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    posted a message on Schematica
    It seems to be the Lighting portion of Project red
    Posted in: Minecraft Mods
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    posted a message on Schematica
    I was having the same problem that Zottelchen was having and after eliminating the mods 1 by 1 I found that Project red also has the same issue
    Posted in: Minecraft Mods
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    posted a message on [1.7][1.6] Ender IO - How many pipes in one block?
    I am seeing some what I assume is unintended behavior from the fluid conduits,
    if I have 2 fluid conduit lines next to each other but disconnected and try to change the liquid type of one of the conduits both change to that type

    on a different note is it possible to add support for the Power Boxes mod?
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from 113820

    do you actualy know what priority is? it shouldn`t be the lowest, but the highest, that is what priority is.
    priority is what you do first and you always do the one with the highest priority and my export bus doesn`t want to demand to craft empty cells. Instead it justs sits there and waits for empty cells and i did give the system the recipe for it.
    you said that the export bus ectualy can demand for that recipe, but it doesn`t.
    and i gave the system the same tin i used to make the recipe in the pattern encoder.


    In order to get an Export bus to pull in crafted material you will need to set it to do so by clicking on the bottom right hand Icon
    there are 4 settings:
    1:(default) Pull only from existing stock a single item at a time (looks like a flat object)
    2:same as above but pull a stack at a time(looks like a stack of flat objects)
    3:pull from existing stock, otherwise craft the needed material (looks like a stack of flat objects bisected by a hammer)
    4: only craft the needed material and leave existing stock (looks like a hammer)

    Hope that helps
    PS Algorithm I Have grown rather fond of your textures, but for those of you who don't like the default textures I think there may be a Sphax plugin in the works and i know that the JohnSmith technicians remix pack has a few new textures for AE
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from Pehaw

    Thanks, I think I can make that work quite well in my setup actually. In return, I'll let you know that the config has an option to change energy cost. toward the bottom under options: D:powerUsageMultiplier= increase that and power usage will go up.


    hehe thanks I forgot to mention I personally have the multiplier set to around 1.3, I was more referring to when he is doing the balance for out of the box default settings. 1.2 to 1.3 seems to be the sweet spot for me
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from Pehaw

    The import bus (haven't tried any others) stops checking an inventory at the first item it cannot take. if the inventory contains for example: Import item 1 , non-import item, import item 2 the second item that can be imported will not get pulled. This is more of a inconvenience/refinement point.
    I am trying to import networked items from a catch-all chest where I dump my items for sorting.


    Best way I have found to deal with overflow/catch all is to have an ME chest set to low priority with an unformatted cell in it. that way anything your network doesn't know what to do with gets dumped into that cell. only problem with this method is that it can get clogged up with low value high volume Items like cobble if you don't have a system set up to deal with them.

    Oh and Algorithm Grats on getting a Spot Light by Direwolf, I knew it would come eventually AE is far to Bad A$$ of a mod for it not to get the attention.

    A side note on power consumption balance, maybe increase it a smidgen, I personally enjoy the fact that my ME network puts a significant strain on my power grid I always kind of laughed at how little impact the LP power system had on my power grid. for the amount of Utility these mods give you there needs to be a significant cost outside the initial setup/build cost (I'm not apposed to having to need a dedicated nuclear reactor to manage my ME network when it gets to a particular size)
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from katta_ch

    Howdy Algorithm

    I play Minecraft since Beta and never had the urge to express my self on the forum. But wow, i bow befor you. This mod made it to no.1 within seconds. Wonderful wonderful work.

    I dont quite know what else could be said to improve your mod. Other then the Typing Area in the Crafting Bench. I use R and U to look up recepies in NEI. Those wont work when you have the Crafting Bench up because it instantly fills out your searchbox. Could you change it the way how NEI's writing bar works?

    Not active upon entering the GUI
    right click clears it out / removes what you already have been writen
    Enter closes the edit mode so R and U and possibly other Keys for Toggles can be used

    Thats my 2 cents. keep up the good work. your on my daily basis checking List from now on.

    cheers


    There is an option in the config to turn off the search bar automatically being active its not quite as functional as the NEI search interface but then it doesn't really need to be
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Hmm maybe I'm thinking about it wrong but I think the Priority on the ME-Chests and ME Drives isnt functioning properly
    tell me if I'm wrong but what I think they are supposed to do is send items to any disk formatted to take a given item that is in a higher priority drive/chest before it sends it to an alternative available storage disk in a lower priority drive/chest,

    so for example I have a drive and a chest, the chest is set to a lower priority than the drive and it has an unformatted disk so it can accept anything that isn't already formatted (we will call it the overflow disk) and the drive is set to a higher priority and has 1 disk formatted to accept cobble but the disk currently has no actual items in it so when i add a stack of cobble it gets put into the the disk that is formatted to accept it before it would get sent to the overflow disk. now this is how i THINK it should work and in fact is exactly how it worked before Rev6

    Now for what it is doing Post Rev6. it seems to be prioritizing disks in chest over disks in drives regardless of the priority settings, so using the above example when I add the cobble it gets sent to the overflow disk if it is in the chest instead of the disk that is formatted to accept it in the drive even tho the drive is set to a higher priority
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    found a little bug with the assembler and water buckets in recipes

    If you have any recipe that would return an empty bucket (examples: bog earth or hydrated coal, really the only 2 most commonly automated recipes) the assembler seems to eat the empty bucket after it crafts the Item(s)
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Crash log For you here
    http://paste.ubuntu.com/1610976/

    as for what i was doing... I was using the crafting terminal @ the time of the crash
    Posted in: Minecraft Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from Jenkins Change Log »
    Lowered aerial movement factor on sprint & jump assist. No more light-speed skiing :(


    :( indeed
    it was so much fun seeing how far I could go on my flat test world.. it was also a good test on my computer to see how fast it could load chunks while going that fast

    tho on an actual servival map I could see how those speeds could get troublesome so I agree with the changes.. it was fun while it lasted :P
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Just got a chance to check out the night vision last night. It actually feels a tad too powerful as-is. I can see everything forever, which makes hunting resources in ravines trivial, as well as eliminating the threat of being surprised by monsters. Torches, you're only there to lead me home now...


    Lol dont forget one of the balancing points of night vision.. just because it looks like max light level doesnt mean it is...
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Lol Muse. Did you come up with the recipes when GregTech is Installed or did He? Because they are Fracking RIDICULOUS!! your not kidding when you say x300 times more expensive ( I don't remember where i read that).
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    First of all Id like to say I have been hopeing for a mod like this to come along for a LONG time and what you have so far is AMAZING

    a sugestion on how to do the Item Enchantments on an item without it being rediculously over powered
    it would work similary to the tool emulation slot idea
    you could have it so you need an item (some Kind of chip or something that you would enchant like a book so it can only have one enchant and is as random as it would be if you enchanted a book
    also have an upgrade module that you can install onto your armor or tool that has 3 tiers like the capacitor/battery's, a tier 1 would allow you to install 1 chip, tier 2 would allow 2 chips and tier 3 would allow 3 chips

    if the randomness an the Experience material costs of the Module and chips isnt enough you could possibly make it so if the module is installed it would increase the energy consumption of all other modules on the piece of armor / tool it is equipped on considerably, an example would be tier 1 doubles the energy consumption 2 would quadruple and 3 would Octuple the energy consumption

    an alternaitve to using the Enchanting table if you want to go the more tech route you could make a block (or just implement this into the Tinker Bench) and a Module, the module would absorb any XP you earned and convert it into some kind of charge in the module.. and the block would take that charge from the module and store it you could then use the bench like an Enchanting table for the chips (kind of like your programming the chips with the enchantments) and MAYBE make it so you can chose what enchant goes on the chip but make it cost substantially more XP
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from gooplux6

    hey iv tried downloading this mod from both my macintosh and windows computers and the link to jenkins and the recomended build dont work. i guess i should say they act like there loading then it says 504 timed out. please help i want this mod.


    I am having the same issue
    Posted in: WIP Mods
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