Can I ask if you could add textures for each buses/terminals to have individual textures for their sides/backs instead of just relying on one for all or at least supply enough textures so a thin bordered one doesn't overlap the same area of a texture of a thick bordered one? It makes it a lot easier for resourcepack makers to style it "correctly".
I've likely explained this horribly just like when I requested it for the main AE2 mod a long time ago.
I can't use essentia provider with automated alchemy. I can do thaumic ignot, golems etc with this combination(automated alchemy+essentia provider+piper) before now. But now it isn't working. I didn't updated related mods. And I'm sure provider connected the AE sytem. By the way It still works with growth lamps.
I try to updated related mods but it still does not work.
Can I ask if you could add textures for each buses/terminals to have individual textures for their sides/backs instead of just relying on one for all or at least supply enough textures so a thin bordered one doesn't overlap the same area of a texture of a thick bordered one? It makes it a lot easier for resourcepack makers to style it "correctly".
I've likely explained this horribly just like when I requested it for the main AE2 mod a long time ago.
I'll add it to the todo list. Also, I took a look at the textures your making and they are spot on. I especially love the knowledge core.
I can't use essentia provider with automated alchemy. I can do thaumic ignot, golems etc with this combination(automated alchemy+essentia provider+piper) before now. But now it isn't working. I didn't updated related mods. And I'm sure provider connected the AE sytem. By the way It still works with growth lamps.
I try to updated related mods but it still does not work.
Thaumic Energistics: 0.8.7.2 a-rv2
Thaumcraft: 4.2.2.1
AE: rv2-beta7
Have you tried replacing the provider and pipes? Also run though the usual checks, make sure that the Thaumatorium is working properly. Try removing the provider and instead use only pipes+jars. I've seen situations where the provider gets stucks, and situations where the thaumatorium gets stuck, so I recommend testing both.
Most notably in this case where "recipes" in "Inscribe.recipes" is now all caps. Of course this isn't in a released build yet, but I'm sure it will turn up sooner or later.
Have you tried replacing the provider and pipes? Also run though the usual checks, make sure that the Thaumatorium is working properly. Try removing the provider and instead use only pipes+jars. I've seen situations where the provider gets stucks, and situations where the thaumatorium gets stuck, so I recommend testing both.
I tried with pipes&jars. It works fine. And I replaced provider and pipes with new provider and pipes but it didn't work either. I think issue about pipe only accept one type essentia. Beacuse when i change the recipe on automated alchemy, there are some smoke on pipes.
Knowledge Inscriber and Knowledge Core: Pattern storage and management for the assembler.
Creative essentia cell: Provides unlimited essentia, set types in the cell workbench.
Changes:
Essentia gasses are now hidden from EC2. Requires EC2 version 2.2.24b44 or higher.
Terminal search bars no longer open with focus.
All parts now have fully customizable textures.(Texture pack authors)
Essentia Import bus now works with the Advanced Alchemical Furnace.
Bugfixes:
Blocks with models now properly render in the inventory.
Known Issues:
The arcane crafting terminal can not issue crafting jobs, so they have been hidden from view. I am working with the AE2 team to get this issue resolved.
I tried with pipes&jars. It works fine. And I replaced provider and pipes with new provider and pipes but it didn't work either. I think issue about pipe only accept one type essentia. Beacuse when i change the recipe on automated alchemy, there are some smoke on pipes.
-snip-
What I recommend doing for the essentia provider is to place it directly against the Thaumatorium, and not to use pipes at all. Be sure to place it against one of the sides that a pipe would connect to, and not the furnace underneath.
What I recommend doing for the essentia provider is to place it directly against the Thaumatorium, and not to use pipes at all. Be sure to place it against one of the sides that a pipe would connect to, and not the furnace underneath.
I found the problem. It is about my ae2 wiring. My old system works fine now again.
Thank you for the great mod and for your help.
My active world isn't quite far along enough to really use it yet (just getting to setting up basic self-crafting to make expanding the ME system easier), but I did check out the new blocks in a creative world to work out how they work and how I should set things up to have space to include them in my design.
Minor complaint on the texture of the Knowledge Inscriber: I usually set up my ME systems so that all components are *in* the wall, so with the "primary" part of the texture being on top I can't see it at all. I'm realizing as I type this though that I didn't think to try hitting it with a wrench to see if it could be rotated down, so maybe not an issue at all.
Knowledge Core: Love that it can hold multiple recipes, and I got a laugh out of it when I saw that it finally gave you a use for the icon you use in the Thauminomicon.
Arcane Assembler: I was a bit concerned by the recipe before I saw the convenience of the Knowledge Core holding multiple patterns (and realized that as it's only meant to be used with Arcane Worktable recipes, you don't really need the dozens of Molecular Assemblers you can get if you automate several mods with the main system. I'm thinking... 3 max?). Two questions on it: Does it inherit the Vis discount of the silverwood/thaumium crafting scepter? And does the infusion actually consume the scepter, or just just the stored Vis?
Minor complaint on the texture of the Knowledge Inscriber: I usually set up my ME systems so that all components are *in* the wall, so with the "primary" part of the texture being on top I can't see it at all. I'm realizing as I type this though that I didn't think to try hitting it with a wrench to see if it could be rotated down, so maybe not an issue at all.
The knowledge inscriber isn't rotatable, but I will add it to the list.
Two questions on it: Does it inherit the Vis discount of the silverwood/thaumium crafting scepter? And does the infusion actually consume the scepter, or just just the stored Vis?
Vis discounts do not, yet, apply to the Arcane Assembler. The sceptre is consumed in the crafting process. Internal to the assembler, the sceptre is used to store vis.
Attempting to craft a Thaumium-capped Silverwood Sceptre in an ACT. The crash happens as I placing the last component, with all the other components in place. First crash (log provided) was the primal charm, and trying again to see if it's repeatable crashed it on a thaumium cap. Wand in slot was an Ichorcloth/Ichorium wand, but I doubt that was the issue!
If I recall correctly, this may be the highest-vis-cost crafting recipe I've done in an ACT, and definitely the highest since updated to the latest version (which I did about an hour or two ago). Other items have crafted fine. It crafts fine in a regular arcane workbench. It also decides to devour the component whole, so I'm glad I'm on SSP, not crashing a server, and able to /give myself the components back
Interesting, according to the crash log it is the recipe is failing to provide the aspect cost required. I will do some testing and see if I can track down the issue, ty for the report.
Edit: This turned out to be a pretty major bug. Some recipes in TC are dynamic, that is to say their output and aspect cost depend on the input items. While most have a pre-set output item and cost, some do not. This is the first time I have encountered a recipe that produces multiple items. Quite a clever solution on Azanors part for dealing with the multitude of rods and caps. I am getting this patched up and will release the fix later tonight.
Now that you have the crafting in will we see work on the power generation? Wink wink...nudge nudge I just want a giant cube of humming magical power floating around in my base...
Now that you have the crafting in will we see work on the power generation? Wink wink...nudge nudge I just want a giant cube of humming magical power floating around in my base...
Power is the next big item on the todo list. Just don't expect it anytime soon
Can I ask if you could add textures for each buses/terminals to have individual textures for their sides/backs instead of just relying on one for all or at least supply enough textures so a thin bordered one doesn't overlap the same area of a texture of a thick bordered one? It makes it a lot easier for resourcepack makers to style it "correctly".
I've likely explained this horribly just like when I requested it for the main AE2 mod a long time ago.
BDcraft.net BDcraft Web Admin
I try to updated related mods but it still does not work.
Thaumic Energistics: 0.8.7.2 a-rv2
Thaumcraft: 4.2.2.1
AE: rv2-beta7
I'll add it to the todo list. Also, I took a look at the textures your making and they are spot on. I especially love the knowledge core.
Have you tried replacing the provider and pipes? Also run though the usual checks, make sure that the Thaumatorium is working properly. Try removing the provider and instead use only pipes+jars. I've seen situations where the provider gets stucks, and situations where the thaumatorium gets stuck, so I recommend testing both.
Thanks for the heads up
I tried with pipes&jars. It works fine. And I replaced provider and pipes with new provider and pipes but it didn't work either. I think issue about pipe only accept one type essentia. Beacuse when i change the recipe on automated alchemy, there are some smoke on pipes.
May be my setup is problem.
[1][3]
[1][3]
[1][2]
1: automated alchemy
2: provider
3: pipes
Dependency Updated:
Added:
Changes:
Bugfixes:
Known Issues:
What I recommend doing for the essentia provider is to place it directly against the Thaumatorium, and not to use pipes at all. Be sure to place it against one of the sides that a pipe would connect to, and not the furnace underneath.
BDcraft.net BDcraft Web Admin
Whooops. Well at least I was consistent, it's misspelled in the code as well.
I found the problem. It is about my ae2 wiring. My old system works fine now again.
Thank you for the great mod and for your help.
Minor complaint on the texture of the Knowledge Inscriber: I usually set up my ME systems so that all components are *in* the wall, so with the "primary" part of the texture being on top I can't see it at all. I'm realizing as I type this though that I didn't think to try hitting it with a wrench to see if it could be rotated down, so maybe not an issue at all.
Knowledge Core: Love that it can hold multiple recipes, and I got a laugh out of it when I saw that it finally gave you a use for the icon you use in the Thauminomicon.
Arcane Assembler: I was a bit concerned by the recipe before I saw the convenience of the Knowledge Core holding multiple patterns (and realized that as it's only meant to be used with Arcane Worktable recipes, you don't really need the dozens of Molecular Assemblers you can get if you automate several mods with the main system. I'm thinking... 3 max?). Two questions on it: Does it inherit the Vis discount of the silverwood/thaumium crafting scepter? And does the infusion actually consume the scepter, or just just the stored Vis?
The knowledge inscriber isn't rotatable, but I will add it to the list.
Vis discounts do not, yet, apply to the Arcane Assembler. The sceptre is consumed in the crafting process. Internal to the assembler, the sceptre is used to store vis.
Interesting, according to the crash log it is the recipe is failing to provide the aspect cost required. I will do some testing and see if I can track down the issue, ty for the report.
Edit: This turned out to be a pretty major bug. Some recipes in TC are dynamic, that is to say their output and aspect cost depend on the input items. While most have a pre-set output item and cost, some do not. This is the first time I have encountered a recipe that produces multiple items. Quite a clever solution on Azanors part for dealing with the multitude of rods and caps. I am getting this patched up and will release the fix later tonight.
Changes:
Bugfixes:
Power is the next big item on the todo list. Just don't expect it anytime soon
Hmm, I am having no issues with it. A few questions:
It will not. rv2 and rv1 versions can not be mixed. If you use rv1 of AE2 you must use a rv1 build of ThE.