The Meaning of Life, the Universe, and Everything.
Location:
Johnson City, TN
Join Date:
3/13/2012
Posts:
290
Minecraft:
Nividica
Member Details
Wanted to give everyone an update on whats going on.
As of right now all development on Thaumic Energistics is halted due to my course load this semester. It is likely that I will not be able to continue active development for quite some time, perhaps not until December. With that being said, if there are any developers interested, I am open to accepting help to push development forward. If you are interested please send me a PM so that we can work out the details.
Thank you everyone for your support, I hate that I am not able to keep the updates rolling, but I hope that with some help we can get ThE moving again.
I entirely understand the course-load thing. I hope you can keep this up when Thaumcraft 5 comes out, as this is truly a well-done mod. I'd take it over if I didn't lack the ability to write code, understand code, or pretty much do anything except have great (okay, mediocre) ideas.
I appreciate the integrity of the mod in the relative nature it keeps the same grindy-ness of the two respective mods. Its a lot of work to get full systems,and I've gotten plenty of time under my belt getting there.
First of all, THANK YOU for eliminating warded jars from my life. You have no idea how my jar-less life been so much less cluttered (or maybe you do...you designed the mod).
I do have 2 suggestions for future changes, whether its you or someone else:
I'd like to fully automate alchemy like any other recipe in an AE system. Okay, its a first world problem, I'll admit. But the fact I have to go to the actual alchemical construct and tell it which item to make is just inconvenient in the relative scheme of things. This mod has removed arcane crafting and jar management, and removing this one other thing would really make it great. There could be a way to modify an alchemical construct to hold arcane patterns or something similar. Perhaps a storage space for an existing knowledge core, but only put alchemy recipes instead? The essentia provider is a great thing, but I still have to confirm any items I import and tell the system what its making.
Another idea I'd like to see would be a bus or similar device that connects to an alchemical furnace, and if I need Precantatio (or whatever), I can teach it to take blaze rods from my system. I would tell it the item, but if there's a need, it auto-sends items to be broken down that I've chosen. Yeah, I'm lazy, but I generally don't want to have to check my book for the correct item, then wait for it to burn. If the system could make what it needs (and I make sure I always have said Item) it'd help. Even better would be if it auto-burnt items if the essentia in the system dropped below a specified number.
Perhaps I just like my life easy, or maybe I'm full of good ideas. But having used most features of this mod, those are two more I'd like to see....if you (or someone) gets a chance.
Thanks,
Rollback Post to RevisionRollBack
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The rv3 publications are alpha builds that are not supposed to be reported to be incompatible with other mods:
"These builds are considered unstable, they may contain item dupes, deletions or other world ending bugs these builds are for TESTING ONLY.
Rv2 Alpha is not compatible with any AE2 addons, do not request add-on authors or other mod developers to support these builds." ~ http://ae-mod.info/
Obviously, the "Rv2" in this quote should be "Rv3".
Ah, alpha stuff. I didn't even look there because I don't see any reason for actually using these for playing
It's starting to look like some addon-breaking API changes are in rv2 already. I pointed an essentia storage bus at a quantuim jar from Technomancy and the essentia terminal could not see it. I tried a void jar and it also failed. Import buses also fail despite having a 16k essentia cell installed.
The Meaning of Life, the Universe, and Everything.
Location:
Johnson City, TN
Join Date:
3/13/2012
Posts:
290
Minecraft:
Nividica
Member Details
I had originally stated that I would not support AE2 alpha builds, however given my time constraints leading to a lack of updates, and that so many people having asked for it, I threw together support for it tonight. As usual, please report any bugs found, but bear in mind that I may not have time to fix them soon. I was fortunate enough to find some time over my fall break to put this together.
---
Version 0.9.0.0 has been released. This is an alpha build, largely untested, for AE2-Rv3.
Dependencies:
Updated AE to rv3-alpha-9
Changes:
Storage monitors are now less laggy
Bugfixes:
Storage bus
Void-mode support restored
Attaches to network when placed with pre-set filters
Condenser support restored
Can fully utilize the Essentia Reservoir without setting filters.
Essentia cells obey their filters when used in an IO port.
Fixes CC support with Thaumic Tinker:
Added EssentiaProvider to Thaumic Tinkerer blacklist, will be supported in the next release of Thaumic Tinkerer
Found an issue that I hope you weren't already aware of. I've been in the process of trimming down my mod load and was using up whatever items I could from one of the mods I was removing. I left a couple of those in the arcane crafting terminal before removing the mod. Now whenever I open the terminal it crashes my game :P. I think it should be a simple, one or two line fix to tell the terminal to discard any item IDs it can't find. For now, I'll just re-add the old mod long enough to take the items out of the terminal ^_^.
BTW, I love this mod! I can't imagine going back to the old storage methods for essentia ever again :P.
Oh, BTW, I'm using version 0.8.10.10 of TE (so if you fixed that issue in an update and I didn't know about it, sorry)
Good call, but do you think mod authors should be spending their time and resources on situations that only happen if users actively change their mod setup within the same save file? It's something to think about.
I could say that I am not trying to be a smartass, but we both know that that is not true.
That's why my response wasn't, "OMG! Major game crashing bug! I can't play anymore because of this!" It's a minor issue which, coming from my knowledge as someone who has been programming in C++ for 13 years (C++ and Java are similar enough for that experience to count for something) should be a <10 minute fix (though I can't say for sure since I haven't looked at the mod's code). I reported the bug for when Nividica is ready to return to working on the mod and when they have time (if they even feel like fixing such a minor bug).
Try going through the list of extremely minor and circumstantial bugs that other mod authors (and even Mojang themselves!) fix between releases. You'll find that it's not uncommon for programmers to address these kinds of issues, no matter how minor.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/21/2010
Posts:
57
Member Details
I might just be blind (It's 5:20AM and I need to go to bed) but I can't find a way to make an interface crafting pattern for the production of an essentia type... If this is in the mod, could someone point me to it? And if not, count this as a suggested feature
But seriously, it would be quite nice to be able to teach the AE system what to drop into the alchemical furnace and/or advanced alchemical furnace to produce a given type of essentia.
I might just be blind (It's 5:20AM and I need to go to bed) but I can't find a way to make an interface crafting pattern for the production of an essentia type... If this is in the mod, could someone point me to it? And if not, count this as a suggested feature
But seriously, it would be quite nice to be able to teach the AE system what to drop into the alchemical furnace and/or advanced alchemical furnace to produce a given type of essentia.
I believe that Computercraft and/or Automagy allow for checking aspect content of items and/or containers, but I have never messed with that myself. Considering the vast number of items containing each aspect, and the combinations, and varying amounts, you're better off finding the single best item for each aspect and working from that point onwards. Also, how would it know which items were expendable/renewable?
Example situations: You need Alienis. Will it drop in a few Ender Pearls out of your vast collection, or one of your precious Nether Stars? Need Praecantatio? Oh, there's Nether Wart in the system? Nah, let's use one of those fancy wands you have laying around here. You didn't need that, right?
The Meaning of Life, the Universe, and Everything.
Join Date:
9/21/2010
Posts:
57
Member Details
That was actually my point... I want to be able to set a specific recipe, tell it that 1 mossy cobblestone = 1 praecantatio for instance, and then be able to hit craft for that, or set a trigger to do it automatically when the essentia storage for that drops below a certain level... Would be handy
I have quite a bit of essentia stored in quantum jars from Technomancy and I would like to import it into essentia storage. What's the best way to do it?
I've tried attaching import buses directly to the jars and to tubes... neither work,
first of all, thank you for the awesome job! Your mod is great!
But I came here with some suggestion. I am trying to make fully automated thaumic system based on your mod, but I faced with same problem as other ppl in this topic mentioned. I can't find a way to make an interface crafting pattern for the production of an essentia type.
Of course, I can make a lots of essentia level emitters near the export buses which will drop items into ender chest if I miss some essentia.. but!
It will be awesome if you add an opportunity to make "process patterns" for essentia.. so I can point to that item = 4 of that essentia and put this pattern into interface near the furnace..
or..
may be you can make some integration with computercraft, so computer can detect how much of that type of essentia in the AE system right now.
Just a few suggestions, I will be glad if you implement it.
Thanks again for the awesome mod!
update: I saw that you already made computercraft API. Good job! Thanks!
Wanted to give everyone an update on whats going on.
As of right now all development on Thaumic Energistics is halted due to my course load this semester. It is likely that I will not be able to continue active development for quite some time, perhaps not until December. With that being said, if there are any developers interested, I am open to accepting help to push development forward. If you are interested please send me a PM so that we can work out the details.
Thank you everyone for your support, I hate that I am not able to keep the updates rolling, but I hope that with some help we can get ThE moving again.
I entirely understand the course-load thing. I hope you can keep this up when Thaumcraft 5 comes out, as this is truly a well-done mod. I'd take it over if I didn't lack the ability to write code, understand code, or pretty much do anything except have great (okay, mediocre) ideas.
I appreciate the integrity of the mod in the relative nature it keeps the same grindy-ness of the two respective mods. Its a lot of work to get full systems,and I've gotten plenty of time under my belt getting there.
First of all, THANK YOU for eliminating warded jars from my life. You have no idea how my jar-less life been so much less cluttered (or maybe you do...you designed the mod).
I do have 2 suggestions for future changes, whether its you or someone else:
I'd like to fully automate alchemy like any other recipe in an AE system. Okay, its a first world problem, I'll admit. But the fact I have to go to the actual alchemical construct and tell it which item to make is just inconvenient in the relative scheme of things. This mod has removed arcane crafting and jar management, and removing this one other thing would really make it great. There could be a way to modify an alchemical construct to hold arcane patterns or something similar. Perhaps a storage space for an existing knowledge core, but only put alchemy recipes instead? The essentia provider is a great thing, but I still have to confirm any items I import and tell the system what its making.
Another idea I'd like to see would be a bus or similar device that connects to an alchemical furnace, and if I need Precantatio (or whatever), I can teach it to take blaze rods from my system. I would tell it the item, but if there's a need, it auto-sends items to be broken down that I've chosen. Yeah, I'm lazy, but I generally don't want to have to check my book for the correct item, then wait for it to burn. If the system could make what it needs (and I make sure I always have said Item) it'd help. Even better would be if it auto-burnt items if the essentia in the system dropped below a specified number.
Perhaps I just like my life easy, or maybe I'm full of good ideas. But having used most features of this mod, those are two more I'd like to see....if you (or someone) gets a chance.
Thanks,
Want to see the world's most gullible person? Click Here!
And a week later AE2 rv3 came out and breaks the addon mods.. :\
oooofff course
It did? I don't see it anywhere. Also, you don't have to update. I definitely won't, if it means removing TE
Ah, alpha stuff. I didn't even look there because I don't see any reason for actually using these for playing
It's starting to look like some addon-breaking API changes are in rv2 already. I pointed an essentia storage bus at a quantuim jar from Technomancy and the essentia terminal could not see it. I tried a void jar and it also failed. Import buses also fail despite having a 16k essentia cell installed.
What's going on?
he didnt stop he is paused due to heavy course load with the possibility of not being back till december on it.
I had originally stated that I would not support AE2 alpha builds, however given my time constraints leading to a lack of updates, and that so many people having asked for it, I threw together support for it tonight. As usual, please report any bugs found, but bear in mind that I may not have time to fix them soon. I was fortunate enough to find some time over my fall break to put this together.
---
Version 0.9.0.0 has been released. This is an alpha build, largely untested, for AE2-Rv3.
Dependencies:
Changes:
Bugfixes:
Found an issue that I hope you weren't already aware of. I've been in the process of trimming down my mod load and was using up whatever items I could from one of the mods I was removing. I left a couple of those in the arcane crafting terminal before removing the mod. Now whenever I open the terminal it crashes my game :P. I think it should be a simple, one or two line fix to tell the terminal to discard any item IDs it can't find. For now, I'll just re-add the old mod long enough to take the items out of the terminal ^_^.
BTW, I love this mod! I can't imagine going back to the old storage methods for essentia ever again :P.
Oh, BTW, I'm using version 0.8.10.10 of TE (so if you fixed that issue in an update and I didn't know about it, sorry)
That's why my response wasn't, "OMG! Major game crashing bug! I can't play anymore because of this!" It's a minor issue which, coming from my knowledge as someone who has been programming in C++ for 13 years (C++ and Java are similar enough for that experience to count for something) should be a <10 minute fix (though I can't say for sure since I haven't looked at the mod's code). I reported the bug for when Nividica is ready to return to working on the mod and when they have time (if they even feel like fixing such a minor bug).
Try going through the list of extremely minor and circumstantial bugs that other mod authors (and even Mojang themselves!) fix between releases. You'll find that it's not uncommon for programmers to address these kinds of issues, no matter how minor.
I might just be blind (It's 5:20AM and I need to go to bed) but I can't find a way to make an interface crafting pattern for the production of an essentia type... If this is in the mod, could someone point me to it? And if not, count this as a suggested feature
But seriously, it would be quite nice to be able to teach the AE system what to drop into the alchemical furnace and/or advanced alchemical furnace to produce a given type of essentia.
I believe that Computercraft and/or Automagy allow for checking aspect content of items and/or containers, but I have never messed with that myself. Considering the vast number of items containing each aspect, and the combinations, and varying amounts, you're better off finding the single best item for each aspect and working from that point onwards. Also, how would it know which items were expendable/renewable?
Example situations: You need Alienis. Will it drop in a few Ender Pearls out of your vast collection, or one of your precious Nether Stars? Need Praecantatio? Oh, there's Nether Wart in the system? Nah, let's use one of those fancy wands you have laying around here. You didn't need that, right?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
That was actually my point... I want to be able to set a specific recipe, tell it that 1 mossy cobblestone = 1 praecantatio for instance, and then be able to hit craft for that, or set a trigger to do it automatically when the essentia storage for that drops below a certain level... Would be handy
I have quite a bit of essentia stored in quantum jars from Technomancy and I would like to import it into essentia storage. What's the best way to do it?
I've tried attaching import buses directly to the jars and to tubes... neither work,
So basically you want to set associations for aspects with certain items. It does sound useful.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Hello Nividica,
first of all, thank you for the awesome job! Your mod is great!
But I came here with some suggestion. I am trying to make fully automated thaumic system based on your mod, but I faced with same problem as other ppl in this topic mentioned. I can't find a way to make an interface crafting pattern for the production of an essentia type.
Of course, I can make a lots of essentia level emitters near the export buses which will drop items into ender chest if I miss some essentia.. but!
It will be awesome if you add an opportunity to make "process patterns" for essentia.. so I can point to that item = 4 of that essentia and put this pattern into interface near the furnace..
or..may be you can make some integration with computercraft, so computer can detect how much of that type of essentia in the AE system right now.Just a few suggestions, I will be glad if you implement it.
Thanks again for the awesome mod!
update: I saw that you already made computercraft API. Good job! Thanks!
update2: there is an issue with Thaumic Tinkerer installed, I already post them an issue https://github.com/Thaumic-Tinkerer/ThaumicTinkerer/issues/812
So, here's something that I'm not sure if it's already possible. If it is, feel free to ignore this.
A way to craft phials of essentia within the system. Perhaps something as simple as an Essentia Bottler or Phial Filler or whatever.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I am very pleased to announce that version 0.9.1.0 has been released.
Dependencies
Changes
Bugfixes
what do you mean with substitutions? like, if you encode one type of ethereal essence, any type works?
Did you mean that bug with peripheral type? If so, bug is still here..
Minecraft 1.7.10
Mods:
appliedenergistics2-rv3-beta-2.jar
ThaumicTinkerer-2.5-1.7.10-164.jar
Thaumcraft-1.7.10-4.2.3.5.jar
thaumicenergistics-0.9.1.0.jar
ComputerCraft1.74.jar
EssentiaProvider's peripheral type is still "EssentiaTransport" without all needed methods.