I can reproduce this with IC2 so will look at fixing it now. I can't reproduce it with any of my machines though, so getting an error log would be great. I hadn't actually tested it with IC2 yet so there may be a few issues to iron out.
I definitely need to post a bunch more instructions. If I am felling game I might even make a quick youtube vid running through it all.
I added some instructions for the enderIO to the main post, to recap:
1) Place the EnderIO block near some machines / chests
2) Right click on the EnderIO block with the Enderface in your hand (a message should be displayed saying they are linked)
3) From anywhere (in the same dimension) right click with the enderface in your hand. This should open a GUI showing a render of all the blocks within an 8 block radius of the EnderIO block. Simple right click on a machine / inventory to open its GUI. You can 'navigate' around the enface UI by holding down left mouse and dragging to change to your view port. Hopefully that made some sense.
To use the facades:
1) Craft 'blank' facaded (eight smelted gravel, same pattern as a furnace)
2) In the painters GUI, place the blank facade in the right hand input slot, and the block you want it to look like in the left hand slot. The painter should then output a 'painted facade'. With this in hand, right click on a conduit to cover it with the facade. The conduits will change to 'wire frame' when you have a wrench or a conduit in your hand allowing you access without breaking the facade.
As for 1.5, so far so good. Things seem to be working pretty well. I have a bunch of missing textures to sort out but generally things seem to be working well. I tested it using the FTB unleashed pack.
one quick question about facades is there any way that you can have them pull from is a placable block- without a GUI rather then looking for specific mats because right now obvs only vanilla blocks can be facades where as say a mod like Coloured blocks could work with this if you was using a call on it more of is it a block and if so is it a machine or just a decritive block maybe by using something like does it have a GUI or interface as a guideline i know that would not exactly be perfect but you kind of get the idea im sure there is a better way to do so
one other small issue i noticed when opening mod blocks like IC2 machines and even some of the machines from your own mod using the ender IO it causes a render crash in the api/gui for that mod
I have just posted another update (0.1.4) which fixes the IC2 issues with the EnderIO. From my testing, all the machines from IC2 work as they should. Could you test this for me and let me know if it fixes your issues? I could never get it to crash with my own machines but the code is a little more robust now. Having said that, I won't be surprised if many more mod interactions cause issues with this feature as I had to be, shall we say, 'creative' in the way its implemented
one quick question about facades is there any way that you can have them pull from is a placable block- without a GUI rather then looking for specific mats because right now obvs only vanilla blocks can be facades where as say a mod like Coloured blocks could work with this if you was using a call on it more of is it a block and if so is it a machine or just a decritive block maybe by using something like does it have a GUI or interface as a guideline i know that would not exactly be perfect but you kind of get the idea im sure there is a better way to do so
I am not 100% sure what you mean, but using the Painter as is, the only limitation on what facades (or any other block that can be 'painted') can look like is that the block to be 'imitated' must be an opaque cube. It is not limited to only vanilla blocks. It should work with any mod block that is a full cube. I have tested it with blocks from natura, tinkers construct, build craft and forestry and all work fine. If you look in the screen shots you will see some lovely stairs painted as bee hives. Mmmm, pretty ; )
incredible mod,you should also make Universal electricity wire,it would be just awesome
I am planning on implemented both IC2 and universal electricity wires 'soonish'. I would quite like to use the same wires and have then auto-convert between the different power types but I suspect people might find that to OP. I have a rather long list of features on the todo list though so it wont happen tomorrow. I might add item pipes next but as I just love Applied Energistics, I am not sure I will use them too much.
Anyways, it is getting late at the bottom of the world so I will try and get the 1.5.2 version sorted tomorrow if all goes well. Thanks for the feedback all, much appreciated.
I am planning on implemented both IC2 and universal electricity wires 'soonish'. I would quite like to use the same wires and have then auto-convert between the different power types but I suspect people might find that to OP.
It shouldn't be bad if you use the same ratios as Powercrystals' Power Converters, since most mods that convert power use those numbers.
what's the use of a conduit switch? it seems to simply act as a lever
It does just act like a lever. The main thing I use it for is to permanently switch on 'auto extraction' of fluids using the liquid conduits.
If you right click on a liquid conduit attached to a tank it will automatically pull the liquid from the tank. To allow the extraction to be enabled/disabled via redstone, liquid will only we extracted when the conduit is receiving a redstone signal (much liquid liquiducts from Thermal Expansion). By using a conduit switch, you can attached the switch directly the liquid conduit and then hide it all behind a facade.
I have also found than some blocks from other mods also require a redstone signal to operate, and I often just have a lever or torch next to them so they are permanently active. Using the conduit switch, you can just attach the lever to the power conduit and cover it up without 'wasting' any space.
Having said that, adding logic controls (somewhat like redpowers gates) is also on the todo list so they might become more useful once that stuff is implemented.
I have just uploaded a 1.5.2 version. I have done some testing against the FTB Unleashed pack and it seems to work well with all the mods I tested against. The forestry machines are not currently working with the EnderIO if you are more than the normal 16 blocks away but I will be looking into that soon.
I haven't done anywhere near as much testing with this version, and there are a lot more mods to interact with so feedback +/or bug reports much appreciated.
Mr. CrazyPants, you sir are a boss. Much love for this mod. I'm using the 1.5.2 version with FTB Unleashed, I'll be sure to post any crashes that I come across. (None yet though, good work!)
The solar panels seem to produce some power at night. Is that a bug?
The generation is a straight ratio of 1 MJ/t * (current light level / 15) (excluding torches etc). I just checked and MC is reporting a light level of 2 (out of a max of 15) for some of the night so they will be generating a very small amount of power.
Mr. CrazyPants, you sir are a boss. Much love for this mod. I'm using the 1.5.2 version with FTB Unleashed, I'll be sure to post any crashes that I come across. (None yet though, good work!)
Thanks people, great to get some feedback. Make sure you spread the word Now I just need to pick a few things from my massive todo list to add next.btw.. any thoughts on weather the EnderIO block should auto chunk load the blocks it can access? I can't decide if I should just leave it to the player to use other mods (thinking chicken chunks) or if it should be supported 'out of the box'.
put this mod into the beta release of the new Direwolf20 pack, (1.5.2)
I really like the idea, I thinks it's great. Did you use forge multipart for some of the bounding-box related things?
Also, please make it so that redstone energy conduits can charge your machines directly without need for power. I had issues with the resevoir, the single block tank can accept water just fine, the multi-block can's seem to accept liquid via pipes (this may be an oversight on my part). Is the idea that it only holds water?
I would strongly encourage you to use the forge multipart cover system just because it will hopefully be added into forge directly. although i appreciate the work put into the facade system, it works nice and gets the lighting perfectly.
The pipe/wire system is very nice with good bounding blocks (maybe a little bigger diameter pipes/wires???)
Thanks for the effort and making a great mod, I hope you take this to Slowpoke and get it in FTB.
Hope this helped.
Two things, in the 1.5.2 version, the sterling generator is spelled a "strirling generator." This is a minor typo, and can be fixed.
Two, the infused quartz does not appear to be craftable with 2 nether quartz, much to my own sadness...
The generation is a straight ratio of 1 MJ/t * (current light level / 15) (excluding torches etc). I just checked and MC is reporting a light level of 2 (out of a max of 15) for some of the night so they will be generating a very small amount of power.
Thanks people, great to get some feedback. Make sure you spread the word Now I just need to pick a few things from my massive todo list to add next.
btw.. any thoughts on weather the EnderIO block should auto chunk load the blocks it can access? I can't decide if I should just leave it to the player to use other mods (thinking chicken chunks) or if it should be supported 'out of the box'.
I feel that the I/O block would probably still be balanced enough if it chunk loaded only what it gives you access to. I'm not sure how hard it is to code this however. Also maybe you could consider like a tier 2 version or an upgrade for chunk loading? Again not sure hoe much of a pain it would be to code...
Secondly, the conduits from your mod seem to be completely compatible with transfer piping from the extra utilities mod, but they do not seem to connect visually. I can post screenshots if you would like to look into it.
Two things, in the 1.5.2 version, the sterling generator is spelled a "strirling generator." This is a minor typo, and can be fixed.
Two, the infused quartz does not appear to be craftable with 2 nether quartz, much to my own sadness...
It does work. If you place only one stack in the alloy smelter it will pull both pieces from the same stack. Putting two stacks in seems to stop the smelter. This is probably just a minor bug.
Did you use forge multipart for some of the bounding-box related things? ... I would strongly encourage you to use the forge multipart cover system just because it will hopefully be added into forge directly.
I didnt use forge multipart at all. I actually didn't realise it existed until a few days ago when direwolf20 did a mod spotlight on it. If it becomes part of forge I will atleast make my stuff compatable so others can easily hook into my system.
I had issues with the resevoir, the single block tank can accept water just fine, the multi-block can's seem to accept liquid via pipes (this may be an oversight on my part). Is the idea that it only holds water?
The idea is that it only holds water. It is intentional that the multiblock doesn't accept fluid as it is designed to be somewhat like the aqueous accumulator from Thermal Expansion. Once you have placed two buckets of water in it it becomes an infinite water source. You can right click on it with a wrench and it will auto eject water into any pipes / tanks / boilers etc attached to it. It will always leave the two buckets of water so it stays 'infinite'. Its designed to produce water at the same rate as a vanilla 2x2 hole filled with water. You can also right click on it with a bucket, can, empty bottle etc to fill it with water.
The fact that the single blocks hold liquid at all is more just a side effect of the way it is coded. It would have taken more effort to stop them working by themselves.
Two things, in the 1.5.2 version, the sterling generator is spelled a "strirling generator." This is a minor typo, and can be fixed.
Two, the infused quartz does not appear to be craftable with 2 nether quartz, much to my own sadness...
I will fix the typo. I am not known for accurate typing or spelling ; ) As mentioned by ASKRUAF, the quartz does work with a single stack, and it is a bug that it stops working with more than one. I will look into this this arvo if I get a chance.
I feel that the I/O block would probably still be balanced enough if it chunk loaded only what it gives you access to. I'm not sure how hard it is to code this however. Also maybe you could consider like a tier 2 version or an upgrade for chunk loading? Again not sure hoe much of a pain it would be to code...
I need to double check, but I am pretty sure you can only load on chunk boundaries so it would have to be everything in the chunk that is loaded. Worst case, I might have to keep four chunks loaded if it is placed on a boundary. I quite like the idea of an upgrade so I will look into that.
Secondly, the conduits from your mod seem to be completely compatible with transfer piping from the extra utilities mod, but they do not seem to connect visually. I can post screenshots if you would like to look into it.
Please do post some screen shots so I can have a look. What version of EIO and extra utilities are you using? I will add the mod to my test world and have a look.
I hope you take this to Slowpoke and get it in FTB.
Hope this helped.
I have suggested it as an addition on the FTB forum and sent Slowpoke and Direwolf20 a tweet letting them know it exists. Haven't heard anything back though. Fell free to hassle them about it yourself ; )
I have just update both the 1.5.2 and 1.6.2 version to fix the Stirling Gen typo and Fused Quartz recipe.
The alloy smelter will now accept quartz in any and/or all its slots and continue to work as long as there is at least 4 quartz total across the three slots. I also updated the recipe to reflect the actual cost of 4 quartz per fused glass block (to match the cost of a vanilla quartz block). I will also allow a single quartz block as an input but this change hasn't been made yet.
The bad news.. I spent most of my available time today looking into chunk loading for the EnderIO/enderface. Implementing standard Forge chunk loading (like the BC quarry or chicken chunks) is pretty trivial to get going in a basic form, but this won't work for the enderface. Standard chunk loading is server side only, which is fine to keep machines running, but I also need to have the chunks loaded client side to allow the blocks to be rendered correctly. As such, even using a 3rd party chunk loader such as chicken chunks doesn't seem to cut it. I am going to park this for a bit and have a bit more of a think about the best way to handle it. It will be solvable but could take some time as I need to get a complete understanding of how the client pages in chunks so I can mangle it in the desired fashion ; )
I have discovered something that appears to be a bug. Your machines dont seem to interact with redstone energy cells/conduits at the moment.
I will have a look into as soon as I can, though I generally don't get much time for coding on the weekends (dam kids! lol) so it probably wont be until next week. Can you connect my power conduits to a redstone energy cell and power my machines that way? I must admit I haven't tested much at all against 1.5.2 as I only only back ported my 1.6.2 code pretty hurriedly.
hey crazy how hard would adding a multiblock MJ storage be like say 2x2 aka 8 blocks total that could be used as a large MJ storage unit with maybe say a line on the side showing its current charge and if easy enough would you be willing to try adding it ? sorry to ask but i allways like to backlog power then shutdown my engines due to the fact i normally use systems that are high output but need to take breaks- ty in advanced for a response allso i dunno if possible but you said you was thinking about IC2 power conversion maybe you could make the block more of a universal block capable of outputing into IC2 cables to at a rate of say 2mj per 5 eu i think is the offical rate not sure anyway just an idea =P
hey crazy how hard would adding a multiblock MJ storage be like say 2x2 aka 8 blocks total that could be used as a large MJ storage unit with maybe say a line on the side showing its current charge and if easy enough would you be willing to try adding it ? sorry to ask but i allways like to backlog power then shutdown my engines due to the fact i normally use systems that are high output but need to take breaks- ty in advanced for a response
Exactly this is actually pretty high on my todo list : ) hopefully next week.
allso i dunno if possible but you said you was thinking about IC2 power conversion maybe you could make the block more of a universal block capable of outputing into IC2 cables to at a rate of say 2mj per 5 eu i think is the offical rate not sure anyway just an idea =P
I will certainly keep this is mind when I get around to adding support for IC2 and UE. that will be a bit further off though.
I have just update both the 1.5.2 and 1.6.2 version to fix the Stirling Gen typo and Fused Quartz recipe.
The alloy smelter will now accept quartz in any and/or all its slots and continue to work as long as there is at least 4 quartz total across the three slots. I also updated the recipe to reflect the actual cost of 4 quartz per fused glass block (to match the cost of a vanilla quartz block). I will also allow a single quartz block as an input but this change hasn't been made yet.
The bad news.. I spent most of my available time today looking into chunk loading for the EnderIO/enderface. Implementing standard Forge chunk loading (like the BC quarry or chicken chunks) is pretty trivial to get going in a basic form, but this won't work for the enderface. Standard chunk loading is server side only, which is fine to keep machines running, but I also need to have the chunks loaded client side to allow the blocks to be rendered correctly. As such, even using a 3rd party chunk loader such as chicken chunks doesn't seem to cut it. I am going to park this for a bit and have a bit more of a think about the best way to handle it. It will be solvable but could take some time as I need to get a complete understanding of how the client pages in chunks so I can mangle it in the desired fashion ; )
I will have a look into as soon as I can, though I generally don't get much time for coding on the weekends (dam kids! lol) so it probably wont be until next week. Can you connect my power conduits to a redstone energy cell and power my machines that way? I must admit I haven't tested much at all against 1.5.2 as I only only back ported my 1.6.2 code pretty hurriedly.
Basically they dont work with redstone energy cells/conduits at all. Putting full redstone energy cells next to your machines doesnt give them power, neither does piping energy from conduits, although the conduits "connect" to your machines. Your generators/solar panels also dont transfer power to redstone energy cells/conduits. Your energy conduits do seem to be able to connect to redstone energy cells however. Also I get a crash when placing your energy conduits next to BC conductive pipes
Basically they dont work with redstone energy cells/conduits at all. Putting full redstone energy cells next to your machines doesnt give them power, neither does piping energy from conduits, although the conduits "connect" to your machines. Your generators/solar panels also dont transfer power to redstone energy cells/conduits. Your energy conduits do seem to be able to connect to redstone energy cells however. Also I get a crash when placing your energy conduits next to BC conductive pipes
maybe you should oh i dunno post up a crash log for the BC pipe placement so that he knows what to look for ?
Looks like the photovoltaic panels dont work at all on 1.6.2 (v0.1.5.0) - put one of em down feeding into a extrautils transfer node (energy) and there is nothing storing up. tried the same with the stirling generator and it works...
edit: just found i had to conect to the panels from the bottom so all is well... keep up the nice work and thanks for the mod !
one quick question about facades is there any way that you can have them pull from is a placable block- without a GUI rather then looking for specific mats because right now obvs only vanilla blocks can be facades where as say a mod like Coloured blocks could work with this if you was using a call on it more of is it a block and if so is it a machine or just a decritive block maybe by using something like does it have a GUI or interface as a guideline i know that would not exactly be perfect but you kind of get the idea im sure there is a better way to do so
I have just posted another update (0.1.4) which fixes the IC2 issues with the EnderIO. From my testing, all the machines from IC2 work as they should. Could you test this for me and let me know if it fixes your issues? I could never get it to crash with my own machines but the code is a little more robust now. Having said that, I won't be surprised if many more mod interactions cause issues with this feature as I had to be, shall we say, 'creative' in the way its implemented
I am not 100% sure what you mean, but using the Painter as is, the only limitation on what facades (or any other block that can be 'painted') can look like is that the block to be 'imitated' must be an opaque cube. It is not limited to only vanilla blocks. It should work with any mod block that is a full cube. I have tested it with blocks from natura, tinkers construct, build craft and forestry and all work fine. If you look in the screen shots you will see some lovely stairs painted as bee hives. Mmmm, pretty ; )
I am planning on implemented both IC2 and universal electricity wires 'soonish'. I would quite like to use the same wires and have then auto-convert between the different power types but I suspect people might find that to OP. I have a rather long list of features on the todo list though so it wont happen tomorrow. I might add item pipes next but as I just love Applied Energistics, I am not sure I will use them too much.
Anyways, it is getting late at the bottom of the world so I will try and get the 1.5.2 version sorted tomorrow if all goes well. Thanks for the feedback all, much appreciated.
It shouldn't be bad if you use the same ratios as Powercrystals' Power Converters, since most mods that convert power use those numbers.
It does just act like a lever. The main thing I use it for is to permanently switch on 'auto extraction' of fluids using the liquid conduits.
If you right click on a liquid conduit attached to a tank it will automatically pull the liquid from the tank. To allow the extraction to be enabled/disabled via redstone, liquid will only we extracted when the conduit is receiving a redstone signal (much liquid liquiducts from Thermal Expansion). By using a conduit switch, you can attached the switch directly the liquid conduit and then hide it all behind a facade.
I have also found than some blocks from other mods also require a redstone signal to operate, and I often just have a lever or torch next to them so they are permanently active. Using the conduit switch, you can just attach the lever to the power conduit and cover it up without 'wasting' any space.
Having said that, adding logic controls (somewhat like redpowers gates) is also on the todo list so they might become more useful once that stuff is implemented.
I haven't done anywhere near as much testing with this version, and there are a lot more mods to interact with so feedback +/or bug reports much appreciated.
Thanks for the feedback. Hopefully I will fix the small enderface issues with Forestry today.
The generation is a straight ratio of 1 MJ/t * (current light level / 15) (excluding torches etc). I just checked and MC is reporting a light level of 2 (out of a max of 15) for some of the night so they will be generating a very small amount of power.
Thanks people, great to get some feedback. Make sure you spread the word Now I just need to pick a few things from my massive todo list to add next.btw.. any thoughts on weather the EnderIO block should auto chunk load the blocks it can access? I can't decide if I should just leave it to the player to use other mods (thinking chicken chunks) or if it should be supported 'out of the box'.
I really like the idea, I thinks it's great. Did you use forge multipart for some of the bounding-box related things?
Also, please make it so that redstone energy conduits can charge your machines directly without need for power. I had issues with the resevoir, the single block tank can accept water just fine, the multi-block can's seem to accept liquid via pipes (this may be an oversight on my part). Is the idea that it only holds water?
I would strongly encourage you to use the forge multipart cover system just because it will hopefully be added into forge directly. although i appreciate the work put into the facade system, it works nice and gets the lighting perfectly.
The pipe/wire system is very nice with good bounding blocks (maybe a little bigger diameter pipes/wires???)
Thanks for the effort and making a great mod, I hope you take this to Slowpoke and get it in FTB.
Hope this helped.
Two, the infused quartz does not appear to be craftable with 2 nether quartz, much to my own sadness...
I feel that the I/O block would probably still be balanced enough if it chunk loaded only what it gives you access to. I'm not sure how hard it is to code this however. Also maybe you could consider like a tier 2 version or an upgrade for chunk loading? Again not sure hoe much of a pain it would be to code...
Secondly, the conduits from your mod seem to be completely compatible with transfer piping from the extra utilities mod, but they do not seem to connect visually. I can post screenshots if you would like to look into it.
It does work. If you place only one stack in the alloy smelter it will pull both pieces from the same stack. Putting two stacks in seems to stop the smelter. This is probably just a minor bug.
I didnt use forge multipart at all. I actually didn't realise it existed until a few days ago when direwolf20 did a mod spotlight on it. If it becomes part of forge I will atleast make my stuff compatable so others can easily hook into my system.
The idea is that it only holds water. It is intentional that the multiblock doesn't accept fluid as it is designed to be somewhat like the aqueous accumulator from Thermal Expansion. Once you have placed two buckets of water in it it becomes an infinite water source. You can right click on it with a wrench and it will auto eject water into any pipes / tanks / boilers etc attached to it. It will always leave the two buckets of water so it stays 'infinite'. Its designed to produce water at the same rate as a vanilla 2x2 hole filled with water. You can also right click on it with a bucket, can, empty bottle etc to fill it with water.
The fact that the single blocks hold liquid at all is more just a side effect of the way it is coded. It would have taken more effort to stop them working by themselves.
Thanks for noticing the lighting. Getting this correct drove me nuts! : )
I will fix the typo. I am not known for accurate typing or spelling ; ) As mentioned by ASKRUAF, the quartz does work with a single stack, and it is a bug that it stops working with more than one. I will look into this this arvo if I get a chance.
I need to double check, but I am pretty sure you can only load on chunk boundaries so it would have to be everything in the chunk that is loaded. Worst case, I might have to keep four chunks loaded if it is placed on a boundary. I quite like the idea of an upgrade so I will look into that.
Please do post some screen shots so I can have a look. What version of EIO and extra utilities are you using? I will add the mod to my test world and have a look.
I have suggested it as an addition on the FTB forum and sent Slowpoke and Direwolf20 a tweet letting them know it exists. Haven't heard anything back though. Fell free to hassle them about it yourself ; )
Thanks for all the feedback. Much appreciated.
The alloy smelter will now accept quartz in any and/or all its slots and continue to work as long as there is at least 4 quartz total across the three slots. I also updated the recipe to reflect the actual cost of 4 quartz per fused glass block (to match the cost of a vanilla quartz block). I will also allow a single quartz block as an input but this change hasn't been made yet.
The bad news.. I spent most of my available time today looking into chunk loading for the EnderIO/enderface. Implementing standard Forge chunk loading (like the BC quarry or chicken chunks) is pretty trivial to get going in a basic form, but this won't work for the enderface. Standard chunk loading is server side only, which is fine to keep machines running, but I also need to have the chunks loaded client side to allow the blocks to be rendered correctly. As such, even using a 3rd party chunk loader such as chicken chunks doesn't seem to cut it. I am going to park this for a bit and have a bit more of a think about the best way to handle it. It will be solvable but could take some time as I need to get a complete understanding of how the client pages in chunks so I can mangle it in the desired fashion ; )
I will have a look into as soon as I can, though I generally don't get much time for coding on the weekends (dam kids! lol) so it probably wont be until next week. Can you connect my power conduits to a redstone energy cell and power my machines that way? I must admit I haven't tested much at all against 1.5.2 as I only only back ported my 1.6.2 code pretty hurriedly.
Exactly this is actually pretty high on my todo list : ) hopefully next week.
I will certainly keep this is mind when I get around to adding support for IC2 and UE. that will be a bit further off though.
Basically they dont work with redstone energy cells/conduits at all. Putting full redstone energy cells next to your machines doesnt give them power, neither does piping energy from conduits, although the conduits "connect" to your machines. Your generators/solar panels also dont transfer power to redstone energy cells/conduits. Your energy conduits do seem to be able to connect to redstone energy cells however. Also I get a crash when placing your energy conduits next to BC conductive pipes
maybe you should oh i dunno post up a crash log for the BC pipe placement so that he knows what to look for ?
edit: just found i had to conect to the panels from the bottom so all is well... keep up the nice work and thanks for the mod !