I think the chip recipe could look a bit more like this:
But instead of getting 4 you get 16+ chips. It makes it a bit more expensive which is good in my opinion and also a bit more realistic with the redstone for internal circuitry and gold nuggets for the contacts.
I think the chip recipe could look a bit more like this:
But instead of getting 4 you get 16+ chips. It makes it a bit more expensive which is good in my opinion and also a bit more realistic with the redstone for internal circuitry and gold nuggets for the contacts.
Yeah, I'd rather see something other than ingots used for that part of the recipe but vanilla items are pretty limited. Some sort of silicon would be cool but it'd have to add its own or use the silicon from RP2. When 1.5 drops you could even replace the iron ingots in the recipe with quartz. Hmmm or maybe glass panes instead of ingots?
PS: mssodin28, I might add your mod to my series as well! I can't stand the default enchanting system.
- Added: Pressing the 'U' key will show the chip's encoded recipe, if NEI is installed (courtesy of mssodin28)
- Added: key binding to show the chip's output on any container (default key is the left shift).
- Added: check the previous recipes on my crafting devices.
- Added: configurable key bindings (courtesy of mssodin28)
- Modified: the Recipe Chip is a bit more expensive, but produces 16 chips instead of 4.
- Fixed: XACT Crafter dropping the "ghost" items when destroyed.
- Added: Pressing the 'U' key will show the chip's encoded recipe, if NEI is installed (courtesy of mssodin28)
- Added: key binding to show the chip's output on any container (default key is the left shift).
- Added: check the previous recipes on my crafting devices.
- Added: configurable key bindings (courtesy of mssodin28)
- Modified: the Recipe Chip is a bit more expensive, but produces 16 chips instead of 4.
- Fixed: XACT Crafter dropping the "ghost" items when destroyed.
One issue i did find, is that the reveal key conflicts with sneak by default... and i kinda fell off a cliff >.> lol. so i gotta look into either managing conflicting buttons or maybe changing the default?
Edit: one thing i just thought of. Why not just use the sneak key instead of your own?
I have been watching this mod for awhile now and have finally caught up on the posts. I have tried it out and it is the best thing a crafter could ever wish for. Thank you very much.:)
I have been watching this mod for awhile now and have finally caught up on the posts. I have tried it out and it is the best thing a crafter could ever wish for. Thank you very much.
I really appreciate this kind of posts... knowing that people like what I've done is what gets me going
Thank you and everyone who uses the mod!
Diamonds for everyone that has downloaded the mod:
(the real number is around 400~500, but can't paste so many diamonds)
One issue i did find, is that the reveal key conflicts with sneak by default... and i kinda fell off a cliff >.> lol. so i gotta look into either managing conflicting buttons or maybe changing the default?
Edit: one thing i just thought of. Why not just use the sneak key instead of your own?
For the record, I already spoke with mssodin28 on IRC. I'll probably just change the REVEAL key to be the same as whatever you choose as sneak key. So, by default it will be the Left Shift key.
Xhamolk_ can correct me if i am wrong, but i believe he is working on his mod using adjacent chests, and has gone the trouble to write an api to help with that, and is trying to get it into forge. Now, i am not sure if his crafter or another machine will be using this.
But i do like the idea of some soft of upgrade to the crafter.
I was wondering what are the odds of adding the function of the crafting table using items in adjacent chests? Kind of like having an extended inventory. Or perhaps adding a new block to your mod which extends the crafting table allowing more chips to be added?
Like a Microchip Extender Block or perhaps a new inventory section which allows you to store a few chips. Yes you can keep them in the chip holder but it would be nice to have a separate inventory for the chips.
Just want to say! This is a great mod as it is either way! Thanks for making this mod!
Aapples!
Glad you like it
I have not yet added support for pulling from adjacent inventories, because I haven't figured out how I want that to work. If you need additional space, you could use BC hoppers on top of the machine. Alternatively, a few RP2 relays would also do the trick. Once the internal inventory is emptied, those blocks would keep the resources stocked.
As for storing the chips... the chips don't really play a mayor role on this mod, beyond the 4 you have loaded on the machine, and perhaps a few more than are around. This is because you can import almost any recipe from NEI (all except a few IC2 ones..), so it doesn't make much sense to have a chip for every item on the game.
I had/have plans for adding a "Database" machine, which would act as virtual storage for the recipes (chips). That could gain priority once I get to work on the "Planned Crafting" module of this mod... Teaser. I'm sure yet how I'll work this out, yet.
Xhamolk_ can correct me if i am wrong, but i believe he is working on his mod using adjacent chests, and has gone the trouble to write an api to help with that, and is trying to get it into forge. Now, i am not sure if his crafter or another machine will be using this.
But i do like the idea of some soft of upgrade to the crafter.
I could pull from adjacent inventories right now, but I'm not totally convinced with how that would work. That's why it's not on the mod yet.
Regarding the InventoryAPI... if that gets merged into forge, the crafter block could become an automatic crafting table, that could respond to logistic pipe requests.
Really love the mod so far! The new chip recipes are working great!
Could you possibly have a slot in the crafter for the chip case that would open an inventory in the crafter that would let you move chips to and from the case you insert?
That way I can easily take the chips with me and avoid them cluttering the crafter inventory.
I like having chips around for components I craft a lot so I don't have to find them in nei each time, but the chips take up space I'd like to use for resources, and exiting the crafter to access my chip case is pretty tedious.
Really love the mod so far! The new chip recipes are working great!
Could you possibly have a slot in the crafter for the chip case that would open an inventory in the crafter that would let you move chips to and from the case you insert?
That way I can easily take the chips with me and avoid them cluttering the crafter inventory.
I like having chips around for components I craft a lot so I don't have to find them in nei each time, but the chips take up space I'd like to use for resources, and exiting the crafter to access my chip case is pretty tedious.
I believe someone may have brought this up before. From what I recall he is planning to reformat the layout of the crafter, say idk if he plans to implement something like this.
Sorry i've been quiet the past weeks... college has been a PITA, so the little time I had I spent it on sleeping.
I'll continue with this mode during this weekend and this week.
I'm currently testing my InventoryAPI thingy, that would allow for autocrafting from my table
Really love the mod so far! The new chip recipes are working great!
Could you possibly have a slot in the crafter for the chip case that would open an inventory in the crafter that would let you move chips to and from the case you insert?
That way I can easily take the chips with me and avoid them cluttering the crafter inventory.
I like having chips around for components I craft a lot so I don't have to find them in nei each time, but the chips take up space I'd like to use for resources, and exiting the crafter to access my chip case is pretty tedious.
I'll see what I can do. I'm already running low on the space, so it'd probably just be a button that opens the chip case, and then goes back to the crafter....
or I might come up with a better approach.
I believe someone may have brought this up before. From what I recall he is planning to reformat the layout of the crafter, say idk if he plans to implement something like this.
My main concern is that on some GUI scales, the crafter covers NEI's search bar, so i've seen people closing the gui so they can use that. I'll see what I can do to fix that.
My main concern is that on some GUI scales, the crafter covers NEI's search bar, so i've seen people closing the gui so they can use that. I'll see what I can do to fix that.
Through this post, I am giving permission to DecentM to include this mod into his mod pack "Decent Pack".
This permission also applies as for releasing his mod pack through the FTB launcher, as a private pack.
But why? D:
Of course I can't stop you from changing it, but I really like the current theme.
I'm curious what you'd use instead of chips if you're aiming for the same functionality?
Railcraft Boiler Calculator
But instead of getting 4 you get 16+ chips. It makes it a bit more expensive which is good in my opinion and also a bit more realistic with the redstone for internal circuitry and gold nuggets for the contacts.
Its really not that bad of a recipe, i second it.
Yeah, I'd rather see something other than ingots used for that part of the recipe but vanilla items are pretty limited. Some sort of silicon would be cool but it'd have to add its own or use the silicon from RP2. When 1.5 drops you could even replace the iron ingots in the recipe with quartz. Hmmm or maybe glass panes instead of ingots?
PS: mssodin28, I might add your mod to my series as well! I can't stand the default enchanting system.
I like the recipe suggested above! you can offset the increased cost by having it give you more chips than the other recipe! : D
Railcraft Boiler Calculator
Anyway, here is Link Removed for Minecraft Forge 6.6.0.*
Change Log:
- Added: Pressing the 'U' key will show the chip's encoded recipe, if NEI is installed (courtesy of mssodin28)
- Added: key binding to show the chip's output on any container (default key is the left shift).
- Added: check the previous recipes on my crafting devices.
- Added: configurable key bindings (courtesy of mssodin28)
- Modified: the Recipe Chip is a bit more expensive, but produces 16 chips instead of 4.
- Fixed: XACT Crafter dropping the "ghost" items when destroyed.
Yes, it's more expensive... but it produces an entire stack of chips.
Awesome! Excellent middle ground! I approve!
: D
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Edit: one thing i just thought of. Why not just use the sneak key instead of your own?
I really appreciate this kind of posts... knowing that people like what I've done is what gets me going
Thank you and everyone who uses the mod!
Diamonds for everyone that has downloaded the mod:
(the real number is around 400~500, but can't paste so many diamonds)
For the record, I already spoke with mssodin28 on IRC. I'll probably just change the REVEAL key to be the same as whatever you choose as sneak key. So, by default it will be the Left Shift key.
I figured this would be the best solution.
But i do like the idea of some soft of upgrade to the crafter.
This will be on the next build.
Glad you like it
I have not yet added support for pulling from adjacent inventories, because I haven't figured out how I want that to work. If you need additional space, you could use BC hoppers on top of the machine. Alternatively, a few RP2 relays would also do the trick. Once the internal inventory is emptied, those blocks would keep the resources stocked.
As for storing the chips... the chips don't really play a mayor role on this mod, beyond the 4 you have loaded on the machine, and perhaps a few more than are around. This is because you can import almost any recipe from NEI (all except a few IC2 ones..), so it doesn't make much sense to have a chip for every item on the game.
I had/have plans for adding a "Database" machine, which would act as virtual storage for the recipes (chips). That could gain priority once I get to work on the "Planned Crafting" module of this mod... Teaser. I'm sure yet how I'll work this out, yet.
I could pull from adjacent inventories right now, but I'm not totally convinced with how that would work. That's why it's not on the mod yet.
Regarding the InventoryAPI... if that gets merged into forge, the crafter block could become an automatic crafting table, that could respond to logistic pipe requests.
Could you possibly have a slot in the crafter for the chip case that would open an inventory in the crafter that would let you move chips to and from the case you insert?
That way I can easily take the chips with me and avoid them cluttering the crafter inventory.
I like having chips around for components I craft a lot so I don't have to find them in nei each time, but the chips take up space I'd like to use for resources, and exiting the crafter to access my chip case is pretty tedious.
Railcraft Boiler Calculator
I believe someone may have brought this up before. From what I recall he is planning to reformat the layout of the crafter, say idk if he plans to implement something like this.
I'll continue with this mode during this weekend and this week.
I'm currently testing my InventoryAPI thingy, that would allow for autocrafting from my table
I'll see what I can do. I'm already running low on the space, so it'd probably just be a button that opens the chip case, and then goes back to the crafter....
or I might come up with a better approach.
My main concern is that on some GUI scales, the crafter covers NEI's search bar, so i've seen people closing the gui so they can use that. I'll see what I can do to fix that.
Couldn't you just scale the GUI appropriately?
This permission also applies as for releasing his mod pack through the FTB launcher, as a private pack.