So use a P2P tunnel and use a channel on the existing dense line for the two new channels you need.
yes I know I can do 100 things to keep my placer setup I was just wondering if it was normal for the formation plane to be that slow... I mean a block placed every 15 secs on average seems pretty slow I was thinking I might be doing something wrongly
I use the fortune ore mod and have my ore processed using pneumatic craft. I have a drone build a 4x4x4 block of ore, then grab a fortune 3 pick, and break the blocks. The resulting ore chunks drop and are sucked in using a pair of vacuum hoppers which output to an ender chest which my AE system imports.
The chunks are then auto exported to a bank of SAG mills which then grind each chunk into 2 powder.
Essentially it's an ore quadrupling or quintupling system. With my silk touch ender quarry I now have far more ore than I could ever use.
I'm having a strange issue with an "undrainable" dense energy cell. I used a rotarycraft industrial coil to charge it up to the full 1.61MAE, but now it doesn't drain at all even though it shows ~28AE/tick being used.
What's strange is that it seems to be where I place the cell, if it's on it's own (but still connected to the network) it drains, but as soon as I place it next to other AE devices it fills itself back up to 1.61MAE. It almost seems like sitting in between other AE blocks is causing it to get stuck in a loop where it is filling it up faster than it is draining.
Has anyone else experienced this? I shouldn't be complaining about free power I guess, but I'm assuming this isn't intended behavior.
Export buses on subnetworks don't seem to work consistently. The export bus on the chest in the middle exports, but the other two don't, no matter which drive the items are in. Terminals on the subnetworks seem perfectly capable of accessing the stored items though.
EDIT: Nevermind. Its apparently because of the security terminal.
Is there a way to connect multiple Quantum rings to one main quantum ring instead of making two quantum rings for each place you want to connect to your main AE system?
I have had make 4-8 quantum rings, and it just gets tedious!
does anybody know how I could tell my ae system to export out all armor, regardless of metal type, to a chest. I'm using the fuzzy card but as far as I can tell that just tells it to export armor regardless of damage value
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Hello all, running into some unholy lag when attempting to do anything inside an AE2 network.
When I open a terminal I get up to two minutes of freeze, and then it's laggy while manipulating things inside.
Also Watching videos it seems my network is slow to update and the channels to rearrange.
This happen in both SP and MP, though not consistently in MP. (Some terminals lagged me more than others.)
I am running DW20 ver 1.7.10 with lots of ram and no additional mods.
EDIT:
Full system restart or the virus scan seems to have worked, it's stopped now.
Can any one direct me to a good video tutorial on using level emitters to keep a specific number of items in your AE2 system? I've found some on AE1, but I'm pretty sure that auto crafting is the thing that's probably changed the most between 1 and 2. Basically, what I want to do is set up so that (for example) if my number of logic processors falls below say 50, it automatically crafts more, to keep the number at 50. I'm pretty sure the level emitter is the key to something like that, but I'm unsure how it all hooks together.
I have a question about spatial storage. My friends and i got stuck with a bad world and tried to go with it but it just kept getting worse . So we made a New world and we tried to bring the buildings over via spatial storage and i only just now found out that data is stored elsewhere. So my question is where is that Information stored and what else may be stored there with it?
Are github and irc the only places we should go for support? If so, shouldn't this thread be closed then?
Are there any plans for an update to this mod? I've run into a lot of issues with this version of it and am really hoping that there will be a bugfix release at some point.
I'm still occasionally getting the issue where items in the system are infinite. As I mentioned before it was AE power, now I'm noticing when this happens it also goes into an infinite supply loop with fluid storage (using extra cells). I literally never run out of power or liquid when this occurs, even if I unhook all of the source cables/interfaces.
It's quite annoying, since it basically makes the game easy mode instantly. No need for resource gathering/production really takes the fun out of this game.
I just remembered a suggestion I made for AE1 back then and was pretty popular but then forgotten... I see it fit better with AE2 and the new upgrade slots thing.
the multy-channel redstone upgrade... basically when you have a quarry running you might want to void the excess cobblestone/gravel/dirt/whatever when they reach a certain amount. To do so, you will need a single export bus with a single level emitter for each block type you want to void at x amount and if with AE1 was just a matter of setting them up with a lot of space wasted, now with the channels limitations becomes a real problem... so my suggestion is to make an upgrade for that! I guess it must be expansive to make level emitter able to manage multiple emissions and import/export buses to understand this multiple emissions... could be also linked to project red and the bundle cable to make crazy PR/CC/AE2 stuff.
I just remembered a suggestion I made for AE1 back then and was pretty popular but then forgotten... I see it fit better with AE2 and the new upgrade slots thing.
the multy-channel redstone upgrade... basically when you have a quarry running you might want to void the excess cobblestone/gravel/dirt/whatever when they reach a certain amount. To do so, you will need a single export bus with a single level emitter for each block type you want to void at x amount and if with AE1 was just a matter of setting them up with a lot of space wasted, now with the channels limitations becomes a real problem... so my suggestion is to make an upgrade for that! I guess it must be expansive to make level emitter able to manage multiple emissions and import/export buses to understand this multiple emissions... could be also linked to project red and the bundle cable to make crazy PR/CC/AE2 stuff.
A couple of weeks ago, I was looking for a way to automatically dispose of excess items once they go over a certain amount, but your way sounds excessively complicated. Seems to me the dev(s) could just add a "quantity card" that would allow the quantity to be set on an export bus, and it would only export an item from its programmed set if there were more items of that type than the target quantity. (atm I can't think of a situation where you'd want to control an import bus based on item counts)
A couple of weeks ago, I was looking for a way to automatically dispose of excess items once they go over a certain amount, but your way sounds excessively complicated. Seems to me the dev(s) could just add a "quantity card" that would allow the quantity to be set on an export bus, and it would only export an item from its programmed set if there were more items of that type than the target quantity. (atm I can't think of a situation where you'd want to control an import bus based on item counts)
well I put a little of balancing in my idea... so it still require at least 2 channels plus the expansiveness of the card upgrade... the way I suggested also leave space for more mod-compatibility which is always welcome. Also I can think a couple of ways to use it even for the import bus instead of building a separate sub-system for a simple task, like managing multiple machines that runs on the same thing... anyhow it's always better to have it and not use it than to not have it and then realize it could be useful
So is there a list of things that don't work yet anywhere? I've been trying to get the multiblock to work with the coprocessors and for the life of me cannot make it craft more than one thing at a time (using ME Interfaces to external machines). I have been able to get multiple crafting operations going if I use molecular assemblers and multiple ME interfaces (and separate recipes appropriately) but would like to be able, for instance, to craft multiple things using the inscriber at once.
Also, despite many repeated attempts (and even a pic from AlgorithmX2 that didn't help a lot) I still am unable to automate crystal growth using just AE. The annihilation plane always immediately pulls any seeds back into the system so they never grow.
So is there a list of things that don't work yet anywhere? I've been trying to get the multiblock to work with the coprocessors and for the life of me cannot make it craft more than one thing at a time (using ME Interfaces to external machines). I have been able to get multiple crafting operations going if I use molecular assemblers and multiple ME interfaces (and separate recipes appropriately) but would like to be able, for instance, to craft multiple things using the inscriber at once. Also, despite many repeated attempts (and even a pic from AlgorithmX2 that didn't help a lot) I still am unable to automate crystal growth using just AE. The annihilation plane always immediately pulls any seeds back into the system so they never grow.
I will give those links a try tomorrow when I get on and see what I can figure out. I've gotten the processors crafting, but I cannot do more than one at a time despite them using different devices (i.e. multiple inscribers). I'm guessing that the crafting co-processors aren't working, but couldn't get anyone in IRC to answer *shrugs*
yes I know I can do 100 things to keep my placer setup I was just wondering if it was normal for the formation plane to be that slow... I mean a block placed every 15 secs on average seems pretty slow I was thinking I might be doing something wrongly
The chunks are then auto exported to a bank of SAG mills which then grind each chunk into 2 powder.
Essentially it's an ore quadrupling or quintupling system. With my silk touch ender quarry I now have far more ore than I could ever use.
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What's strange is that it seems to be where I place the cell, if it's on it's own (but still connected to the network) it drains, but as soon as I place it next to other AE devices it fills itself back up to 1.61MAE. It almost seems like sitting in between other AE blocks is causing it to get stuck in a loop where it is filling it up faster than it is draining.
Has anyone else experienced this? I shouldn't be complaining about free power I guess, but I'm assuming this isn't intended behavior.
Export buses on subnetworks don't seem to work consistently. The export bus on the chest in the middle exports, but the other two don't, no matter which drive the items are in. Terminals on the subnetworks seem perfectly capable of accessing the stored items though.
EDIT: Nevermind. Its apparently because of the security terminal.
I have had make 4-8 quantum rings, and it just gets tedious!
Ah man! That makes it very tedious, but I get it though, otherwise it would be very unbalanced!
For Creeper Army
Nearest Hugging Center
For Creeper Army
Nearest Hugging Center
When I open a terminal I get up to two minutes of freeze, and then it's laggy while manipulating things inside.
Also Watching videos it seems my network is slow to update and the channels to rearrange.
This happen in both SP and MP, though not consistently in MP. (Some terminals lagged me more than others.)
I am running DW20 ver 1.7.10 with lots of ram and no additional mods.
EDIT:
Full system restart or the virus scan seems to have worked, it's stopped now.
https://highfidelity.io
Very exciting.
Please read the original post of AlgorithmX2 to get support.
Applied Energistics 2 Developer
AE2:Intelligent Energistics Developer
Are there any plans for an update to this mod? I've run into a lot of issues with this version of it and am really hoping that there will be a bugfix release at some point.
I'm still occasionally getting the issue where items in the system are infinite. As I mentioned before it was AE power, now I'm noticing when this happens it also goes into an infinite supply loop with fluid storage (using extra cells). I literally never run out of power or liquid when this occurs, even if I unhook all of the source cables/interfaces.
It's quite annoying, since it basically makes the game easy mode instantly. No need for resource gathering/production really takes the fun out of this game.
the multy-channel redstone upgrade... basically when you have a quarry running you might want to void the excess cobblestone/gravel/dirt/whatever when they reach a certain amount. To do so, you will need a single export bus with a single level emitter for each block type you want to void at x amount and if with AE1 was just a matter of setting them up with a lot of space wasted, now with the channels limitations becomes a real problem... so my suggestion is to make an upgrade for that! I guess it must be expansive to make level emitter able to manage multiple emissions and import/export buses to understand this multiple emissions... could be also linked to project red and the bundle cable to make crazy PR/CC/AE2 stuff.
A couple of weeks ago, I was looking for a way to automatically dispose of excess items once they go over a certain amount, but your way sounds excessively complicated. Seems to me the dev(s) could just add a "quantity card" that would allow the quantity to be set on an export bus, and it would only export an item from its programmed set if there were more items of that type than the target quantity. (atm I can't think of a situation where you'd want to control an import bus based on item counts)
well I put a little of balancing in my idea... so it still require at least 2 channels plus the expansiveness of the card upgrade... the way I suggested also leave space for more mod-compatibility which is always welcome. Also I can think a couple of ways to use it even for the import bus instead of building a separate sub-system for a simple task, like managing multiple machines that runs on the same thing... anyhow it's always better to have it and not use it than to not have it and then realize it could be useful
Also, despite many repeated attempts (and even a pic from AlgorithmX2 that didn't help a lot) I still am unable to automate crystal growth using just AE. The annihilation plane always immediately pulls any seeds back into the system so they never grow.
You might try these guides that I found:
http://akarso.imgur.com/