So CP, it seams like its not solved yet, but just partially... It seams like the "rule has been softcoded" or something, so if you use hi-speed transfer system like AE, it can still mess up your smelting. Is it possible to code it so that if it doesn't recognize alloy recipe and is in furnace mode, it starts smelting 1st slot, then 2nd, then check 1st, if empty 3rd... Or something along those lines, I can't read java code so idk what is the reason of this behavior :/
On the other hand, it is at least usable now, even if I have to take a look every few mins
I have noticed this too. I failed to account for a mod placing more than one item in a single tick. Moving one item at a time instead of stacks helps, but obviously it needs further improvements. I am trying to avoid a 'furnace only' mode if I can, but I might need one to make it work. I will see what I can come up with.
- What are the 4 slots in the Capacitor Bank for?
- Is the Capacitor Bank energy output intelligent about connected blocks or does it just send out the MAX(whatever you set it to) energy?
- Can the Photovoltaic Cells be upgraded? or stacked? they take up way too much space even to output 16MJ
Cheers!
p.s. Amazing mod btw!
- The slots in the capacitor bank are for charging items. At the moment only AE and modular power suits items are supported.
- The capacitor bank only outputs as much energy as it requested,
- An upgraded version of the solars will be added at some stage.
So CP, it seams like its not solved yet, but just partially... It seams like the "rule has been softcoded" or something, so if you use hi-speed transfer system like AE, it can still mess up your smelting. Is it possible to code it so that if it doesn't recognize alloy recipe and is in furnace mode, it starts smelting 1st slot, then 2nd, then check 1st, if empty 3rd... Or something along those lines, I can't read java code so idk what is the reason of this behavior :/
On the other hand, it is at least usable now, even if I have to take a look every few mins
I have now added a 'Furnace Only' mode which should make automation work now. Note that this mode doesnt allow you to queue different furnace recipes in the three slots, but you can use all three slots for the same recipe.
If you get a chance, grab the dev build with the chage and let me know if everything work ok now. http://goo.gl/hTlTfx (1.6.4) / http://goo.gl/gNbXln (1.6.2) / http://goo.gl/JXavOC (1.5.2)
I have noticed this too. I failed to account for a mod placing more than one item in a single tick. Moving one item at a time instead of stacks helps, but obviously it needs further improvements. I am trying to avoid a 'furnace only' mode if I can, but I might need one to make it work. I will see what I can come up with.
I was using single item all the time, doesn't help About making Furnace-only mode, it would be like that new IC2 hammering thing, plate bender maybe? It is basically 3 things in 1, witch is great for manual work but if you wish to automate it, making 2+ alloy smelters shouldn't be a problem to anyone, it's a cost that pays off
Edit: Oh, lol few mins off, yea will test right now.
Easy way to test it is to hook it up to AE export bus (I use precision) with 2+ types of powders and then put those types in terminal very fast (to simulate multiple products being finished in same time or similar).
Easy way to test it is to hook it up to AE export bus (I use precision) with 2+ types of powders and then put those types in terminal very fast (to simulate multiple products being finished in same time or similar).
Thanks for the testing tip. This time it should work
There is a new dev build with much stricter tests. In theory, it should now be impossible to place items in the smelter that isn't either a valid recipe or can become one by adding more items (in the case of alloys). The more testing the better if you have the time.
power bank won't work with wooden kinesis pipe buildcraft ?
Are they teleport pipes you have on the end? If so there appears to be an issue with them that is not on the 'EnderIO' side of things. To check this could test that connecting a machine (from EIO, Buildcraft, forestry etc) to the capacitor bank via buildcraft pipes works ok?
If this functions as expected then I would suggest raising an issue with the teleport pipe dev to see if they can determine the issue.
I dont know but something is fishy with the new update: I have a setup of 4 36hp boilers feeding into a capacitor bank via enderio conduits. from there a single ender energy conduit feeds into a transceiver, i made sure both arrows point toward the transceiver. I setup another transceiver connecting via ender conduit into my AE network which currently uses about 12mj/tick - the arrows point away from the transceiver. somehow both transceivers end the cpacitor bank end up dry pretty quickly even if the boilers should be well overpowered to supply those 12mj/tick to the transceivers and to finally to the AE controller. I can send soem screenshots if need be but... fix this please
Build 81 works great! One problem down Thanks for the fix again!
Also, a suggestion you might consider, adding Tinker's Construct Gravel Ores to default for sag mill, same like normal ores It's a popular mod these days
It certainly seems like a bug. I was trying to pin it down a bit further before going to github. What I am seeing is it is pumping out x number of MJ/t (x being the output value in the GUI) to all connections continuously regardless of actual power demands. With 3 connections and the output set to 30 MJ/t the bank was draining at a rate of ~2000 MJ everytime it updated. No machines were actually running on any of the 3 connections. Turning on my engine bank (about 30 MJ/t) put the deficit at ~1200 MJ, again with no machines running.
This is definitely a bug (and quite a good one too!)
This is obviously just taking back all the extra power that I was giving everyone before the update.
In this release I fixed an issue that was artificially increasing the level of energy contained in conduits. To track it down I removed various things and it seems I didn't put everything back together properly.
Based on your description I am pretty sure I know what's happening and it should be easy enough to fix. Unfortunately it's nearly 2am here so I won't be able to fix it until tomorrow.
I suggest rolling back to the previous version until then and enjoy the free power. Apologies for not spotting this, all is kaos since returning home.
Glad you think you have a handle on the situation. When ever you can get the fix out is fine by me at least. I understand what it is doing more or less and can work around it for a bit.
By way of a bit more data to help flesh things out I was in my test world messing around. I discovered the power drain has no regard for the number of connections (I tried up to 5). The output set at 20 MJ/t drains ~500 MJ, at 100 the drain scales up to ~2000, at 200 it is ~4000 and so on (this was done with just conduits attached to the bank, after they had filled and stabilized and no machines to draw power). One potentially odd thing is that it only does this if the conduit connected to the bank is wrenched into output mode. Default mode (no direction arrow) works as expected, and attaching machines and wrenching the connection to input mode at the machine end also seems to work as expected.
Hope this helps, and thanks again for the mod and your attention to detail.
just reading whats been put above and im wondering if i have a similar issue.
I have 8 electric lights hooked up to a switch (energy and redstone conduits all hooked up to them) running off energy sent from a transceiver, when i turn off the lights my power flow stablizes (bar the loss per tick for transceiver) if i turn the lights on itll drain the full storage of the transceiver in seconds, thats 25000mj gone in like 10 seconds....is the electric light buffer that large or is there an issue here?
It's a bug. For the moment, you can scale the power output down at the capacitor to a level that your power gen can keep up with, or as I noted above check your connections at the capacitor bank and make sure they are in default mode. I haven't gone into my live world to test the latter yet, but what I saw in my test world leads me to believe there should be no problem. One thing it would be interesting to see... and maybe I will go back to my test world and look is if BC pipes are behaving the same way. I'm suspecting not...
Is it just me, or a bug with Capacitor banks dropping in creative is back? Or was it never gone?
Also, when I try to send power from Galacticrafts Coal Generator or Solap Panels to Bank, it doesn't work, it goes through Conduits, but doesn't reach the bank/gets stored for some reason... On whose end is this?
Is it just me, or a bug with Capacitor banks dropping in creative is back? Or was it never gone?
Also, when I try to send power from Galacticrafts Coal Generator or Solap Panels to Bank, it doesn't work, it goes through Conduits, but doesn't reach the bank/gets stored for some reason... On whose end is this?
The capacitor banks have always dropped in creative. I know it is annoying, but I have intentionally left it this way for now as have partially filled capacitors at different levels is super useful for testing. I should add a debug flag for myself to enable this but I am lazy
As for the Galacticraft issue, raise an issue on Github including details of how to replicate the bug.
Rly? So they work like Wraith Lamps? Hmm, good to know, and bad to hear, now I need to test them against P:R's Red Alloy Wires, I know that type of lamps was messing with the wires and few other things... Anyway, raising that Galacticraft issue on github now.
Hey crazypants is there anything that can be done with electric lights so they dont use hidden blocks. theyre messing with my farms and turning farmland back into dirt that i cant hoe.
MC only allows light which is so strong. Talk to mojang.
I just installed and had a crash when trying to open the interface for the Painter. Any ideas?
More detail would probably aid your inquiry. What version of MC? What version of the mod? What was your environment like? What other mods? What were you doing when the crash happened? Did you have an open hand? A tool? An item? Something from another mod? And above all a crash log....
I have noticed this too. I failed to account for a mod placing more than one item in a single tick. Moving one item at a time instead of stacks helps, but obviously it needs further improvements. I am trying to avoid a 'furnace only' mode if I can, but I might need one to make it work. I will see what I can come up with.
- The slots in the capacitor bank are for charging items. At the moment only AE and modular power suits items are supported.
- The capacitor bank only outputs as much energy as it requested,
- An upgraded version of the solars will be added at some stage.
I have now added a 'Furnace Only' mode which should make automation work now. Note that this mode doesnt allow you to queue different furnace recipes in the three slots, but you can use all three slots for the same recipe.
If you get a chance, grab the dev build with the chage and let me know if everything work ok now.
http://goo.gl/hTlTfx (1.6.4) / http://goo.gl/gNbXln (1.6.2) / http://goo.gl/JXavOC (1.5.2)
You are using the 1.6.2 version of Ender IO with minecraft 1.6.4
Change your ender io jar to the 1.6.4 version.
I was using single item all the time, doesn't help About making Furnace-only mode, it would be like that new IC2 hammering thing, plate bender maybe? It is basically 3 things in 1, witch is great for manual work but if you wish to automate it, making 2+ alloy smelters shouldn't be a problem to anyone, it's a cost that pays off
Edit: Oh, lol few mins off, yea will test right now.
Easy way to test it is to hook it up to AE export bus (I use precision) with 2+ types of powders and then put those types in terminal very fast (to simulate multiple products being finished in same time or similar).
Thanks for the testing tip. This time it should work
There is a new dev build with much stricter tests. In theory, it should now be impossible to place items in the smelter that isn't either a valid recipe or can become one by adding more items (in the case of alloys). The more testing the better if you have the time.
Are they teleport pipes you have on the end? If so there appears to be an issue with them that is not on the 'EnderIO' side of things. To check this could test that connecting a machine (from EIO, Buildcraft, forestry etc) to the capacitor bank via buildcraft pipes works ok?
If this functions as expected then I would suggest raising an issue with the teleport pipe dev to see if they can determine the issue.
Also, a suggestion you might consider, adding Tinker's Construct Gravel Ores to default for sag mill, same like normal ores It's a popular mod these days
On the receiving end i just added a RC rolling machine like so:
... and lo and behold the cap bank runs dry within seconds of establishing a link:
Any ideas ? Or is this really a BUG ?
This is obviously just taking back all the extra power that I was giving everyone before the update.
In this release I fixed an issue that was artificially increasing the level of energy contained in conduits. To track it down I removed various things and it seems I didn't put everything back together properly.
Based on your description I am pretty sure I know what's happening and it should be easy enough to fix. Unfortunately it's nearly 2am here so I won't be able to fix it until tomorrow.
I suggest rolling back to the previous version until then and enjoy the free power. Apologies for not spotting this, all is kaos since returning home.
Glad you think you have a handle on the situation. When ever you can get the fix out is fine by me at least. I understand what it is doing more or less and can work around it for a bit.
By way of a bit more data to help flesh things out I was in my test world messing around. I discovered the power drain has no regard for the number of connections (I tried up to 5). The output set at 20 MJ/t drains ~500 MJ, at 100 the drain scales up to ~2000, at 200 it is ~4000 and so on (this was done with just conduits attached to the bank, after they had filled and stabilized and no machines to draw power). One potentially odd thing is that it only does this if the conduit connected to the bank is wrenched into output mode. Default mode (no direction arrow) works as expected, and attaching machines and wrenching the connection to input mode at the machine end also seems to work as expected.
Hope this helps, and thanks again for the mod and your attention to detail.
It's a bug. For the moment, you can scale the power output down at the capacitor to a level that your power gen can keep up with, or as I noted above check your connections at the capacitor bank and make sure they are in default mode. I haven't gone into my live world to test the latter yet, but what I saw in my test world leads me to believe there should be no problem. One thing it would be interesting to see... and maybe I will go back to my test world and look is if BC pipes are behaving the same way. I'm suspecting not...
Also, when I try to send power from Galacticrafts Coal Generator or Solap Panels to Bank, it doesn't work, it goes through Conduits, but doesn't reach the bank/gets stored for some reason... On whose end is this?
Turns out I was removing all power stored in conduits thanks to a single < instead of a >. Doh.
Thanks so much for the detailed reports. Made for a really easy fix.
The lights drain 1 MJ a second, or 1/20th MJ/t. Not much at all.
The capacitor banks have always dropped in creative. I know it is annoying, but I have intentionally left it this way for now as have partially filled capacitors at different levels is super useful for testing. I should add a debug flag for myself to enable this but I am lazy
As for the Galacticraft issue, raise an issue on Github including details of how to replicate the bug.
More detail would probably aid your inquiry. What version of MC? What version of the mod? What was your environment like? What other mods? What were you doing when the crash happened? Did you have an open hand? A tool? An item? Something from another mod? And above all a crash log....
*edited for typo