Is there any way to move liquids out of the smelter using pipes into railcraft tanks? I had some resonate ender and for the life of me I cannot get it out in liquid form to any tank other than the Tinkers tanks which will let liquid in from Thermal Expansion (164xx) but won't out put it to thermal Expansion machines.
You should be able to extract from the tanks using pipes of choice (although they won't do so automatically), but you can also hook pipes up directly to the smeltery drain. Not the faucet, but the actual drain block. For instance: for my bulk casting jobs, I use translocators from the drains into the tables/basins (faster than faucets and don't need to be clicked on every time). Nothing keeps it from going somewhere that isn't a TiC container, but the transfer mechanism should be attached directly to the drain block.
You can also put a BuildCraft tank under the faucet and pipe out from it as normal. If the drain is on the lowest level of the smeltery, you could even output into a RailCraft tank right under it, but that's probably not practical.
If something doesn't want to flow through a given pipe, I'd think that to be a problem with how the pipe handles fluids - but given the fluid changes in MC 1.6, as far as I know that should never be an issue.
Certus Quartz, tin, and copper are my BIG THREE picks. Would like to see lead/silver as well, but the other three are most important indeed.
Hrm. I thought that tin and copper were already in there but nonfunctional, and was kind of running on the assumption that they would be fixed. If that's not a given, I think I'd also go with certus quartz, tin, copper, and silver. If those are going to be fixed anyway, then back to my wishlist of certus quartz, lead, silver, and nickel/ferrous.
Gives me 4 main other mod ores/gems you would like in plant form, e.g. Copper, Tin etc. The most popular 4 I will add and work on first.
My vote goes to certus quartz from AE, silver, lead, and nickel (the official/oredict name, if I remember right, of TE's "ferrous metal"). Platinum ("shiny metal") gets an honorable mention, but that can be obtained through ferrous ore, so it's the first four I'd sooner go with.
@Rongmario, the post I was replying to, as I said in my very first line, seems to be going two directions at once. It is not sensible to argue that the two varieties of slime should be used identically because they're in the ore dict, and then turn around and say that one mod's notion of steel is different from another's in some but not all cases and that's just fine.
Translating through the ore dictionary to get around simple incompatibilities (mod does not properly use the ore dictionary - see Metallurgy, for instance; despite repeated claims to the contrary there are a number of mods which use the ore dictionary but don't recognize Metallurgy's materials), or to simplify storage, is one thing. Doing so to turn a random piece of metal (or whatever) into a specific variant to satisfy a recipe which specifically and intentionally requires that version is an exploit, and should not be taken as an argument for using things identically. I'm sure one could use ore-dictionary translation to make other mods' steel into RotaryCraft's - what's the difference between that and slime?
Well, the slime balls IS interchangeable, you can try it yourself from the MFR's Unifier (can change anything that is registered in the OreDict o the corresponding name. In this case: both slime balls (i think) have the OreDict name "ballSlime" or "slimeBall")
Also, tower wood is registered in the OreDict, but the specific recipe requires tower wood as the recipe component. Such as, RotaryCraft's steel ingots is registered as ingotSteel, which works in steel recipe (unless the specific mod's recipe require their own version of steel). However, other mod's steel ingot does NOT work with RotaryCraft's steel ingots. RotaryCraft grabs its own steel from the code for the recipe instead of referencing to ingotSteel but something like ingotHSLRSteel.
You're arguing two different directions at once here. Yes, the slime balls both are listed as such in the ore dictionary; thus, for SOME recipes, they will be equivalent. However, "interchangeable in some cases" does not mean, nor does it NEED to mean, "interchangeable in all cases." Mods are free to treat the specific varieties differently if their authors see fit.
See also: Thaumcraft's greatwood and silverwood planks. There are a number of recipes in Thaumcraft that don't care what variety of wood you're using (the Hungry Chest comes to mind - it's seven planks of any kind, and a trapdoor), and in those recipes wood is interchangeable. However, there are some recipes which specifically need the properties of greatwood, and so ONLY greatwood planks will do.
The ore dictionary is used not only when the different versions are supposed to be identical, but also when "close enough" will do. Most mods that add materials consider other mod versions of such material identical; but if a mod author decides that their version has some specific properties, nothing keeps them from calling for their version specifically. I'm not sure how you can call up RotaryCraft as an example on one hand, and yet be so adamant that TConstruct should be using oredict materials identically on the other.
Is there a way to automatically pull liquids out of the smeltery (or any tank, really) and have it go back into the world?
I have been looking for a way to do this for a while with water, but I can't figure out a good way to do it. The closest I have come is to have ice in a dispenser, get the ice placed and have a ComputerCraft Turtle set to break the block.
That works, but it's not what I want to do.
The only way I know of offhand to do this is with BuildCraft. Recent-ish versions of it include the Floodgate; pump fluids to it and it will place them in the world nearby, up to its own level. Automation may depend on gate triggers, or on ComputerCraft if you want it to be sensitive to what liquid is present.
Are the crushers compatible with the vanilla hoppers?
They've worked just fine together for me. I don't know about feeding them fuel, though - the only thing I put in the hopper (on top of the crusher) was ores; fuel I always added by hand because I didn't have that much to spare at the time.
Wait the sprinkler doesn't already work with magical crops? I noticed Lilypad of Fertility from Xeno's Relics and the watering canfrom Extra Utilities worked verbatim on magical crops... and pretty much don't use both mods at once unless you want to turn the game into farm wars, because there will literally be no other reason to mine after you have both lilypad and watering can.
What I gather from the post where "support" was suggested was in fact exempting them from the Sprinkler's basic behavior, because of the very thing you mentioned - as it stands, those things work much too well for the potential return from Magical Crops, especially in combination.
(I would like to point out, though, that mod materials give plenty of reason to still go mining. Even if copper and tin are fixed, there are other things out there.)
For some odd reason your shears dont work with Thaumcraft's flowers or any flowers for that matter.
I tried to shear the silverwood flowers because im in need of it to make Ethereal to contain tainted land.
seems that its not shearing them,'
Its turning them into quicksilver, instead of Shimmerleafs like they are suppose to..
Along with this, I reported a while back that the Force Shears don't seem to work as shears on cobwebs - they dig through them very slowly, unlike the very quick clearing (and harvesting) one gets with standard shears. I think they're just not counting as Shears for some reason.
is there any way you can add , disable and enable copper ore via configs when gen-ing a world plz. There is way to many mods with copper and what not. I have been looking in configs and come across yours not having that. So is there anyway that can happen =)
...The only worldgen DartCraft adds is power ore. It certainly doesn't add copper. Why should DartCraft, then, have control over copper?
Look through your other mods and disable copper in them rather than expecting DC to trounce all over their world gen, please. I would much rather not see mods stomp all over one another.
I noticed I was having this issue (filling a bucket yields a condensed splash serum instead of a bucket) using Thermal Expansion's fluid transposer. Would the fix mentioned here also address that?
Wait, there's a filter pipe? i missed it entirely... i suppose you are using the item filter in normal mode, with a double clicked bucket of water in it ... can't you simply, for now, SKIP the filter pipe and see if everything works? Saw in a recent Direwolf20 video that there was some problem with filter pipes and liquids... (possibly a different revision then the released one, but... better safe than sorry.)
-edit: Also... Node not working to me means a node that doesn't scan at all, like it happened to me with chunkloaders. A Node unable to scan over a filterpipe it's a funcional node that has filtering problems )
Can you post a screen of the intersection and filters, just for my knowledge and to check my systems for possible problems?
The filter pipe was a different setup (back in MC 1.5.2). It was for a breeding system; I had two ME interfaces, one exporting seeds, the other carrots, and a transfer node connected to each, along with an energy transfer node being fed power. The lines merged, ran over to another building, and met a filter pipe, set to send seeds one way and carrots another, right into MFR breeders (which also accepted energy).
This setup would initially work fine, but eventually cease to do so. The nodes were scanning up to the filter pipe and immediately resetting, never delivering the fodder. I'd need to break the filter pipe and put it back in to fix it.
I've also removed the transfer nodes in my current setup. One of them that stopped working was the fuel pipe, which could have been crossing a chunkloading boundary and which came to a fork. But the other one that stopped working was the water line - and after the first boiler explosion, I stripped it down so that it was the single vertical column I mentioned. No intersections, not even any corners, and certainly no filter pipes. It still stopped working, leading to another explosion.
At that point I gave up and switched to other means of providing water - for now, a BuildCraft pump right next to the boiler and fed by a cobblestone kinesis pipe off the main power line; I may change this to an aqueous accumulator and fluiduct now that Thermal Expansion is out (if in beta), as that doesn't need power. I'm unfortunately little inclined to use transfer nodes, especially on anything important, until I can confirm that this is fixed. The ones feeding my carpenters don't seem to have a problem, but I haven't used the water-fed carpenter much and the one pulling liquid force from the squeezer only goes a few blocks over (feeding another carpenter, then a force infuser). The boiler explosions took out some of the pipe there, so it's hard to be sure they hadn't stopped working as well at some point; either way, this is another unbranched water line, so if it malfunctions at some point I'm really not sure what else could be changed about it. It would also make a pretty boring screenshot - it's just a vertical transfer pipe with the top end at a machine and the transfer node at the bottom sitting in a hole in the ice, against the surface of the water beneath.
-ETA Why does everybody quote ME? Also, had to think around 5 minutes to what you meant with ETA... still reading it as Estimated Time of Arrival -
I quoted you because you quoted me.
In hindsight, what I should have said was something like: I get why the boiler exploded in that it ran out of water; the mystery is WHY it ran out of water.
As to the Railcraft engines - a number of things that require steam power will return some water to the boiler after they're done, I believe. I think this is the case for the steam oven and boilers. I'm not 100% sure on that, but it would be one possible explanation for water to get returned while the transfer node is stuck, without requiring the node to spontaneously un-stick (which, granted, could still be what's happening, since as far as I can tell it spontaneously stuck in the first place).
One reason I'm pretty confident it's on the transfer node/pipe end rather than the boiler refusing water is that I've seen other cases of them ceasing to function, and actually watched the coordinates being checked in the transfer node. In that case, it was getting up to a filter pipe, and immediately resetting. Nothing short of breaking and replacing the filter pipe would fix it - but doing so would fix it just fine, with the filters set exactly the same.
Boilers explode when they are dry and recive water afterwards, so they explode BECAUSE they are reciving water... It's indeed strange.
That's not the problem. The transfer node is more than capable of keeping up with the demand (ETA: as your own example amply demonstrates)... while it's running. I had it running for days, with the boiler at full temperature, no problem.
The problem is when the nodes just stop working. Specifically, it becomes a BIG problem the next time the boiler actually does receive water. (ETA2: which it might eventually be getting from the engines; I think steam engines do return water to the boiler if they're placed in contact with it.)
Had this problem and found out that the cause is that you have pipes running in a chunkloaded area while nodes are outside of it. (prehaps even the other way around, never tested it)
My poor bees had seen me puzzling about that for a couple of hours before realizing it.
That doesn't seem like it can be all of it. I've had it happen in areas that are entirely chunkloaded. Significantly, I have a liquid transfer pipe whose sole purpose is to feed a RailCraft boiler. It runs in a vertical line from the water surface up to the firebox. The boiler is within a single chunk and it's away from the edge (so the water source blocks that keep the block under the node fed are all in the chunk). There is no way that any of it can be loaded without all of it being so - especially not the transfer node and pipe, because that's in a single column.
I logged back in to find that the boiler had run dry and exploded.
Again.
I've had it happen before in areas that I knew to be chunkloaded; it would also have issues with pipe intersections (specifically filter pipes). That was back in 1.5.2 so I'm not sure if that's still around, but that I'm still running into the issue now suggests that it is so.
This basically means that I can't use transfer pipes, and that's unfortunate, because I like them while they're working.
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You can also put a BuildCraft tank under the faucet and pipe out from it as normal. If the drain is on the lowest level of the smeltery, you could even output into a RailCraft tank right under it, but that's probably not practical.
If something doesn't want to flow through a given pipe, I'd think that to be a problem with how the pipe handles fluids - but given the fluid changes in MC 1.6, as far as I know that should never be an issue.
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Translating through the ore dictionary to get around simple incompatibilities (mod does not properly use the ore dictionary - see Metallurgy, for instance; despite repeated claims to the contrary there are a number of mods which use the ore dictionary but don't recognize Metallurgy's materials), or to simplify storage, is one thing. Doing so to turn a random piece of metal (or whatever) into a specific variant to satisfy a recipe which specifically and intentionally requires that version is an exploit, and should not be taken as an argument for using things identically. I'm sure one could use ore-dictionary translation to make other mods' steel into RotaryCraft's - what's the difference between that and slime?
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See also: Thaumcraft's greatwood and silverwood planks. There are a number of recipes in Thaumcraft that don't care what variety of wood you're using (the Hungry Chest comes to mind - it's seven planks of any kind, and a trapdoor), and in those recipes wood is interchangeable. However, there are some recipes which specifically need the properties of greatwood, and so ONLY greatwood planks will do.
The ore dictionary is used not only when the different versions are supposed to be identical, but also when "close enough" will do. Most mods that add materials consider other mod versions of such material identical; but if a mod author decides that their version has some specific properties, nothing keeps them from calling for their version specifically. I'm not sure how you can call up RotaryCraft as an example on one hand, and yet be so adamant that TConstruct should be using oredict materials identically on the other.
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(I would like to point out, though, that mod materials give plenty of reason to still go mining. Even if copper and tin are fixed, there are other things out there.)
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Along with this, I reported a while back that the Force Shears don't seem to work as shears on cobwebs - they dig through them very slowly, unlike the very quick clearing (and harvesting) one gets with standard shears. I think they're just not counting as Shears for some reason.
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Look through your other mods and disable copper in them rather than expecting DC to trounce all over their world gen, please. I would much rather not see mods stomp all over one another.
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This setup would initially work fine, but eventually cease to do so. The nodes were scanning up to the filter pipe and immediately resetting, never delivering the fodder. I'd need to break the filter pipe and put it back in to fix it.
I've also removed the transfer nodes in my current setup. One of them that stopped working was the fuel pipe, which could have been crossing a chunkloading boundary and which came to a fork. But the other one that stopped working was the water line - and after the first boiler explosion, I stripped it down so that it was the single vertical column I mentioned. No intersections, not even any corners, and certainly no filter pipes. It still stopped working, leading to another explosion.
At that point I gave up and switched to other means of providing water - for now, a BuildCraft pump right next to the boiler and fed by a cobblestone kinesis pipe off the main power line; I may change this to an aqueous accumulator and fluiduct now that Thermal Expansion is out (if in beta), as that doesn't need power. I'm unfortunately little inclined to use transfer nodes, especially on anything important, until I can confirm that this is fixed. The ones feeding my carpenters don't seem to have a problem, but I haven't used the water-fed carpenter much and the one pulling liquid force from the squeezer only goes a few blocks over (feeding another carpenter, then a force infuser). The boiler explosions took out some of the pipe there, so it's hard to be sure they hadn't stopped working as well at some point; either way, this is another unbranched water line, so if it malfunctions at some point I'm really not sure what else could be changed about it. It would also make a pretty boring screenshot - it's just a vertical transfer pipe with the top end at a machine and the transfer node at the bottom sitting in a hole in the ice, against the surface of the water beneath.
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I quoted you because you quoted me.
In hindsight, what I should have said was something like: I get why the boiler exploded in that it ran out of water; the mystery is WHY it ran out of water.
As to the Railcraft engines - a number of things that require steam power will return some water to the boiler after they're done, I believe. I think this is the case for the steam oven and boilers. I'm not 100% sure on that, but it would be one possible explanation for water to get returned while the transfer node is stuck, without requiring the node to spontaneously un-stick (which, granted, could still be what's happening, since as far as I can tell it spontaneously stuck in the first place).
One reason I'm pretty confident it's on the transfer node/pipe end rather than the boiler refusing water is that I've seen other cases of them ceasing to function, and actually watched the coordinates being checked in the transfer node. In that case, it was getting up to a filter pipe, and immediately resetting. Nothing short of breaking and replacing the filter pipe would fix it - but doing so would fix it just fine, with the filters set exactly the same.
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The problem is when the nodes just stop working. Specifically, it becomes a BIG problem the next time the boiler actually does receive water. (ETA2: which it might eventually be getting from the engines; I think steam engines do return water to the boiler if they're placed in contact with it.)
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I logged back in to find that the boiler had run dry and exploded.
Again.
I've had it happen before in areas that I knew to be chunkloaded; it would also have issues with pipe intersections (specifically filter pipes). That was back in 1.5.2 so I'm not sure if that's still around, but that I'm still running into the issue now suggests that it is so.
This basically means that I can't use transfer pipes, and that's unfortunate, because I like them while they're working.