to switch) the Force Grinder to prefer IC2's macerator recipes rather than to use them as a fallback? The bonus powders from force grinding are all well and good, but that precludes the full IC2 ore processing chain. If that's considered the cost of using the speedy Force Grinder instead of the slow but upgradeable Macerator, that's also fine, but it would be a nice option if it's feasible and meets your vision.
In regards to AE's inability to interact with Force Machines: I was actually unaware of this, but at the same time the overarching extensibility of AE precludes the need for more entertaining and admittedly more convoluted mod mechanics in such a fashion that its markedly astonishing ability to ignore Force Machines is decidedly poetic. At any rate I have marked this issue down and I will attend to it sometime in the future.
It's not so much that they don't interact, it's that they do interact but in an unexpected manner - namely, that import buses pull from the input slot rather than only the output. (Or, conceivably, the input slot and the battery slot, but I very, very rarely use the battery slot so I haven't tested it.) So far as I can tell, it otherwise works fine: exports into the input slot, interfaces are recognized as valid inventories if they're on the same y-level and adjacent. I can even use a single interface to autocraft e.g. carbon plates and have them spit back into the system. That's all okay; it's only the importing that's an issue.
As for the IC2 issue the decision to leave an ambiguous "IC2 Experimental" on the newest version of DartCraft was a calculated choice. I reasoned that with no specific "Experimental" version listed and a sufficiently detailed explanation people would understand that any version of IC2 Experiemental so far released should work properly with DartCraft. As a matter of fact the last version I can confirm is working properly is 2_2.0.216.
I think part of the confusion here is that the first 2 in that is not part of the version number in the usual sense: it's part of the label "industrialcraft-2". So we're working with IC2 v2.0.whatever. It's sort of a "superversion" relating to the some-time-past relaunch of IndustrialCraft, rather than being part of the normal versioning. (Contrast the LF builds, which are industrialcraft-2_1.x.y, e.g. industrialcraft-2_1.118.401 as the most recent right now.)
At any rate, the issue I have with the information in the OP is that the prior versions of DartCraft are asking for IC2 experimental 2_2.1.124 and 2_2.1.130 - but the IC2 repository lists them as IC2_2.0.124(/130)-experimental. The 2 of "IndustrialCraft 2" is getting duplicated (relatively minor) and the minor version is changed from 0 to 1 (more confusing). As of this time, there are no (public) builds of IC2 that have minor version 1; presumably that will happen when it graduates from experimental to current, assuming it doesn't just become IndustrialCraft 3 at that point.
also thanks for keeping the let's play going, hilarious, as always
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
However, there's still a problem. Most trees that grow on humus cause it to become sand, which is harvested by Forestry arboretums and replaced with a fresh block of humus.
Force trees turn it into dirt, which jams the farm.
I look forward to playing with some of the IC2 stuff! Had a bit of an oddity with the force generator, though. When I installed it, it instantly started producing power, but the tank rendered as empty until such time as I toggled the access mode; then it properly rendered as full of lava.
ETA: in happy news, whatever was causing me to crash with bottling force in the squeezer seems to have cleared itself up; may well have been the build of IC2 interacting with things strangely.
ETA2: In less happy news, force machines seem to be un-automateable. AE import buses on any side will pull from the input slot first, and their lack of upgrade slots means that ejector upgrades can't be used instead. They really should be pulling from the output slot only. Also, levers can't be placed against their sides like they can on an induction furnace.
P.S. Thanks so much for taking my suggestion! I can't wait to use this wonderful heat card!
Edit: NVM, I think it's missing from the version in FTB.
try player's jenkins build service, just trim up your first link so it ends at the port number and then select the EX branch and look for the one you're after, you should however be able to use the latext EX versions without trouble, hopefully, i haven't had any personally.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
As I stated in my post, the latest version in Jenkins Ex builds is 2.0.217, but according to the OP it states that you need Ex version 2.1.130, that version does not exist as far as I can tell, and no amount of searching has found me any newer version than the one on Jenkins 2.0.217, I am trying it out now, but hopefully it is not limited, as per the OP it stated that if wrong version of IC2 Ex is used some features may be missing =(
http://ic2api.player...perimental/130/
EDIT: Oh. I misread. Yeah, just try the newest version.
Profile pic by Cheshirette c:
Check, and Check. It's wasn't that I wasn't trusting anyone, more of wanting to clear up the fact of the mispost and make sure I was not making any assumptions. But I do have them both running latest versions fine, and so far everything seems to be in order, at least from what I know of the mod, and on a side note I just want to say that I am loving the machine additions =) keep up the great work.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
The way around the AE issue, put a chest between or next to the force machines, the machines will put the items into the chests then use precision import buses to import the items into the ae system.
maybe you want the LF branch?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
The only issue that remains is that the required version appears to be a typo; DartCraft seems quite happy with the versions of ic2_experimental that are publicly available.
Well, that's an ugly kludge. As it happens, they also don't want to export into a chest under them - only one on the same level. They certainly didn't pay attention to an ME interface under them, though given that a chest there didn't work either, I can't be sure an interface on their level wouldn't work. (ETA: interfaces on their level DO work. It's inconsistent behaviour, but it's at least workable.)
I really hope this gets straightened out soonish. Ideal for me would be a control for which way they try to export (auto and the six directions, just like IC2's ejector upgrades), but saner behaviour regarding adjacent inventories and/or item extraction would be enough. Also, being able to put switches directly against the machine would be very welcome.
I want to like the new DartCraft version, and there's stuff to like in it (the reference book is reasonably handy), but it comes with some warts, too.
In regards to AE's inability to interact with Force Machines: I was actually unaware of this, but at the same time the overarching extensibility of AE precludes the need for more entertaining and admittedly more convoluted mod mechanics in such a fashion that its markedly astonishing ability to ignore Force Machines is decidedly poetic. At any rate I have marked this issue down and I will attend to it sometime in the future.
I am also aware of the Lever issue, I'll look into it next time I get a chance. The Humus to Dirt problem is a might perplexing; I'll be sure to give that a look too.
As for the IC2 issue the decision to leave an ambiguous "IC2 Experimental" on the newest version of DartCraft was a calculated choice. I reasoned that with no specific "Experimental" version listed and a sufficiently detailed explanation people would understand that any version of IC2 Experiemental so far released should work properly with DartCraft. As a matter of fact the last version I can confirm is working properly is 2_2.0.216.
Oh, okay. It's not ideal as far as I'm concerned, but if it's working as intended, it can be worked with. I've been spoiled by machines that don't care which side things interact with, but I can adjust.
ETA - on a related note, maybe the bottom side could be used to output spent batteries, if there's no other plans for it?
On a side note, would it be possible to switch (as in, have an in-game control to switch) the Force Grinder to prefer IC2's macerator recipes rather than to use them as a fallback? The bonus powders from force grinding are all well and good, but that precludes the full IC2 ore processing chain. If that's considered the cost of using the speedy Force Grinder instead of the slow but upgradeable Macerator, that's also fine, but it would be a nice option if it's feasible and meets your vision.
It's not so much that they don't interact, it's that they do interact but in an unexpected manner - namely, that import buses pull from the input slot rather than only the output. (Or, conceivably, the input slot and the battery slot, but I very, very rarely use the battery slot so I haven't tested it.) So far as I can tell, it otherwise works fine: exports into the input slot, interfaces are recognized as valid inventories if they're on the same y-level and adjacent. I can even use a single interface to autocraft e.g. carbon plates and have them spit back into the system. That's all okay; it's only the importing that's an issue.
I think part of the confusion here is that the first 2 in that is not part of the version number in the usual sense: it's part of the label "industrialcraft-2". So we're working with IC2 v2.0.whatever. It's sort of a "superversion" relating to the some-time-past relaunch of IndustrialCraft, rather than being part of the normal versioning. (Contrast the LF builds, which are industrialcraft-2_1.x.y, e.g. industrialcraft-2_1.118.401 as the most recent right now.)
At any rate, the issue I have with the information in the OP is that the prior versions of DartCraft are asking for IC2 experimental 2_2.1.124 and 2_2.1.130 - but the IC2 repository lists them as IC2_2.0.124(/130)-experimental. The 2 of "IndustrialCraft 2" is getting duplicated (relatively minor) and the minor version is changed from 0 to 1 (more confusing). As of this time, there are no (public) builds of IC2 that have minor version 1; presumably that will happen when it graduates from experimental to current, assuming it doesn't just become IndustrialCraft 3 at that point.
(-;
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