The problem is ThermalFoundation, isn't compatible with the new API.
Thaumic tinkerer and exploration work well (update the mods).
Swing and a miss!
The problem is not ThermalFoundation. It has literally 0 ThaumCraft integration - there are no calls to the API at all! Meaning, this is a cross-mod conflict at best caused by a change in TC.
We're still determining the problem, but we think it's actually an OreDictionary issue due to a change in when TC attempts to assign basic aspects.
With NEI installed, placing items in the cyclic assembler recipe tab throws them. Is there a way to move that tab to the left so the two don't interfere?
Hit O. Disable NEI while you're in that GUI. It's a bug/unimplemented feature on NEI's end. The items wrap, but the area definition doesn't actually change.
Also Found a Bug on the Cyclic Assembler... It doesn't like being automated by Steve's Factory Manager http://puu.sh/6lDDp.png
I'm not sure what that screenshot is supposed to be showing. I'm going to assume you have space in the output slot, adequate power, and correct redstone signaling, so if the Assembler is having items put into it and isn't autocrafting, then the thing inserting items into it is doing it wrong. The bug is with Factory Manager. There is a definite method for inserting items, which tells the Assembler that its inventory has been changed. Sounds like SFM is violating the contract.
Alright, itemducts are definitely eating stuff I put through them at random. I've got a small sorting system set up, and occasionally I'll dump some stuff in my sorting chest, the itemduct will pull it out, and none of it will ever arrive in any of the other chests. I have to break and replace some of the ducts to make it start working again. I've been using opaque ducts, but just switched to clear ones in hopes of figuring out what's going on. I'll have to try to narrow it down, but it sure is scary to dump stuff in without being sure that it's not all just going to disappear.
Screenshots, videos, something. There's an existing issue on the tracker (673), go add your contributions please. We just can't replicate this in testing whatsoever.
Speaking of buckets and liquefied materials, minor peeve ... could 'liquifacted coal' please be renamed to 'liquefied coal'? I'm pretty certain 'liquifacted' isn't actually a word.
Nope. I intentionally went with the alternate spelling of "liquefaction" and wanted to mix it up. I didn't like the way "liquified" sounded. You are welcome to make a localization file to fix it. "Liquifacted" is in fact a real word, though it shows up more often in engineering circles than general use.
This isn't directly immibis' fault - it goes back to how items are stored. Putting this much info on a single tile entity can just wreck the NBT table for the chunk. Knowing that, it's a bad idea all around, so he still gets some blame.
This is the weirdest damn thing. Okay, so it's not actually *eating* the buckets. If I hover over the output, I can see the tip pop up, showing me that there's a bucket of ender there, but I just can't see the bucket. If I click it, it gets removed from the output slot.
Do you know of anything that could be causing render issues? I know with rendering it's usually Optifine but I don't use that mod.
I'm going to see what happens in a world with *just* TE.
edit: there is, in NEI, a bucket of "Liquefied" ender. When I click it for the recipe, it shows me the crucible with "Resonant" ender as the output. Is "Liquefied" ender part of TE?
edit: son of a b* it's from tinkers construct. I bet this is my problem. arrgh
I seem to be having a lot of trouble with keeping conduits connected over chunk boundaries. I even have Railcraft chunk loaders in place, thus the chunks have remained loaded in the time that they have disconnected. This requires me to break and replace both conduits on either side of a boundary to fix it temporarily. Suggestions? This did not happen in the beta.
This is something x-mod but we don't know what's going on there. We can't replicate it with a sane complement of mods running. Also, "in the beta" is so incredibly vague.
Alright, but that helps give me an idea of what I can use. Thank you.
Your itemducts and impulse ducts don't work with MFR's deep storage units, or immibis' black hole chest. The itemduct connects to DSUs, but doesn't send items. The impulse ducts connect to DSUs, but send loads of items through, even if the connected machine is full, so items are bouncing back and forth through the ducts. Neither of these ducts attach to a black hole chest at all.
We've done some pretty extensive testing with DSUs and we know they work and work extremely well. So I'm afraid that's something on your end.
As far as the Black Hole Chest...if that's the infinite storage one, then I'm totally fine with that. No idea why it wouldn't work and I don't honestly care. That chest corrupts chunks and worlds.
I've only recently tried this mod out, after the beta was over, but I love it so far. Especially that you guys thought to add plugins tying in to some other mods - and that's also why I'm posting here. There is a ThaumCraft plugin already, and with some trivial config file editing, you can make the reactant dynamos use TC's flux goo as a liquid fuel. Personally, I very much like the notion of using alchemical reactions to produce redstone flux from tainted flux goo, and I appreciate that TE's flexible enough that enabling this only requires a simple config file edit.
However, there is one problem: acquiring the liquid is only possible through a third mod that can scoop up liquids from the world. So, I have a request: if the TC4 plugin is loaded, could you add the ability to put the Tainted Goo and Taint Tendrils items in the Magma Crucible, and produce flux goo from them?
To save a bit of time, in case you'd consider adding this: the liquid name for Flux Goo is "fluxgoo", and the items are "ItemResource" :11 and :12, respectively.
In any case, thanks for taking the time to read this, and keep up the good work!
Sorry, but that kind of info doesn't really help us. That sort of thing needs to be added via IMC by the other mod, unless Azanor has OreDict'd it. I'll talk with him about that.
Alright, new problem. I put 4 ender pearls in a magma crucible, sent the liquified ender to a fluid transposer, put a bucket in the slot, the ender filled the bucket...
... and the bucket disappeared.
I don't have inventories or pipes connected. There's only an input configured on the transposer.
Am I doing something wrong?
(I'm using the latest TE)
It doesn't sound like you're doing anything wrong, but if the transposer were eating buckets, it'd be doing it 100% of the time, and we'd have a million bug reports on it. So I'm guessing it ejected to something nearby or possibly something extracted it.
Any chance of a list of what can be used as solid fuel? The config only shows charcoal, coal and wood, but others items are useable. I'm sure people would like to know all of their options for solid fuel when using a steam dynamo.
Not possible, sorry. It accepts whatever else mods happen to register as furnace fuel, and anything made of wood. I don't control those values.
Bug with Thermal Expansion Fluiducts (Transparent) where fluiduct appears to break when a player breaks a Multipart Cover, (used Fitted Abyssal Stone Bricks, if that matters), however nearby fluiducts still detect its presence. Causing a block update will then result in the game crashing. I have done this twice, and have both crash reports from ForgeCraft.
Description: Exception in world tick
java.util.NoSuchElementException: key not found: codechicken.lib.vec.BlockCoord@aa3b
at scala.collection.MapLike$class.default(MapLike.scala:228)
at scala.collection.AbstractMap.default(Map.scala:58)
at scala.collection.mutable.HashMap.apply(HashMap.scala:64)
at codechicken.multipart.TileMultipart$$anonfun$tilemp$lzycompute$1$1.apply(TileMultipart.scala:673)
at codechicken.multipart.TileMultipart$$anonfun$tilemp$lzycompute$1$1.apply(TileMultipart.scala:673)
at scala.Option.getOrElse(Option.scala:120)
at codechicken.multipart.TileMultipart$.tilemp$lzycompute$1(TileMultipart.scala:673)
at codechicken.multipart.TileMultipart$.tilemp$1(TileMultipart.scala:673)
at codechicken.multipart.TileMultipart$.handlePacket(TileMultipart.scala:683)
at codechicken.multipart.handler.MultipartCPH$.handleCompressedTileData(packethandlers.scala:75)
at codechicken.multipart.handler.MultipartCPH$.handlePacket(packethandlers.scala:47)
at codechicken.lib.packet.PacketCustom$ClientTinyPacketHandler.handle(PacketCustom.java:216)
at codechicken.lib.packet.PacketCustom$CustomTinyPacketHandler.handle(PacketCustom.java:235)
at cpw.mods.fml.common.network.NetworkRegistry.handleTinyPacket(NetworkRegistry.java:354)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket131Packet(FMLNetworkHandler.java:430)
at net.minecraft.client.multiplayer.NetClientHandler.func_72494_a(NetClientHandler.java:1514)
at net.minecraft.network.packet.Packet131MapData.func_73279_a(SourceFile:41)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.WorldClient.func_72835_b(WorldClient.java:99)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1930)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Description: Exception in world tick
java.util.NoSuchElementException: key not found: codechicken.lib.vec.BlockCoord@aa7e
at scala.collection.MapLike$class.default(MapLike.scala:228)
at scala.collection.AbstractMap.default(Map.scala:58)
at scala.collection.mutable.HashMap.apply(HashMap.scala:64)
at codechicken.multipart.TileMultipart$$anonfun$tilemp$lzycompute$1$1.apply(TileMultipart.scala:673)
at codechicken.multipart.TileMultipart$$anonfun$tilemp$lzycompute$1$1.apply(TileMultipart.scala:673)
at scala.Option.getOrElse(Option.scala:120)
at codechicken.multipart.TileMultipart$.tilemp$lzycompute$1(TileMultipart.scala:673)
at codechicken.multipart.TileMultipart$.tilemp$1(TileMultipart.scala:673)
at codechicken.multipart.TileMultipart$.handlePacket(TileMultipart.scala:683)
at codechicken.multipart.handler.MultipartCPH$.handleCompressedTileData(packethandlers.scala:75)
at codechicken.multipart.handler.MultipartCPH$.handlePacket(packethandlers.scala:47)
at codechicken.lib.packet.PacketCustom$ClientTinyPacketHandler.handle(PacketCustom.java:216)
at codechicken.lib.packet.PacketCustom$CustomTinyPacketHandler.handle(PacketCustom.java:235)
at cpw.mods.fml.common.network.NetworkRegistry.handleTinyPacket(NetworkRegistry.java:354)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket131Packet(FMLNetworkHandler.java:430)
at net.minecraft.client.multiplayer.NetClientHandler.func_72494_a(NetClientHandler.java:1514)
at net.minecraft.network.packet.Packet131MapData.func_73279_a(SourceFile:41)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.WorldClient.func_72835_b(WorldClient.java:99)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1930)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
You don't have the right libraries installed. That's not on TE and the crashlog clearly shows it.
I tried adding a fuel to the config for the steam dynamo. I set the amount to 50,000 (18,000 more than coal). I then tested to see if it worked, by setting up a single steam dynamo next to a redstone energy cell, with two buckets of water in and one piece of the newly added fuel. The result was 26,000 RF. I then did the same setup with a single piece of coal, and got 28,000 RF. The newly added fuel produced 2,000 less RF than coal, despite having a number value in the config 18,000 higher. I experimented by doubling the new fuel's value to 100,000, and got the same amount of RF: 26,000. Is this a bug with fuel in general, just solid fuels, or do fuels actually have a fixed amount regardless of what is put in the config?
Edit: tried the same fuel without it being in the config, got the same amount of energy. It seems quite a few things work in the steam dynamo without being mentioned in the config.
upd: KL was right >.< in my case error was in addons for Denpipes - DenPipes_Forestry & DenPipes_Emerald. So search the source of same crash in your mods. I just remove all mods and add 3-4 for time. And catch them!
Well uh yeah. I know an ID conflict when I see one.
whatever happened to those pressure plate type items that would either activate a redstone signal 16 blocks away or teleport you 16 blocks away? were those things scraped or just not yet implemented?
The plates relied on invisible blocks to work, and given the recent snafu with Railcraft's invisible blocks, I tabled them for the time being.
TE b11a, is it intentional that you have to filter if you add a pneumatic servo? I'm maybe doing something massively wrong. maybe not completely understanding. enquiring for information that has possibly been fixed in a more recent addition or even, the 'ducts are made to work with this intention (which i wouldn't understand and would stop me using itemducts. however, i really can't understand why once i have a installed pneumatic servo the 'ducts don't just pull/extract without a filter instruction.
Two things:
1) Oh for the love of god update. We're on 3.0.0.2 now and the differences are staggering. Please stop using a beta.
2) You have to change the redstone signal type to low or disabled, or apply a high signal by default.
I actually mixed up the words a little there. I meant it the other way around; 12 dynamos for 24 machines (two of each, since no factory has just one furnace, grinder, etc). And my point was, people who don't have these mods that add mega-RF gen are stuck with the regular amount of power gen to power a still-growing amount of mods. Some people, like myself, prefer their powergen area to be close by for maintenance, checks, etc, and cramming all that lot into one factory is far from ideal. I'm definitely pleased that KL doubled the power gen, but a dynamo that produces more would be helpful for the other mods that use RF. For example, if possible, that dynamo is only available if TE/CoFHCore detects such a mod installed. The current gen from TE alone is insufficient for these other RF-using mods.
Worgslarg, I'm aware that IC2 requires more space than TE, I was commenting on the fact that TE is claimed to focus on space-saving and efficiency, and so far in my experience, it doesn't manage either very well.
TE is actually quite compact. Machines can hand items off to each other; I assume you are aware of that? A 28-block space investment can net you a completely automated material generation facility with minimal effort.
So, given that...you seem to have a rather warped view of what compact is. It's easily possible to set up an entire processing line in a single chunk.
As far as efficiency goes, the emphasis is on cpu efficiency, although again - the machines essentially multiblock with each other to form process chains. I'm really not sure what else you want there.
12 dynamos and 24 machines is *entirely* reasonable, especially since the context there is that people have 4 to 8 quarries being handled by it. And yet, nobody complains about needing 16 BC combustion engines per quarry.
There will likely be more power gen options in the future, but quite frankly the existing stuff works very well. If mods are swapping over to it and have absurd power requirements, then they better be providing some generation as well. There wasn't any sort of magic shift, as if there was a 5000 MJ/t BC gen, and the switch to RF has ruined it. The most powerful MJ source available was RC's boiler, which is still compatible with RF. So, I'm just not seeing your argument here.
BigReactors is RF-based, and UE supports RF as well. Yes, dynamos are balanced roughly around the needs of TE. And you may notice, they're actually *quite* powerful. Dynamos are the equivalent of 8 MJ/t.
Another deal- I'm updating a world, and of course am redoing the plumbing. Previously, if fluiducts contained liquid and I placed a new duct next to it, they would not connect. I could then choose to join them using the wrench. In the update, new ducts get connected to whatever pipes they touch first. This makes running parallel lines tough (sometimes impossible) to make as I do not have microblocks to prevent their connection. Would it be possible to return this mechanic to the previous method where empty pipes only connect to other empty pipes, instead of affiliating with the first liquid they find?
Afraid not, sorry. The old mechanic had a lot of kludge to make that work.
I would like to submit my request that custom dynamo fuels be possible in the config. Much like the existing config where it lists the fuels and their energy densities. It could then be as easy as adding a new line or deleting an existing fuel to change its behavior. The same goes for alchemic reagents.
You can already add fuels with that config. Unfortunately there's no great way to support deleting them.
There's also no good way to support adding solid things, as they are ID:meta based.
The problem wasn't getting not enough steam, it was the dynamos draining all the steam out of the boiler. As soon as I hooked up the 4th dynamo the steam started to rapidly sink until it got below half and the dynamos started flickering. I even tried connecting them directly to the side, to rule out problems with the piping - same result.
So in theory a 3*4*3 boilder should be able to run 3*2*3=18 dynamos. Gonna do a bit more testing then & double check if my versions are up to date
Your boiler needs to be at MAX heat. RC boiler mechanics changed recently.
Hey Lemming, found a compatibility bug with RailCraft (tested in single player with Forge 9.11.1.965, RailCraft 8.3.2, TE 3.0.0.2, CoFHCore 2.0.02). If you connect a conduit to a Rock Crusher, then quit and reload, then the conduits don't provide power to the crusher anymore. (This may be a RailCraft bug, but I wanted to let you know that the problem exists.)
EDIT: This bug does NOT apply to the rolling machine or engraving bench.
Looks like you've found the problem then. CJ won't want to fix that, however, and the only fix on our end would require making conduits a bit more inefficient.
I am having the same problem on this end here as well any news on this problem?
This problem occurs upon loading up my game and reaching the mojang screen but then promptly crashing
I am using the latest TE3 and cofh2 versions to date
sorry to bother you, but we've found a fairly weird bug, whenever you right click on a Chemical Extractor from Atomic Science with a Redstone Flux Capacitor it causes the game to crash with this report:
---- Minecraft Crash Report ----
// Sorry
Time: 1/5/14 11:52 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/client/renderer/texture/IconRegister
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Class.java:2531)
at java.lang.Class.getMethod0(Class.java:2774)
at java.lang.Class.getMethod0(Class.java:2783)
at java.lang.Class.getMethod(Class.java:1663)
at calclavia.lib.prefab.block.BlockAdvanced.isUsableWrench(BlockAdvanced.java:87)
at calclavia.lib.prefab.block.BlockAdvanced.func_71903_a(BlockAdvanced.java:41)
at net.minecraft.item.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:524)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:880)
at net.minecraft.network.packet.Packet15Place.func_73279_a(Packet15Place.java:79)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:470)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:233)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(DedicatedServerListenThread.java:34)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:914)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:330)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:781)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:663)
at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.texture.IconRegister
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 19 more
Caused by: java.lang.RuntimeException: Attempted to load class mt for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:51)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 21 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
If I am reading this issue correctly, then I have always had this issue as well. I set up my engines in sets of 10, 5 on each side of a fluiduct providing fuel. The first ones connected have always filled up first, then it would move on to filling the next engines. Same with the supply tanks. I though that if I set them all up in a large cube (64 Reinforced tanks in a 4x4x4 cube) and had a grid of fluiduct across the top of them with 1 input and the same on the bottom, then I would see all 64 fill and empty like one large tank. But that is not what happens. I always assumed that it was just how they worked.
Get me a test world. Get me an active world where this is happening, seriously. We can't make it happen on ForgeCraft or any number of other servers. None of the TE testers can make this happen under any circumstance. I'd like to find it, if it's an actual corner case.
4
Swing and a miss!
The problem is not ThermalFoundation. It has literally 0 ThaumCraft integration - there are no calls to the API at all! Meaning, this is a cross-mod conflict at best caused by a change in TC.
We're still determining the problem, but we think it's actually an OreDictionary issue due to a change in when TC attempts to assign basic aspects.
22
For what it's worth, I'm not seeing any. Mod should be up for download again IMO.
0
Hit O. Disable NEI while you're in that GUI. It's a bug/unimplemented feature on NEI's end. The items wrap, but the area definition doesn't actually change.
0
I'm not sure what that screenshot is supposed to be showing. I'm going to assume you have space in the output slot, adequate power, and correct redstone signaling, so if the Assembler is having items put into it and isn't autocrafting, then the thing inserting items into it is doing it wrong. The bug is with Factory Manager. There is a definite method for inserting items, which tells the Assembler that its inventory has been changed. Sounds like SFM is violating the contract.
0
Screenshots, videos, something. There's an existing issue on the tracker (673), go add your contributions please. We just can't replicate this in testing whatsoever.
1
Nope. I intentionally went with the alternate spelling of "liquefaction" and wanted to mix it up. I didn't like the way "liquified" sounded. You are welcome to make a localization file to fix it. "Liquifacted" is in fact a real word, though it shows up more often in engineering circles than general use.
http://tekkitclassic.wikia.com/wiki/Black_Hole_Chest
This isn't directly immibis' fault - it goes back to how items are stored. Putting this much info on a single tile entity can just wreck the NBT table for the chunk. Knowing that, it's a bad idea all around, so he still gets some blame.
Yay ID conflicts.
This is something x-mod but we don't know what's going on there. We can't replicate it with a sane complement of mods running. Also, "in the beta" is so incredibly vague.
0
We've done some pretty extensive testing with DSUs and we know they work and work extremely well. So I'm afraid that's something on your end.
As far as the Black Hole Chest...if that's the infinite storage one, then I'm totally fine with that. No idea why it wouldn't work and I don't honestly care. That chest corrupts chunks and worlds.
Sorry, but that kind of info doesn't really help us. That sort of thing needs to be added via IMC by the other mod, unless Azanor has OreDict'd it. I'll talk with him about that.
It doesn't sound like you're doing anything wrong, but if the transposer were eating buckets, it'd be doing it 100% of the time, and we'd have a million bug reports on it. So I'm guessing it ejected to something nearby or possibly something extracted it.
0
Not possible, sorry. It accepts whatever else mods happen to register as furnace fuel, and anything made of wood. I don't control those values.
You also need a bucket of Resonant Ender. It's definitely craftable in game.
0
You don't have the right libraries installed. That's not on TE and the crashlog clearly shows it.
Solid fuels cannot be added to the config.
Well uh yeah. I know an ID conflict when I see one.
The plates relied on invisible blocks to work, and given the recent snafu with Railcraft's invisible blocks, I tabled them for the time being.
Two things:
1) Oh for the love of god update. We're on 3.0.0.2 now and the differences are staggering. Please stop using a beta.
2) You have to change the redstone signal type to low or disabled, or apply a high signal by default.
2
TE is actually quite compact. Machines can hand items off to each other; I assume you are aware of that? A 28-block space investment can net you a completely automated material generation facility with minimal effort.
So, given that...you seem to have a rather warped view of what compact is. It's easily possible to set up an entire processing line in a single chunk.
As far as efficiency goes, the emphasis is on cpu efficiency, although again - the machines essentially multiblock with each other to form process chains. I'm really not sure what else you want there.
12 dynamos and 24 machines is *entirely* reasonable, especially since the context there is that people have 4 to 8 quarries being handled by it. And yet, nobody complains about needing 16 BC combustion engines per quarry.
There will likely be more power gen options in the future, but quite frankly the existing stuff works very well. If mods are swapping over to it and have absurd power requirements, then they better be providing some generation as well. There wasn't any sort of magic shift, as if there was a 5000 MJ/t BC gen, and the switch to RF has ruined it. The most powerful MJ source available was RC's boiler, which is still compatible with RF. So, I'm just not seeing your argument here.
BigReactors is RF-based, and UE supports RF as well. Yes, dynamos are balanced roughly around the needs of TE. And you may notice, they're actually *quite* powerful. Dynamos are the equivalent of 8 MJ/t.
0
You have another problem entirely. Your version of TE is ancient. Update.
Afraid not, sorry. The old mechanic had a lot of kludge to make that work.
Someday, sure. It's not something I work on, however. Or, use NEI - everything is in there.
0
You can already add fuels with that config. Unfortunately there's no great way to support deleting them.
There's also no good way to support adding solid things, as they are ID:meta based.
0
Your boiler needs to be at MAX heat. RC boiler mechanics changed recently.
Looks like you've found the problem then. CJ won't want to fix that, however, and the only fix on our end would require making conduits a bit more inefficient.
0
Update Redstone Arsenal.
This is on Calc's end.
0
Get me a test world. Get me an active world where this is happening, seriously. We can't make it happen on ForgeCraft or any number of other servers. None of the TE testers can make this happen under any circumstance. I'd like to find it, if it's an actual corner case.