Would it be possible to add a "round-robin" feature to Insert pipes, like you had on the old ones? I had a chest to dump ores in, that connected to 2 crushers. The old pipes would insert into each crusher. The new pipes are only inserting into the closest crusher. Thanks.
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Would it be possible to add a "round-robin" feature to Insert pipes, like you had on the old ones? I had a chest to dump ores in, that connected to 2 crushers. The old pipes would insert into each crusher. The new pipes are only inserting into the closest crusher. Thanks.
Oh yes. That is going to be in them. At the moment, they are still in beta. The functions for all the abilities are there. In fact, it is possible to switch the item pipes to round robin if you modify the code a bit. For now, I have fluids and items going first available, and energy going round robin. This is going to be the standard function. Once the upgrade system is in place, you will be able to add an expansion card to the pipe that will allow those options. For now, all I have planned (and implemented) are closest, round robin, and furthest.
In short, that will be coming very soon and is already tested and working. All pipes share the same parent class so if its working in energy it is more than likely going to work for items. So look forward to that!
Feel free to leave more feedback. The pipes are still being worked on, though at this point it will be mostly refining as the core is very stable. Features like redstone control, stack size control, path finding control, connection limiting, and more will come to them in time as they are easy to put on top.
Thanks for the feedback, you've been very helpful with this mod in particular
How can you add in an oreDict for an ore? I am using FUN ORES for 1.8 and it adds many new ores like nickel, aluminium ect. I want to create a dust so I can double it, How can I?
In the future are you possible going to add in armour, tools or jetpacks? I think this will really elevate your mod to be a massive favourite for everyone. Maybe you could expand your tech mod through new upgraded machines, e.g. Electric Furnace Tier 1 to Tier 3. This adds a late game aspect to your tech as well.
We have already started working on an upgrade system. We will also be adding some type of flight in the near future.
As to armor and tools, there are WAY to many mods out there already that do that, so I doubt we will.
Oooh this sounds really exciting. I cannot wait for this new upgrade system as well as flight! How long time wise are we going to have to wait for this update. Please keep us updated (maybe a few spoilers here and there.) Thanks for the ore dictionary help by the way.
The upgrade system has been designed and is currently being implemented. After some testing and integration, it should be in the next version. I've been very busy lately so some of the delay is my fault (sorry) but I will do my best to continue working. Dyo has been doing an amazing job at keeping the pace. I've also been a little distracted with building our website. However, I have a few things I want to implement before next release and I've already begun designing them.
Here are some hints at upcoming features. First off, there may be a new and fun way to do early game ore grinding. Think AE2 grinder but a little different. Same purpose but different implementation. Also, Dyo has created something very cool. I'll just leave you with a picture and nothing more. Feel free to guess (if you get it right I'll be sure to let you know)
It will work like other mod machines like MFR or Progressive Automation, even like the Growth Lamp from Thaumcraft. I like it, its a unique, compact design. Plus, it looks like it would be easier to use than MFR or PA.
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Just to let people know, we are still working on NeoTech but PaulJoda is really busy with School and I have been doing other stuff. Should be able to get back to it in a couple of days
Hey Dyonovan, I must say I LOVE your mod, I was introduced to it from DrCyano's PowerAdvantage. I was playing around with the mods together when trying to get infinite steam power and I ran into an issue when i tried to put energy from PowerAdvantage into your mods Red RF Energy Core thingy. Here is the crash log
---- Minecraft Crash Report ----
WARNING: coremods are present:
CCLCorePlugin (CodeChickenLib-1.8-1.1.2.133-universal.jar)
SmartCorePlugin (SmartMoving-1.8-16.1.jar)
NEICorePlugin (NotEnoughItems-1.8-1.0.5.96-universal.jar)
PlayerAPIPlugin (PlayerAPI-1.8-1.3.jar)
CodeChickenCorePlugin (CodeChickenCore-1.8-1.0.5.36-universal.jar)
ItemPatchingLoader (ItemPhysic Lite 1.1.3 mc1.8.jar)
TransformerLoader (OpenComputers-MC1.8-1.5.18.37-universal.jar)
CCCDeobfPlugin (unknown)
DLFMLCorePlugin (DynamicLights-1.8.jar)
NowWithRendering (hopperducts-mc1.8-1.4.5.jar)
LoadingPlugin (ResourceLoader-MC1.8-1.3.jar)
Contact their authors BEFORE contacting forge
java.lang.ClassCastException: com.dyonovan.neotech.common.tiles.storage.TileRFStorage cannot be cast to com.dyonovan.neotech.common.tiles.AbstractMachine
at com.dyonovan.neotech.registries.PowerAdvantageRegistry$1.getEnergyDemand(PowerAdvantageRegistry.java:44)
at cyano.poweradvantage.api.modsupport.LightWeightPowerRegistry.getRequestedPowerAmount(LightWeightPowerRegistry.java:134)
at cyano.poweradvantage.conduitnetwork.ConduitRegistry.getRequestsForPower(ConduitRegistry.java:113)
at cyano.poweradvantage.api.PoweredEntity.getRequestsForPower(PoweredEntity.java:171)
at cyano.poweradvantage.api.simple.TileEntitySimplePowerSource.transmitPowerToConsumers(TileEntitySimplePowerSource.java:192)
at cyano.poweradvantage.api.simple.TileEntitySimplePowerSource.powerUpdate(TileEntitySimplePowerSource.java:171)
at cyano.electricadvantage.machines.ElectricGeneratorTileEntity.powerUpdate(ElectricGeneratorTileEntity.java:37)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:96)
at net.minecraft.world.World.func_72939_s(World.java:1735)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:571)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:704)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:258)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.dyonovan.neotech.registries.PowerAdvantageRegistry$1.getEnergyDemand(PowerAdvantageRegistry.java:44)
at cyano.poweradvantage.api.modsupport.LightWeightPowerRegistry.getRequestedPowerAmount(LightWeightPowerRegistry.java:134)
at cyano.poweradvantage.conduitnetwork.ConduitRegistry.getRequestsForPower(ConduitRegistry.java:113)
at cyano.poweradvantage.api.PoweredEntity.getRequestsForPower(PoweredEntity.java:171)
at cyano.poweradvantage.api.simple.TileEntitySimplePowerSource.transmitPowerToConsumers(TileEntitySimplePowerSource.java:192)
at cyano.poweradvantage.api.simple.TileEntitySimplePowerSource.powerUpdate(TileEntitySimplePowerSource.java:171)
at cyano.electricadvantage.machines.ElectricGeneratorTileEntity.powerUpdate(ElectricGeneratorTileEntity.java:37)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:96)
-- Block entity being ticked --
Details:
Name: electricadvantage.hydroelectric_generator // cyano.electricadvantage.machines.HydroelectricGeneratorTileEntity
Block type: ID #488 (tile.electricadvantage.hydroelectric_generator // cyano.electricadvantage.machines.HydroelectricGeneratorBlock)
Block data value: 13 / 0xD / 0b1101
Block location: World: (164,60,73), Chunk: (at 4,3,9 in 10,4; contains blocks 160,0,64 to 175,255,79), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Actual block type: ID #488 (tile.electricadvantage.hydroelectric_generator // cyano.electricadvantage.machines.HydroelectricGeneratorBlock)
Actual block data value: 13 / 0xD / 0b1101
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1735)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:571)
-- Affected level --
Details:
Level name: New World
All players: 0 total; []
Chunk stats: ServerChunkCache: 625 Drop: 0
Level seed: 4140107455507390441
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 3;minecraft:bedrock,3*minecraft:stone,52*minecraft:sandstone;2;
Level spawn location: 177.00,4.00,66.00 - World: (177,4,66), Chunk: (at 1,0,2 in 11,4; contains blocks 176,0,64 to 191,255,79), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 2528 game time, 2528 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 36911 (now: false), thunder time: 22875 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:704)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:258)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
at java.lang.Thread.run(Unknown Source)
DLFMLCorePlugin (DynamicLights-1.8.jar)
atomicstryker.dynamiclights.common.DLTransformer
NowWithRendering (hopperducts-mc1.8-1.4.5.jar)
net.fybertech.nwr.NowWithRendering
LoadingPlugin (ResourceLoader-MC1.8-1.3.jar)
lumien.resourceloader.asm.ClassTransformer
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge
EDIT!
Fixed it, Power Advantage has an RF option in the config
Consider this device using neotech, storagedrawers and betterchests:
The intent is to insert everything from the top chest into the drawer controller that the drawer controller will accept, and pass the rest on to the bottom chest. Instead, when the extract pipe pulls out something the drawer controller won't accept, it bounces back to the first chest, gets placed into the first slot and gets extracted again. So even though there are other items in the top chest that the drawer controller would accept, they stay in the top chest because the extract pipe just keeps grabbing the same item.
These pipes would be more useful if the items passing through the pipes remembered the direction they were moving and only switched directions at the end of the line. At the moment, it's also pretty pointless to allow connections between two insert pipes, since nothing will ever pass between them.
This device works. Items go to the bottom, then the north (which will never accept an item the drawer controller did not), then the top.
This device also works. Rejected items don't return to the top chest, but instead end up in the hopper, which immediately drops them in the bottom chest.
This device doesn't work. Rejected items return to the top chest.
This device works. Items go to the bottom, then the north (which will never accept an item the drawer controller did not), then the top.
This device also works. Rejected items don't return to the top chest, but instead end up in the hopper, which immediately drops them in the bottom chest.
This device doesn't work. Rejected items return to the top chest.
Depending on the sidedness of the blocks these interactions can happen. They may not allow for all sides. In order to test this, try using all vanilla chests. They can insert/extract from all sides. I suspect one of these has sided interaction meaning some sides will not be picked up. I do not just force items into sides so automation is better, ie furnaces don't put wrong things into the wrong slots
ok, I'll make a test/demo world using just neotech and upload that and the results.
Edit: I'm still seeing directionality with just vanilla chests. Your pipes favour bottom, top, north, south, west, then east. Items are not randomly distributed or distributed evenly (round robin or otherwise).
When using only vanilla chests and hoppers, your pipes don't extract anything that won't fit elsewhere, but however you're doing that, it doesn't seem to work with blocks from other mods. With vanilla chests, items will pass through insert pipes to reach other insert pipes, but again, this doesn't work with modded blocks. Connections through structure pipes work fine if only using vanilla chests. Keep in mind though that very few players would be using only NeoTech and the rest will expect your pipes to either work with other mods or not connect at all.
Pipes have the same problems with vanilla furnaces that they do with modded blocks. Probably ISidedInventory in general. If you attach an insert pipe to the back of a furnace, it will draw ores through that insert pipe (not just fuel), but won't accept them, bouncing them back to the extract pipe. An insert pipe on the bottom of a furnace will draw items, but accepts only fuel and puts them in the fuel slot. An insert pipe on the top of a furnace draws and accepts all items, including items that can't be smelted. An extract pipe on the bottom of a furnace will draw from the fuel slot and output slots, but not the input slot.
I've been working on a model library for developers to create blocks without using JSON files. Our blocks have 0 JSON files as we use the forge implemented ISmartBlockModels and ISmartItemModels. The main point that I have been trying to make with 1.8 is that you do not need to use the JSON format and while Forge has gone to the model format of minecraft, you can still create blocks dynamically in the Java files. So to prove that even connected textures are possible, I created a connected texture renderer.
If you know of a developer that states they won't update their mod because of block rendering, send them our way. It is possible and in some ways easier than before. There is a division in the Forge community over something that Forge has already solved.
Short answer, yes. Long answer, I don't know where. I haven't done work on this in a few months but I had completed an efficient renderer for connected textures. It may be in the unreleased code for Modular Systems 1.8 but I'm not sure. I intended to put it into Bookshelf and if it is not I'll look into getting that in there soon.
If you aren't familiar with Scala its very similar to Java, usually if you have the Scala file open in Intellij and you copy paste into a Java file it will convert it
Correct. Structure pipes (and acceleration pipes) are what create the network. The I/E pipes insert and remove things from inventories
Would it be possible to add a "round-robin" feature to Insert pipes, like you had on the old ones? I had a chest to dump ores in, that connected to 2 crushers. The old pipes would insert into each crusher. The new pipes are only inserting into the closest crusher. Thanks.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Oh yes. That is going to be in them. At the moment, they are still in beta. The functions for all the abilities are there. In fact, it is possible to switch the item pipes to round robin if you modify the code a bit. For now, I have fluids and items going first available, and energy going round robin. This is going to be the standard function. Once the upgrade system is in place, you will be able to add an expansion card to the pipe that will allow those options. For now, all I have planned (and implemented) are closest, round robin, and furthest.
In short, that will be coming very soon and is already tested and working. All pipes share the same parent class so if its working in energy it is more than likely going to work for items. So look forward to that!
Feel free to leave more feedback. The pipes are still being worked on, though at this point it will be mostly refining as the core is very stable. Features like redstone control, stack size control, path finding control, connection limiting, and more will come to them in time as they are easy to put on top.
Thanks for the feedback, you've been very helpful with this mod in particular
Thanks. You guys and DrCyano are certainly leading the charge on 1.8. Looking forward to more cool stuff.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
http://www.minecraftforge.net/wiki/How_to_use_the_ore_dictionary (For 1.7 but still relevant)
We have already started working on an upgrade system. We will also be adding some type of flight in the near future.
As to armor and tools, there are WAY to many mods out there already that do that, so I doubt we will.
The upgrade system has been designed and is currently being implemented. After some testing and integration, it should be in the next version. I've been very busy lately so some of the delay is my fault (sorry) but I will do my best to continue working. Dyo has been doing an amazing job at keeping the pace. I've also been a little distracted with building our website. However, I have a few things I want to implement before next release and I've already begun designing them.
Here are some hints at upcoming features. First off, there may be a new and fun way to do early game ore grinding. Think AE2 grinder but a little different. Same purpose but different implementation. Also, Dyo has created something very cool. I'll just leave you with a picture and nothing more. Feel free to guess (if you get it right I'll be sure to let you know)
Is it a
Automated farm?
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Lol nice guess but no. It increases growth rate of plants. It also is a light source. If supplied with bone meal it even works faster
OK, its was that small block thing, Got'cha.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
It will work like other mod machines like MFR or Progressive Automation, even like the Growth Lamp from Thaumcraft. I like it, its a unique, compact design. Plus, it looks like it would be easier to use than MFR or PA.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Just to let people know, we are still working on NeoTech but PaulJoda is really busy with School and I have been doing other stuff. Should be able to get back to it in a couple of days
Hey Dyonovan, I must say I LOVE your mod, I was introduced to it from DrCyano's PowerAdvantage. I was playing around with the mods together when trying to get infinite steam power and I ran into an issue when i tried to put energy from PowerAdvantage into your mods Red RF Energy Core thingy. Here is the crash log
---- Minecraft Crash Report ----
WARNING: coremods are present:
CCLCorePlugin (CodeChickenLib-1.8-1.1.2.133-universal.jar)
SmartCorePlugin (SmartMoving-1.8-16.1.jar)
NEICorePlugin (NotEnoughItems-1.8-1.0.5.96-universal.jar)
PlayerAPIPlugin (PlayerAPI-1.8-1.3.jar)
CodeChickenCorePlugin (CodeChickenCore-1.8-1.0.5.36-universal.jar)
ItemPatchingLoader (ItemPhysic Lite 1.1.3 mc1.8.jar)
TransformerLoader (OpenComputers-MC1.8-1.5.18.37-universal.jar)
CCCDeobfPlugin (unknown)
DLFMLCorePlugin (DynamicLights-1.8.jar)
NowWithRendering (hopperducts-mc1.8-1.4.5.jar)
LoadingPlugin (ResourceLoader-MC1.8-1.3.jar)
Contact their authors BEFORE contacting forge
// Surprise! Haha. Well, this is awkward.
Time: 9/21/15 9:08 PM
Description: Ticking block entity
java.lang.ClassCastException: com.dyonovan.neotech.common.tiles.storage.TileRFStorage cannot be cast to com.dyonovan.neotech.common.tiles.AbstractMachine
at com.dyonovan.neotech.registries.PowerAdvantageRegistry$1.getEnergyDemand(PowerAdvantageRegistry.java:44)
at cyano.poweradvantage.api.modsupport.LightWeightPowerRegistry.getRequestedPowerAmount(LightWeightPowerRegistry.java:134)
at cyano.poweradvantage.conduitnetwork.ConduitRegistry.getRequestsForPower(ConduitRegistry.java:113)
at cyano.poweradvantage.api.PoweredEntity.getRequestsForPower(PoweredEntity.java:171)
at cyano.poweradvantage.api.simple.TileEntitySimplePowerSource.transmitPowerToConsumers(TileEntitySimplePowerSource.java:192)
at cyano.poweradvantage.api.simple.TileEntitySimplePowerSource.powerUpdate(TileEntitySimplePowerSource.java:171)
at cyano.electricadvantage.machines.ElectricGeneratorTileEntity.powerUpdate(ElectricGeneratorTileEntity.java:37)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:96)
at net.minecraft.world.World.func_72939_s(World.java:1735)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:571)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:704)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:258)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.dyonovan.neotech.registries.PowerAdvantageRegistry$1.getEnergyDemand(PowerAdvantageRegistry.java:44)
at cyano.poweradvantage.api.modsupport.LightWeightPowerRegistry.getRequestedPowerAmount(LightWeightPowerRegistry.java:134)
at cyano.poweradvantage.conduitnetwork.ConduitRegistry.getRequestsForPower(ConduitRegistry.java:113)
at cyano.poweradvantage.api.PoweredEntity.getRequestsForPower(PoweredEntity.java:171)
at cyano.poweradvantage.api.simple.TileEntitySimplePowerSource.transmitPowerToConsumers(TileEntitySimplePowerSource.java:192)
at cyano.poweradvantage.api.simple.TileEntitySimplePowerSource.powerUpdate(TileEntitySimplePowerSource.java:171)
at cyano.electricadvantage.machines.ElectricGeneratorTileEntity.powerUpdate(ElectricGeneratorTileEntity.java:37)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:96)
-- Block entity being ticked --
Details:
Name: electricadvantage.hydroelectric_generator // cyano.electricadvantage.machines.HydroelectricGeneratorTileEntity
Block type: ID #488 (tile.electricadvantage.hydroelectric_generator // cyano.electricadvantage.machines.HydroelectricGeneratorBlock)
Block data value: 13 / 0xD / 0b1101
Block location: World: (164,60,73), Chunk: (at 4,3,9 in 10,4; contains blocks 160,0,64 to 175,255,79), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Actual block type: ID #488 (tile.electricadvantage.hydroelectric_generator // cyano.electricadvantage.machines.HydroelectricGeneratorBlock)
Actual block data value: 13 / 0xD / 0b1101
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1735)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:571)
-- Affected level --
Details:
Level name: New World
All players: 0 total; []
Chunk stats: ServerChunkCache: 625 Drop: 0
Level seed: 4140107455507390441
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 3;minecraft:bedrock,3*minecraft:stone,52*minecraft:sandstone;2;
Level spawn location: 177.00,4.00,66.00 - World: (177,4,66), Chunk: (at 1,0,2 in 11,4; contains blocks 176,0,64 to 191,255,79), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 2528 game time, 2528 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 36911 (now: false), thunder time: 22875 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:704)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:258)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1422810168 bytes (1356 MB) / 2474639360 bytes (2360 MB) up to 3773300736 bytes (3598 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms512m -Xmx4048m
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1464 Optifine OptiFine_1.8_HD_U_D5 43 mods loaded, 43 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1464-universal.jar)
UCHIJAAAA Forge{11.14.3.1464} [Minecraft Forge] (forge-1.8-11.14.3.1464-universal.jar)
UCHIJAAAA CodeChickenCore{1.0.5.36} [CodeChicken Core] (minecraft.jar)
UCHIJAAAA NotEnoughItems{1.0.5.96} [Not Enough Items] (NotEnoughItems-1.8-1.0.5.96-universal.jar)
UCHIJAAAA OpenComputers|Core{1.5.18.37} [OpenComputers (Core)] (minecraft.jar)
UCHIJAAAA PlayerAPI{1.3} [Player API] (minecraft.jar)
UCHIJAAAA SmartCore{1.2} [Smart Core] (minecraft.jar)
UCHIJAAAA itemphysic{1.1.2} [ItemPhysic] (minecraft.jar)
UCHIJAAAA SmartMoving{16.1} [Smart Moving] (SmartMoving-1.8-16.1.jar)
UCHIJAAAA AnimalsPlus{1.4} [Animals Plus] (animalsplus-1.4.jar)
UCHIJAAAA ArchitectureCraft{1.0.0} [ArchitectureCraft] (ArchitectureCraft-1.0.0-mc1.8.jar)
UCHIJAAAA Backpack{2.0.1} [Backpack] (backpack-2.0.1-1.8.x.jar)
UCHIJAAAA basemetals{1.4.1} [Base Metals] (BaseMetals-1.4.1.jar)
UCHIJAAAA bookshelf{2.0.3} [Bookshelf] (Bookshelf-1.8-2.0.3.jar)
UCHIJAAAA CustomMainMenu{1.8} [Custom Main Menu] (CustomMainMenu-MC1.8-1.8.jar)
UCHIJAAAA DynamicLights{1.3.8} [Dynamic Lights] (DynamicLights-1.8.jar)
UCHIJAAAA DynamicLights_onFire{1.0.4} [Dynamic Lights Burning Entity Module] (DynamicLights-1.8.jar)
UCHIJAAAA DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.8.jar)
UCHIJAAAA DynamicLights_dropItems{1.0.8} [Dynamic Lights EntityItem Module] (DynamicLights-1.8.jar)
UCHIJAAAA DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.8.jar)
UCHIJAAAA DynamicLights_mobEquipment{1.0.8} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.8.jar)
UCHIJAAAA DynamicLights_flameArrows{1.0.0} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.8.jar)
UCHIJAAAA DynamicLights_floodLights{1.0.2} [Dynamic Lights Flood Light] (DynamicLights-1.8.jar)
UCHIJAAAA DynamicLights_otherPlayers{1.0.7} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.8.jar)
UCHIJAAAA DynamicLights_thePlayer{1.1.3} [Dynamic Lights Player Light Module] (DynamicLights-1.8.jar)
UCHIJAAAA poweradvantage{1.2.6} [Power Advantage] (PowerAdvantage-1.2.6.jar)
UCHIJAAAA electricadvantage{1.0.0} [Electric Advantage] (ElectricAdvantage-1.0.0.jar)
UCHIJAAAA eyemod{5.5} [EyeMod] (eyemod-5.5.jar)
UCHIJAAAA gnc{0.2} [Gears N' Clouds] (GearsNCloudsv0.2(1.8).jar)
UCHIJAAAA hopperducts{1.4.5} [Hopper Ducts] (hopperducts-mc1.8-1.4.5.jar)
UCHIJAAAA induo{0.3.3} [Induo] (Induo-v0.3.3-mc1.8.jar)
UCHIJAAAA ministrapp{1.8.0-4.1.0} [Minestrappolation Mod] (Minestrappolation-1.8-4.1.0.jar)
UCHIJAAAA modmercenario{1.8} [modmercenario] (modmercenario-0020_1.8.jar)
UCHIJAAAA cfm{3.4.8} [�9MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.4.8-build1(1.8).jar)
UCHIJAAAA neotech{2.0.5} [NeoTech] (NeoTech-1.8-2.0.5.jar)
UCHIJAAAA OpenComputers{1.5.18.37} [OpenComputers] (OpenComputers-MC1.8-1.5.18.37-universal.jar)
UCHIJAAAA progressiveautomation{1.6.15} [Progressive Automation] (ProgressiveAutomation-1.8-1.6.15.jar)
UCHIJAAAA ResourceLoader{1.3} [Resource Loader] (ResourceLoader-MC1.8-1.3.jar)
UCHIJAAAA SmartRender{2.1} [Smart Render] (SmartRender-1.8-2.1.jar)
UCHIJAAAA steamadvantage{1.3.3} [Steam Advantage] (SteamAdvantage-1.3.3.jar)
UCHIJAAAA Waila{1.6.0_B1} [Waila] (Waila-1.6.0_B1_1.8.1.jar)
UCHIJAAAA XaeroMinimap{1.6.4} [Xaero's Minimap] (xaeros_minimap_v1.6.4_Forge_1.8.jar)
Loaded coremods (and transformers):
CCLCorePlugin (CodeChickenLib-1.8-1.1.2.133-universal.jar)
codechicken.lib.asm.ClassHeirachyManager
codechicken.lib.asm.RenderHookTransformer
SmartCorePlugin (SmartMoving-1.8-16.1.jar)
net.smart.core.SmartCoreTransformer
NEICorePlugin (NotEnoughItems-1.8-1.0.5.96-universal.jar)
codechicken.nei.asm.NEITransformer
PlayerAPIPlugin (PlayerAPI-1.8-1.3.jar)
api.player.forge.PlayerAPITransformer
CodeChickenCorePlugin (CodeChickenCore-1.8-1.0.5.36-universal.jar)
codechicken.core.asm.InterfaceDependancyTransformer
codechicken.core.asm.TweakTransformer
codechicken.core.asm.DelegatedTransformer
codechicken.core.asm.DefaultImplementationTransformer
ItemPatchingLoader (ItemPhysic Lite 1.1.3 mc1.8.jar)
com.creativemd.itemphysic.ItemTransformer
TransformerLoader (OpenComputers-MC1.8-1.5.18.37-universal.jar)
li.cil.oc.common.asm.ClassTransformer
CCCDeobfPlugin (unknown)
DLFMLCorePlugin (DynamicLights-1.8.jar)
atomicstryker.dynamiclights.common.DLTransformer
NowWithRendering (hopperducts-mc1.8-1.4.5.jar)
net.fybertech.nwr.NowWithRendering
LoadingPlugin (ResourceLoader-MC1.8-1.3.jar)
lumien.resourceloader.asm.ClassTransformer
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge
EDIT!
Fixed it, Power Advantage has an RF option in the config
Consider this device using neotech, storagedrawers and betterchests:
The intent is to insert everything from the top chest into the drawer controller that the drawer controller will accept, and pass the rest on to the bottom chest. Instead, when the extract pipe pulls out something the drawer controller won't accept, it bounces back to the first chest, gets placed into the first slot and gets extracted again. So even though there are other items in the top chest that the drawer controller would accept, they stay in the top chest because the extract pipe just keeps grabbing the same item.
These pipes would be more useful if the items passing through the pipes remembered the direction they were moving and only switched directions at the end of the line. At the moment, it's also pretty pointless to allow connections between two insert pipes, since nothing will ever pass between them.
This device works, but is direction dependent. Insert pipes favour the north side.
This device doesn't work. Nothing ever goes to the top insert pipe and items jam up the bottom pipe in the same way as the first device.
This device works. Items go to the bottom, then the north (which will never accept an item the drawer controller did not), then the top.
This device also works. Rejected items don't return to the top chest, but instead end up in the hopper, which immediately drops them in the bottom chest.
This device doesn't work. Rejected items return to the top chest.
Depending on the sidedness of the blocks these interactions can happen. They may not allow for all sides. In order to test this, try using all vanilla chests. They can insert/extract from all sides. I suspect one of these has sided interaction meaning some sides will not be picked up. I do not just force items into sides so automation is better, ie furnaces don't put wrong things into the wrong slots
ok, I'll make a test/demo world using just neotech and upload that and the results.
Edit: I'm still seeing directionality with just vanilla chests. Your pipes favour bottom, top, north, south, west, then east. Items are not randomly distributed or distributed evenly (round robin or otherwise).
When using only vanilla chests and hoppers, your pipes don't extract anything that won't fit elsewhere, but however you're doing that, it doesn't seem to work with blocks from other mods. With vanilla chests, items will pass through insert pipes to reach other insert pipes, but again, this doesn't work with modded blocks. Connections through structure pipes work fine if only using vanilla chests. Keep in mind though that very few players would be using only NeoTech and the rest will expect your pipes to either work with other mods or not connect at all.
Pipes have the same problems with vanilla furnaces that they do with modded blocks. Probably ISidedInventory in general. If you attach an insert pipe to the back of a furnace, it will draw ores through that insert pipe (not just fuel), but won't accept them, bouncing them back to the extract pipe. An insert pipe on the bottom of a furnace will draw items, but accepts only fuel and puts them in the fuel slot. An insert pipe on the top of a furnace draws and accepts all items, including items that can't be smelted. An extract pipe on the bottom of a furnace will draw from the fuel slot and output slots, but not the input slot.
Here's the world download:
https://mega.nz/#!SotARAJR!jPvCRK0glvONFR1-eioMjjC9CBLq46g6mR8B82dCRfk
Is this available for 1.8?
Short answer, yes. Long answer, I don't know where. I haven't done work on this in a few months but I had completed an efficient renderer for connected textures. It may be in the unreleased code for Modular Systems 1.8 but I'm not sure. I intended to put it into Bookshelf and if it is not I'll look into getting that in there soon.
Trace around here and see what you can find. This is the model generator and I can assume you can find the rest of the code if you need to frankenstien some working code for now while I work on it.
https://github.com/TeamCoS/Modular-Systems/blob/1.8/src/main/scala/com/teambr/modularsystems/core/client/modelfactory/models/ModelCoreExpansion.scala
If you aren't familiar with Scala its very similar to Java, usually if you have the Scala file open in Intellij and you copy paste into a Java file it will convert it