Portalable crafting is already possible, you just need to place down a workbench everytime you wish to do so, allowing for a easy to get to crafting table wouldn't be a new thing, it would just make something that is rather annoying simple, the whole point of mods, so solve problems, or in the case of some mods (gregtech) create problems and provide ways to solve them.
While I can half way agree with you portable crafting with access to an inventory would be really power, an on the go project table if you will but you can already achieve this would a wireless terminal and a crafting table, so why not combine the two.
--
Can you please provide a reason as to why a portable crafting terminal would be "very powerful". I just made points to prove quite the contrary. Its not like you could access anywhere but where your wireless transmitter zone is, and even if you thought it was two powerful you can ad power tax to crafting. I need a better reason other than "its very powerful". I would even accept a reason as simple as "its my mod" or "that's not my vision" but would appreciate a more appropriate reason
"Its already possible" isn't really a reason, you can do a lot of things by just combining two blocks or doing one thing after another.
Using that argument, you can say "why not make an interdimensional wireless terminal that works anywhere in the world, "I mean you can already build a QNB, place an energy cell, and put a terminal on it, so just make it a hand held iem."
Also, AE's gold rule is to try and not add things, that make things that can already be accomplished, easier just for the sake of making it easier, from your point of view "its already possible" would actually be a reason to not do this, since you can already do it.
As I see it,
Basically, right now if someone turns around and says "I would rather have a crafting terminal in every room of my base, rather then use the wireless terminal and a crafting table" that means that the crafting terminal is more desirable, and is worth that extra effort.
Since it requires infrastructure and setup, by adding a wireless crafting terminal, giving you the same "level of system" would remove the need to setup this infrastructure, and thus remove gameplay from the world since you could simply skip build things.
I added the wireless terminal to solve one very specific thing, I know that I and myself constantly are building things or working on stuff, when we suddenly say "gah forgot the macerator... and the stone bricks... and the pulverizer.. darn it why do I keep leaving everything in the system" the idea was to give you the ability to work from your system if you planned ahead to do so, also once auto crafting is re-added, just like in AE1, you can autocraft things you have configured to be auto crafted from the normal wireless terminal.
"Its already possible" isn't really a reason, you can do a lot of things by just combining two blocks or doing one thing after another.
Using that argument, you can say "why not make an interdimensional wireless terminal that works anywhere in the world, "I mean you can already build a QNB, place an energy cell, and put a terminal on it, so just make it a hand held iem."
Also, AE's gold rule is to try and not add things, that make things that can already be accomplished, easier just for the sake of making it easier, from your point of view "its already possible" would actually be a reason to not do this, since you can already do it.
As I see it,
Basically, right now if someone turns around and says "I would rather have a crafting terminal in every room of my base, rather then use the wireless terminal and a crafting table" that means that the crafting terminal is more desirable, and is worth that extra effort.
Since it requires infrastructure and setup, by adding a wireless crafting terminal, giving you the same "level of system" would remove the need to setup this infrastructure, and thus remove gameplay from the world since you could simply skip build things.
I added the wireless terminal to solve one very specific thing, I know that I and myself constantly are building things or working on stuff, when we suddenly say "gah forgot the macerator... and the stone bricks... and the pulverizer.. darn it why do I keep leaving everything in the system" the idea was to give you the ability to work from your system if you planned ahead to do so, also once auto crafting is re-added, just like in AE1, you can autocraft things you have configured to be auto crafted from the normal wireless terminal.
I;m scrapping the idea completely, I understand your not going to add it in, but for the sake of fun and if your still into it, and if your not let me know and I'll stop posting about this, I find arguments fun, if you don't you can basically tell me F*** off. and I'll happily crawl back into my MFFS sheilded base with a fully automatic mining system and won't pop my head back out until I find a reason to
Re: Re: Re: "Rebuttal Two"
Let's pretend you added in the wireless crafting terminal for 3 seconds, and read this hypothetical post:
"I added the wireless crafting terminal to solve one very specific thing, I know that I and myself constantly are building things or working on stuff, when we suddenly say "gah forgot to craft that macerator... and the stone bricks... and the pulverizer.. darn it why do I keep leaving everything in the system" the idea was to give you the ability to work from the system"
Basically, right now if someone turns around and says "I would rather have a crafting terminal in every room of my base, rather then use the wireless terminal and a crafting table" that means that the crafting terminal is more desirable, and is worth that extra effort.
You described that one of the mechanics you wanted to keep was infrastructure gameplay basically you want a person to want to setup a crafting terminal in every room for ease of access. I'm going to ignore this hypocritical statement, because with the wireless terminal I don't have to set up a terminal in every room, thus removing a bunch of gameplay anyway, and move on to a more sensible argument, honestly why not make an advanced crafting terminal, wireless transmitter mix which would enable crafting terminals to put out a very small signal and allow you to use your wireless crafting terminal when your near it. This completely eliminates your argument upon infastructure, because you still have to set it up, and I like this idea better for the normal terminal as well.
"Also, AE's gold rule is to try and not add things, that make things that can already be accomplished, easier just for the sake of making it easier, from your point of view "its already possible" would actually be a reason to not do this, since you can already do it"
AE allows for automatmation, the use of hoppers allows for automation, by this argument why are you modding for AE, you litterally just make setting up automatic sorting systems easier, this argument is rather complacent upon your feelings of AE and not facts.
Hypocracy.
---
I bolded out the statement above because upon writing this post, I thought that would be a really good idea, and a really good "compromise"
As always keep up the great work on this great mod!
1. Condensing CPU. Works like the Compactor from the link or the Packager from Factorization but from within the MAC at the speed of a crafting CPU. Does not stack with normal crafting CPU's. Anything in the network that could be condensed including recipes from mods like Extra Utilities that condense basic things like cobble would be. Quantum singularities would require a subnet and a specialized machine like the one from AE1 if you intend to port them over. In some cases the product would be fuzzy also as when making wood stairs, slabs, Bibliocraft cases or chairs, etc.
2. Expanding CPU. If another recipe needs items that were condensed this CPU will provide them by expanding the storage blocks as needed. Any MAC with Condensing CPU's should require at least one Expanding CPU.
3. Fuzzy pattern. A large number of mod recipes call for things like wood logs, planks, or other ingredients that come in many forms but are otherwise identical. A recipe formed from this pattern will use anything in the network that would be called on if a fuzzy bus were used. The most common things using fuzzy patterns are wood products, ore dictionary metals, saplings, bees, and bee combs.
How github work is that I can submit changes to files hosted, these are "pull requests". Then the owner can accept the pull and update the files with the changes you made. You will see on the pull request page when it is accepted.
How github work is that I can submit changes to files hosted, these are "pull requests". Then the owner can accept the pull and update the files with the changes you made. You will see on the pull request page when it is accepted.
Something to consider when you finally get to autocrafting: http://www.minecraftforge.net/forum/index.php?topic=15419.0 This would suggest a few additions to the MAC... 1. Condensing CPU. Works like the Compactor from the link or the Packager from Factorization but from within the MAC at the speed of a crafting CPU. Does not stack with normal crafting CPU's. Anything in the network that could be condensed including recipes from mods like Extra Utilities that condense basic things like cobble would be. Quantum singularities would require a subnet and a specialized machine like the one from AE1 if you intend to port them over. In some cases the product would be fuzzy also as when making wood stairs, slabs, Bibliocraft cases or chairs, etc. 2. Expanding CPU. If another recipe needs items that were condensed this CPU will provide them by expanding the storage blocks as needed. Any MAC with Condensing CPU's should require at least one Expanding CPU. 3. Fuzzy pattern. A large number of mod recipes call for things like wood logs, planks, or other ingredients that come in many forms but are otherwise identical. A recipe formed from this pattern will use anything in the network that would be called on if a fuzzy bus were used. The most common things using fuzzy patterns are wood products, ore dictionary metals, saplings, bees, and bee combs.
There is nothing really special about recipes that that are 2x2 or 3x3 of the same thing, I don't really see any reason to enable special use of this, and I don't particularly think it fits well with the rest of the system.
Minor additional point: its commonly known that mods add recipes often and its not uncommon to have a recipe magically "break" in a system that automatically uses 3x3 or 2x3 recipes, suddenly instead of getting Item X, you get Item Y and your automation breaks by updating a mod.
Patterns were fuzzy, and will hopefully be more fuzzy in AE2 now the the entire crafting engine is being re-designed from the ground up.
I;m scrapping the idea completely, I understand your not going to add it in, but for the sake of fun and if your still into it, and if your not let me know and I'll stop posting about this, I find arguments fun, if you don't you can basically tell me F*** off. and I'll happily crawl back into my MFFS sheilded base with a fully automatic mining system and won't pop my head back out until I find a reason to
I;m scrapping the idea completely, I understand your not going to add it in, but for the sake of fun and if your still into it, and if your not let me know and I'll stop posting about this, I find arguments fun, if you don't you can basically tell me F*** off. and I'll happily crawl back into my MFFS sheilded base with a fully automatic mining system and won't pop my head back out until I find a reason to
Re: Re: Re: "Rebuttal Two"
Let's pretend you added in the wireless crafting terminal for 3 seconds, and read this hypothetical post:
Hypocracy.
---
You described that one of the mechanics you wanted to keep was infrastructure gameplay basically you want a person to want to setup a crafting terminal in every room for ease of access. I'm going to ignore this hypocritical statement, because with the wireless terminal I don't have to set up a terminal in every room, thus removing a bunch of gameplay anyway, and move on to a more sensible argument, honestly why not make an advanced crafting terminal, wireless transmitter mix which would enable crafting terminals to put out a very small signal and allow you to use your wireless crafting terminal when your near it. This completely eliminates your argument upon infastructure, because you still have to set it up, and I like this idea better for the normal terminal as well.
Hypocracy.
---
AE allows for automatmation, the use of hoppers allows for automation, by this argument why are you modding for AE, you litterally just make setting up automatic sorting systems easier, this argument is rather complacent upon your feelings of AE and not facts.
Hypocracy.
---
I bolded out the statement above because upon writing this post, I thought that would be a really good idea, and a really good "compromise"
As always keep up the great work on this great mod!
eless crafting terminal for 3 seconds, and read this hypothetical post:
Hypocracy.
---
You described that one of the mechanics you wanted to keep was infrastructure gameplay basically you want a person to want to setup a crafting terminal in every room for ease of access. I'm going to ignore this hypocritical statement, because with the wireless terminal I don't have to set up a terminal in every room, thus removing a bunch of gameplay anyway, and move on to a more sensible argument, honestly why not make an advanced crafting terminal, wireless transmitter mix which would enable crafting terminals to put out a very small signal and allow you to use your wireless crafting terminal when your near it. This completely eliminates your argument upon infastructure, because you still have to set it up, and I like this idea better for the normal terminal as well.
Hypocracy.
---
AE allows for automatmation, the use of hoppers allows for automation, by this argument why are you modding for AE, you litterally just make setting up automatic sorting systems easier, this argument is rather complacent upon your feelings of AE and not facts.
Hypocracy.
---
I bolded out the statement above because upon writing this post, I thought that would be a really good idea, and a really good "compromise"
As always keep up the great work on this great mod!
I don't even see how saying "hypocrisy" on half my statements makes for a good counter point, your not really even trying to see my point of view, your merely trying to discredit my statements instead, and while this works if your trying to convince a third party, who is right and who is wrong; It don't help at all when trying to convince me, which at least I thought was the original goal, but I guess you gave up on that so there is not much point.
On "Wanting to make people build crafting terminals in every room" I did not say I wanted people to do this, I said that if people want to, it shows that its meaningful and much better then just having a wireless terminal and a crafting table.
On the idea of having "near by crafting terminal support" cause this simply doesn't make since, why would being near a crafting terminal that has no wireless features to speak of magically transfer its ability to a hand held version.
On "Hoppers", Hoppers are added after AE was coded, and I hardly think AE can be reproduced with them; other mods do not count for "being able to already do something". I fail to see the hypocrisy.
On "wireless terminal = hypocrisy" what? I don't see why the ability to get items out of a system is the same as being able to craft items out of the system. one is obviously better then the other.
I don't even see how saying "hypocrisy" on half my statements makes for a good counter point, your not really even trying to see my point of view, your merely trying to discredit my statements instead, and while this works if your trying to convince a third party, who is right and who is wrong; It don't help at all when trying to convince me, which at least I thought was the original goal, but I guess you gave up on that so there is not much point.
On "Wanting to make people build crafting terminals in every room" I did not say I wanted people to do this, I said that if people want to, it shows that its meaningful and much better then just having a wireless terminal and a crafting table.
On the idea of having "near by crafting terminal support" cause this simply doesn't make since, why would being near a crafting terminal that has no wireless features to speak of magically transfer its ability to a hand held version.
On "Hoppers", Hoppers are added after AE was coded, and I hardly think AE can be reproduced with them; other mods do not count for "being able to already do something". I fail to see the hypocrisy.
On "wireless terminal = hypocrisy" what? I don't see why the ability to get items out of a system is the same as being able to craft items out of the system. one is obviously better then the other.
You are correct, I was trying to discredit your points, I did give up as stated above in that post, and now i'm arguring for the sake of doing so, again if you don't want me here, tell me to leave >.>. and I'll go.
1. You stated you wanted people to focus on infrastructure, and thus implied that you indeed wanted people to "build crafting terminals in all rooms." by saying your against this would debunk your point. You can't have it both ways pick a point and keep it, don't change it because it fits your argument.
2. " why not make an advanced crafting terminal, wireless transmitter mix (a rather expensive crafting recipe) which would enable crafting terminals to put out a very small signal and allow you to use your wireless crafting terminal when your near it"
3. Correct hoppers were added in after AE1 was coded, but not AE2, And everything in AE2, aside from 'autocrafting', and 'specific item amount relocations' (it has to be nonspecific amounts in vanilla, because there is no way to count, instead you can time movement of items which will vary 2 to 3 items usually [dependant upon server ticks, and other variables]) can be completed in vanilla. This point is invalid.
4. Yes the wireless terminal is hypocrisy, you can craft in a room, put everything in your AE system, then go to your build sight and start building away. There is no difference between planning ahead and going to the sight and crafting there with a wireless crafting terminal. None what-so-ever aside from where you are crafting. You also stated above that you want people to build infrastructure as a reason to not have a wireless crafting terminal, but your wireless terminal clearly invalidates this point. You can't have it both ways pick a point and keep it, don't change it because it fits your argument.
"saying hypocrisy" It was a form of emphasis, an after thought on that post, I added in after writing that post, Now looking back I have to agree with you that it was a bad decision, but alas its a decision already made. You are also correct in that I am arguing to the judge, the juror, and the baleif all in one, you have the ability to deny reason, throw out evidence, declare truths, and falsehoods, and throw the prosecutor out of the court room, so its completely up to you whats fair and not fair, Mr. King Almighty.
---
All rambling aside, this is a good mod, I don't want you to discouraged because someone thinks you should add a feature you don't want to in your mod, If you don't want to ad it in just say "I don't want to ad it in" or "That's not my vision for this mod". I understand those points of view but what I want is a very discernable reason as to why you wouldn't want to ad it in, if you have none other then the two points I mentioned in this paragraph that in itself proves hypocrisy because you have a principle for not wanting to ad something in, but no fair reason.
anyway i found an new bug ,putting an bright illuminated panel on any block (floor,wall,etc) it shows the panel in reverse (you see backside) and it light everything up around without connection to any powersource. im guessing that lightning isnt supposed to until powered
Its normal that if you place the bus / part on a surface that it faces that, if you want to face it the other way you would normally attach it to the cable so it points the intended direction. as for the power issue I believe this was fixed a few builds back build #96 I believe.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/23/2013
Posts:
57
Minecraft:
BJR1984
Member Details
just started playing around with AE2 loved AE.
I made up a network 1024 ME Drives with 10 64k drives in each took a little time to figure out but massive storage. used 9 controllers have 3 faces free (5,368,709,120 items), (23.04 kAE/t) (160 - P2P Tunnels)
Can't wait till the auto-crafting is finished
Thanks for you work.
Only think I don't like when I was creating this. the me drives connecting through each other was a help and hindrance. makes tight grouping hard. don't know if you could do anything to help. Maybe a TE like section to the GUI to enable the configuration of the sides? allow/disallow connection.
P2P setup can be a pain could use a way to identify who connected to whom.
Only think I don't like when I was creating this. the me drives connecting through each other was a help and hindrance. makes tight grouping hard. don't know if you could do anything to help. Maybe a TE like section to the GUI to enable the configuration of the sides? allow/disallow connection.
P2P setup can be a pain could use a way to identify who connected to whom.
Yeah, the machine connections are kinda a mixed bag, one hand, less cables, on the other you kinda have to fight with it some to get shortest paths to work out right, some kinda of "don't connect on this side" might be an interesting change for the various blocks.
on the P2P, I plan to add some glasses or goggles at some point to help out with this.
First of all, congratulations for your great work! I'm really looking forward to seeing the autocrafting stuff (I'm really impatient ^^'). Now, I have one question, because I've seen some tutorials about AE2 but I still can't figure out how P2P Tunnels work when are used for channels by saving lots of them.
Keep on updating this mod, because I've just discovered it and I want to play it as soon as I have a new computer =).
Sorry for my English, I'm Spanish.
Have you seen my video, I tried to cover this via explanation and examples.
As a heads up, the new NEI breaks the Terminal/Chest/Portable Cell guis so you can't extract items and the font sizes reverts to normal MC size; i'm working with Chicken bones on resolving the conflict.
I'm having some issue with cables, terminals, hubs, p2p, etc. in my server... The cables and everything that attaches to them disappeared and when I try to replace them they have a destroyed animation and glass break sound. There are no console messages, and everything works fine in single player. If it helps, we just updated from mcpc+/forge 1033 to forge 1060, because blood magic had some id conflicts with vanilla...
Never mind... we had deleted all of our configs in an attempt to fix a codechickencore/nei problem. We just reloaded the old config, which seems to have fixed it...
I'm having some issue with cables, terminals, hubs, p2p, etc. in my server... The cables and everything that attaches to them disappeared and when I try to replace them they have a destroyed animation and glass break sound. There are no console messages, and everything works fine in single player. If it helps, we just updated from mcpc+/forge 1033 to forge 1060, because blood magic had some id conflicts with vanilla...
Never mind... we had deleted all of our configs in an attempt to fix a codechickencore/nei problem. We just reloaded the old config, which seems to have fixed it...
Yeah AE2 writes important details to its config about how it does metas, i'm trying to come up with a plan to phase this out since it has come to my attention that 40-50% of my bug reports at present are a result of it.
Build #100 pretty much adds all the shiny NEI integration features, that dosn't really say anything for NEI's stability tho, it probably still needs some work on its side, but if the latest build of NEI is working for you you can now look up all of AE2's recipes and use the Crafting Terminal with it.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/23/2013
Posts:
57
Minecraft:
BJR1984
Member Details
Been playing around more.
I've got to say not a fan of finding meteorites with a random chance of getting the press you don't have. I think it would be a better if you gathered ingredients to make them.
Also I believe it would be better if the compass pointed to the chest. I've run into a few on the surface and cant find the last sky stone very annoying.
Maybe make the sky stone easier to break if you wont to keep the compass point to them.
"Its already possible" isn't really a reason, you can do a lot of things by just combining two blocks or doing one thing after another.
Using that argument, you can say "why not make an interdimensional wireless terminal that works anywhere in the world, "I mean you can already build a QNB, place an energy cell, and put a terminal on it, so just make it a hand held iem."
Also, AE's gold rule is to try and not add things, that make things that can already be accomplished, easier just for the sake of making it easier, from your point of view "its already possible" would actually be a reason to not do this, since you can already do it.
As I see it,
Basically, right now if someone turns around and says "I would rather have a crafting terminal in every room of my base, rather then use the wireless terminal and a crafting table" that means that the crafting terminal is more desirable, and is worth that extra effort.
Since it requires infrastructure and setup, by adding a wireless crafting terminal, giving you the same "level of system" would remove the need to setup this infrastructure, and thus remove gameplay from the world since you could simply skip build things.
I added the wireless terminal to solve one very specific thing, I know that I and myself constantly are building things or working on stuff, when we suddenly say "gah forgot the macerator... and the stone bricks... and the pulverizer.. darn it why do I keep leaving everything in the system" the idea was to give you the ability to work from your system if you planned ahead to do so, also once auto crafting is re-added, just like in AE1, you can autocraft things you have configured to be auto crafted from the normal wireless terminal.
I;m scrapping the idea completely, I understand your not going to add it in, but for the sake of fun and if your still into it, and if your not let me know and I'll stop posting about this, I find arguments fun, if you don't you can basically tell me F*** off. and I'll happily crawl back into my MFFS sheilded base with a fully automatic mining system and won't pop my head back out until I find a reason to
Re: Re: Re: "Rebuttal Two"
Let's pretend you added in the wireless crafting terminal for 3 seconds, and read this hypothetical post:
Hypocracy.
---
You described that one of the mechanics you wanted to keep was infrastructure gameplay basically you want a person to want to setup a crafting terminal in every room for ease of access. I'm going to ignore this hypocritical statement, because with the wireless terminal I don't have to set up a terminal in every room, thus removing a bunch of gameplay anyway, and move on to a more sensible argument, honestly why not make an advanced crafting terminal, wireless transmitter mix which would enable crafting terminals to put out a very small signal and allow you to use your wireless crafting terminal when your near it. This completely eliminates your argument upon infastructure, because you still have to set it up, and I like this idea better for the normal terminal as well.
Hypocracy.
---
AE allows for automatmation, the use of hoppers allows for automation, by this argument why are you modding for AE, you litterally just make setting up automatic sorting systems easier, this argument is rather complacent upon your feelings of AE and not facts.
Hypocracy.
---
I bolded out the statement above because upon writing this post, I thought that would be a really good idea, and a really good "compromise"
As always keep up the great work on this great mod!
http://www.minecraftforge.net/forum/index.php?topic=15419.0
This would suggest a few additions to the MAC...
1. Condensing CPU. Works like the Compactor from the link or the Packager from Factorization but from within the MAC at the speed of a crafting CPU. Does not stack with normal crafting CPU's. Anything in the network that could be condensed including recipes from mods like Extra Utilities that condense basic things like cobble would be. Quantum singularities would require a subnet and a specialized machine like the one from AE1 if you intend to port them over. In some cases the product would be fuzzy also as when making wood stairs, slabs, Bibliocraft cases or chairs, etc.
2. Expanding CPU. If another recipe needs items that were condensed this CPU will provide them by expanding the storage blocks as needed. Any MAC with Condensing CPU's should require at least one Expanding CPU.
3. Fuzzy pattern. A large number of mod recipes call for things like wood logs, planks, or other ingredients that come in many forms but are otherwise identical. A recipe formed from this pattern will use anything in the network that would be called on if a fuzzy bus were used. The most common things using fuzzy patterns are wood products, ore dictionary metals, saplings, bees, and bee combs.
I submited it to github. Here is the pull request page : https://github.com/AlgorithmX2/AppliedEnergistics-2-Localization/pull/21
How github work is that I can submit changes to files hosted, these are "pull requests". Then the owner can accept the pull and update the files with the changes you made. You will see on the pull request page when it is accepted.
I've merged the pull, the translations will be available in the next build.
There is nothing really special about recipes that that are 2x2 or 3x3 of the same thing, I don't really see any reason to enable special use of this, and I don't particularly think it fits well with the rest of the system.
Minor additional point: its commonly known that mods add recipes often and its not uncommon to have a recipe magically "break" in a system that automatically uses 3x3 or 2x3 recipes, suddenly instead of getting Item X, you get Item Y and your automation breaks by updating a mod.
Patterns were fuzzy, and will hopefully be more fuzzy in AE2 now the the entire crafting engine is being re-designed from the ground up.
I don't even see how saying "hypocrisy" on half my statements makes for a good counter point, your not really even trying to see my point of view, your merely trying to discredit my statements instead, and while this works if your trying to convince a third party, who is right and who is wrong; It don't help at all when trying to convince me, which at least I thought was the original goal, but I guess you gave up on that so there is not much point.
On "Wanting to make people build crafting terminals in every room" I did not say I wanted people to do this, I said that if people want to, it shows that its meaningful and much better then just having a wireless terminal and a crafting table.
On the idea of having "near by crafting terminal support" cause this simply doesn't make since, why would being near a crafting terminal that has no wireless features to speak of magically transfer its ability to a hand held version.
On "Hoppers", Hoppers are added after AE was coded, and I hardly think AE can be reproduced with them; other mods do not count for "being able to already do something". I fail to see the hypocrisy.
On "wireless terminal = hypocrisy" what? I don't see why the ability to get items out of a system is the same as being able to craft items out of the system. one is obviously better then the other.
Make sure your loading it as a standard mods folder mod, Do not use Jar Mod.
Deep Storage Units is part of MFR, if your talking about something else I'm not sure what.
You are correct, I was trying to discredit your points, I did give up as stated above in that post, and now i'm arguring for the sake of doing so, again if you don't want me here, tell me to leave >.>. and I'll go.
1. You stated you wanted people to focus on infrastructure, and thus implied that you indeed wanted people to "build crafting terminals in all rooms." by saying your against this would debunk your point. You can't have it both ways pick a point and keep it, don't change it because it fits your argument.
2. " why not make an advanced crafting terminal, wireless transmitter mix (a rather expensive crafting recipe) which would enable crafting terminals to put out a very small signal and allow you to use your wireless crafting terminal when your near it"
3. Correct hoppers were added in after AE1 was coded, but not AE2, And everything in AE2, aside from 'autocrafting', and 'specific item amount relocations' (it has to be nonspecific amounts in vanilla, because there is no way to count, instead you can time movement of items which will vary 2 to 3 items usually [dependant upon server ticks, and other variables]) can be completed in vanilla. This point is invalid.
4. Yes the wireless terminal is hypocrisy, you can craft in a room, put everything in your AE system, then go to your build sight and start building away. There is no difference between planning ahead and going to the sight and crafting there with a wireless crafting terminal. None what-so-ever aside from where you are crafting. You also stated above that you want people to build infrastructure as a reason to not have a wireless crafting terminal, but your wireless terminal clearly invalidates this point. You can't have it both ways pick a point and keep it, don't change it because it fits your argument.
"saying hypocrisy" It was a form of emphasis, an after thought on that post, I added in after writing that post, Now looking back I have to agree with you that it was a bad decision, but alas its a decision already made. You are also correct in that I am arguing to the judge, the juror, and the baleif all in one, you have the ability to deny reason, throw out evidence, declare truths, and falsehoods, and throw the prosecutor out of the court room, so its completely up to you whats fair and not fair, Mr. King Almighty.
---
All rambling aside, this is a good mod, I don't want you to discouraged because someone thinks you should add a feature you don't want to in your mod, If you don't want to ad it in just say "I don't want to ad it in" or "That's not my vision for this mod". I understand those points of view but what I want is a very discernable reason as to why you wouldn't want to ad it in, if you have none other then the two points I mentioned in this paragraph that in itself proves hypocrisy because you have a principle for not wanting to ad something in, but no fair reason.
Keep modding, keep up the good work
Your friend,
The Enlightened
Its normal that if you place the bus / part on a surface that it faces that, if you want to face it the other way you would normally attach it to the cable so it points the intended direction. as for the power issue I believe this was fixed a few builds back build #96 I believe.
I made up a network 1024 ME Drives with 10 64k drives in each took a little time to figure out but massive storage. used 9 controllers have 3 faces free (5,368,709,120 items), (23.04 kAE/t) (160 - P2P Tunnels)
Can't wait till the auto-crafting is finished
Thanks for you work.
Only think I don't like when I was creating this. the me drives connecting through each other was a help and hindrance. makes tight grouping hard. don't know if you could do anything to help. Maybe a TE like section to the GUI to enable the configuration of the sides? allow/disallow connection.
P2P setup can be a pain could use a way to identify who connected to whom.
My Setup
Yeah, the machine connections are kinda a mixed bag, one hand, less cables, on the other you kinda have to fight with it some to get shortest paths to work out right, some kinda of "don't connect on this side" might be an interesting change for the various blocks.
on the P2P, I plan to add some glasses or goggles at some point to help out with this.
PS: Pretty slick looking setup.
Have you seen my video, I tried to cover this via explanation and examples.
Yep, hopefully I'll have some time tonight to add and test integration properly.
Never mind... we had deleted all of our configs in an attempt to fix a codechickencore/nei problem. We just reloaded the old config, which seems to have fixed it...
Yeah AE2 writes important details to its config about how it does metas, i'm trying to come up with a plan to phase this out since it has come to my attention that 40-50% of my bug reports at present are a result of it.
I've got to say not a fan of finding meteorites with a random chance of getting the press you don't have. I think it would be a better if you gathered ingredients to make them.
Also I believe it would be better if the compass pointed to the chest. I've run into a few on the surface and cant find the last sky stone very annoying.
Maybe make the sky stone easier to break if you wont to keep the compass point to them.
Just breakdancing along...
Okay sure im a brony but DO YOU THINK I FLIPPIN CARE?! AM I PROUD OF IT?...Okay maybe but...DEAL WITH IT DANGIT!