See, that's what I like about Minecraft. Since there is no actual official lore, you can make up your own without worrying about it conflicting with 'canon' lore.
I like the new doors, especially the iron trap door.
I very much like the new stone types.
I'm not crazy about the new fences (to be more specific, I don't mind them, I just wish they'd kept a generic fence version that uses the same recipe as before).
I also never used AE1 (have barely even played any MC version lower than 1.7.10), so that may have a lot to do with my acceptance of the way things are done in AE2. I've found it to be stimulating and extremely useful. That doesn't mean there aren't things I'd like to see changed... I really think there needs to be some way to upgrade the speed of inscribers, and perhaps even a machine that could inscribe any of the recipes, which could be automated as easily as any other machine. I'd also like to see a machine that could grow crystals, perhaps made from 4 growth accelerators (among other ingredients), and needing a water supply.
It's not that I can't automate those things. I can, and I have. But just because there's a work-around doesn't mean there shouldn't be an alternative solution. Just my opinion.
Other things, like needing multiple crafting units, don't bother me at all. I just accept that that's the way it is. They're really simple to make, not particularly expensive, and can be placed pretty much anywhere. Channels are another thing I accept. I guess I'm just used to having to think about how many channels I have available on a particular cable, so that's just part of planning out my system. The only thing I'd like to see is for the WAILA tool tip that shows a numerical value for channel uses (4 of 8, 9 of 32, for example) to work on a server (works fine in SP), but I don't know there's anything the devs for AE2 can do about that, though I'd guess it would need the devs from both mods to get it sorted out.
Still, overall, I'm very satisfied with AE2, and couldn't imagine playing a modded world without it. I'd again like to express my thanks to AlgorithmX2, and to all the new devs who are now maintaining it. please don't ever think your efforts are not appreciated. They very much are.
There are few 1.8 mods because Forge for 1.8 only recently came out of beta.
Modmakers aren't likely to make their mods for beta Forge because it could change drastically in the full version and then they would have to do their work all over again instead of just some minor changes.
This.
Mod makers have to wait for Forge to be released for 1.8. The alternative is to code their own mod loader (a huge task), and when Forge does come out, no one will use their mod anymore because "everything else is on Forge". I wasn't around when 1.7 came out. How long did it take before the first Forge release then? How long after that before the larger mods started to get released?
This is why I'm hoping MS will eventually release a standardized modding API (which honestly probably won't happen for minecraft, but I look for it if and when there is a minecraft 2). That will considerably tighten down what modders are actually able to do, but should make mod creation much faster and less error-prone, not to mention no longer dependent on a mod loader.
My order of things to do is: Get 3 wood. Make crafting table/wooden pickaxe. Mine stone (about 20 or so). Make stone pickaxe, axe, and sword. Actually, since I generally play modded, that last one becomes make a stone paxel (and I get 4 wood to start instead of 3).
Then, it varies depending on what's close, but before dark, try to get some more wood, make a furnace, make a few torches, make a door, kill a couple of cows chickens or pigs, and dig out an underground shelter. Just need to get far enough to put on your door and get inside before dark. If there are at least 5 sheep nearby, kill 3 and make a bed. Otherwise, wait until I find iron and make shears. However, since I can continue to dig out my shelter during the night, a bed is lowest priority out of that list.
I play on my own private server, but I'm the only one on it. I like the server because I can play the same world from different computers without having to try to maintain a save file. So, it's really single player, but it could be multiplayer.
I'd play multiplayer with people I know, but the only person I know in RL that plays Minecraft is my grand daughter, and she only has an iPad (the server is on PC).
No, you don't need a separate crafting unit for every interface. You just need a separate crafting unit for each crafting job that you want to run simultaneously.
A crafting unit only requires a single crafting storage to count as a crafting unit. Adding a coprocessor does not make it into 2 crafting units. It just makes it faster. Adding a second crafting storage also does not make it into 2 crafting units. That just gives it more storage, meaning you can run bigger/more complex crafting jobs on it. To make a second crafting unit, you just need to place a crafting storage onto any ME cable that has a channel available, but not touching any other crafting unit, as that would simply add the storage to that existing unit.
Do you mean that you are trying to craft multiple things in the same interface (and thus, the same machine)? I.e. you want to smelt both iron ingots and copper ingots in an alloy smelter at the same time. If so, then it is a limitation of the machine. If you can't do multiple things in it at a time without AE2, you won't be able to do it with AE2.
Or, are you saying you try to run 2 different crafting jobs for items where the recipe is on two different interfaces on two different machines? That should be possible, I do it all the time.
How many different crafting units do you have? Note that adding a co-processor to a crafting unit doesn't make it into 2 crafting units. It just makes that one crafting unit work faster. To do multiple crafting jobs at the same time, you need multiple crafting units that are not part of the same crafting unit multi-block. You don't need multiple large crafting units all with coprocessors though. I typically make 1 64k with a coprocessor and 2 or 3 other units that just have a 1 or 4k crafting storage, and nothing else (basically a multi-block made up of a single block). If you have the large unit designated as the highest number, it should use the smaller ones for most jobs, and only go to the big one when you have a job that needs more storage (and thus, would benefit more from the coprocessor).
Something else to check: You're running 32 bit windows (at least that's what java thinks). Is your java 32 bit or 64 bit? Are you actually running 32 bit, or is it something in your compatibility settings? Compatibility mode shouldn't be needed. I run Minecraft (1.6.4, 1.7.10 and 1.8) in both Windows 7 and Windows 8 without using any compatibility mode. The point is, make sure both your OS and your java version are the same, as far as 32 bit or 64 bit goes.
I do play Vanilla, but not very often. I started a world about a month ago to check out 1.8 for the first time, and it was fun at first, but I got bored with it after a couple of weeks. Maybe I'm just not motivated by "challenge". Just as a quick example, a diamond pickaxe seems really lame after using an atomic disassembler for so long. Spending a lot of my time just running from one place to another doesn't excite me, either. Sometimes it borders on what a lot of RPGers call a "walking simulator".
I like making things with redstone, but I just can't quite figure it out myself, so I always end up watching videos and just copying someone else's build. On the other hand, just yesterday I set up automation of making fluix and pure certus crystals (from Applied Energistics 2 mod -basically, you have to drop components into a pool of water, wait for them to combine/grow, then pick up the finished product), and had an absolute blast figuring it out. Another thing I did was to setup a system where I could put used oxygen tanks (Galacticraft) into an ender pouch (Ender Storage) and it would automatically put them into the oxygen compressor to be refilled, then move them back to the ender pouch (chest). While it's true that some things are ridiculously easy to automate, other things require thinking and getting components for multiple mods and often vanilla minecraft to work together in just the right way. That's the kind of tinkering I like to do.
I don't know about 1.6.4, but I haven't noticed any particular lag in 1.7.10. I wasn't specially talking about universal cables either, as I prefer to use Ender IO cables, both because they have the highest capacity (as far as I've been able to determine, up to just over 20k RF/t), and because you can put all 4 types of cables into 1 block space (power, liquid, item, and rednet). What I was talking about was how Mekanism machines just automatically work whether you supply them with J, MJ, RF, or EU. To be fair, many other mods do too, I was commenting that it would be nice if they all did.
Instead, it seems most mods are just making themselves compatible with RF, which is fine with me, but as noted, some people prefer other systems.
I'd like to see more mods (all mods) go the Mekanism way, and make their system compatible with multiple power types - with no need for any converters or adapters, etc. Just make their machines so they automatically determine what type of power they are receiving and run accordingly.
While I understand the perplexity with some people hating this more than actual griefers (no figuring out some people's thought processes), it is in fact cheating.
Now, I don't particularly have anything against cheating per se -it's just a tool and how it's used is far more important than what it is- I believe that if you want to fly and/or X-ray, you should do it in single player, or if you really want to play with other people, on a server that allows it. Those are probably rare, but out of the hundreds of thousands of minecraft servers out there, there must be SOME that allow those things. If not, it's really not that hard to set up a server yourself, even if it's only hosted on your own PC, and limited to a handful of other players.
Flying and X-Raying on a server that doesn't allow it gives you an unfair advantage over those who actually follow the rules, and there's really no way to excuse it away.
Personally, I really like 1.8, though I don't play it much- I just prefer to play with certain mods. Once they've been updated, I'll almost certainly switch over, and whenever I do play vanilla, it's always 1.8. I like a lot of the new things in it- the new stone types and the varied wooden doors, especially. I don't much care for varied fence though- I preferred being able to make generic fence from multiple sources of wood. Can't have everything, I guess. That might not be a bad suggestion: Add the old fence recipe back in that makes 2 "wood fence" using just sticks.
Can any one direct me to a good video tutorial on using level emitters to keep a specific number of items in your AE2 system? I've found some on AE1, but I'm pretty sure that auto crafting is the thing that's probably changed the most between 1 and 2. Basically, what I want to do is set up so that (for example) if my number of logic processors falls below say 50, it automatically crafts more, to keep the number at 50. I'm pretty sure the level emitter is the key to something like that, but I'm unsure how it all hooks together.
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I like the new doors, especially the iron trap door.
I very much like the new stone types.
I'm not crazy about the new fences (to be more specific, I don't mind them, I just wish they'd kept a generic fence version that uses the same recipe as before).
I'm undecided about the enchanting.
What else was part of 1.8?
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It's not that I can't automate those things. I can, and I have. But just because there's a work-around doesn't mean there shouldn't be an alternative solution. Just my opinion.
Other things, like needing multiple crafting units, don't bother me at all. I just accept that that's the way it is. They're really simple to make, not particularly expensive, and can be placed pretty much anywhere. Channels are another thing I accept. I guess I'm just used to having to think about how many channels I have available on a particular cable, so that's just part of planning out my system. The only thing I'd like to see is for the WAILA tool tip that shows a numerical value for channel uses (4 of 8, 9 of 32, for example) to work on a server (works fine in SP), but I don't know there's anything the devs for AE2 can do about that, though I'd guess it would need the devs from both mods to get it sorted out.
Still, overall, I'm very satisfied with AE2, and couldn't imagine playing a modded world without it. I'd again like to express my thanks to AlgorithmX2, and to all the new devs who are now maintaining it. please don't ever think your efforts are not appreciated. They very much are.
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This.
Mod makers have to wait for Forge to be released for 1.8. The alternative is to code their own mod loader (a huge task), and when Forge does come out, no one will use their mod anymore because "everything else is on Forge". I wasn't around when 1.7 came out. How long did it take before the first Forge release then? How long after that before the larger mods started to get released?
This is why I'm hoping MS will eventually release a standardized modding API (which honestly probably won't happen for minecraft, but I look for it if and when there is a minecraft 2). That will considerably tighten down what modders are actually able to do, but should make mod creation much faster and less error-prone, not to mention no longer dependent on a mod loader.
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Then, it varies depending on what's close, but before dark, try to get some more wood, make a furnace, make a few torches, make a door, kill a couple of cows chickens or pigs, and dig out an underground shelter. Just need to get far enough to put on your door and get inside before dark. If there are at least 5 sheep nearby, kill 3 and make a bed. Otherwise, wait until I find iron and make shears. However, since I can continue to dig out my shelter during the night, a bed is lowest priority out of that list.
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I'd play multiplayer with people I know, but the only person I know in RL that plays Minecraft is my grand daughter, and she only has an iPad (the server is on PC).
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A crafting unit only requires a single crafting storage to count as a crafting unit. Adding a coprocessor does not make it into 2 crafting units. It just makes it faster. Adding a second crafting storage also does not make it into 2 crafting units. That just gives it more storage, meaning you can run bigger/more complex crafting jobs on it. To make a second crafting unit, you just need to place a crafting storage onto any ME cable that has a channel available, but not touching any other crafting unit, as that would simply add the storage to that existing unit.
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Or, are you saying you try to run 2 different crafting jobs for items where the recipe is on two different interfaces on two different machines? That should be possible, I do it all the time.
How many different crafting units do you have? Note that adding a co-processor to a crafting unit doesn't make it into 2 crafting units. It just makes that one crafting unit work faster. To do multiple crafting jobs at the same time, you need multiple crafting units that are not part of the same crafting unit multi-block. You don't need multiple large crafting units all with coprocessors though. I typically make 1 64k with a coprocessor and 2 or 3 other units that just have a 1 or 4k crafting storage, and nothing else (basically a multi-block made up of a single block). If you have the large unit designated as the highest number, it should use the smaller ones for most jobs, and only go to the big one when you have a job that needs more storage (and thus, would benefit more from the coprocessor).
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I like making things with redstone, but I just can't quite figure it out myself, so I always end up watching videos and just copying someone else's build. On the other hand, just yesterday I set up automation of making fluix and pure certus crystals (from Applied Energistics 2 mod -basically, you have to drop components into a pool of water, wait for them to combine/grow, then pick up the finished product), and had an absolute blast figuring it out. Another thing I did was to setup a system where I could put used oxygen tanks (Galacticraft) into an ender pouch (Ender Storage) and it would automatically put them into the oxygen compressor to be refilled, then move them back to the ender pouch (chest). While it's true that some things are ridiculously easy to automate, other things require thinking and getting components for multiple mods and often vanilla minecraft to work together in just the right way. That's the kind of tinkering I like to do.
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Instead, it seems most mods are just making themselves compatible with RF, which is fine with me, but as noted, some people prefer other systems.
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Now, I don't particularly have anything against cheating per se -it's just a tool and how it's used is far more important than what it is- I believe that if you want to fly and/or X-ray, you should do it in single player, or if you really want to play with other people, on a server that allows it. Those are probably rare, but out of the hundreds of thousands of minecraft servers out there, there must be SOME that allow those things. If not, it's really not that hard to set up a server yourself, even if it's only hosted on your own PC, and limited to a handful of other players.
Flying and X-Raying on a server that doesn't allow it gives you an unfair advantage over those who actually follow the rules, and there's really no way to excuse it away.
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