• 2

    posted a message on Applied Energistics 2 - Open Source
    Quote from TooDAMNMuch»

    1. cool, thanks.
    5. nice to know, thanks again.
    6. you're kidding me? nice laugh though. :)
    additionally, i think you'll find anyone on these forums has the same right to make complaints, if someone leaves as a result instead of addressing them, that's just lazy and not something i condone or consider a loss to the community.

    He did address them, repeatedly. He just didn't give you the answer you wanted. I guess he got tired of being berated by ingrates that weren't satisfied with the free work he did for them. I can only imagine how many of the people who make mods must feel. They spent many of their own hours developing these things, generally for free, just because they enjoy minecraft and enjoy the challenge of modding it, and then have to deal with grief on the forums from people who address them as if they were a paying customer that didn't get what they thought they paid for. I wish Algo had been better able to ignore the (completely irrelevant) complainers and continue working on AE2, which many of us find to be excellent, just the way it is, but I understand why he quit, especially considering how the complaints about it not being like AE1 keep on coming in.

    It really is pretty simple here: This is not AE1, it's AE2. It's not going to change to be like AE1, ever. Get over it. If you want to use AE1, there absolutely is a way to do so: play MC version 1.6.4, and you're golden. It's time to quit whining about AE2 not being like AE1. It is what it is, and it's not going to change. Deal with it. As I mentioned, a lot of us like it this way.
    Posted in: Minecraft Mods
  • 0

    posted a message on Applied Energistics 2 - Open Source
    Quote from Keirgarth2007»

    It appears that you are correct, and that is the only item I didn't craft prior to this naturally. I am guessing to be most effective, I should create blacklists for the rest of the cells if I want only one cell to handle a specific item such as cobble.

    I'm pretty sure that if you have a formatted cell, say for cobblestone for example, then any cobblestone will get placed into that cell unless there's no more room.

    The biggest issue I'm finding is that these filters need to be put in pretty early on, because items that are already in the network won't automatically move to the cell you have that item filtered to. It has to be removed, then re-inserted. This can lead to some pretty wicked "disk fragmentation" that's honestly a major pain to clean up.

    What would be awesome would be is if you could extract directly from an ME chest with normal logisitcs pipes (such as Ender IO item conduits). Then, you could place an ME chest outside the network, extract the items from it into a chest, then use an import bus to put them back in, all automated. That would allow you to "de-fragment", at least for items you had filters for.
    Posted in: Minecraft Mods
  • 0

    posted a message on Applied Energistics 2 - Open Source
    Quote from Keirgarth2007»
    I have been messing around with AE2 for a bit and am having an issue that someone might be able to help out with. I would like to know how to pre-format a storage drive so that it will only accept a specific resource. I have looked at all the machines that are available and don't see any that is up to the job.

    I believe you would use the Cell Workbench for that task. Put your storage cell into the slot in the top right, and whatever you want to filter to it (i.e. what items are allowed to be stored in that cell) in the inventory slots. There is even a shortcut button if you wish to auto-fill everything that's in the cell currently. According to the wiki, you can also put in upgrade cards like the inverter card, which I assume would allow you make the filter a blacklist instead of a whitelist, so that it excepts any items except what's in there.
    Posted in: Minecraft Mods
  • 0

    posted a message on Can only find Safari and Desert Biomes, and Occasionally (But Rarely) A Oak Forest.
    I have a similar world I'm playing on now. Around spawn, there's almost nothing but desert and savanna. It took several hours of exploring to find much more variety, and several more after that to find any extreme hills (for emeralds).



    On the other hand, lots of villages, and lots of desert temples to loot :P
    Posted in: Survival Mode
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    posted a message on I just can't....Play Survival...
    I'm kinda the opposite. I just don't find any satisfaction playing in creative mode. It's great for testing stuff out -say for example, you want to work out how to build a mob farm- it's much easier to work out the details in creative, then go back to your "real" world to put it together with materials you've actually had to gather while staying alive in a hostile environment. It's just more satisfying.

    I suppose, if you find just the building all by itself to be fun, then creative is all you need, but if like me, the fun is in all of the aspects of building something, including earning the things you need to build it with, then survival is is the way to go. Maybe I'm just out of touch, but I just don't get the whole "not able to stop myself from cheating" thing. Just don't do it. You're only cheating yourself. If it just gets to be too much for you, instead of cheating in survival, try quitting out of it for a while and play creative on a DIFFERENT world. When you get bored with that, go back to your survival world.
    Posted in: Survival Mode
  • 0

    posted a message on Arrows should have no knockback
    Support.

    Yes, I realize it's a bit of a necro, but this is what came up in my search, and the latest comments aren't THAT old.

    First of all, it isn't possible to knock someone back using ANY shoulder or hand-fired projectile in real life. That violates Newton's laws. In other words, any projectile fired by you that had enough force to knock your target back would knock YOU back at least as far. TV and movies that show people getting knocked around by bullets? Completely unrealistic. It just doesn't work that way. An arrow doesn't have the mass to significantly alter the motion of a body as massive as a typical person. Any projectile that COULD would be far too massive for another person to hold in their hands and fire. Something like a ballista could knock a person back, but again, you aren't going to be able to shoulder-fire one.



    I watched my iron golem get wtfpwned by a skeleton the other night because of this mechanic.



    Instead of the unrealistic knockback, bows should get much faster firing rate to counter the nerf, 2 or even 3 times the rate... or higher damage, or both. You can make skeletons just as deadly as they are now without this annoying mechanic.

    I don't suppose anyone has heard of a mod that will accomplish this for 1.7.10?
    Posted in: Suggestions
  • 0

    posted a message on Sheep are still glitching through fences!
    I see this too. I've tried 3 high walls, but not double thick walls.

    Oddly enough, I have probably 20-25 cows jammed into a 5x5 breeding area for my mob essence farm (cruel yes, but hey, they're virtual cows :p), and they never seem to escape (or only very rarely). On the other hand, I have maybe 15 sheep in a 7x7 pen set up with a rancher for wool farming, and they seem to escape constantly.
    Posted in: Discussion
  • 0

    posted a message on Applied Energistics 2 - Open Source
    Quote from Kantanshi»
    Has anyone gotten autocrafting working with Mekanism machines? The Metallurgic Infuser in particular.

    Yes, though because of the benefits of using compressed materials as the catalyst (10 for 1!), I use 4 different metallurgic infusers, one for each of the 4 possible catalysts, and keep them filled. I'm not sure it would be possible to use just one with auto-crafting, anyway.

    To set up: Put an export bus on one side, an interface on another, and an import bus on a third. It doesn't matter what sides you use, because you can configure the infuser to match the sides. So, in the infuser config, set the side you have the export bus on to purple (the catalyst). Set the side you have the interface on to red (the input), and the side you have the import bus on to blue (the output). I don't think you need auto eject on, but I have it on, anyway -doesn't hurt, at least.

    In the export bus, put in the catalyst. As I mentioned, I prefer to use compressed materials, because 1 compressed is worth 10 of the item, so for example, a compressed diamond will give you 100 diamond in your catalyst bar, while 1 diamond dust only gives you 10, and it takes 1 diamond to make one compressed diamond (just run a normal diamond through an enrichment chamber for a compressed diamond, same with coal and redstone- obsidian is a bit different recipe, but you still get a huge benefit by using compressed). Anyway, for at least coal and redstone, it might be a good idea to put in a crafting card, so that if you run out, it will automatically craft more (assuming you have an enrichment chamber set up to autocraft them). Keep in mind though, that it will completely fill the catalyst slot, and keep it full. In other words, it will put in 1000 units (10 compressed whatever), then keep putting in catalyst until you have a full stack in there (or you run out and don't have a crafting card). Basically, you will always have full catalyst. That's why you pretty much have to have 4 infusers. The only way I could see getting around having to use 4 infusers is to only partially automate- i.e., put in the catalyst manually each time you make something. One thing though- since I don't use the diamond and obsidian recipes very much, I don't have a crafting card in them. In fact, you could probably get by without an export bus altogether, just keeping them filled manually. They're mainly for higher tier alloys, which aren't typically used enough to justify full automation.

    In the interface, of course you put in your patterns. So, 1 iron ingot for 1 enriched iron and 1 enriched iron for 1 steel dust in the carbon infuser; 1 iron ingot for 1 enriched alloy and 1 osmium ingot for one basic control circuit in the redstone infuser; 1 dirty obsidian dust for 1 refined obsidian dust and 1 enriched alloy for 1 reinforced alloy in the diamond infuser; and finally, 1 reinforced alloy for 1 atomic alloy in the obsidian infuser.

    Nothing in the import bus.

    There may be a better way to do this, but this is the way I've found is most straight forward, though it does have a couple of drawbacks: you need 4 infusers (which are really very cheap anyway), and it takes 3 channels for each infuser.
    Posted in: Minecraft Mods
  • 0

    posted a message on Help making a base
    Every great build is different from every other great build. Otherwise, it's just a copy. I prefer to look at cool builds (plenty in let's play type videos out there), and then think of ways to incorporate certain aspects of things that I really like in them, but not try to just copy what they did. In other words, I look to them for inspiration, but try to make a creation that's all my own.

    Let me explain what I'm doing, and maybe that will help to inspire (but also go watch videos for more variety). After I got my initial underground base completely secure, with most of my systems running (though not necessarily optimal), I went out in search of a site to make a fresh start. I found a fairly large patch of plains biome (I prefer plains because there's less stuff to clear away). I then went about clearing a very large area down to the same level (my preference, some people prefer to leave the variation in elevation). I picked out an area near the center and fenced off a 63 x 63 patch to serve as the core of my base. My plan is to put things in the 4 quadrants of the area.

    I've already built (not finished though) my factory (I use a lot of tech mods) in one quadrant, which uses up pretty much the whole quadrant.It's 10 blocks high, made out of quartz block, because I like the white stone look for a factory.

    In another, I plan to build my house, complete with furnishings and all the niceties. It will be mostly a role-playing kind of thing. Instead of building it from the ground up, I plan to build it room by room, so that it's not just a "box". A rectangular build works fine for a factory, but a house should have more variety to it.

    In the third, I will build a laboratory/workshop to house things like the enchanting area and stuff from more "magic-oriented" mods. I'm thinking something like a cylinder base with a sphere on top, but I'm not sure if that will look cool, or just stupid. I'll probably have to build it to see.

    Finally, the 4th quadrant will have a garden or park area- a few trees, some benches and walking paths, a fountain, etc.



    Of course, except for the factory, all of this is still just in my head, but I'm looking forward to making it real (in a virtual sort of way, at least).
    Posted in: Discussion
  • 0

    posted a message on Computer Trouble with MC
    It already runs on "low-class" computers. I can run it, including using Bevo's Tech pack on my Lenovo Yoga, which is essentially a tablet/laptop hybrid. It has no graphics card (integrated MB graphics only), only 4 MB of RAM, and (I think) an i3 cpu. It can't run on high settings, but if I keep the settings minimal, I can run the game, and mostly without too much FPS lag.

    How low of a class of computer do you want to use, anyway?
    Posted in: Discussion
  • 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    I just downloaded this mod a couple of days ago, and already it's become one of my "must-haves". I LOVE that I now have a sliding door on my factory that automatically opens when I walk towards it. I'm going to experiment with some of the block melding soon. I'm thinking glowstone blocks with a glass "cover" would look much better than the blocks alone.

    Ever consider making some new trapdoors? I'm picturing a trapdoor that looks like the hatch on a ship, complete with spinning wheel-handle animation.



    Great mod!
    Posted in: Minecraft Mods
  • 0

    posted a message on Applied Energistics 2 - Open Source
    Quote from Kantanshi»

    Have you taken a look at my video for autocrafting the processors? Working flawlessly for me so far.


    I will check it out tonight, though I have gotten mine to work. As I mentioned, I just needed a second crafting processor in order to auto-craft printed silicon if there weren't any in the system while the crafting job for the processor was going.

    I also figured out why I need the crafting card for the export bus there but not for making the printed logic/calc/engineering circuit- Since the other (not silicon) printed circuit is called for in the pattern, the system knows to craft it if it doesn't already exist. The printed silicon is simply always supplied to the final inscriber, and is not a part of the pattern, so the system doesn't know it's missing. Thus, the need for the crafting card in the export bus.

    On another note, I managed to get my Mekanism ore processing (3x) setup into auto-crafting last night. It's pretty cool- I can just order up x number of ingots, and it does the rest, turning x number of ore into x times 3 ingots, or automatically doing the all the steps to make steel ingots. I can also order up intermediate steps, like dust, and it automatically goes to just that step. With my old Mekanism only automation, I had to turn off the auto eject on the enrichment chamber in order to do dusts, and then remember to turn it back on when I was done. The more I play with this mod (and the more I understand how it works), the more I love it!

    Quick question for those who may have done it -is it possible to auto-craft using Ender IO SAG Mill? Since the output is variable, you wouldn't be able to program the number of finished product to expect into the pattern. So, if you're running clay blocks in to make clay and silicon, sometimes you might get 3 clay and 1 silicon, or 2 clay and 3 silicon, etc. I'm wondering- if you just program it to expect one of each, will any extras just automatically go back into the system via the import bus, so I could just put one clay and one silicon as the finished product in the pattern? For that matter, do you ALWAYS get at least one silicon from a clay block? If not, that could break the auto-crafting, since the system would never count the job as finished. I plan to experiment with it tonight, but I figured since I'm posting anyway, might as well ask if anyone has tried it before.

    Oh, one other question- Is it possible to use the wireless access for systems other than just the wireless access terminal? I.e., say I have an ME chest a few hundred blocks away that's collecting stuff from say, a quarry, or the harvest from an MFR crop field. Is there any way, using the wireless access system to connect that chest back to the system (or even better, an import bus on a regular chest)?
    Posted in: Minecraft Mods
  • 0

    posted a message on Applied Energistics 2 - Open Source
    So, I’ve been working on automating the inscribing process, and finally got it working –mostly. I ended up using the methods shown in this video:



    Everything works pretty well, except for one thing. In the video, he talks about putting a crafting card into the export bus for the final step for the printed silicon. It’s supposed to keep a silicon in the inscriber, and fill it from the system, or if there aren’t any, to auto-craft one. When I first checked it, I took out all of the printed silicon from the system and removed the one from the inscriber, and it worked perfectly- it auto-crafted one to put in there. However, with that one in there, when I went back to the crafting terminal and selected to craft 2 logic processors, it crafted one, but then didn’t auto-craft another printed silicon. As I’m writing this, a thought occurred- it’s because the crafting cpu was already in use crafting the logic processors, so it can’t craft the printed silicon, isn’t it? Ok, so I need a second crafting cpu.



    One other thing about that though- At first, I went to craft a couple of calculation processors to test it, but I didn’t have any printed calculation circuits. However, it looked like it was prepared to craft them automatically, but I don’t have any other crafting cards set up in the system. Why do I need one in the export bus for the printed silicon, but I don’t need one for the other printed circuit, which is I guess called for by the interface that’s on the inscriber? I guess I’m hoping someone can better explain the ins and outs of how to use other machines in auto-crafting. I’m still a bit fuzzy on why you use an interface here, an export bus there, and an import bus over there, and how does the storage bus fit into all this?



    Also, I’m still having issues with NEI search just randomly quitting when I’m using the crafting terminal sync search. Any ideas? (See my post above for details).
    Posted in: Minecraft Mods
  • 1

    posted a message on Petition For Safe Servers!
    It's been pretty well covered, but I'll add my .02



    If you want to protect your own kids from inappropriate language, there are servers out there that enforce that. Join one of those, or create your own server, or just have your kids play on your own LAN (or just SP). There are plenty of choices to "protect" your children from profanity. If you want to make it so no one's children are able to hear language that YOU deem inappropriate for them, tough. That's not your call to make. I'LL determine what's appropriate for my family, and I'll thank you to stay out of it.



    No Support
    Posted in: Discussion
  • 0

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from rcingnoob»
    I have an amazing suggestion!

    Black and Whitelisting of specific ores!

    So I know I'm not the only person who tinks coal is utterly useless... but I am sometimes too lazy to type in all the ore dictionaries for ore* with the exeption of Coal...

    My idea : When you save a(n) item into the config of digital miner, there are 2 little buttons on the right side, one that is White with a W in it, and a Black with B in it. When you click either one, anything that the config for that "slot" is, eg oreCoal it will say you Can mine these, or you Can't mine these ~~To the digital miner~~ and to make it easier, have it auto defaulted to Whitelist :)

    I actually kind of agree with this, but have an alternative suggestion. Beside coal (you do need it, but I've found you get LOTS more of it than you'll ever use) copper and tin are in the same boat. You seem some, but later on, if you're still mining them with digital miner, you're just stockpiling huge masses of ores you'll never need.

    Here's my suggestion though: give filters an enable/disable button. That way, while you need to enter an oreDict filter for each ore, you only need to enter it ONCE, and then you can enable or disable the filter to turn it on/off.

    Mekanism is totally my favorite tech mod, by the way. It's the one I use to power all the machines in my other mods (both for power generation and cables), the one I use for ore processing, and of course, there's the atomic disassembler, the jetpack, and the free-runners! Great mod!
    Posted in: Minecraft Mods
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