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*
I'm not sure I correctly understand what you're trying to do. You want to have multiple inscribers running in parallel making the same item? Possibly the crafting processors aren't programmed to handle that, but it might work to make some subnetworks that take the materials provided by the crafting cpus and feed them to multiple inscribers - I haven't tried, but I think if an item is whitelisted in multiple export buses (or storage buses in export mode, which seem to be needed for inscribers) and there are enough copies of the item in the network, it will export through all of them until none of the targets will accept more.
Actually, I want them to be able to run in parallel and be able to make different items. Actually, the same problem happens when I try other crafting that requires external machines (i.e. an interface). If it uses an interface and is an item that has to be requested to be crafted, only one at a time can be done - unless I make multiple multi-blocks which seems to defeat the purpose of the co-processor (or the docs are not clear about what that block does).
Do you mean that you are trying to craft multiple things in the same interface (and thus, the same machine)? I.e. you want to smelt both iron ingots and copper ingots in an alloy smelter at the same time. If so, then it is a limitation of the machine. If you can't do multiple things in it at a time without AE2, you won't be able to do it with AE2.
Or, are you saying you try to run 2 different crafting jobs for items where the recipe is on two different interfaces on two different machines? That should be possible, I do it all the time.
How many different crafting units do you have? Note that adding a co-processor to a crafting unit doesn't make it into 2 crafting units. It just makes that one crafting unit work faster. To do multiple crafting jobs at the same time, you need multiple crafting units that are not part of the same crafting unit multi-block. You don't need multiple large crafting units all with coprocessors though. I typically make 1 64k with a coprocessor and 2 or 3 other units that just have a 1 or 4k crafting storage, and nothing else (basically a multi-block made up of a single block). 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).
Ok, all I want to be able to do is to make it work something like AE1. For instance, I can pick some item I've created patterns for (say something that requires 10 things to be crafted) and have it work. That's all I want. What I run into is when crafting anything that requires interfaces, only one item can be working at a time. Let's say I have a furnace and a grinder (from TE, or whatever other mod). I want to request a stack of coal dust and also a stack of cooked beef. I can do one or the other, but not both - even though they require separate machines. From what you are telling me, this means I will have to have a crafting cpu/storage for every single interface on my network to be able to use them efficiently. I'm better off ignoring AE2 (i.e. the new gregtech) and going back to doing stuff by hand. By the time I craft all the blocks I will need to make this work, I could just go back to barrel storage and do stuff by hand.
No, you don't need a separate crafting unit for every interface. You just need a separate crafting unit for each crafting job that you want to run simultaneously.
A crafting unit only requires a single crafting storage to count as a crafting unit. Adding a coprocessor does not make it into 2 crafting units. It just makes it faster. Adding a second crafting storage also does not make it into 2 crafting units. That just gives it more storage, meaning you can run bigger/more complex crafting jobs on it. To make a second crafting unit, you just need to place a crafting storage onto any ME cable that has a channel available, but not touching any other crafting unit, as that would simply add the storage to that existing unit.
That sounds right. From what I've seen, AE2 crafting cpus aren't about efficiency. They're about being able to leave crafting jobs running while you do something else (such as mining for more ore), automating multi-step crafting, and being able to initiate crafting a specified number of an item without having to manually calculate the raw materials needed.
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.
The only methods (using just AE2) to automate crystal growth are... horrible. Downright horrible. I can't do it in an acceptable way (smallest use of resources, smallest use of space, no redstone clocks) without using Extra Utilities (specifically the item transfer node with world interaction upgrade and filter for fully grown crystals).
The only methods (using just AE2) to automate crystal growth are... horrible. Downright horrible. I can't do it in an acceptable way (smallest use of resources, smallest use of space, no redstone clocks) without using Extra Utilities (specifically the item transfer node with world interaction upgrade and filter for fully grown crystals).
I couldn't find a mention of this "world interaction upgrade" in the description for Extra Utilities, but I'll admit the design in akarso's guide takes up a fair amount of space, and it's slow - despite using 6 crystal growth accelerators, it takes about 4 minutes to grow a crystal, vs. 1 minute 25 seconds to grow one manually in still water surrounded by 5 crystal growth accelerators. Perhaps if the dev could add configuration to the annihilation plane (much like the formation plane already has) and make it only take certain items, that would work better.
No, you don't need a separate crafting unit for every interface. You just need a separate crafting unit for each crafting job that you want to run simultaneously.
A crafting unit only requires a single crafting storage to count as a crafting unit. Adding a coprocessor does not make it into 2 crafting units. It just makes it faster. Adding a second crafting storage also does not make it into 2 crafting units. That just gives it more storage, meaning you can run bigger/more complex crafting jobs on it. To make a second crafting unit, you just need to place a crafting storage onto any ME cable that has a channel available, but not touching any other crafting unit, as that would simply add the storage to that existing unit.
If that is the way is intended, then that is disappointing. I was hoping it was a bug too. Having seperate crafting units for each simultaneous job is crazy. I loved the mac and just having one unit to handle everything. Having seperate blocks for each job clutters things quickly. You can't even select craft and have it queue up multiple jobs either, it's grayed out unless you have enough units to do the amount of jobs you want to do.
I haven't used AE1 for comparison, but you might think about how cluttered your base would be if you used something else, such as BuildCraft pipes and auto workbenches. I think multiple crafting units might not seem so bad compared to that. I don't know the reasons for such changes in AE2 - possibly the restrictions were added to try to balance difficulty, or maybe to reduce server lag. However, I wouldn't mind having some config options to make things simpler in single-player, like being able to run multiple tasks on one crafting cpu or not having to keep track of how many channels I've got available.
I like the idea of being able to queue up multiple jobs.
I think I found where the confusion regarding co-processors comes from. http://ae-mod.info/Crafting-CPU/ says "Crafting co-processors increase the number of tasks the crafting CPU can perform at once", but http://ae-mod.info/Crafting-Co-Processing-Unit/ says "This can be used to make more assemblers active in parallel for the job, and thus increase overall crafting speed."
However, I wouldn't mind having some config options to make things simpler in single-player, like being able to run multiple tasks on one crafting cpu or not having to keep track of how many channels I've got available.
This is basically how AE1 worked, which is why I think a lot of people don't like AE2 as much. To me it seems the mod was designed to be more complicated, which I like that aspect, but when it becomes more complicated AND less compact it starts to lose it's appeal. You really need a decent amount of space for this mod (much more than AE1), and be conscience of how you lay everything out, which limits your design capabilities.
I think I found where the confusion regarding co-processors comes from. http://ae-mod.info/Crafting-CPU/ says "Crafting co-processors increase the number of tasks the crafting CPU can perform at once", but http://ae-mod.info/Crafting-Co-Processing-Unit/ says "This can be used to make more assemblers active in parallel for the job, and thus increase overall crafting speed."
Yeah, that's what confused me when I was starting out.
I also never used AE1 (have barely even played any MC version lower than 1.7.10), so that may have a lot to do with my acceptance of the way things are done in AE2. I've found it to be stimulating and extremely useful. That doesn't mean there aren't things I'd like to see changed... I really think there needs to be some way to upgrade the speed of inscribers, and perhaps even a machine that could inscribe any of the recipes, which could be automated as easily as any other machine. I'd also like to see a machine that could grow crystals, perhaps made from 4 growth accelerators (among other ingredients), and needing a water supply.
It's not that I can't automate those things. I can, and I have. But just because there's a work-around doesn't mean there shouldn't be an alternative solution. Just my opinion.
Other things, like needing multiple crafting units, don't bother me at all. I just accept that that's the way it is. They're really simple to make, not particularly expensive, and can be placed pretty much anywhere. Channels are another thing I accept. I guess I'm just used to having to think about how many channels I have available on a particular cable, so that's just part of planning out my system. The only thing I'd like to see is for the WAILA tool tip that shows a numerical value for channel uses (4 of 8, 9 of 32, for example) to work on a server (works fine in SP), but I don't know there's anything the devs for AE2 can do about that, though I'd guess it would need the devs from both mods to get it sorted out.
Still, overall, I'm very satisfied with AE2, and couldn't imagine playing a modded world without it. I'd again like to express my thanks to AlgorithmX2, and to all the new devs who are now maintaining it. please don't ever think your efforts are not appreciated. They very much are.
I also never used AE1 (have barely even played any MC version lower than 1.7.10), so that may have a lot to do with my acceptance of the way things are done in AE2. I've found it to be stimulating and extremely useful. That doesn't mean there aren't things I'd like to see changed... I really think there needs to be some way to upgrade the speed of inscribers, and perhaps even a machine that could inscribe any of the recipes, which could be automated as easily as any other machine. I'd also like to see a machine that could grow crystals, perhaps made from 4 growth accelerators (among other ingredients), and needing a water supply.
It's not that I can't automate those things. I can, and I have. But just because there's a work-around doesn't mean there shouldn't be an alternative solution. Just my opinion.
Other things, like needing multiple crafting units, don't bother me at all. I just accept that that's the way it is. They're really simple to make, not particularly expensive, and can be placed pretty much anywhere. Channels are another thing I accept. I guess I'm just used to having to think about how many channels I have available on a particular cable, so that's just part of planning out my system. The only thing I'd like to see is for the WAILA tool tip that shows a numerical value for channel uses (4 of 8, 9 of 32, for example) to work on a server (works fine in SP), but I don't know there's anything the devs for AE2 can do about that, though I'd guess it would need the devs from both mods to get it sorted out.
Still, overall, I'm very satisfied with AE2, and couldn't imagine playing a modded world without it. I'd again like to express my thanks to AlgorithmX2, and to all the new devs who are now maintaining it. please don't ever think your efforts are not appreciated. They very much are.
don't try to glorify it, the channels system is a pointless downgrade that brings nothing but nuisance and needless limitation to AE, AE1 is still vastly superior, AE2 is an unmitigated failure.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Perhaps if the dev could add configuration to the annihilation plane (much like the formation plane already has) and make it only take certain items
That's all it would take to fix this problem. A filter in the annihilation plane.
The World Interaction Upgrade is used with a Transfer Node (Item/Water) and basically turns the node into an annihilation plane... but a configurable one (and thus 999999x better /hyperbole). In the case of a water transfer node, when placed over an infinite water source, you have an infinite water pump.
Did the method to calculate space on the ME hard drives change in a recent update? I'm playing Direwolf 1.7 FTB modpack and when they updated yesterday, AE2 went from "rv1-stable-1" to "rv2-alpha-17", I noticed that all the storage numbers on my hard drives suddenly changed dramatically. One 64k drive which previously was at 63 items and 50k went to 63 items and 85k after the update!!!! 85k stored on a 64k drive? Nice trick. I was able to offload the excess via the ME IO Port without any loss of materials... but all 10 of my 64k drives increased the storage (or said another way, decreased the available space) drastically. Most drives only had 2k-3k of materials on them before the update, afterwards they now all have 30k or so... same number of items, but the drive space taken up by those items increased a lot.
I'm trying to figure out if this was an old bug that is being fixed, or if it is a new bug that shouldn't be happening.
Did the method to calculate space on the ME hard drives change in a recent update? I'm playing Direwolf 1.7 FTB modpack and when they updated yesterday, AE2 went from "rv1-stable-1" to "rv2-alpha-17", I noticed that all the storage numbers on my hard drives suddenly changed dramatically. One 64k drive which previously was at 63 items and 50k went to 63 items and 85k after the update!!!! 85k stored on a 64k drive? Nice trick. I was able to offload the excess via the ME IO Port without any loss of materials... but all 10 of my 64k drives increased the storage (or said another way, decreased the available space) drastically. Most drives only had 2k-3k of materials on them before the update, afterwards they now all have 30k or so... same number of items, but the drive space taken up by those items increased a lot.
I'm trying to figure out if this was an old bug that is being fixed, or if it is a new bug that shouldn't be happening.
Is anyone else getting the unlimited power issue I've posted about a couple of times? I created another world with only AE2 RV1 stable and I can replicate it perfectly. I use a dense energy cell, get it charged fully, create a loop somewhere near the energy acceptor, then I can pull the energy cell and acceptor right out of the loop and it just goes from 8KAE to 4.28KAE, then back up to 8 again. In my example the monitor tool states that the system is using ~46AE per tick, and energy generation stays stable at 0ae/t....
I wasn't sure if this is worth making a bug report, or if I'm just doing something wrong. It happens with liquids for me too, but that's obviously only when I have extra cells installed, so that could be unrelated. With this particular issue, I have to be careful not to have any redundant lines near my energy acceptor or cell. At least as far as I can tell, that's what seems to be the pattern. I haven't upgraded to any of the RV2 alpha builds in fear of introducing additional dupe bugs into my game (although it appears there are a lot of them being addressed in the change logs).
Also, I was wondering if AE1 is also open source? If so, does anyone know if there are any modders currently porting it to 1.7.10?
Just jumped into AE2 a few days ago and wanted to leave some general/vague feedback:
It's awesome! The channel system makes the mod much more engaging and interesting. I know a lot of people are against it, many people not doing it on the new DW pack because it's "Too tedious/hard/ridiculous/complicated/etc," but, my friends and I like complicated, hard, advanced things, after all, that's why we are playing modded minecraft.
Keep up the great work on the mod, we love this, and you made the mod from incredibly functional and interesting into a complex puzzle-like system of technology making people have to think about their designs and functions for once.
P.S. It's also very pretty now, particularly with a shaderpack or Sphax texturepack.
What makes some of the channel lines glow? In the case of a fluix cable it glows white, while the others are a blue color. I have 3 channels out of 32 on one of my dense cables that glow, and I can follow them down the smart cables to the machines they are attached to, but there isn't any thing special about those machines, and they currently aren't transferring anything.
It would be pretty cool if they all glowed like that instead of being dark blue.
I'm not sure I correctly understand what you're trying to do. You want to have multiple inscribers running in parallel making the same item? Possibly the crafting processors aren't programmed to handle that, but it might work to make some subnetworks that take the materials provided by the crafting cpus and feed them to multiple inscribers - I haven't tried, but I think if an item is whitelisted in multiple export buses (or storage buses in export mode, which seem to be needed for inscribers) and there are enough copies of the item in the network, it will export through all of them until none of the targets will accept more.
Or, are you saying you try to run 2 different crafting jobs for items where the recipe is on two different interfaces on two different machines? That should be possible, I do it all the time.
How many different crafting units do you have? Note that adding a co-processor to a crafting unit doesn't make it into 2 crafting units. It just makes that one crafting unit work faster. To do multiple crafting jobs at the same time, you need multiple crafting units that are not part of the same crafting unit multi-block. You don't need multiple large crafting units all with coprocessors though. I typically make 1 64k with a coprocessor and 2 or 3 other units that just have a 1 or 4k crafting storage, and nothing else (basically a multi-block made up of a single block). 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).
A crafting unit only requires a single crafting storage to count as a crafting unit. Adding a coprocessor does not make it into 2 crafting units. It just makes it faster. Adding a second crafting storage also does not make it into 2 crafting units. That just gives it more storage, meaning you can run bigger/more complex crafting jobs on it. To make a second crafting unit, you just need to place a crafting storage onto any ME cable that has a channel available, but not touching any other crafting unit, as that would simply add the storage to that existing unit.
The only methods (using just AE2) to automate crystal growth are... horrible. Downright horrible. I can't do it in an acceptable way (smallest use of resources, smallest use of space, no redstone clocks) without using Extra Utilities (specifically the item transfer node with world interaction upgrade and filter for fully grown crystals).
I couldn't find a mention of this "world interaction upgrade" in the description for Extra Utilities, but I'll admit the design in akarso's guide takes up a fair amount of space, and it's slow - despite using 6 crystal growth accelerators, it takes about 4 minutes to grow a crystal, vs. 1 minute 25 seconds to grow one manually in still water surrounded by 5 crystal growth accelerators. Perhaps if the dev could add configuration to the annihilation plane (much like the formation plane already has) and make it only take certain items, that would work better.
If that is the way is intended, then that is disappointing. I was hoping it was a bug too. Having seperate crafting units for each simultaneous job is crazy. I loved the mac and just having one unit to handle everything. Having seperate blocks for each job clutters things quickly. You can't even select craft and have it queue up multiple jobs either, it's grayed out unless you have enough units to do the amount of jobs you want to do.
I like the idea of being able to queue up multiple jobs.
I think I found where the confusion regarding co-processors comes from. http://ae-mod.info/Crafting-CPU/ says "Crafting co-processors increase the number of tasks the crafting CPU can perform at once", but http://ae-mod.info/Crafting-Co-Processing-Unit/ says "This can be used to make more assemblers active in parallel for the job, and thus increase overall crafting speed."
This is basically how AE1 worked, which is why I think a lot of people don't like AE2 as much. To me it seems the mod was designed to be more complicated, which I like that aspect, but when it becomes more complicated AND less compact it starts to lose it's appeal. You really need a decent amount of space for this mod (much more than AE1), and be conscience of how you lay everything out, which limits your design capabilities.
Yeah, that's what confused me when I was starting out.
It's not that I can't automate those things. I can, and I have. But just because there's a work-around doesn't mean there shouldn't be an alternative solution. Just my opinion.
Other things, like needing multiple crafting units, don't bother me at all. I just accept that that's the way it is. They're really simple to make, not particularly expensive, and can be placed pretty much anywhere. Channels are another thing I accept. I guess I'm just used to having to think about how many channels I have available on a particular cable, so that's just part of planning out my system. The only thing I'd like to see is for the WAILA tool tip that shows a numerical value for channel uses (4 of 8, 9 of 32, for example) to work on a server (works fine in SP), but I don't know there's anything the devs for AE2 can do about that, though I'd guess it would need the devs from both mods to get it sorted out.
Still, overall, I'm very satisfied with AE2, and couldn't imagine playing a modded world without it. I'd again like to express my thanks to AlgorithmX2, and to all the new devs who are now maintaining it. please don't ever think your efforts are not appreciated. They very much are.
don't try to glorify it, the channels system is a pointless downgrade that brings nothing but nuisance and needless limitation to AE, AE1 is still vastly superior, AE2 is an unmitigated failure.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
That's all it would take to fix this problem. A filter in the annihilation plane.
The World Interaction Upgrade is used with a Transfer Node (Item/Water) and basically turns the node into an annihilation plane... but a configurable one (and thus 999999x better /hyperbole). In the case of a water transfer node, when placed over an infinite water source, you have an infinite water pump.
Extra Utilities completes AE2.
I'm trying to figure out if this was an old bug that is being fixed, or if it is a new bug that shouldn't be happening.
I looked through the changelog, and rv2.alpha build 5 fixed this bug: https://github.com/AppliedEnergistics/Applied-Energistics-2/issues/225/
I wasn't sure if this is worth making a bug report, or if I'm just doing something wrong. It happens with liquids for me too, but that's obviously only when I have extra cells installed, so that could be unrelated. With this particular issue, I have to be careful not to have any redundant lines near my energy acceptor or cell. At least as far as I can tell, that's what seems to be the pattern. I haven't upgraded to any of the RV2 alpha builds in fear of introducing additional dupe bugs into my game (although it appears there are a lot of them being addressed in the change logs).
Also, I was wondering if AE1 is also open source? If so, does anyone know if there are any modders currently porting it to 1.7.10?
It's awesome! The channel system makes the mod much more engaging and interesting. I know a lot of people are against it, many people not doing it on the new DW pack because it's "Too tedious/hard/ridiculous/complicated/etc," but, my friends and I like complicated, hard, advanced things, after all, that's why we are playing modded minecraft.
Keep up the great work on the mod, we love this, and you made the mod from incredibly functional and interesting into a complex puzzle-like system of technology making people have to think about their designs and functions for once.
P.S. It's also very pretty now, particularly with a shaderpack or Sphax texturepack.
It would be pretty cool if they all glowed like that instead of being dark blue.