Floodlight is pretty nice. I ran through a roguelike dungeon in creative and placed a couple of hundred with no noticable lag.
That recipe though!
I will have to run that through MineTweaker and "expensive it up".
Only one issue I found with it is that sometimes a light doesn't light up when placed, but will if moved slightly, sometimes just a block away.
Could you make the block rotatable with the wrench? So I can point it down corridors.
i will add directions to it, but atm its vertical only, was there any blocks below it when it failed to lit up? it checks for air blocks below it
a the recipe should be changed i supose, but it is simular to a torch really just that it lights up more blocks, but it also cost a few torches, any sugestions on recipe ?
When in horizonal mode i would also have to make a limit on max light blocks or it will continue forever
The recipe is much harder to judge, it depends on the type of mod pack.
In a typical "kitchen sink" mod pack, I would probably go for:
Iron Iron Iron
Iron Redstone Lamp Iron
Iron Glass Iron
In my hardcore pack, which has EnderIO recipe sets for all tech mods to make automation harder to obtain, I would almost certainly change this up to:
Iron -> Electrical Steel
Glass -> Fused Quartz
That first recipe seems like a fairly reasonable basic recipe to me. The redstone lamp gets both glowstone and redstone into there. I almost wonder whether there shouldn't be more glowstone though, for a lamp that's supposed to light up such a large area. This recipe seems kinda cheap for the quantity of light, especially once they work horizontally as well. I like the idea of fused quartz for the lens, too; actual halogen lamps and arc lamps both use fused quartz because ordinary silica glass melts too easily at their operating temperatures.
Could perhaps do something like this, taking a carbon-arc lamp as the basic model:
Redstone Arc Module:
redstone dust, glowstone block, redstone dust
coal, glowstone block, coal
redstone dust, glowstone block, redstone dust
So we've got two carbon electrodes, redstone for power, and a crapload of light between the electrodes. Now we need a lens:
Quartz Lens:
quartz, quartz, quartz
null, quartz, null
And then put the whole thing together in a metal housing:
Floodlamp:
iron, iron, iron
iron, redstone arc module, iron
iron, quartz lens, iron
Redstone signal to turn it on, like all other switchable lights I know of, makes more sense to me than a redstone signal to turn it off. Off should be the default state, not on. You shouldn't just be able to wander through an unimproved cave with a sackful of floodlights throwing them on the walls and expecting them to work without at least having to stick a redstone torch next to each one to power it.
This is where there needs to be a judgement on balance based on the type of gameplay desired:
1) The current recipe (torches and glowstone dust) is so cheap that I would make them by the stack and use them like torches - too easy, too cheap.
2) My vanilla based recipe with iron and lamp is a bit more work; it takes some mining and multiple smelting and crafting operations - still easy, reasonably cheap.
3) My modded recipe (Ender IO materials) - much harder as now it requires three machines (sag mill, alloy furnace and generator) before they can be made and lots of grinding, smelting and crafting, still reasonable material cost.
4) Your multi-part recipe is a lot of work in crafting each lamp and a lot of materials, so it is both expensive and hard to make (multiple steps).
It would be nice if there was a difficulty config setting "cheap, normal, expensive" selecting recipes 1,2 and 4 above respectively.
what if i make the recipe in the config, so a server ownner or modpack can change it to whatever they like, might be the better solution here.
4) Your multi-part recipe is a lot of work in crafting each lamp and a lot of materials, so it is both expensive and hard to make (multiple steps).
It would be nice if there was a difficulty config setting "cheap, normal, expensive" selecting recipes 1,2 and 4 above respectively.
Could always replace the glowstone blocks in the arc module with glowstone dust. That'd still be four redstone dust and three glowstone dust per lamp, plus four quartz in the lens. That might actually be a better balance, about the right amount more expensive than a Project Red lamp for the greater amount of lighting it can provide.
Hey, I'm playing FTB: Horizons - Daybreaker, and I can't figure out how to apply the upgrades for the "special chest" (the one made out of a chest and lapis) Can any one help???
Hey, I'm playing FTB: Horizons - Daybreaker, and I can't figure out how to apply the upgrades for the "special chest" (the one made out of a chest and lapis) Can any one help???
First, put the upgrade in your hotbar and right-click air with it to open its interface for any configuration it needs. Once the upgrade itself is configured, right-click with an empty hand on the face of the chest-O-matic that you want to install it into, to open the interface on that face of the chest.
There is one non-obvious caveat with the in-place barrel replacement: It won't work using a wrenched barrel.
It must be either a newly made barrel or one broken normally, not
wrenched. So if you try to do an upgrade-in-place and it doesn't work,
and you're not sure whether the barrel you're trying to replace with may
have been wrenched, place the new barrel on the ground, break it, then try the replacement again.
I've been trying so hard to get my storage units upgraded- tried this above and shift right clicking still wont allow an upgrade. Just places the unit next to the current in use unit
Bump - I'm playing on the most recent version of agrarian skies btw. I think I'm going to go ahead and dismantle my router reborn system and replace it with AE - just too frustrated
Still want to know why this simple function of barrel replacement wont work. I'm guessing its something stupid I'm doing. Just to be clear: I'm holding a non-wrenched storage unit and attempting to sneak right click the upgrade (tier 2) on a tier 1 filled storage unit to no avail. If the answer doesn't help me/comes too late at least other agrarian sky users will be informed.
I've been trying so hard to get my storage units upgraded- tried this above and shift right clicking still wont allow an upgrade. Just places the unit next to the current in use unit
Im not seeing this, Wrenched barrels should work in latest version, they are all the same now, just make sure it is not locked when you break it, make sure you have only 1 barrel in your hand not more, and sneak + right click on the barrel you want to upgrade, if that dont work can you post a screen shot for me in private or so, so i can get an idea of why it is not working.
Repeatable crash with 1.2.0.31 and Thermal Dynamics 1.1.0B2-149
java.lang.NullPointerException: Exception in server tick loop
at router.reborn.tileentity.TileEntityBarrel.getItemLimit(TileEntityBarrel.java:230)
at router.reborn.tileentity.TileEntityBarrel.getMaxStoredCount(TileEntityBarrel.java:529)
at cofh.thermaldynamics.duct.item.TileItemDuct.simTransfer(TileItemDuct.java:779)
at cofh.thermaldynamics.duct.item.TileItemDuct.simTransferI(TileItemDuct.java:757)
at cofh.thermaldynamics.duct.item.TileItemDuct.canRouteItem(TileItemDuct.java:729)
at cofh.thermaldynamics.duct.attachments.servo.ServoItem.findRouteForItem(ServoItem.java:353)
at cofh.thermaldynamics.duct.attachments.servo.ServoItem.getRouteForItem(ServoItem.java:447)
at cofh.thermaldynamics.duct.attachments.servo.ServoItem.handleItemSending(ServoItem.java:231)
at cofh.thermaldynamics.duct.attachments.servo.ServoItem.tick(ServoItem.java:194)
at cofh.thermaldynamics.duct.item.ItemGrid.tickGrid(ItemGrid.java:58)
at cofh.thermaldynamics.core.WorldGridList.tickEnd(WorldGridList.java:63)
at cofh.thermaldynamics.core.TickHandler.tick(TickHandler.java:95)
Place any two empty barrels at least one block apart.
Connect them with any type of itemduct.
Place any servo at one end of the itemduct.
Activate the servo either via its GUI or by applying a redstone signal.
So far, so good, all fine.
Now put any item into the barrel with the servo on it. Watch the server immediately go boom.
UPDATE:
I can now report that this crash is reproducible with any versions of the Thermal Expansion suite back to the April 11 release. No older release is available to test against.
1.2.0.21 is a old version, a lot of fixes has been added after that, if you experience any problems after updating to 1.2.0.32 or newer let me know, some api's was upgraded after 1.2.0.21 and some nullpointer was fixed, also some dupe/convertion glitches was patched, where some of them did destroy items in some cases.
Hi, I think this pack is very neat but can not seem to find any info or tutorials on how it all works or ways you can use it. Would like to have something set up where my ores are smelted and then sorted automatically.
Update 1.2.0.31
* Fixed: Collision test being done by minecraft even when CanCollideWith returns false (should no longer colide with the light beam)
* Added Redstone controll to the lamp, applying a redstone to the lamp will turn it off.
They're vertical only at the moment.
i will add directions to it, but atm its vertical only, was there any blocks below it when it failed to lit up? it checks for air blocks below it
a the recipe should be changed i supose, but it is simular to a torch really just that it lights up more blocks, but it also cost a few torches, any sugestions on recipe ?
When in horizonal mode i would also have to make a limit on max light blocks or it will continue forever
That first recipe seems like a fairly reasonable basic recipe to me. The redstone lamp gets both glowstone and redstone into there. I almost wonder whether there shouldn't be more glowstone though, for a lamp that's supposed to light up such a large area. This recipe seems kinda cheap for the quantity of light, especially once they work horizontally as well. I like the idea of fused quartz for the lens, too; actual halogen lamps and arc lamps both use fused quartz because ordinary silica glass melts too easily at their operating temperatures.
Could perhaps do something like this, taking a carbon-arc lamp as the basic model:
Redstone Arc Module:
redstone dust, glowstone block, redstone dust
coal, glowstone block, coal
redstone dust, glowstone block, redstone dust
So we've got two carbon electrodes, redstone for power, and a crapload of light between the electrodes. Now we need a lens:
Quartz Lens:
quartz, quartz, quartz
null, quartz, null
And then put the whole thing together in a metal housing:
Floodlamp:
iron, iron, iron
iron, redstone arc module, iron
iron, quartz lens, iron
Redstone signal to turn it on, like all other switchable lights I know of, makes more sense to me than a redstone signal to turn it off. Off should be the default state, not on. You shouldn't just be able to wander through an unimproved cave with a sackful of floodlights throwing them on the walls and expecting them to work without at least having to stick a redstone torch next to each one to power it.
what if i make the recipe in the config, so a server ownner or modpack can change it to whatever they like, might be the better solution here.
Could always replace the glowstone blocks in the arc module with glowstone dust. That'd still be four redstone dust and three glowstone dust per lamp, plus four quartz in the lens. That might actually be a better balance, about the right amount more expensive than a Project Red lamp for the greater amount of lighting it can provide.
Hey, I'm playing FTB: Horizons - Daybreaker, and I can't figure out how to apply the upgrades for the "special chest" (the one made out of a chest and lapis) Can any one help???
First, put the upgrade in your hotbar and right-click air with it to open its interface for any configuration it needs. Once the upgrade itself is configured, right-click with an empty hand on the face of the chest-O-matic that you want to install it into, to open the interface on that face of the chest.
I've been trying so hard to get my storage units upgraded- tried this above and shift right clicking still wont allow an upgrade. Just places the unit next to the current in use unit
Bump - I'm playing on the most recent version of agrarian skies btw. I think I'm going to go ahead and dismantle my router reborn system and replace it with AE - just too frustrated
Still want to know why this simple function of barrel replacement wont work. I'm guessing its something stupid I'm doing. Just to be clear: I'm holding a non-wrenched storage unit and attempting to sneak right click the upgrade (tier 2) on a tier 1 filled storage unit to no avail. If the answer doesn't help me/comes too late at least other agrarian sky users will be informed.
Im not seeing this, Wrenched barrels should work in latest version, they are all the same now, just make sure it is not locked when you break it, make sure you have only 1 barrel in your hand not more, and sneak + right click on the barrel you want to upgrade, if that dont work can you post a screen shot for me in private or so, so i can get an idea of why it is not working.
Repeatable crash with 1.2.0.31 and Thermal Dynamics 1.1.0B2-149
Full crash log here... no, HERE (fixed)
To reproduce:
Place any two empty barrels at least one block apart.
Connect them with any type of itemduct.
Place any servo at one end of the itemduct.
Activate the servo either via its GUI or by applying a redstone signal.
So far, so good, all fine.
Now put any item into the barrel with the servo on it. Watch the server immediately go boom.
UPDATE:
I can now report that this crash is reproducible with any versions of the Thermal Expansion suite back to the April 11 release. No older release is available to test against.
What Im missing in this thread, is a picture of how to craft a RR Pickaxe, and the ingredients for it. Its not in the manual in-game either.
here you go
https://www.dropbox.com/s/h07h9dy1fd71gfy/RR Pickaxe.png?dl=0
Im sorry, i forgott to add that to the ingame manual, i will have it added for the next release, it should show you the recipe in NEI for now.
Cheers mate. And keep up the good work, og takk for raskt svar!
By the way: I rather belatedly confirm that 1.2.0.33 fixes the null-pointer bug with Thermal Dynamics servos.
on what version of Forestry & TD & Router Reborn & TE are you experiencing this problem ?
1.2.0.21 is a old version, a lot of fixes has been added after that, if you experience any problems after updating to 1.2.0.32 or newer let me know, some api's was upgraded after 1.2.0.21 and some nullpointer was fixed, also some dupe/convertion glitches was patched, where some of them did destroy items in some cases.
Hi, I think this pack is very neat but can not seem to find any info or tutorials on how it all works or ways you can use it. Would like to have something set up where my ores are smelted and then sorted automatically.