A cool feature would be if we could "defragment" a network: items that have the largest stacks get automatically moved into the highest tier storage cells and the smallest stacks into the lowest tier. It would also try to fill up any attached storage buses.
The defragmenter might have two modes:
1. Fill up all tiers on the highest priority ME Drive before using lower priority storage.
2. Try to find the desired tier of storage across all priorities before giving up and using a lower/higher tier.
This would generally be a one-off user-initiated operation that might shut down the whole network while it runs and require a certain amount of free space to work.
Another nice thing would be if import/export buses were more flexible with items of different damage values. Perhaps a mode that causes it to ignore damage values. A while back I had foolishly piped the output from a skeleton grinder into an ME system and I found there was no way to get all the randomly damaged bows out of it other than manually dragging each one out.
Also, Interfaces should have a setting that tells the system that they can only perform one crafting operation at a time. As it is, they can get broken if running a machine that takes multiple ingredients for a recipe (like the Gregtech chemical reactor) and they are configured with more than one recipe.
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Mar 20, 2013DeathByNukes posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum MechanicsPosted in: Minecraft Mods
Mar 19, 2013You really really ought to look into the vanishing nodes problem. On the server I'm playing on we've lost all the nodes around our base three times. We've given up on regenerating them and just run through Mystcraft portals to recharge our wands. The problem is probably related to chunkloaders. (chickenchunks)Posted in: Minecraft Mods
Edit: actually, it's probably server crashes. (closing the server without saving)
May 16, 2011DeathByNukes posted a message on Controlling Multiple Things With One Wire ("Serial" data)I came up with a relatively easy way of sending multiple messages over a single wire.Posted in: Survival Mode
Note: This is not a tutorial.
I designed it for use with minecart stations etc. but it probably has a lot of other uses.
In the video you can see how I generated the signals manually. Unfortunately, just wiring up a button or pressure plate in place of the torch won't work since they stay on for so long. We probably have to wire the switch to an edge trigger to get it right. There's an interesting entry in the wiki but the picture is missing at the moment.
I'm not sure if there are other ways to make an edge trigger and in particular if there's a better way to make one that outputs for both on and off. Any experts care to confirm/deny?
Jul 29, 2010DeathByNukes posted a message on ListChunks - Tool to Make Sense of the Infinite Save FoldersYeah, that's what I made it for.Posted in: Mods Discussion
Jul 29, 2010DeathByNukes posted a message on ListChunks - Tool to Make Sense of the Infinite Save FoldersPosted in: Mods Discussion
I wrote this quick tool to translate the base36 code in the save filenames/folders and get the true uncompressed file sizes. Makes it a lot easier to find things.
Source Code (AHK): http://www.autohotkey.net/~DeathByNukes/ListChunks.ahk
Double-clicking an item or right-click Run will open the file using whatever program opens .dat files by default on your system. (I have mine set to NBTEdit)
Click the titles at the top of the list to sort.
I still don't know what the folder names are supposed to be. If anyone knows, please inform me.
Jul 1, 2010Posted in: Alpha - Survival Single Player
Pigs only spawn in the light, even with a spawner. Torches are enough to let them spawn though (as you can see in the video). The only reason I used glass is so I could see inside of it easily.Quote from Andronicus »My question is, if instead of glass, you used say.... stone, would it also work to produce mob drops? Since it would be in the dark. Or would that negate the pig spawning?
Hah, nice. Next time I find a spawner I need to try this. Notch should make it so when we place spawners it has a chance of making sheep instead of pigs.Quote from jayther »I totally laughed when I first saw this. x] Gives a "McDonald's" feeling. I made one on my floating thingy.
Anywho, I was digging straight down not too far from my first base (I was going to make something else), but then I ran into one of those mob spawner ruins (and it's a spider spawner). After I was killed by the spiders (I didn't put ladders on the long narrow shaft), I had a brilliant idea: Make an automatic spider killing machine!
Since picking it up and placing the mob spawner changes the spawner thing to pigs, I had to build around it. But yea, it's generally the same idea/design, with the exceptions of the widened "drain" and it requires lava to kill the spiders (hard to drown them with this design, and I'm sure there's a better way without using lava).
Here's the video:
EDIT: Just to point out the obvious, the point of the machine was to churn out strings. x]
Nope.Quote from NinjaPope »Wait, just to clear something up, is there hunger now?
Jul 1, 2010Posted in: Alpha - Survival Single PlayerQuote from Flaky »I can't figure out how to make a drowning trap. It'll either allow them to swim above it, or disrupt the current.
Does this help?
The purple blocks are water sources.
Jun 29, 2010Posted in: Alpha - Survival Single PlayerQuote from Skellyhell »Nice design, i was previously using a large tower that dropped pigs into some very shallow water stream, so they would die and have the bacon flushed away.
Was alot of hassle to get decent flow without making the water 2 blocks deep though.
Will try and replicate this machine when ive got some time
I experimented with a tower at some point but learned that the spawner only works when you're close to it.
Jun 29, 2010
The drowning part is like so:
The purple blocks are water sources.
The current pushes them toward the right, away from air. Since pigs always try to swim upward, they will never pass through alive.
This is the basic principle behind the lava layout:
This is the layout of the collector:
My original experimental collector was like this:
While it was more compact, there was a chance of them spawning outside the walls. If you're building it underground, this could be an option.
The lava is optional; it speeds up the process. The effectiveness of the lava seems to vary for unknown reasons. Its location (near a chunk edge or not, etc) might be a factor.
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