Nothing, In fact I like working around the channel limitations. It's just that every now and then I would like running more than 32 channels though a single cable.
To me, the fact that "Abusing P2P" is the defacto standard of how AE2 is done now completely negates the point of channels in the first place.
See if you follow the logic:
1. If the standard operating procedure for use of a wire is to use it with a "Bus" on each end
2. Then why do cable not come with a "Bus" already installed?
3. If a Single Channel can carry 32 channels worth of data from point A to B through the use of a "Bus"
4. Then why doesn't that channel simply carry 32 channels worth of data without the use of a "Bus"
5 If a "Bus" can "Compress 32 Channels" worth of data down to 1 channel worth of data.
6. Then why haven't we built this technology into the entire system?
Maintaining the "Channel" system is ridiculous in the face of its own hypocrisy. Its a "Greg Tech" style addition, complication for the sake of complication. Just like the "Meteors" you find inscriber patterns in. Thank god you can turn channels off in the config. I can't play modded mine-craft without AE. Which.. is a shame, because I worry that if the mindset of the people currently maintaining it is adding needless complication, then it may end up becoming nearly unusable. Its already hit a point of the "Default" settings being a complete pain to use.
To me, AE was about making playing modded minecraft more enjoyable by organizing my things and letting me auto-mate the repetitive crafting and machine use that is added by OTHER mods.
AE is now full of things that add a bunch of repetitive crafting, machine use, and "IN WORLD" crafting... effectively negating its purpose to me. But I still have to use it because its still the only game in town when it comes to getting rid of the "Item and Chest" overload added by heavily modded mine-craft.
BOtania and Automagy both add their own automation and storage indexing capabilities you know.
Also, there's a major issue with your logic. See, with channels, there's a challenge of planning your network. You can have a better network by being more skilled at laying it down. It's not just an issue of resources, it adds a certain skill and knowledge component to the mod that a lot of people (including me) enjoy. Botania is like that too.
As for specific complaints, 1-->2 I don't get that jump at all. I mean, the busses do specific things. Wires can absolutely connect to blocks and machines that utilize channels and AE power units. And then you need to make the bus to tell the wire what to do anyways, so having them "already installed" like you say is meaningless because there's so many.
3-->4, you cannot access those channels when they're compressed. Think of it like a zip file. You cannot access that information in the file unless you decompress it, and to do that you need a special program. This is what the P2P busses do. They compress data, letting 1 channel hold (up to) 32 channels, however these channels are no longer accessible by anything not using a P2P bus to unpack it. And once you unpack it, it's 32 channels again.
5-->6, Duh, because it's "not possible". If it requires a P2P bus to compress a set of channels, it's going to take one to decompress it. I suppose a crafting recipe to add a P2P bus to any machine would do what you want, but why would you want that?
However, I do agree with the meteor thing. I think having to find meteors (which wreck the terrain and I hate them for that), is ridiculous. Make them a villager trading thing if you want, but not meteors.
I for one really enjoy the channels system. I even enjoy the network reset when adding a new device! This makes people think before just laying down cables everywhere and done. Plan accordingly and it's not an issue at all.
It would be good to have some type of "Memory Bank" in order to store printed patterns instead of having to rely on multiple interfaces attached to molecular assemblers. The creation of it should be slightly expensive, but it helps clean up a lot of clutter.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Question about level emitters, I know you can use them to turn off machines when you have over X amount of something in your ME system. But I don't want it to keep toggling my machines when it gets X -1. i was wondering if there is a way to use a level emitter to turn a machine off when it gets above X, but only turn it back on when it gets below Y.
One way you can do it with redstone magic. You can use comparators to create some system that does this. Some one else will come in here with a much better method though soon enough!
Question about level emitters, I know you can use them to turn off machines when you have over X amount of something in your ME system. But I don't want it to keep toggling my machines when it gets X -1. i was wondering if there is a way to use a level emitter to turn a machine off when it gets above X, but only turn it back on when it gets below Y.
Two level emitters and an RS Latch (minecraft wiki linked just in case you're not using a more advanced redstone mod).
I am having difficulty setting up a spatial containment structure. Whenever I make it, the pylon strips furthest away from the ME controller and spatial IO port are red while the closer ones are purple. I can't see any reason why this would be the case and I can't find any tutorials for the current version of ME for help. Does anyone know what's going on?
Rollback Post to RevisionRollBack
A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
I am having difficulty setting up a spatial containment structure. Whenever I make it, the pylon strips furthest away from the ME controller and spatial IO port are red while the closer ones are purple. I can't see any reason why this would be the case and I can't find any tutorials for the current version of ME for help. Does anyone know what's going on?
I haven't done much with spatial IO, but if you can post some screenshots, I might be able to figure something out.
Looking at the big one (since the others are too far in the background to make out sufficient details), I think you're running out of channels there. Since the spatial pylons only connect to the controller through the spatial io port, which can only transfer 7 channels (since it uses one itself), 5 of the 12 edges you set up won't have channels. I don't recognize those other blocks you have adjacent to the controller, though.
As far as a tutorial, I quickly found this one:
That shows that you don't need all edges covered - if you're willing to take the effiicency hit, 3 edges will sometimes be enough (though I imagine that with a large enough structure, the efficiency could drop to 0)
If you have the large unit designated as the highest number, it should use the smaller ones for most jobs, and only go to the big one when you have a job that needs more storage (and thus, would benefit more from the coprocessor).
I asked about this a while ago, but I don't think an got an answer, so I'll ask again: does anyone know how to control the numbering of the crafting cpus? Seems like by default the numbering does the exact opposite of what is wanted here, by giving the lowest numbers to the largest units, which would cause them to be used first when letting it choose "automatically", even if the crafting job can be handled by a smaller one.
Nothing, In fact I like working around the channel limitations. It's just that every now and then I would like running more than 32 channels though a single cable.
To me, the fact that "Abusing P2P" is the defacto standard of how AE2 is done now completely negates the point of channels in the first place.
See if you follow the logic:
1. If the standard operating procedure for use of a wire is to use it with a "Bus" on each end
2. Then why do cable not come with a "Bus" already installed?
3. If a Single Channel can carry 32 channels worth of data from point A to B through the use of a "Bus"
4. Then why doesn't that channel simply carry 32 channels worth of data without the use of a "Bus"
5 If a "Bus" can "Compress 32 Channels" worth of data down to 1 channel worth of data.
6. Then why haven't we built this technology into the entire system?
Maintaining the "Channel" system is ridiculous in the face of its own hypocrisy. Its a "Greg Tech" style addition, complication for the sake of complication. Just like the "Meteors" you find inscriber patterns in. Thank god you can turn channels off in the config. I can't play modded mine-craft without AE. Which.. is a shame, because I worry that if the mindset of the people currently maintaining it is adding needless complication, then it may end up becoming nearly unusable. Its already hit a point of the "Default" settings being a complete pain to use.
To me, AE was about making playing modded minecraft more enjoyable by organizing my things and letting me auto-mate the repetitive crafting and machine use that is added by OTHER mods.
AE is now full of things that add a bunch of repetitive crafting, machine use, and "IN WORLD" crafting... effectively negating its purpose to me. But I still have to use it because its still the only game in town when it comes to getting rid of the "Item and Chest" overload added by heavily modded mine-craft.
BOtania and Automagy both add their own automation and storage indexing capabilities you know.
Also, there's a major issue with your logic. See, with channels, there's a challenge of planning your network. You can have a better network by being more skilled at laying it down. It's not just an issue of resources, it adds a certain skill and knowledge component to the mod that a lot of people (including me) enjoy. Botania is like that too.
As for specific complaints, 1-->2 I don't get that jump at all. I mean, the busses do specific things. Wires can absolutely connect to blocks and machines that utilize channels and AE power units. And then you need to make the bus to tell the wire what to do anyways, so having them "already installed" like you say is meaningless because there's so many.
3-->4, you cannot access those channels when they're compressed. Think of it like a zip file. You cannot access that information in the file unless you decompress it, and to do that you need a special program. This is what the P2P busses do. They compress data, letting 1 channel hold (up to) 32 channels, however these channels are no longer accessible by anything not using a P2P bus to unpack it. And once you unpack it, it's 32 channels again.
5-->6, Duh, because it's "not possible". If it requires a P2P bus to compress a set of channels, it's going to take one to decompress it. I suppose a crafting recipe to add a P2P bus to any machine would do what you want, but why would you want that?
However, I do agree with the meteor thing. I think having to find meteors (which wreck the terrain and I hate them for that), is ridiculous. Make them a villager trading thing if you want, but not meteors.
I for one really enjoy the channels system. I even enjoy the network reset when adding a new device! This makes people think before just laying down cables everywhere and done. Plan accordingly and it's not an issue at all.
It would be good to have some type of "Memory Bank" in order to store printed patterns instead of having to rely on multiple interfaces attached to molecular assemblers. The creation of it should be slightly expensive, but it helps clean up a lot of clutter.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Could you create a banner for use in signatures?
Question about level emitters, I know you can use them to turn off machines when you have over X amount of something in your ME system. But I don't want it to keep toggling my machines when it gets X -1. i was wondering if there is a way to use a level emitter to turn a machine off when it gets above X, but only turn it back on when it gets below Y.
One way you can do it with redstone magic. You can use comparators to create some system that does this. Some one else will come in here with a much better method though soon enough!
Two level emitters and an RS Latch (minecraft wiki linked just in case you're not using a more advanced redstone mod).
I am having difficulty setting up a spatial containment structure. Whenever I make it, the pylon strips furthest away from the ME controller and spatial IO port are red while the closer ones are purple. I can't see any reason why this would be the case and I can't find any tutorials for the current version of ME for help. Does anyone know what's going on?
A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
I haven't done much with spatial IO, but if you can post some screenshots, I might be able to figure something out.
Here is the set up I am using just to figure out how they work
A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
Here is the setup I am using to figure out how they work. As you can see, some of the pylons are purple and some are red, which mean they don't work
A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
Looking at the big one (since the others are too far in the background to make out sufficient details), I think you're running out of channels there. Since the spatial pylons only connect to the controller through the spatial io port, which can only transfer 7 channels (since it uses one itself), 5 of the 12 edges you set up won't have channels. I don't recognize those other blocks you have adjacent to the controller, though.
As far as a tutorial, I quickly found this one:
That shows that you don't need all edges covered - if you're willing to take the effiicency hit, 3 edges will sometimes be enough (though I imagine that with a large enough structure, the efficiency could drop to 0)
Thanks very much, I've figured it out now
A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
I asked about this a while ago, but I don't think an got an answer, so I'll ask again: does anyone know how to control the numbering of the crafting cpus? Seems like by default the numbering does the exact opposite of what is wanted here, by giving the lowest numbers to the largest units, which would cause them to be used first when letting it choose "automatically", even if the crafting job can be handled by a smaller one.
you should make it for 1.8 it will be awesome for a modpack that i am making for myself
It will be updated when it's updated. Telling them to update makes the update less likely to be any time soon.
For some reason when I search in the Terminals, my T key gets ignored.
Nothing is bound to my T key (my MP chat is Enter for reference).
SOMETIMES re-entering the terminal fixed the issue but this is getting really annoying.
AE2 RV2 Stable-10
is there a way to retrogen the meteors? i'm on an old world, and i'd have to spend an hour or so going out and finding new chunks, which is annoying