Inventory tweaks allows you to sort your inventories. There are all kinds of mods with sorting systems where you can put everything into one chest, and (after a considerable effort of setting it up) the system will place each item into the correct chest.
However, in my opinion, the best solution of all is Applied Energistics (AE2 for 1.7). It stores everything you have as energy in a "computer", that's completely searchable and sortable. It is a bit complex to get the system up and running, but once it is, it is basically self maintained. You never again have to remember where that particular chest is, or if you put coal into "magic items" or "building materials". It's basically like having one giant, searchable chest for everything. It's also integrated with NEI, so you can search for what you want to craft, shift click on the ?, and if you have all the mats in your system (not in your own inventory), you can one-click craft it right there.
It also has several other features, like auto-crafting, but IMO, the inventory management aspect is the best thing about it.
There are several version of both NEI and AE2 for Minecraft version 1.7.10. You might have a set of them that is conflicting with each other, or another mod. With my previous world, I had an issue where NEI would just stop working- it would get stuck on a search I'd made previously, and just not work anymore. The only way to fix it was to complete restart minecraft, and the only way to avoid it was to just not use AE2's NEI syncornized search modes.
Now, I'm using Bevo's Tech pack, and so far, have not had the issue. Anyway, the point is, different versions of mods sometimes have different issues with other mods. Sometimes it's even config settings. I'm not really knowledgeable enough to troubleshoot those kinds of problems in most cases. So, I just started using a mod pack. If the mod pack author is good, then there will be very few, if any, of these kinds of issues. Bevo's seems to be mostly bug free as far as I've seen so far.
9x9x6 with the AS in the floor, eh? Thanks, I'll give that a try. Now, just to be clear, is that actually IN the floor, or sitting ON the floor? Not really worried about small creatures. Would there be any issues spawning other stuff in there? Particularly Endermen, blazes and slimes?
So, I've run into an issue with compatibility with Ender IO item conduits. I was hoping to use them to make integration with AE2 simpler. Not just to use fewer channels, but more importantly, if I can get it to work, I'll be able to autocraft on my mekanism machines with NO visible wires or conduits, which looks really good. I have the machine sitting on top of an AE2 interface block, with Ender IO power coming into the back through the wall. My plan is to use an Ender IO item conduit to extract the product from the back of the mekanism machine and place it back into the interface. However, except for the Purification Chamber, I can't seem to get the item conduit to connect to the mekanism machines. The power conduit connects fine, though. I'm also not sure why the purification chamber worked and the others didn't.
Anyone have any ideas or workarounds? Is there any way to get a mekanism machine to receive and send from the same side (which would remove the need for the item conduit altogether)?
Well, I thought I had it figured out, but I was wrong. It occurred to me after reading that a ghast needs a 5x5x5 area to spawn, that in a 9x9x5 room with an auto-spawner in the middle, there are no 5x5 areas. So, I extended one side of my room out by two, giving it 6 blocks that have a 5x5x5 area around them, and within the 9x9 range of the auto-spawner. However, still no ghasts. The auto-spawner IS using essence, because when I put it on exact copy, there was less in my tank than when I started it. At first, I didn't think it was, because the amount was higher until I turned on exact copy (I have a cow grinding setup feeding it essence). So, it seems it's TRYING to spawn ghasts, but not able to.
The auto-spawner is said to spawn in a 9x9x3 area, where the 3 is 1 block above to 1 block below the spawner. I wonder if it will make a difference to move the spawner higher or lower? Right now, it is at a height of 4, so the "3" should be the center level to the block just under the ceiling. It definitely works for endermen at that height, which should have the same height requirements for spawning as ghasts, though smaller width requirements.
Also, I checked the blacklist- it only has iron golem on it.
Even easier is to build your dark room out over the ocean, are way up in the sky. The idea is to put it somewhere that it's the ONLY place mobs can spawn. That's the best way to maximize your spawns. Lighting up all the caves around is essentially eliminating other spawning locations near your room.
I think the rules are: mobs will spawn on any solid block (meaning not liquid or air, not to be confused with the definition of "solid" for use with redstone signals) more than 24 blocks from any player, but within 128 blocks of a player. For spiders, it only needs to be 1 block high. For most other mobs, 2 blocks, and for endermen, 3 blocks. I also has to be at a light level less than 8 -at the block they will spawn on. Note that some mobs (like slimes) can spawn in higher light levels, but usually have other restrictions.
The key to making a good (meaning gets a lot of spawns) mob trap is to eliminate all other possible spawning locations other than your trap. That means 128 blocks from where you will be standing in every direction.
One last thing: If you are going to make your room big enough for endermen, make it out of materials that they can't pick up (there's a list on the wiiki). Otherwise, they may inadvertently break your trap.
Edit: my bad, light level of 7 or less, not less than 7.
iv looked everywhere to try and make glass cables but all I find is a recipe with 3 glass on top and quarts dust in the middle and glass on the bottom but nothing please help I'm getting so frustrated!
As mentioned, all the ingredients have to be the exact ingredients- lots of things share essentially identical icons, especially if you have a lot of mods. All of the recipes are in NEI. Just search, click, done. Honestly, I couldn't imagine not using NEI. I've used probably 100 different recipes almost every day, but I only have a tiny fraction of them memorized.
its actually a lot easier to set up then that, you just need a ME interface and a storage bus facing each other, you put in the amount you wanna keep in the system in the export area, put in a crafting card and give it a high prority. voila.
now for my question, does a storage component keep its inventory when you upgrade? like if i have a full1k cell, can i upgrade that to a 4k without having to emprty it?
You do have to empty it first. However, the ME IO port makes it trivial to empty cells. You don't have to move the cell to a chest and manually remove everything. Just put it in the IO port with the arrow pointing from cell to system.If everything doesn't remove, then you don't have enough empty slots for all of the different items you have stored in the cell. In that case, you will have to make a new cell first, or temporarily store the items from the cell outside the system. Once it's empty, take it out, put it in your hand and sneak+right click to remove the storage from the cell casing. Then you can use the storage as part of your upgrade (each tier storage needs 3 storage from the tier just below it), and then put the new storage back into the same cell casing, and put it back in your drive.
Keep in mind you don't need all 64k storage cells, not even eventually. There will always be tons of items you are storing that you don't have all that many of. If ALL of your cells are huge 16k or 64k, then many of them will be full at 63 of 63 items, but often less than 1024 bytes used, so basically, being wasted.For example, right now I have 5 1k 2 16k, and 1 64k storage cells. Even though I have probably 50 thousand or more of a few items (cobble, dirt, redstone, logs, etc), one of my 16k cells, and my 64k cell are still both empty. I have the 1ks filled up with stuff that I only have a few of, so most of them are 60+ of 63 items, while the one 16k is 8 or so of 63 items, and maybe 10k bytes. I'll probably need more small cells before I need more big cells. In fact, I'll probably end up removing the 64k cell altogether, and instead use the storage in a crafting cpu so I can make huge auto-crafting orders.
There are ways to automate seed growing, but I personally haven't found it necessary. Once you make 4 growth accelerators, they mature in a matter of minutes, and you can put in stacks and stacks at a time. I've found I just don't need them often enough to need to automate them, especially since I can make several stacks at once. In fact, with the accelerators, it takes longer to make the dust than it does to grow the seeds.
As far as the inscribers, I agree, they are way too slow -rather, they lack any means to upgrade them. Slow is fine to start, but there should be a way to increase the speed through progression. If there was one thing I could wish for in AE2, it would be a means to upgrade inscribing speed.
The way I deal with that is once I have them set up for auto-crafting, I just order up a large number, then go do something else. You just have to be mindful that you aren't running out of them, and when you are, order up another large batch before you need them. My threshold is 100. I try to keep 100 of each processor on hand, and when I notice I've fallen below that, order up another 100. Definitely not ideal, but that's the best I've come up with so far.
Question for anyone who's used MFR a lot: Has anyone been able to construct a mob spawning room where ghasts will properly spawn using the auto-spawner? I noticed that endermen wouldn't spawn unless I had the room constructed with particular dimensions, and had the auto-spawner at just the right place. In that case, it seemed to work well with a room that was 5 blocks high, with the auto-spawner sitting at level 4, or 1 block above it before the ceiling. The sides I don't think mattered as much, but I always use 9x9 because that's the range of the auto-spawner.
It hasn't worked for ghasts though. They just don't spawn. I thought it might be that they would only spawn in the nether, but I am able to spawn blazes just fine in the overworld. I'm wondering if maybe a taller room, or positioning the auto-spawner at a different level might help. I've tried a 9x9x9 room, but before experimenting with several different heights, I figured I'd check and see if anyone has maybe already figured it out.
Or, maybe it's just not possible to spawn ghasts with an auto-spawner. Even that information would be a help, since it would save me a lot of time trying to solve an unsolvable problem.
I know that AE2 crafting is different, as about everything in AE2. I think I watched that video, and I got autocrafting sorted somebit. I now am just finding out how to autocraft inscribing.
It's actually less convoluted than it at first seems. I posted a link earlier in the thread to a video that helped me out in this. Not far up, in the last couple of pages. Out of all the videos I watched on the subject, that was the one I understood the best.
In a nutshell, here's the gist: Inscribing is broken out into two steps: inscribing the printed circuits using the presses, and then combining them to inscribe the processors. You need 5 inscribers in all. Supposedly, there is a way to do it with one inscriber, but that's far more complicated than I want to deal with.
You need 4 inscribers for the first step, each one setup almost identically to each other. In each, you'll put one of the 4 presses (logic, engineering, calculation, and silicon). You'll also need an interface and an import bust for each one. In addition, they need power, as it won't transfer through the interface or import bus. However, if you put the 4 inscribers touching each other, you can supply power to one end, and it will transfer through to all of them. It does matter which side you put the devices on. The import bus needs to be either on the right side or the front, and the interface needs to be either on the left side, the top, the bottom, or the back. In the import bus, you want to "program" it with the finished printed circuit for that inscriber, so that it only removes the finished circuit, and not the press. In the interface, you'll put the pattern which is simply one gold ingot makes one printed logic circuit, one pure certus makes one calc circuit, etc. Of course, you also need a crafting unit and crafting storage, etc. Note that each interface and each import bus uses one channel, so this first step requires 8 channels (The power connection does not use a channel).
The second step is slightly more complex, but takes less resources. You need one inscriber, one interface, one import bus, and two export buses. Again, it makes a difference where you put the connections. The import bus needs to be either on the right or on the front. The interface should be on the top or the back ( I like to put it on top, and put the power connection on the back). One of the export buses on the left, and one of them on the bottom. In the interface, put your 3 patterns, one for each printed circuits. Printed logic circuit makes logic processor, printed calculation circuit makes calculation processor, etc. Don't put the silicon circuit or the redstone into the pattern. They will go into the inscriber from the export buses, not from the interface. In the export bus on the side, program it to insert redstone, and in the one on the bottom, a printed silicon circuit. In addition, you can put in a crafting card so that if you don't have any printed silicon, it will make one. However, keep in mind that you will need at least 2 crafting units in your system for that to work, since one will be in use making the processors that you ordered, and so, will not be available to craft printed silicon. Redstone is not crafted, so no need for a crafting card there. The final step requires 4 channels. I tried the system that Algo himself put up explaining the last step, but I honestly couldn't get it to work. I went over it like 20 times making sure my system was exactly like his, but it just wouldn't work. To this day, I still don't understand how or why to use the storage bus.
Also, keep in mind that you can't run the final step cables off of the first step, (unless you use dense cable, which seems kind of a waste of resources) as it's already using 8 channels.
That's pretty much it. It does use a lot of channels, and a fair number of resources, but it's easy to setup, and at least for me, easy to understand. I saw another video that had a much more compact system that used a lot fewer channels (only one, IIRC), using Ender IO item conduits. I couldn't get it to work, but that may have just been my inexperience with the mod. I may try to do it again sometime. If I can get it to work, the savings in resources, channels and especially space will be well worth it.
I'm sure you probably already know, but I didn't see it mentioned, so I thought I'd throw it out, just in case: You need to be a certain distance away. Mobs wont' spawn too close to a player (24 blocks? 28? not sure, something like that), and they also won't spawn too far away (>128? again, not sure), so you need to be within that range to make them spawn.
I agree with the OP. The mark of a good video game is that it has a multitude of options to allow people to play how they want to play. I would even say that there should be an (optional) ultra-hard mode that doesn't allow you to set the game to peaceful or make any changes at all, once the world is created. As an optional game mode, it allows those who don't feel they are being challenged enough to up the stakes, while not affecting the rest of us, at all.
The biggest problem I have with some people is that they somehow think that their way is the only way things should be allowed. people that want restrictions instead of options in video games are bad for the industry. Games that cater to them rarely do very well, and game companies that listen to their suggestions often find their games becoming abandoned, and that's as it should be. The desire to force you own choices onto other people is in fact a sociopathic trait.
You feel the game is too easy? Ask for options to make your game harder, don't ask for restrictions to make everyone's game harder.
Mod: Mekanism (also partial to Ender IO, Applied Energistics 2, and Minefactory Reloaded though).
Minecraft Version: 1.7.10
Description: Your basic tech mod. Adds power generation, machines to automate things, etc. Also adds some very cool tools, like the paxel (all in one mining, digging, chopping, hoeing, fighting tool) the atomic disassembler (powered version of the paxel with various settings), jetpack, and free runners -boots that use power to absorb falling damage and allow you to walk up one block without jumping.
I spent all of about 2 weeks playing vanilla before I started adding mods. I'll probably go back to it occasionally at some point in the future, but for now, I'm having too much fun with mods.
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However, in my opinion, the best solution of all is Applied Energistics (AE2 for 1.7). It stores everything you have as energy in a "computer", that's completely searchable and sortable. It is a bit complex to get the system up and running, but once it is, it is basically self maintained. You never again have to remember where that particular chest is, or if you put coal into "magic items" or "building materials". It's basically like having one giant, searchable chest for everything. It's also integrated with NEI, so you can search for what you want to craft, shift click on the ?, and if you have all the mats in your system (not in your own inventory), you can one-click craft it right there.
It also has several other features, like auto-crafting, but IMO, the inventory management aspect is the best thing about it.
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Now, I'm using Bevo's Tech pack, and so far, have not had the issue. Anyway, the point is, different versions of mods sometimes have different issues with other mods. Sometimes it's even config settings. I'm not really knowledgeable enough to troubleshoot those kinds of problems in most cases. So, I just started using a mod pack. If the mod pack author is good, then there will be very few, if any, of these kinds of issues. Bevo's seems to be mostly bug free as far as I've seen so far.
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Anyone have any ideas or workarounds? Is there any way to get a mekanism machine to receive and send from the same side (which would remove the need for the item conduit altogether)?
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The auto-spawner is said to spawn in a 9x9x3 area, where the 3 is 1 block above to 1 block below the spawner. I wonder if it will make a difference to move the spawner higher or lower? Right now, it is at a height of 4, so the "3" should be the center level to the block just under the ceiling. It definitely works for endermen at that height, which should have the same height requirements for spawning as ghasts, though smaller width requirements.
Also, I checked the blacklist- it only has iron golem on it.
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I think the rules are: mobs will spawn on any solid block (meaning not liquid or air, not to be confused with the definition of "solid" for use with redstone signals) more than 24 blocks from any player, but within 128 blocks of a player. For spiders, it only needs to be 1 block high. For most other mobs, 2 blocks, and for endermen, 3 blocks. I also has to be at a light level less than 8 -at the block they will spawn on. Note that some mobs (like slimes) can spawn in higher light levels, but usually have other restrictions.
The key to making a good (meaning gets a lot of spawns) mob trap is to eliminate all other possible spawning locations other than your trap. That means 128 blocks from where you will be standing in every direction.
One last thing: If you are going to make your room big enough for endermen, make it out of materials that they can't pick up (there's a list on the wiiki). Otherwise, they may inadvertently break your trap.
Edit: my bad, light level of 7 or less, not less than 7.
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As mentioned, all the ingredients have to be the exact ingredients- lots of things share essentially identical icons, especially if you have a lot of mods. All of the recipes are in NEI. Just search, click, done. Honestly, I couldn't imagine not using NEI. I've used probably 100 different recipes almost every day, but I only have a tiny fraction of them memorized.
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You do have to empty it first. However, the ME IO port makes it trivial to empty cells. You don't have to move the cell to a chest and manually remove everything. Just put it in the IO port with the arrow pointing from cell to system.If everything doesn't remove, then you don't have enough empty slots for all of the different items you have stored in the cell. In that case, you will have to make a new cell first, or temporarily store the items from the cell outside the system. Once it's empty, take it out, put it in your hand and sneak+right click to remove the storage from the cell casing. Then you can use the storage as part of your upgrade (each tier storage needs 3 storage from the tier just below it), and then put the new storage back into the same cell casing, and put it back in your drive.
Keep in mind you don't need all 64k storage cells, not even eventually. There will always be tons of items you are storing that you don't have all that many of. If ALL of your cells are huge 16k or 64k, then many of them will be full at 63 of 63 items, but often less than 1024 bytes used, so basically, being wasted.For example, right now I have 5 1k 2 16k, and 1 64k storage cells. Even though I have probably 50 thousand or more of a few items (cobble, dirt, redstone, logs, etc), one of my 16k cells, and my 64k cell are still both empty. I have the 1ks filled up with stuff that I only have a few of, so most of them are 60+ of 63 items, while the one 16k is 8 or so of 63 items, and maybe 10k bytes. I'll probably need more small cells before I need more big cells. In fact, I'll probably end up removing the 64k cell altogether, and instead use the storage in a crafting cpu so I can make huge auto-crafting orders.
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As far as the inscribers, I agree, they are way too slow -rather, they lack any means to upgrade them. Slow is fine to start, but there should be a way to increase the speed through progression. If there was one thing I could wish for in AE2, it would be a means to upgrade inscribing speed.
The way I deal with that is once I have them set up for auto-crafting, I just order up a large number, then go do something else. You just have to be mindful that you aren't running out of them, and when you are, order up another large batch before you need them. My threshold is 100. I try to keep 100 of each processor on hand, and when I notice I've fallen below that, order up another 100. Definitely not ideal, but that's the best I've come up with so far.
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It hasn't worked for ghasts though. They just don't spawn. I thought it might be that they would only spawn in the nether, but I am able to spawn blazes just fine in the overworld. I'm wondering if maybe a taller room, or positioning the auto-spawner at a different level might help. I've tried a 9x9x9 room, but before experimenting with several different heights, I figured I'd check and see if anyone has maybe already figured it out.
Or, maybe it's just not possible to spawn ghasts with an auto-spawner. Even that information would be a help, since it would save me a lot of time trying to solve an unsolvable problem.
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It's actually less convoluted than it at first seems. I posted a link earlier in the thread to a video that helped me out in this. Not far up, in the last couple of pages. Out of all the videos I watched on the subject, that was the one I understood the best.
In a nutshell, here's the gist: Inscribing is broken out into two steps: inscribing the printed circuits using the presses, and then combining them to inscribe the processors. You need 5 inscribers in all. Supposedly, there is a way to do it with one inscriber, but that's far more complicated than I want to deal with.
You need 4 inscribers for the first step, each one setup almost identically to each other. In each, you'll put one of the 4 presses (logic, engineering, calculation, and silicon). You'll also need an interface and an import bust for each one. In addition, they need power, as it won't transfer through the interface or import bus. However, if you put the 4 inscribers touching each other, you can supply power to one end, and it will transfer through to all of them. It does matter which side you put the devices on. The import bus needs to be either on the right side or the front, and the interface needs to be either on the left side, the top, the bottom, or the back. In the import bus, you want to "program" it with the finished printed circuit for that inscriber, so that it only removes the finished circuit, and not the press. In the interface, you'll put the pattern which is simply one gold ingot makes one printed logic circuit, one pure certus makes one calc circuit, etc. Of course, you also need a crafting unit and crafting storage, etc. Note that each interface and each import bus uses one channel, so this first step requires 8 channels (The power connection does not use a channel).
The second step is slightly more complex, but takes less resources. You need one inscriber, one interface, one import bus, and two export buses. Again, it makes a difference where you put the connections. The import bus needs to be either on the right or on the front. The interface should be on the top or the back ( I like to put it on top, and put the power connection on the back). One of the export buses on the left, and one of them on the bottom. In the interface, put your 3 patterns, one for each printed circuits. Printed logic circuit makes logic processor, printed calculation circuit makes calculation processor, etc. Don't put the silicon circuit or the redstone into the pattern. They will go into the inscriber from the export buses, not from the interface. In the export bus on the side, program it to insert redstone, and in the one on the bottom, a printed silicon circuit. In addition, you can put in a crafting card so that if you don't have any printed silicon, it will make one. However, keep in mind that you will need at least 2 crafting units in your system for that to work, since one will be in use making the processors that you ordered, and so, will not be available to craft printed silicon. Redstone is not crafted, so no need for a crafting card there. The final step requires 4 channels. I tried the system that Algo himself put up explaining the last step, but I honestly couldn't get it to work. I went over it like 20 times making sure my system was exactly like his, but it just wouldn't work. To this day, I still don't understand how or why to use the storage bus.
Also, keep in mind that you can't run the final step cables off of the first step, (unless you use dense cable, which seems kind of a waste of resources) as it's already using 8 channels.
That's pretty much it. It does use a lot of channels, and a fair number of resources, but it's easy to setup, and at least for me, easy to understand. I saw another video that had a much more compact system that used a lot fewer channels (only one, IIRC), using Ender IO item conduits. I couldn't get it to work, but that may have just been my inexperience with the mod. I may try to do it again sometime. If I can get it to work, the savings in resources, channels and especially space will be well worth it.
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The biggest problem I have with some people is that they somehow think that their way is the only way things should be allowed. people that want restrictions instead of options in video games are bad for the industry. Games that cater to them rarely do very well, and game companies that listen to their suggestions often find their games becoming abandoned, and that's as it should be. The desire to force you own choices onto other people is in fact a sociopathic trait.
You feel the game is too easy? Ask for options to make your game harder, don't ask for restrictions to make everyone's game harder.
0
Mod: Mekanism (also partial to Ender IO, Applied Energistics 2, and Minefactory Reloaded though).
Minecraft Version: 1.7.10
Description: Your basic tech mod. Adds power generation, machines to automate things, etc. Also adds some very cool tools, like the paxel (all in one mining, digging, chopping, hoeing, fighting tool) the atomic disassembler (powered version of the paxel with various settings), jetpack, and free runners -boots that use power to absorb falling damage and allow you to walk up one block without jumping.
I spent all of about 2 weeks playing vanilla before I started adding mods. I'll probably go back to it occasionally at some point in the future, but for now, I'm having too much fun with mods.