Not a bug, this is a process of priority, it functions like storage so you need to raise the priority of the formation plan and add new blocks, without it will simply add the items to the storage that contains the item as the same priority level.
I raised the priority to 20000and it still doesent work
I raised the priority to 20000and it still doesent work
I cannot reproduce, I setup the formation plane at priority 1, and have grass blocks in a storage bus at priority 0, everytime I insert a grass block into an interface the formation plane places it without fail.
I cannot reproduce, I setup the formation plane at priority 1, and have grass blocks in a storage bus at priority 0, everytime I insert a grass block into an interface the formation plane places it without fail.
I repeated what you just said, and it still didn't work ): EDIT: Opps I messed it up sorry it works now but I wish it would continuously place a block from the ME system even if it did not get a new item like an autonamis activater with a Redstone clock.
I repeated what you just said, and it still didn't work ): EDIT: Opps I messed it up sorry it works now but I wish it would continuously place a block from the ME system even if it did not get a new item like an autonamis activater with a Redstone clock.
You can accomplish this with an interface feeding it on a subnet with only formation planes, it works rather well.
Many things become possible when working with subnetworks that would normally not be possible wiith a single network.
Ok. Love the mod so much I don't want to go back to my 1.6 survival world (: btw is there going to be a 1.6 release? Plese?
No, I want to focus on creating a stable release for 1.7, backporiting and trying to support two versions will only lead to being streached too thin and slow future updates as well.
I have a simple question: Does the size of the ME Controler matter? EDIT: ok the size DOES matter *-)
The Purpose of the controller is to provide channels to your devices, each side emits 32 channels, and you must get them to the devices that need them via Dense Cable, normal cable and machines, or P2P tunneling.
This better be a bug: Quartz fibers don't connect right EDIT: the quartz wrench can put levers into impossible places such as on air blocks, a new bug: panels flicker in waila. Also: me cables will slow you down if they have anchors on them
me cables will slow you down if they have anchors on them
Cause they turn the cables into functional ladders, I don;t think I can do anything about his, MC slows you down on ladders. but i'll look into it, http://ae2.ae-mod.info/Tracker/0268/
Its not really my mod, its not like my bounding boxes are flicking, so I don't know why they would flicker in a mod that uses them to show which item is dropped.
How much code from AE1 was reused?
Also, how much of AE2 is finished?
AE2 uses AE1's basic library for handling inventory manipulation as nothing was really wrong with it and its pretty well tested, Spatial and P2P Tunnels are somewhat untouched as they are very separated from the other parts of the mod, but they have had other changes; almost everything else in the entire mod is re-written from scratch.
Only Autocrafting and some missing polish / integration is missing on my initial "AE2 Target Goal", and integration will be added as mods come out, autocrafting is planned for rv1, and polish will be re-added as time allows.
I cannot reproduce, I setup the formation plane at priority 1, and have grass blocks in a storage bus at priority 0, everytime I insert a grass block into an interface the formation plane places it without fail.
You can accomplish this with an interface feeding it on a subnet with only formation planes, it works rather well.
Many things become possible when working with subnetworks that would normally not be possible wiith a single network.
No, I want to focus on creating a stable release for 1.7, backporiting and trying to support two versions will only lead to being streached too thin and slow future updates as well.
Nope, Dense cables don't support Buses and Panels,
you have to step down to standard cable first. You can however use facades or able anchors on Dense Cables.
The Purpose of the controller is to provide channels to your devices, each side emits 32 channels, and you must get them to the devices that need them via Dense Cable, normal cable and machines, or P2P tunneling.
Quartz Fibers are not cables, they are parts, http://ae-mod.info/AE2/QFib.png
Added a bug, http://ae2.ae-mod.info/Tracker/0267/
Cause they turn the cables into functional ladders, I don;t think I can do anything about his, MC slows you down on ladders. but i'll look into it, http://ae2.ae-mod.info/Tracker/0268/
Its not really my mod, its not like my bounding boxes are flicking, so I don't know why they would flicker in a mod that uses them to show which item is dropped.
EU, MJ, RotaryCraft and RF should be supported.
EU and MJ have been tested, I don't know of any mods that output the other two on 1.7.2 yet.
Also, how much of AE2 is finished?
AE2 uses AE1's basic library for handling inventory manipulation as nothing was really wrong with it and its pretty well tested, Spatial and P2P Tunnels are somewhat untouched as they are very separated from the other parts of the mod, but they have had other changes; almost everything else in the entire mod is re-written from scratch.
Only Autocrafting and some missing polish / integration is missing on my initial "AE2 Target Goal", and integration will be added as mods come out, autocrafting is planned for rv1, and polish will be re-added as time allows.
Once Auto crafting is added, I'll go back to the usual mod dev where i'm adding new things and making improvements here and there like I used to.
There are still ideas and new things that can be added to AE2 I don't consider rv1 to be the end of the road.