For some reason, machines aren't displayed as having power stored when they do have power stored. Could it be a mod conflict? I won't list my mods because there are way too many, but are there any known existing conflicts?
For instance, I used a charger while it wasn't attached to a power source, and it had enough charge in it to charge a single crystal even though the UI showed 0% power being stored, as well as WAILA.
EDIT: Another question, is there a way to "turn off" the computer when I'm not using it? I'm still very early in AE, and I don't need the computer running constantly. I use Mekanism Wind Turbines, so limited power isn't too much of an issue, as much as the noise they make getting on my nerves.
---- Minecraft Crash Report ----
// Don't do that.
Time: 7/25/15 9:50 AM
Description: Updating screen events
java.lang.IllegalStateException: The fluid registry is corrupted
at net.minecraftforge.fluids.FluidRegistry.getDefaultFluidName(FluidRegistry.java:297)
at net.minecraftforge.fluids.FluidRegistry.writeDefaultFluidList(FluidRegistry.java:327)
at net.minecraftforge.common.ForgeModContainer.getDataForWriting(ForgeModContainer.java:315)
at cpw.mods.fml.common.FMLCommonHandler.handleWorldDataSave(FMLCommonHandler.java:375)
at net.minecraft.world.storage.SaveHandler.func_75761_a(SaveHandler.java:209)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2081)
at net.minecraft.client.gui.GuiCreateWorld.func_146284_a(GuiCreateWorld.java:230)
at net.minecraft.client.gui.GuiScreen.func_73864_a(GuiScreen.java:225)
at net.minecraft.client.gui.GuiCreateWorld.func_73864_a(GuiCreateWorld.java:377)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1640)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraftforge.fluids.FluidRegistry.getDefaultFluidName(FluidRegistry.java:297)
at net.minecraftforge.fluids.FluidRegistry.writeDefaultFluidList(FluidRegistry.java:327)
at net.minecraftforge.common.ForgeModContainer.getDataForWriting(ForgeModContainer.java:315)
at cpw.mods.fml.common.FMLCommonHandler.handleWorldDataSave(FMLCommonHandler.java:375)
at net.minecraft.world.storage.SaveHandler.func_75761_a(SaveHandler.java:209)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2081)
at net.minecraft.client.gui.GuiCreateWorld.func_146284_a(GuiCreateWorld.java:230)
at net.minecraft.client.gui.GuiScreen.func_73864_a(GuiScreen.java:225)
at net.minecraft.client.gui.GuiCreateWorld.func_73864_a(GuiCreateWorld.java:377)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
-- Affected screen --
Details:
Screen name: net.minecraft.client.gui.GuiMainMenu
Stacktrace:
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1640)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
forge screwed with the fluid registry, just a guess but probably because of soaryn's duping, one of your mods is built for the old way fluids were handled, but you're on the latest FML which does things the new way.
if you can figure out which mod you should be able to update it and hopefully solve that crash.
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.
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
So after more investigation, I've narrowed down my problem.
It's only with WAILA, and only in multiplayer.
As in, when I hover over a machine in multiplayer, WAILA displays it as having 0 AE, even though the machine is indeed receiving power and functions perfectly.
Most people i've spoken with prefer the old AE1 1.6.4 than the new AE2 1.7.10 an it's easily understandable. Finding presses in 'Meteors' makes zero sense. Also, AE2 has is usually the main cause of server lag now. Literally, there's a plugin that tells which AE2 systems are causing the most lag on servers. Some have caused 15tps before. So I suggest in AE3, please make Applied Energistics severely less laggy, and more realistic is fine, but presses in meteors....come on that never made any sense.
Most people i've spoken with prefer the old AE1 1.6.4 than the new AE2 1.7.10 an it's easily understandable. Finding presses in 'Meteors' makes zero sense. Also, AE2 has is usually the main cause of server lag now. Literally, there's a plugin that tells which AE2 systems are causing the most lag on servers. Some have caused 15tps before. So I suggest in AE3, please make Applied Energistics severely less laggy, and more realistic is fine, but presses in meteors....come on that never made any sense.
agreed, even with channels off there's no way i legitimately craft ae2 garbage these days.
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.
Most people i've spoken with prefer the old AE1 1.6.4 than the new AE2 1.7.10 an it's easily understandable. Finding presses in 'Meteors' makes zero sense. Also, AE2 has is usually the main cause of server lag now. Literally, there's a plugin that tells which AE2 systems are causing the most lag on servers. Some have caused 15tps before. So I suggest in AE3, please make Applied Energistics severely less laggy, and more realistic is fine, but presses in meteors....come on that never made any sense.
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.
Random suggestion: Storage gun. Basically like the matter gun, only the other way round: when firing at a block, it will mine it with some beam (using energy) and store it on it's disk.
Additionally, a mob capturing device, which works similar, but catches and stores mobs on disks. I think best would be to add a new type of storage cells which can hold only one mob at a time (or maybe up to 8). Then the device can be toggled between capturing and releasing. Alternatively it could use spatial cells, and the mobs (and players) are just dumped into the cellspace. Obviously you need the spatial pylon stuff to get them out again then.
Question about my auto-crafting Blood Alchemy setup. I'm trying to get a subnetwork to use 5 ballads of alchemy to make the simple catalyst (it is the source of slowness in my setup right now because everything uses it and the alchemy is slow), but it's only using the one I had in the beginning. It's taking a set of tasks, and then only one CPU is doing the simple catalyst, and adding coprocessors doesn't seem to help. How can I get the network to recognize that it has more than one "machine" it can send items to to complete the recipe?
I know ME teleport terminals were a April fools joke, but I think they were awesome. Does any body know if ME teleport terminals are going to be added to ae2, or a addon for ae2?
Question about my auto-crafting Blood Alchemy setup. I'm trying to get a subnetwork to use 5 ballads of alchemy to make the simple catalyst (it is the source of slowness in my setup right now because everything uses it and the alchemy is slow), but it's only using the one I had in the beginning. It's taking a set of tasks, and then only one CPU is doing the simple catalyst, and adding coprocessors doesn't seem to help. How can I get the network to recognize that it has more than one "machine" it can send items to to complete the recipe?
I haven't used Blood Magic, but to have them treated as multiple "machines", I think you'd need to set up the ballads on the main network, or at least use multiple subnetworks. If they're all in one subnetwork, the subnetwork only gets one channel in the parent network (if channels are enabled), and is treated as one "machine" by the parent network regardless of how the subnetwork is structured. There might be a way to make the subnetwork do a better job of distributing the work, but I don't know of one, so possibly someone else can help with that part.
I haven't used Blood Magic, but to have them treated as multiple "machines", I think you'd need to set up the ballads on the main network, or at least use multiple subnetworks. If they're all in one subnetwork, the subnetwork only gets one channel in the parent network (if channels are enabled), and is treated as one "machine" by the parent network regardless of how the subnetwork is structured. There might be a way to make the subnetwork do a better job of distributing the work, but I don't know of one, so possibly someone else can help with that part.
I am aware they they are in fact different "machines", I just don't know how to make it recognize that. A little more information: each ballad has three chests associated with it, two input and one output. You only need one input really, it takes whatever's appropriate. SO I have an interface on each input, with the appropriate crafting recipe in it, and an input bus on each output chest pulling into the network it's on. I have a buffer system of items in this subnetwork that it's allowed to use from. I have export busses with crafting cards on the main network's storage system (I love Storage Drawers btw)
PREEDIT: I think I might know why. I only have three export busses on the storage drawer that's requesting all the things. So is it possible that it's only making three requests at a time? Would acceleration cards increase the number of operations it can call for at a time? I have 24 crafting storage blocks on this machine btw, all individual, and I have a lot of coprocessors I used in testing, so I can mix and match everything.
EDIT: the main issue is that it is not utilizing the 5 machines i have making simple catalyst, it's only using one. I want it to not only recognize that there's more than one, but I want it to be able to request from more than one.
I know ME teleport terminals were a April fools joke, but I think they were awesome. Does any body know if ME teleport terminals are going to be added to ae2, or a addon for ae2?
I cannot place any items on the me terminal and on me crafting table please help
Do you have some type of storage connected to your network? Is your network powered?
Please post a picture of your network.
For some reason, machines aren't displayed as having power stored when they do have power stored. Could it be a mod conflict? I won't list my mods because there are way too many, but are there any known existing conflicts?
For instance, I used a charger while it wasn't attached to a power source, and it had enough charge in it to charge a single crystal even though the UI showed 0% power being stored, as well as WAILA.
EDIT: Another question, is there a way to "turn off" the computer when I'm not using it? I'm still very early in AE, and I don't need the computer running constantly. I use Mekanism Wind Turbines, so limited power isn't too much of an issue, as much as the noise they make getting on my nerves.
I think your mod made my game crashed
my crash report:
---- Minecraft Crash Report ----
// Don't do that.
Time: 7/25/15 9:50 AM
Description: Updating screen events
java.lang.IllegalStateException: The fluid registry is corrupted
at net.minecraftforge.fluids.FluidRegistry.getDefaultFluidName(FluidRegistry.java:297)
at net.minecraftforge.fluids.FluidRegistry.writeDefaultFluidList(FluidRegistry.java:327)
at net.minecraftforge.common.ForgeModContainer.getDataForWriting(ForgeModContainer.java:315)
at cpw.mods.fml.common.FMLCommonHandler.handleWorldDataSave(FMLCommonHandler.java:375)
at net.minecraft.world.storage.SaveHandler.func_75761_a(SaveHandler.java:209)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2081)
at net.minecraft.client.gui.GuiCreateWorld.func_146284_a(GuiCreateWorld.java:230)
at net.minecraft.client.gui.GuiScreen.func_73864_a(GuiScreen.java:225)
at net.minecraft.client.gui.GuiCreateWorld.func_73864_a(GuiCreateWorld.java:377)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1640)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraftforge.fluids.FluidRegistry.getDefaultFluidName(FluidRegistry.java:297)
at net.minecraftforge.fluids.FluidRegistry.writeDefaultFluidList(FluidRegistry.java:327)
at net.minecraftforge.common.ForgeModContainer.getDataForWriting(ForgeModContainer.java:315)
at cpw.mods.fml.common.FMLCommonHandler.handleWorldDataSave(FMLCommonHandler.java:375)
at net.minecraft.world.storage.SaveHandler.func_75761_a(SaveHandler.java:209)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2081)
at net.minecraft.client.gui.GuiCreateWorld.func_146284_a(GuiCreateWorld.java:230)
at net.minecraft.client.gui.GuiScreen.func_73864_a(GuiScreen.java:225)
at net.minecraft.client.gui.GuiCreateWorld.func_73864_a(GuiCreateWorld.java:377)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
-- Affected screen --
Details:
Screen name: net.minecraft.client.gui.GuiMainMenu
Stacktrace:
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1640)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 270065536 bytes (257 MB) / 469307392 bytes (447 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1492 26 mods loaded, 26 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCHIJA Forge{10.13.4.1492} [Minecraft Forge] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCHIJA appliedenergistics2-core{rv2-stable-10} [AppliedEnergistics2 Core] (minecraft.jar)
UCHIJA CodeChickenCore{1.0.6.43} [CodeChicken Core] (minecraft.jar)
UCHIJA NotEnoughItems{1.0.4.107} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.107-universal.jar)
UCHIJA VeinMiner_coremod{0.27.1_build.unknown} [Core mod] (minecraft.jar)
UCHIJA <CoFH ASM>{000} [CoFH ASM] (minecraft.jar)
UCHIJA divinerpg{1.4.0.5} [DivineRPG] ([1.7.10][SMP]DivineRPG-1.4.0.5.jar)
UCHIJA appliedenergistics2{rv2-stable-10} [Applied Energistics 2] (appliedenergistics2-rv2-stable-10.jar)
UCHIJA Backpack{2.0.0} [Backpack] (backpack-2.0.0-1.7.x.jar)
UCHIJA CoFHCore{1.7.10R3.0.3} [CoFH Core] (CoFHCore-[1.7.10]3.0.3-303.jar)
UCHIJA EnderIO{1.7.10-2.2.8.381} [Ender IO] (EnderIO-1.7.10-2.2.8.381.jar)
UCHIJA extracells{2.2.73} [Extra Cells 2] (ExtraCells-1.7.10-2.2.73b129.jar)
UCHIJA Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar)
UCHIJA ThermalFoundation{1.7.10R1.2.0} [Thermal Foundation] (ThermalFoundation-[1.7.10]1.2.0-102.jar)
UCHIJA ThermalExpansion{1.7.10R4.0.3B1} [Thermal Expansion] (ThermalExpansion-[1.7.10]4.0.3B1-218.jar)
UCHIJA TConstruct{1.7.10-1.8.5.build957} [Tinkers' Construct] (TConstruct-1.7.10-1.8.5.jar)
UCHIJA ExtraTiC{1.4.5} [ExtraTiC] (ExtraTiC-1.7.10-1.4.5.jar)
UCHIJA iChunUtil{4.0.0} [iChunUtil] (iChunUtil-4.0.0.jar)
UCHIJA minechem{5.0.5.394} [Minechem] (Minechem-1.7.10-5.0.5.394.jar)
UCHIJA Morph{0.9.1} [Morph] (Morph-Beta-0.9.1.jar)
UCHIJA ThermalDynamics{1.7.10R1.1.0} [Thermal Dynamics] (ThermalDynamics-[1.7.10]1.1.0-161.jar)
UCHIJA ThermalSmeltery{1.7.10-1.2.1} [Thermal Smeltery] (ThermalSmeltery-1.7.10-1.2.1.jar)
UCHIJA VeinMiner{0.27.1_build.unknown} [Vein Miner] (VeinMiner-1.7.10_0.27.1.unknown.jar)
UCHIJA VeinMinerModSupport{0.27.1_build.unknown} [Mod Support] (VeinMiner-1.7.10_0.27.1.unknown.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.3.12441 Compatibility Profile Context 13.200.11.0' Renderer: 'AMD Radeon HD 6570'
AE2 Version: stable rv2-stable-10 for Forge 10.13.2.1291
CoFHCore: -[1.7.10]3.0.3-303
Mantle Environment: Environment healthy.
ThermalFoundation: -[1.7.10]1.2.0-102
ThermalExpansion: -[1.7.10]4.0.3B1-218
TConstruct Environment: Environment healthy.
ThermalDynamics: -[1.7.10]1.1.0-161
AE2 Integration: IC2:OFF, RotaryCraft:OFF, RC:OFF, BC:OFF, RF:ON, RFItem:ON, MFR:OFF, DSU:ON, FZ:OFF, FMP:OFF, RB:OFF, CLApi:OFF, Waila:OFF, InvTweaks:OFF, NEI:ON, CraftGuide:OFF, Mekanism:OFF, ImmibisMicroblocks:OFF, BetterStorage:OFF
Launched Version: 1.7.10-Forge10.13.4.1492-1.7.10
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 6570 GL version 4.3.12441 Compatibility Profile Context 13.200.11.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
forge screwed with the fluid registry, just a guess but probably because of soaryn's duping, one of your mods is built for the old way fluids were handled, but you're on the latest FML which does things the new way.
if you can figure out which mod you should be able to update it and hopefully solve that crash.
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.
EDIT: Whoops, clicked the wrong thing xD.
Would you consider adding in support for Aroma1997's mining dimension for the meteor's to spawn in?
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
So after more investigation, I've narrowed down my problem.
It's only with WAILA, and only in multiplayer.
As in, when I hover over a machine in multiplayer, WAILA displays it as having 0 AE, even though the machine is indeed receiving power and functions perfectly.
Any fix to this?
Most people i've spoken with prefer the old AE1 1.6.4 than the new AE2 1.7.10 an it's easily understandable. Finding presses in 'Meteors' makes zero sense. Also, AE2 has is usually the main cause of server lag now. Literally, there's a plugin that tells which AE2 systems are causing the most lag on servers. Some have caused 15tps before. So I suggest in AE3, please make Applied Energistics severely less laggy, and more realistic is fine, but presses in meteors....come on that never made any sense.
agreed, even with channels off there's no way i legitimately craft ae2 garbage these days.
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.
What is this plugin?
How can I insert things in the ME system using pipes? Pls. help
just have the pipes dump into any chest, vanilla works, i use cb's mods enderchest white white white for my input dump and then me import bus.
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.
please add a picture, tnx btw
Random suggestion: Storage gun. Basically like the matter gun, only the other way round: when firing at a block, it will mine it with some beam (using energy) and store it on it's disk.
Additionally, a mob capturing device, which works similar, but catches and stores mobs on disks. I think best would be to add a new type of storage cells which can hold only one mob at a time (or maybe up to 8). Then the device can be toggled between capturing and releasing. Alternatively it could use spatial cells, and the mobs (and players) are just dumped into the cellspace. Obviously you need the spatial pylon stuff to get them out again then.
Question about my auto-crafting Blood Alchemy setup. I'm trying to get a subnetwork to use 5 ballads of alchemy to make the simple catalyst (it is the source of slowness in my setup right now because everything uses it and the alchemy is slow), but it's only using the one I had in the beginning. It's taking a set of tasks, and then only one CPU is doing the simple catalyst, and adding coprocessors doesn't seem to help. How can I get the network to recognize that it has more than one "machine" it can send items to to complete the recipe?
I know ME teleport terminals were a April fools joke, but I think they were awesome. Does any body know if ME teleport terminals are going to be added to ae2, or a addon for ae2?
I haven't used Blood Magic, but to have them treated as multiple "machines", I think you'd need to set up the ballads on the main network, or at least use multiple subnetworks. If they're all in one subnetwork, the subnetwork only gets one channel in the parent network (if channels are enabled), and is treated as one "machine" by the parent network regardless of how the subnetwork is structured. There might be a way to make the subnetwork do a better job of distributing the work, but I don't know of one, so possibly someone else can help with that part.
I am aware they they are in fact different "machines", I just don't know how to make it recognize that. A little more information: each ballad has three chests associated with it, two input and one output. You only need one input really, it takes whatever's appropriate. SO I have an interface on each input, with the appropriate crafting recipe in it, and an input bus on each output chest pulling into the network it's on. I have a buffer system of items in this subnetwork that it's allowed to use from. I have export busses with crafting cards on the main network's storage system (I love Storage Drawers btw)PREEDIT: I think I might know why. I only have three export busses on the storage drawer that's requesting all the things. So is it possible that it's only making three requests at a time? Would acceleration cards increase the number of operations it can call for at a time? I have 24 crafting storage blocks on this machine btw, all individual, and I have a lot of coprocessors I used in testing, so I can mix and match everything.
EDIT: the main issue is that it is not utilizing the 5 machines i have making simple catalyst, it's only using one. I want it to not only recognize that there's more than one, but I want it to be able to request from more than one.
I know ME teleport terminals were a April fools joke, but I think they were awesome. Does any body know if ME teleport terminals are going to be added to ae2, or a addon for ae2?