edit : oh and for your network tool, can you make it so that it can rotate the grow accelerator like other wrench can? right click open the gui with the network info and shift right click dismantle it :/ maybe make it that a right click on a grow accelerator dont open the gui but rotate it? dont know if other block have the same issue with it, didnt test, but the interface block maybe have it too?
I intend on upgrading the network tool at some point in the future at this time it has way too many features, and no way to control them.
you are thinking of something like the ender io wrench (****f + mouse scroll to switch the mode of the wrench)?
why not make a basic tool that just do network config, or wrench, then you can upgrade it to combine the 2 (with some processor and/or interface) to have what we actually have with the improvement you will find on your way here ^^
Shift + mouse scroll is already used for the color applicator.
Also the mod already has that, wrenches, or the network tool, as it stands the network tool can also double as wrench.
well other than that, i have look more into the issue with the seed, and i came to the conclusion that (in the modpack i used at least, the dns modpack) you cant send more than 128 objects (in solo, seem to be less in mp) into 1 block of water with the formation plane i have done the test with a request of 512 pure crystal, with the subnetwork pattern, and the chest was stocking seed after a time with a small chest that cause issue of seed disapering somewhere(no much something like 15-20 seed) ^^ but with a bigger chest that can stock all the seed that cant go in the water no problem.
This is a /feature/ of the formation plane, its designed to prevent you from accidentally crashing your game by dropping 10000's of items on the ground, so it has a "max entities" limit I raised it recently, and made it a config option; as well as removed the stack size for seeds.
last thing i see for now, the facade block are cool and all but dont you have make them too costly comparing to other mod?
-for your's we need 2 ingot, 1 cutting knife that can be use 51 time before needing a new one, and 1 block of your choice for 4 facades.
- for bc it's some cobble, sand, gravel (illimited object with some mods) and 1 blocks of your choice for 6 facades ( they work exatly like your's we can place them on interface too.)
-lastly for microblock, it's 1 saw (diamond one 2000 facade before needing a new one...) and 1 block of your choice for 8 facades.(but we cant use them on interface like your's or bc, but we can still use them for all the other part and use bc or your's just when there is an interface.)
i think you need to adjust some value somewhere, dont know where exactly maybe just inscrease the number of facade per item and the number of use of the knife. cause for now nobody will make your facade, they will go with microblock and just do your's when they need to cover an interface (not bc cause it's a pain to wait for assembly ^^)
Well they all have a slightly different look, BCs use way more power, mine don't, so you use ingots instead, I let you use any ingots so you can use stuff you generally don't have a lot of.
I don't generally consider other mods when I design the recipes for things, its just not how I do things.
I cannot get the Formation Plane to work. I set the priority to 1000 on the Formation Plane and the chest has 0 priority. I put a dirt block in the Formation Plane GUI and a stack in the chest. It does nothing. Here is a setup I made just to test it. I'm using the latest Beta version. (I was using fluix seeds at first and they also did not work)
I assume I am using it correctly, there isn't any documentation on your website about it.
The issue is that your using it like you would an export bus, but its more like a storage bus, the simplist way to get it to do whta you want is to put it on a network with just an interface, and it will place any thing that is in the interface into the world.
The issue is that your using it like you would an export bus, but its more like a storage bus, the simplist way to get it to do whta you want is to put it on a network with just an interface, and it will place any thing that is in the interface into the world.
Ah, I got it now. I also had to use a terminal because anything put into the chest wouldn't transfer to the plane. Thanks.
Edit: This works too. All I needed was the terminal.
I thought I would share my design to automate seed growing. I haven't seen any other designs yet although I am sure there are some out there. This design only activates the growth accelerators while they are actually accelerating growth. They are inactive when nothing is growing.
The purple cable is the main network.
The red cable is the growth accelerators and is connected to the main network via Toggle Bus.
The green cable is the Formation Plane (top) and the Annihilation Plane (bottom). The Formation Plane is connected to a ME Interface. The main network has a Export Bus on the interface which is attached to the main network via Toggle Bus. The Annihilation Plane connects directly to the main network via Toggle Bus as well.
Basically, the two planes are each controlled with a Toggle Bus and so are the growth accelerators. So automating the growth without wasting power involves activating and deactivating the 3 different Toggle Buses at the right time.
I'm powering the 2 networks with Energy Acceptors and a IC2 Nuclear Reactor.
These 3 Level Emitters are each set for 1 of the different seeds (Fluix, Certus and Nether). I have each one set to 1 on the quantity.
When a Level Emitter turns on because a seed was placed in the network it activates/resets this State Cell (Mod: ProjectRed).
The purple wire comes from the Level Emitters which also activate the Toggle Bus to the Export Bus for the seeds. This turns off when all seeds have been exported.
The red wire activates the Toggle Bus for the Growth Accelerators. This wire activates as soon as any Level Emitter activates and it stays active until the Timer inside the State Cell expires. I set the Timer to 125 seconds. The Timer will not start counting down until the Level Emitters have turned off. This also ensures that the last seed to be exported will finish growing before the Growth Accelerators turn off.
The green wire activates the Toggle Bus to the Annihilation Plane.This wire pulses as soon as the Timer expires which causes the Annihilation Plane to pull the fully grown seeds back into the main network. The State Cell will remain inactive from this point on until a Level Emitter activates.
NOTE: If a Level Emitter turns on before the growth is complete (such as if you add more seeds to the network) then the State Cell will be reset and the timer will restart from the beginning after the emitter is turned back off. This is good because it ensures that your new seeds will fully grow. But it can also be bad if you are using automated seed production. This obstacle can be overcome with proper planning.
The 3 white marble blocks are what transfer the redstone current from the wires to the 3 different Toggle Busses. This is why the wires on the blocks are not covered/colored.
A view from the bottom.
This is of my own design. I put this together rather quickly so I'm sure there is room for improvement. Building this requires AE2 and ProjectRed. The IC2 reactor is not required. Use any means of power you wish. I was using Creative Energy Cells but this is ultimately for my survival game.
I hope this helps someone.
Edit: I fixed the missing text. It somehow messed up because of me messing with the text colors.
The issue is that your using it like you would an export bus, but its more like a storage bus, the simplist way to get it to do whta you want is to put it on a network with just an interface, and it will place any thing that is in the interface into the world.
Oh, BTW. This is why I didn't know there was a page for the Formation Plane:
It's not in your list of all items. Just a heads up.
Is there a proper way to check to monitor what p2p are connected to each other? I'm getting to the point where I have multiple connecting to my controller(s). Personally my memory isn't the greatest, and I end up having to redo my p2p network every time i add a new line of machines because I cant remember the count per device.
Is there a proper way to check to monitor what p2p are connected to each other? I'm getting to the point where I have multiple connecting to my controller(s). Personally my memory isn't the greatest, and I end up having to redo my p2p network every time i add a new line of machines because I cant remember the count per device.
Still a work in progress, I realize there is a need, I've just not got anything to feel it yet; Its getting pretty high on my list however.
Still a work in progress, I realize there is a need, I've just not got anything to feel it yet; Its getting pretty high on my list however.
Wow thanks for the fast reply. its a great mod and any addition I will patiently wait for, as I suspect finding a monitor to display and track all p2p usage is quite a task. Although I wonder if being able to name the p2p in an anvil will help source which p2p tunnels are connected.
Does Electicraft Add dusts for its ores? If it dosn't then the Grindstone cannot grind them, as AE2 only adds dusts for vanilla ores. If it does, it should detect the Ore -> Ingot -> Dust Combinations and register them automatically as they are on the list.
Does Electicraft Add dusts for its ores? If it dosn't then the Grindstone cannot grind them, as AE2 only adds dusts for vanilla ores. If it does, it should detect the Ore -> Ingot -> Dust Combinations and register them automatically as they are on the list.
That sounds like it could be the issue. It essentially adds dusts, but they're not called dusts, they're called flakes (if I understand correctly). Perhaps the flakes aren't registered as dusts in forge, for whatever reason.
How do you hook up your ender chest so whatever you put in it gets sucked into the ME system automatically? i know this is possible as CaptainSparklez has done it and i know a number of people who have as well.
Hello, i haven't updated to 1.7 yes and was just wondering if its acually possible to change the amount or even fully disable the channels feature. im not sure how the configs work but i'm really hoping that you can.
Can someone help me out, I can't seem to place an encoded pattern into the molecular assembler. Using the latest beta version of AE2 (Beta 29) and have followed the tutorial that was on the wiki (AE2 Autocrafing by Bevolj) but it still doesn't work. Is this a bug or does it just happen to me? I am using a bunch of mods with AE2 btw. (http://prntscr.com/4mebwp)
Can someone help me out, I can't seem to place an encoded pattern into the molecular assembler. Using the latest beta version of AE2 (Beta 29) and have followed the tutorial that was on the wiki (AE2 Autocrafing by Bevolj) but it still doesn't work. Is this a bug or does it just happen to me? I am using a bunch of mods with AE2 btw. (http://prntscr.com/4mebwp)
Discribe doesn't work maybe you doing something wrong?
Of course, they by default spawn every 700 blocks or so.
I intend on upgrading the network tool at some point in the future at this time it has way too many features, and no way to control them.
Shift + mouse scroll is already used for the color applicator.
Also the mod already has that, wrenches, or the network tool, as it stands the network tool can also double as wrench.
This is a /feature/ of the formation plane, its designed to prevent you from accidentally crashing your game by dropping 10000's of items on the ground, so it has a "max entities" limit I raised it recently, and made it a config option; as well as removed the stack size for seeds.
Well they all have a slightly different look, BCs use way more power, mine don't, so you use ingots instead, I let you use any ingots so you can use stuff you generally don't have a lot of.
I don't generally consider other mods when I design the recipes for things, its just not how I do things.
I assume I am using it correctly, there isn't any documentation on your website about it.
Sure there is, http://ae-mod.info/ME-Formation-Plane/
The issue is that your using it like you would an export bus, but its more like a storage bus, the simplist way to get it to do whta you want is to put it on a network with just an interface, and it will place any thing that is in the interface into the world.
Ah, I got it now. I also had to use a terminal because anything put into the chest wouldn't transfer to the plane. Thanks.
The red cable is the growth accelerators and is connected to the main network via Toggle Bus.
The green cable is the Formation Plane (top) and the Annihilation Plane (bottom). The Formation Plane is connected to a ME Interface. The main network has a Export Bus on the interface which is attached to the main network via Toggle Bus. The Annihilation Plane connects directly to the main network via Toggle Bus as well.
Basically, the two planes are each controlled with a Toggle Bus and so are the growth accelerators. So automating the growth without wasting power involves activating and deactivating the 3 different Toggle Buses at the right time.
I'm powering the 2 networks with Energy Acceptors and a IC2 Nuclear Reactor.
These 3 Level Emitters are each set for 1 of the different seeds (Fluix, Certus and Nether). I have each one set to 1 on the quantity.
When a Level Emitter turns on because a seed was placed in the network it activates/resets this State Cell (Mod: ProjectRed).
The purple wire comes from the Level Emitters which also activate the Toggle Bus to the Export Bus for the seeds. This turns off when all seeds have been exported.
The red wire activates the Toggle Bus for the Growth Accelerators. This wire activates as soon as any Level Emitter activates and it stays active until the Timer inside the State Cell expires. I set the Timer to 125 seconds. The Timer will not start counting down until the Level Emitters have turned off. This also ensures that the last seed to be exported will finish growing before the Growth Accelerators turn off.
The green wire activates the Toggle Bus to the Annihilation Plane.This wire pulses as soon as the Timer expires which causes the Annihilation Plane to pull the fully grown seeds back into the main network. The State Cell will remain inactive from this point on until a Level Emitter activates.
NOTE: If a Level Emitter turns on before the growth is complete (such as if you add more seeds to the network) then the State Cell will be reset and the timer will restart from the beginning after the emitter is turned back off. This is good because it ensures that your new seeds will fully grow. But it can also be bad if you are using automated seed production. This obstacle can be overcome with proper planning.
The 3 white marble blocks are what transfer the redstone current from the wires to the 3 different Toggle Busses. This is why the wires on the blocks are not covered/colored.
A view from the bottom.
This is of my own design. I put this together rather quickly so I'm sure there is room for improvement. Building this requires AE2 and ProjectRed. The IC2 reactor is not required. Use any means of power you wish. I was using Creative Energy Cells but this is ultimately for my survival game.
I hope this helps someone.
Edit: I fixed the missing text. It somehow messed up because of me messing with the text colors.
Oh, BTW. This is why I didn't know there was a page for the Formation Plane:
It's not in your list of all items. Just a heads up.
Its under ME for "ME Formation Plane" its also on the ME Network Page.
Still a work in progress, I realize there is a need, I've just not got anything to feel it yet; Its getting pretty high on my list however.
Wow thanks for the fast reply. its a great mod and any addition I will patiently wait for, as I suspect finding a monitor to display and track all p2p usage is quite a task. Although I wonder if being able to name the p2p in an anvil will help source which p2p tunnels are connected.
That sounds like it could be the issue. It essentially adds dusts, but they're not called dusts, they're called flakes (if I understand correctly). Perhaps the flakes aren't registered as dusts in forge, for whatever reason.
thanks.
Discribe doesn't work maybe you doing something wrong?