The one thing I haven't figured out for sure is autocrafting in parallel using multiple molecular assemblers and co processing units. Do all molecular assemblers involved need to have the pattern? To keep things basic, lets say I want to make 10,000 planks and I have 4 molecular assemblers. Do all 4 molecular assemblers need the pattern to make planks? If so, I am not clear where the co processing units come into play.
Basically, all molecular assemblers need a pattern from themselves (makes sense). A co processing unit is like hyperthreading. Using my example, if you had 8 molecular assemblers each with a plank pattern but no co processing unit, you may only see 1-2 molecular assemblers making planks, even though you have 8 possible. If you add a co processing unit, you will see more molecular assemblers be put to work.
Purely a noob question about this, the method of just tossing into water, is it several hours of in-game hours, or real hours?
And does rotarycraft's extractors still multiply the ores like it used to, or is that no longer an option for getting a lot of certus?
I have always had a problem finding enough certus by just caving (without using a quarry or boring machine). It's frustrating in the early game...and I understand it's not supposed to be simple to get an AE system running quickly early on, but I rarely see certus, and tonight most of the certus I found was charged, which is supposed to be "semi-rare". The problem with the charged certus is you can't even turn it into dust to make into seeds (and I'm assuming you wouldn't want to anyhow).
Is there a "good" y coord to find certus yet? I thought it used to be from around 17 to 70 but I'm not sure if that changed.
I usually just end up using magical crops to get it eventually.
Where you find certus varies based on what mods and mod packs have messed with your worldgen. Check your worldgen for the ultimate say.
I am having an issue where my client crashes when I drop (or a block does) Charged Cetrus Quartz.
The server doesn't, only the client, and for as long as the item is there on the ground I keep getting disconected).
Any ideas?
EDIT: It is also happening when picking up ingots from Tinker's castings and when slime tools are dropped.
(Since it seems like a graphic issue, I tried disabling Optifine to no avail)
Have you tried checking the crash dump on the client? Usually its pretty apparent what caused the crash.
How do you start using autocrafting in AE2? I dont have a clue. Is autocrafting even out? I saw direwolf20/soaryn use autocrafting but that could be a dev build or something like that.
How do you start using autocrafting in AE2? I dont have a clue. Is autocrafting even out? I saw direwolf20/soaryn use autocrafting but that could be a dev build or something like that.
Jack, autocrafting is a bit different in AE2. It is out as of RV1, so make sure you are using the most recent released version of AE.
In short, you'll need an ME network with at least 1 crafting unit, 1 crafting storage, 1 molecular assembler, 1 pattern terminal, 1 ME interface, and likely 1 ME controller (unless you lay things out such that you don't have more than 8 devices per side).
Edit: If you look at my screenshot above, you can see my current ME network with autocrafting.
Where you find certus varies based on what mods and mod packs have messed with your worldgen. Check your worldgen for the ultimate say.
I wasn't sure where to check this, in many mod packs I've played I've just referred to the world generation configs that CoFH uses, but I don't currently have any mods install that core.
I didn't use a pack this time, and have just a few mods installed that add ore generation (reikas mods and AE2 are the only 2 that I can tell) so I was figuring the certus generation was set at the default values that the mod author set. I just don't see any config files that show you that info in the AE2 folder. I wasn't sure if it the ore gen had changed from the AE1 defaults, maybe I was just unlucky. Oh well.
It doesn't matter now though, I've just bypassed the searching and installed magical crops to get me started. I'll probably switch back to the crystal growth accelerator at some point.
I wasn't sure where to check this, in many mod packs I've played I've just referred to the world generation configs that CoFH uses, but I don't currently have any mods install that core.
I didn't use a pack this time, and have just a few mods installed that add ore generation (reikas mods and AE2 are the only 2 that I can tell) so I was figuring the certus generation was set at the default values that the mod author set. I just don't see any config files that show you that info in the AE2 folder. I wasn't sure if it the ore gen had changed from the AE1 defaults, maybe I was just unlucky. Oh well.
It doesn't matter now though, I've just bypassed the searching and installed magical crops to get me started. I'll probably switch back to the crystal growth accelerator at some point.
Ah, that's a fair point. I recreated FTB "Monster" (more or less) in 1.7.10, so I didn't think about not having CoFH. I'm not sure what the defaults are. I'm just using a quarry. Most mods play surprisingly well with each other. Glad to hear you've found a solution.
I know that AE2 crafting is different, as about everything in AE2. I think I watched that video, and I got autocrafting sorted somebit. I now am just finding out how to autocraft inscribing.
I know that AE2 crafting is different, as about everything in AE2. I think I watched that video, and I got autocrafting sorted somebit. I now am just finding out how to autocraft inscribing.
It's actually less convoluted than it at first seems. I posted a link earlier in the thread to a video that helped me out in this. Not far up, in the last couple of pages. Out of all the videos I watched on the subject, that was the one I understood the best.
In a nutshell, here's the gist: Inscribing is broken out into two steps: inscribing the printed circuits using the presses, and then combining them to inscribe the processors. You need 5 inscribers in all. Supposedly, there is a way to do it with one inscriber, but that's far more complicated than I want to deal with.
You need 4 inscribers for the first step, each one setup almost identically to each other. In each, you'll put one of the 4 presses (logic, engineering, calculation, and silicon). You'll also need an interface and an import bust for each one. In addition, they need power, as it won't transfer through the interface or import bus. However, if you put the 4 inscribers touching each other, you can supply power to one end, and it will transfer through to all of them. It does matter which side you put the devices on. The import bus needs to be either on the right side or the front, and the interface needs to be either on the left side, the top, the bottom, or the back. In the import bus, you want to "program" it with the finished printed circuit for that inscriber, so that it only removes the finished circuit, and not the press. In the interface, you'll put the pattern which is simply one gold ingot makes one printed logic circuit, one pure certus makes one calc circuit, etc. Of course, you also need a crafting unit and crafting storage, etc. Note that each interface and each import bus uses one channel, so this first step requires 8 channels (The power connection does not use a channel).
The second step is slightly more complex, but takes less resources. You need one inscriber, one interface, one import bus, and two export buses. Again, it makes a difference where you put the connections. The import bus needs to be either on the right or on the front. The interface should be on the top or the back ( I like to put it on top, and put the power connection on the back). One of the export buses on the left, and one of them on the bottom. In the interface, put your 3 patterns, one for each printed circuits. Printed logic circuit makes logic processor, printed calculation circuit makes calculation processor, etc. Don't put the silicon circuit or the redstone into the pattern. They will go into the inscriber from the export buses, not from the interface. In the export bus on the side, program it to insert redstone, and in the one on the bottom, a printed silicon circuit. In addition, you can put in a crafting card so that if you don't have any printed silicon, it will make one. However, keep in mind that you will need at least 2 crafting units in your system for that to work, since one will be in use making the processors that you ordered, and so, will not be available to craft printed silicon. Redstone is not crafted, so no need for a crafting card there. The final step requires 4 channels. I tried the system that Algo himself put up explaining the last step, but I honestly couldn't get it to work. I went over it like 20 times making sure my system was exactly like his, but it just wouldn't work. To this day, I still don't understand how or why to use the storage bus.
Also, keep in mind that you can't run the final step cables off of the first step, (unless you use dense cable, which seems kind of a waste of resources) as it's already using 8 channels.
That's pretty much it. It does use a lot of channels, and a fair number of resources, but it's easy to setup, and at least for me, easy to understand. I saw another video that had a much more compact system that used a lot fewer channels (only one, IIRC), using Ender IO item conduits. I couldn't get it to work, but that may have just been my inexperience with the mod. I may try to do it again sometime. If I can get it to work, the savings in resources, channels and especially space will be well worth it.
Have you taken a look at my video for autocrafting the processors? Working flawlessly for me so far.
Quote from Tallenn»
So, I’ve been working on automating the inscribing process, and finally got it working –mostly. I ended up using the methods shown in this video:
Jack, these two videos helped me with autocrafting processors.
I built a world with appliedenergistics2-rv1-beta-37 - works well with Forge .1208
For other mod reasons, I had to update Forge to a later version of .1222
Problem: appliedenergistics2-rv1-beta-37 Does not work with higher version of Forge
Solution?: Updated to appliedenergistics2-rv2-alpha-10 (also tried everything all the ay back to appliedenergistics2-rv2-alpha-3)
NEW Problem: Any old ME Controllers MUST be removed before Minecraft will boot saved world.
Additional New Problem: Trying to place a new ME Controller Block into the world, crashes Minecraft Instantly. Also attempted to try this on a fresh world.
The conundrum: My World is completely STUCK from being able to be upgraded.
What can I do? If I remove it, I loose everything and my machines wont work. If I don't upgrade, then my server crashes because of Mods and user conflicts with old buggy versions that I must use because I can't move forward.
Talk about feeling like being painted into a corner....
I built a world with appliedenergistics2-rv1-beta-37 - works well with Forge .1208
For other mod reasons, I had to update Forge to a later version of .1222
Problem: appliedenergistics2-rv1-beta-37 Does not work with higher version of Forge
Solution?: Updated to appliedenergistics2-rv2-alpha-10 (also triedeverythgin all the ay back to appliedenergistics2-rv2-alpha-3)
NEW Problem: Any old ME Controllers MUST be removed before Minecraft will boot saved world.
Additional New Problem: Trying to place a new ME Controller Block into the world, crashes Minecraft Instantly. Also attempted to try this on a fresh world.
The conundrum: My World is completely STUCK from being able to be upgraded.
What can I do? If I remove it, I loose everything and my machines wont work. If I don't upgrade, then my server crashes because of Mods and user conflicts with old buggy versions that I must use because I can't move forward.
Talk about feeling like being painted into a corner....
Halp!
Should post the error log. I myself have no problem running beta-37 with Forge 1225.
It's actually less convoluted than it at first seems. I posted a link earlier in the thread to a video that helped me out in this. Not far up, in the last couple of pages. Out of all the videos I watched on the subject, that was the one I understood the best.
I'd have to agree with JackMc that autocrafting is a pain when it comes to the AE stuff. Inscriber can be automated in many ways but it still is very very slow. And inscriber is one thing but throwing stuff in puddle of water? I can't even begin to imagine how to automate that. System designed to automate makes it difficult to automate itself. I think the intention is pretty clear the AE2 team didn't want us to easily automate AE2.
There are ways to automate seed growing, but I personally haven't found it necessary. Once you make 4 growth accelerators, they mature in a matter of minutes, and you can put in stacks and stacks at a time. I've found I just don't need them often enough to need to automate them, especially since I can make several stacks at once. In fact, with the accelerators, it takes longer to make the dust than it does to grow the seeds.
As far as the inscribers, I agree, they are way too slow -rather, they lack any means to upgrade them. Slow is fine to start, but there should be a way to increase the speed through progression. If there was one thing I could wish for in AE2, it would be a means to upgrade inscribing speed.
The way I deal with that is once I have them set up for auto-crafting, I just order up a large number, then go do something else. You just have to be mindful that you aren't running out of them, and when you are, order up another large batch before you need them. My threshold is 100. I try to keep 100 of each processor on hand, and when I notice I've fallen below that, order up another 100. Definitely not ideal, but that's the best I've come up with so far.
There are ways to automate seed growing, but I personally haven't found it necessary. Once you make 4 growth accelerators, they mature in a matter of minutes, and you can put in stacks and stacks at a time. I've found I just don't need them often enough to need to automate them, especially since I can make several stacks at once. In fact, with the accelerators, it takes longer to make the dust than it does to grow the seeds.
You don't necessarily do autocrafting because the process is slow. With your logic, we don't need autocrafting. You can make 100 pistons and pile it up on your system. It doesn't take any more time making 100 pistons on vanilla crafting table than it does growing seeds. I often do find myself laying down ME cables and run out of the fluix crystals. Then back to the puddle...
By the way, I hope there's restock option. If I have less than 5 logic processors, let the system automatically make 20 more or something like that.
-snip-
By the way, I hope there's restock option. If I have less than 5 logic processors, let the system automatically make 20 more or something like that.
You could in theory set up one with ME level emitters hooked into a me toggle bus that leads into some forced autocrafting for whatever you need. Kind of a waste of resources though as you have to have an entirely separate set of crafting stuff to do so for each item. I've found it simpler just to craft a ton of raw materials in advance.
You could in theory set up one with ME level emitters hooked into a me toggle bus that leads into some forced autocrafting for whatever you need. Kind of a waste of resources though as you have to have an entirely separate set of crafting stuff to do so for each item. I've found it simpler just to craft a ton of raw materials in advance.
its actually a lot easier to set up then that, you just need a ME interface and a storage bus facing each other, you put in the amount you wanna keep in the system in the export area, put in a crafting card and give it a high prority. voila.
now for my question, does a storage component keep its inventory when you upgrade? like if i have a full1k cell, can i upgrade that to a 4k without having to emprty it?
now for my question, does a storage component keep its inventory when you upgrade? like if i have a full1k cell, can i upgrade that to a 4k without having to emprty it?
I'm pretty sure it doesn't because the removal of the component requires you to remove the content in the first place.
"You can remove the 1k ME Storage Component by fully emptying the storage cell, and sneak clicking i in your hand."
I'd have to agree with JackMc that autocrafting is a pain when it comes to the AE stuff. Inscriber can be automated in many ways but it still is very very slow. And inscriber is one thing but throwing stuff in puddle of water? I can't even begin to imagine how to automate that. System designed to automate makes it difficult to automate itself. I think the intention is pretty clear the AE2 team didn't want us to easily automate AE2.
Taz, if you had looked up 4 posts prior to yours, there are videos out on how to automate crafting if putting stuff in a puddle every few hours tops is too much effort.
Taz, if you had looked up 4 posts prior to yours, there are videos out on how to automate crafting if putting stuff in a puddle every few hours tops is too much effort.
How many accelerators is that? Just to get fluix crystals? That to me is not a solution LOL. I did find more compact and cheaper solution by searching but it uses extra utilities and open blocks which I don't have.
So you all don't agree that AE2 compenents in general are harder to automate than others? Because that's basically what I was saying and I also make them in batches as that seems to be the simplest solution. I wasn't looking for outrageous ways to automate them.
Nevermind. This post from Algo explains it:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1294449-applied-energistics-2-open-source?comment=766
Basically, all molecular assemblers need a pattern from themselves (makes sense). A co processing unit is like hyperthreading. Using my example, if you had 8 molecular assemblers each with a plank pattern but no co processing unit, you may only see 1-2 molecular assemblers making planks, even though you have 8 possible. If you add a co processing unit, you will see more molecular assemblers be put to work.
Where you find certus varies based on what mods and mod packs have messed with your worldgen. Check your worldgen for the ultimate say.
Have you tried checking the crash dump on the client? Usually its pretty apparent what caused the crash.
]
I also support more: http://sharetext.org/h7Fz
Jack, autocrafting is a bit different in AE2. It is out as of RV1, so make sure you are using the most recent released version of AE.
As far as how to do it, I'd recommend watching the video on the AE wiki to get started: http://ae-mod.info/Crafting-CPU/
In short, you'll need an ME network with at least 1 crafting unit, 1 crafting storage, 1 molecular assembler, 1 pattern terminal, 1 ME interface, and likely 1 ME controller (unless you lay things out such that you don't have more than 8 devices per side).
Edit: If you look at my screenshot above, you can see my current ME network with autocrafting.
I wasn't sure where to check this, in many mod packs I've played I've just referred to the world generation configs that CoFH uses, but I don't currently have any mods install that core.
I didn't use a pack this time, and have just a few mods installed that add ore generation (reikas mods and AE2 are the only 2 that I can tell) so I was figuring the certus generation was set at the default values that the mod author set. I just don't see any config files that show you that info in the AE2 folder. I wasn't sure if it the ore gen had changed from the AE1 defaults, maybe I was just unlucky. Oh well.
It doesn't matter now though, I've just bypassed the searching and installed magical crops to get me started. I'll probably switch back to the crystal growth accelerator at some point.
Ah, that's a fair point. I recreated FTB "Monster" (more or less) in 1.7.10, so I didn't think about not having CoFH. I'm not sure what the defaults are. I'm just using a quarry. Most mods play surprisingly well with each other. Glad to hear you've found a solution.
]
I also support more: http://sharetext.org/h7Fz
It's actually less convoluted than it at first seems. I posted a link earlier in the thread to a video that helped me out in this. Not far up, in the last couple of pages. Out of all the videos I watched on the subject, that was the one I understood the best.
In a nutshell, here's the gist: Inscribing is broken out into two steps: inscribing the printed circuits using the presses, and then combining them to inscribe the processors. You need 5 inscribers in all. Supposedly, there is a way to do it with one inscriber, but that's far more complicated than I want to deal with.
You need 4 inscribers for the first step, each one setup almost identically to each other. In each, you'll put one of the 4 presses (logic, engineering, calculation, and silicon). You'll also need an interface and an import bust for each one. In addition, they need power, as it won't transfer through the interface or import bus. However, if you put the 4 inscribers touching each other, you can supply power to one end, and it will transfer through to all of them. It does matter which side you put the devices on. The import bus needs to be either on the right side or the front, and the interface needs to be either on the left side, the top, the bottom, or the back. In the import bus, you want to "program" it with the finished printed circuit for that inscriber, so that it only removes the finished circuit, and not the press. In the interface, you'll put the pattern which is simply one gold ingot makes one printed logic circuit, one pure certus makes one calc circuit, etc. Of course, you also need a crafting unit and crafting storage, etc. Note that each interface and each import bus uses one channel, so this first step requires 8 channels (The power connection does not use a channel).
The second step is slightly more complex, but takes less resources. You need one inscriber, one interface, one import bus, and two export buses. Again, it makes a difference where you put the connections. The import bus needs to be either on the right or on the front. The interface should be on the top or the back ( I like to put it on top, and put the power connection on the back). One of the export buses on the left, and one of them on the bottom. In the interface, put your 3 patterns, one for each printed circuits. Printed logic circuit makes logic processor, printed calculation circuit makes calculation processor, etc. Don't put the silicon circuit or the redstone into the pattern. They will go into the inscriber from the export buses, not from the interface. In the export bus on the side, program it to insert redstone, and in the one on the bottom, a printed silicon circuit. In addition, you can put in a crafting card so that if you don't have any printed silicon, it will make one. However, keep in mind that you will need at least 2 crafting units in your system for that to work, since one will be in use making the processors that you ordered, and so, will not be available to craft printed silicon. Redstone is not crafted, so no need for a crafting card there. The final step requires 4 channels. I tried the system that Algo himself put up explaining the last step, but I honestly couldn't get it to work. I went over it like 20 times making sure my system was exactly like his, but it just wouldn't work. To this day, I still don't understand how or why to use the storage bus.
Also, keep in mind that you can't run the final step cables off of the first step, (unless you use dense cable, which seems kind of a waste of resources) as it's already using 8 channels.
That's pretty much it. It does use a lot of channels, and a fair number of resources, but it's easy to setup, and at least for me, easy to understand. I saw another video that had a much more compact system that used a lot fewer channels (only one, IIRC), using Ender IO item conduits. I couldn't get it to work, but that may have just been my inexperience with the mod. I may try to do it again sometime. If I can get it to work, the savings in resources, channels and especially space will be well worth it.
Quote from Tallenn»
So, I’ve been working on automating the inscribing process, and finally got it working –mostly. I ended up using the methods shown in this video:
Jack, these two videos helped me with autocrafting processors.
I built a world with appliedenergistics2-rv1-beta-37 - works well with Forge .1208
For other mod reasons, I had to update Forge to a later version of .1222
What can I do? If I remove it, I loose everything and my machines wont work. If I don't upgrade, then my server crashes because of Mods and user conflicts with old buggy versions that I must use because I can't move forward.
Talk about feeling like being painted into a corner....
Halp!
Should post the error log. I myself have no problem running beta-37 with Forge 1225.
I'd have to agree with JackMc that autocrafting is a pain when it comes to the AE stuff. Inscriber can be automated in many ways but it still is very very slow. And inscriber is one thing but throwing stuff in puddle of water? I can't even begin to imagine how to automate that. System designed to automate makes it difficult to automate itself. I think the intention is pretty clear the AE2 team didn't want us to easily automate AE2.
As far as the inscribers, I agree, they are way too slow -rather, they lack any means to upgrade them. Slow is fine to start, but there should be a way to increase the speed through progression. If there was one thing I could wish for in AE2, it would be a means to upgrade inscribing speed.
The way I deal with that is once I have them set up for auto-crafting, I just order up a large number, then go do something else. You just have to be mindful that you aren't running out of them, and when you are, order up another large batch before you need them. My threshold is 100. I try to keep 100 of each processor on hand, and when I notice I've fallen below that, order up another 100. Definitely not ideal, but that's the best I've come up with so far.
You don't necessarily do autocrafting because the process is slow. With your logic, we don't need autocrafting. You can make 100 pistons and pile it up on your system. It doesn't take any more time making 100 pistons on vanilla crafting table than it does growing seeds. I often do find myself laying down ME cables and run out of the fluix crystals. Then back to the puddle...
By the way, I hope there's restock option. If I have less than 5 logic processors, let the system automatically make 20 more or something like that.
You could in theory set up one with ME level emitters hooked into a me toggle bus that leads into some forced autocrafting for whatever you need. Kind of a waste of resources though as you have to have an entirely separate set of crafting stuff to do so for each item. I've found it simpler just to craft a ton of raw materials in advance.
its actually a lot easier to set up then that, you just need a ME interface and a storage bus facing each other, you put in the amount you wanna keep in the system in the export area, put in a crafting card and give it a high prority. voila.
now for my question, does a storage component keep its inventory when you upgrade? like if i have a full1k cell, can i upgrade that to a 4k without having to emprty it?
I'm pretty sure it doesn't because the removal of the component requires you to remove the content in the first place.
"You can remove the 1k ME Storage Component by fully emptying the storage cell, and sneak clicking i in your hand."
Taz, if you had looked up 4 posts prior to yours, there are videos out on how to automate crafting if putting stuff in a puddle every few hours tops is too much effort.
How many accelerators is that? Just to get fluix crystals? That to me is not a solution LOL. I did find more compact and cheaper solution by searching but it uses extra utilities and open blocks which I don't have.
So you all don't agree that AE2 compenents in general are harder to automate than others? Because that's basically what I was saying and I also make them in batches as that seems to be the simplest solution. I wasn't looking for outrageous ways to automate them.