• 0

    posted a message on AE2 Stuff v0.5.0 - Added Wireless Connector and Network Visualization Tool

    I'm pretty sure that 3 outputs is the limit in AE2 itself.

    Posted in: Minecraft Mods
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    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2
    Quote from Hiranus0»



    Edit:

    Sometimes you use quotes in configs, and sometimes you dont. Why, and what will happen if I add quotes everywhere?



    Quotes can be skipped for places where a string is expected if the content is a valid java identifier, this is to make things more easy for humans to read/write.

    e.g. B:forestry:some_block instead of B:"forestry":"some_block"

    But you could just add quotes everywhere.

    Note that this doesn't apply to things that are part of the syntax, so for example quoting the B in the example above would be an error.
    Posted in: Minecraft Mods
  • 0

    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2

    You need to nest the second if, like


    if {condition} <<
        {statements}
    >> else <<
        if {condition} <<
             {statements}
        >> else <<
             {statements}
        >>
    >> 
    Posted in: Minecraft Mods
  • 0

    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2

    No you can't use IFs inside other blocks like that. You can use them to choose what mutation or recipe is loaded, e.g.


    if whatever {
     mutation: stuff...
     centrifuge: stuff...
    } else {
     mutation: otherstuff...
     centrifuge: otherstuff...
    }


    For bee definitions you can't really use them at all unless you wrap a whole section in it, e.g.


    if havemod something <<
       cfg Bees {
           cfg SomethingBee {
              ....
           }
       }
    >> 


    However, since cfg sections with the same name are merged together, you can use that to override some part of a definition if some condition is met, eg.


    cfg Bees {
        cfg MyBee {
           the default setup for this bee
        }
    }
    
    
    if havemod something <<
       cfg Bees {
           cfg MyBee {
              stuff that will override the default setup if another mod is present
           }
       }
    >> 

    I hope that makes sense. The exact semantics are kinda complicated, see my documentation for a more formal definition - https://bdew.net/bacon/if-statement/ and https://bdew.net/bacon/blocks-and-statements/

    Quote from Hiranus0»


    And I figured I might need permission from you to be able to go public with it, so can I upload it when its ready?

    Yeah, sure. I don't think you need my permission anyways to use the format or make a program that generates it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2
    Quote from Hiranus0»

    Hi

    I have question regarding custom bees.

    https://bdew.net/gendustry/configuration/adding-custom-bees/adding-bee-species/

    https://github.com/bdew/gendustry/blob/mc1710/example_configs/example_bees.cfg

    In both cases Nocturnal is specified 2 times. Why and what is the difference between them?


    The first one sets what's the "default" work period for the bees is.
    If it's set to "No" the bee will work during the day and sleep during the night. If it's set to false - the other way around.
    Since it's part of the species definition, it applies to all bees that have that species as the active species allele, and can't be changed by breeding.

    The second one was not named correctly (in newer Forestry versions it was renamed to "Never Sleeps").
    What it does is if it's set to true it will override the Nocturnal trait of the species allowing the bee to work during both day and night.
    As it's a separate allele, it can be changed by breeding, with what you see in the config being the base template.

    TLDR:

    Nocturnal = No / Never Sleeps = False - Works during day only
    Nocturnal = Yes / Never Sleeps = False - Works during night only
    Nocturnal = No / Never Sleeps = True - Works during both day and night
    Nocturnal = Yes / Never Sleeps = True - Works during both day and night
    Posted in: Minecraft Mods
  • 0

    posted a message on Advanced Generators v0.9.19 - Added multiple turbine and capacitor tiers!

    Should be fixed in this build - https://minecraft.curseforge.com/projects/ae2-stuff/files/2343965




    In the future please report problems with mods to their bug tracker - https://github.com/bdew/ae2stuff/issues

    Posted in: Minecraft Mods
  • 0

    posted a message on Advanced Generators v0.9.19 - Added multiple turbine and capacitor tiers!
    Quote from substerNL»

    Would it be possible to add other sources of fuel for the syngas producer? Currently it is rather limited and I hate having 6+ max size Ender IO farms to maintain 1 syngas producer. Seems a bit silly. It burns through the logs as if they aren't there. 6 farms aren't enough even.


    You can add more materials in the configs. See here (Carbon values section).

    I think i have most vanilla stuff that makes sense covered, but if i'm missing something or you'd like to see something from popual mods added - open an issue on the bug tracker and i'll look into it. Keep in mind that Syngas is a real world thing, so stuff used to produce it should make some sense amount of sense (=be likely to contain good amounts of carbon).

    You might also want to look into other fuels to use with gas generators - they support quite a lot of stuff. You could use some other mods (e.g. forestry or mekanism) to get a lot more out of those tree farms.
    Posted in: Minecraft Mods
  • 0

    posted a message on NEI Addons [v1.12.13] - Updated to forestry 4.0
    Quote from EarBleedMaster»

    When I got the mod I was able to see basically everything in the NEI search, but when I would search for the combs it would only show me the 40 or so that it would show in the creative tab. Am I doing something wrong?


    What you don't see? What mod it comes from? What version of all involved mods?

    Very likely it's because the mod in question hides it from search or does something weird. I don't interfere with that..
    Posted in: Minecraft Mods
  • 2

    posted a message on Advanced Generators v0.9.19 - Added multiple turbine and capacitor tiers!
    Quote from substerNL»
    With ender IO conduits...


    EIO conduits currently don't work with item outputs (because... technical reasons). You can use any kind of normal inventory as a buffer... chests, storage drawers, etc.

    Quote from substerNL»
    Got it sort of working now with a chest but even with max amount of exchangers and filled up water and lava tank I can only get it to produce 1,200 mb steam MAX... That is barely enough to produce 2000 RF/T in a a good steam turbine setup.


    Is the steam tank full? If so it's a throughput problem on the output side. A full exchanger running at capacity should make a bit short of 4B/t of steam.

    Quote from substerNL»
    It seems your mod pressure pipes does port out more steam


    Moving steam was one of the main reasons i made it :P

    That was actually before i had anything steam related in AG. Big Reactors was notorious for piping problems with steam, and the common solution before that was tesseracts... which looked stupid.

    Quote from substerNL»
    Personally I don't like pressure pipes.. They are bulky and it is almost impossible to properly have the block facing the right direction... Tired using wrenches but they don't work... kind of silly like it is now.


    Bulkyness is intended :)

    As a rule of thumb - all blocks place with the output side to face the player. So build from source to destination. Also, all forge compatible wrenches (e.g. the one from EnderIO) should work... they turn the block to face the side you quit.

    Quote from substerNL»
    yet another edit.. Seems infinite water source will only transfer a very limited amount per side.. Connecting multiple blocks on all sides with ender fluids finally got enough water in the exchanger.

    What did you use to pipe from the water source? It has no limit, but the pipes you connect it to might.

    If you use pressure pipes, use the pump or pressure input in powered mode (give it redstone signal) - then you don't need anything not-pressure-pipes in the loop.

    This is the easiest setup, and it should have no throughput issues:




    Substitute creative lava source for wherever you get the lava from (you don't really need PP for that), and the drain for wherever you send the steam to.
    Posted in: Minecraft Mods
  • 0

    posted a message on Advanced Generators v0.9.19 - Added multiple turbine and capacitor tiers!
    Quote from PA526»

    I can't seem to generate rf with the steam generator


    (using flux generator w/ 2 bronze turbines)



    Hm, what version and what are you trying to power?
    Posted in: Minecraft Mods
  • 0

    posted a message on Advanced Generators v0.9.19 - Added multiple turbine and capacitor tiers!
    Quote from MassimoZombie»

    Hi, Apologies for the simple question. How do you remove obsidian from the heat exchanger?



    Due to various technical nonsense EnderIO item conduits are currently unsupported in the 1.10 versions. You can use some kind of inventory as a buffer (e.g. chest or storage drawer) between the item output port and the conduit.

    Posted in: Minecraft Mods
  • 0

    posted a message on Advanced Generators v0.9.19 - Added multiple turbine and capacitor tiers!
    Quote from Pallitax»

    I am running the exact version of ftb unstable 1.10 as downloaded from curse client. There is no error message.The version is generators-0.9.20.2-mc1.9.4.jar as shown in the profile in curse client. Where can i find the log files that you want to see?


    That version is pretty old and didn't have IC2 support. The pack makers need to update to the latest version (0.9.20.4-mc1.10.2). It's also missing other fixes.

    If you decide to update manually make sure to also grab the latest alphas for BDLib and my other mods if they are part of the pack (pressure pipes, gendustry).
    Posted in: Minecraft Mods
  • 0

    posted a message on Advanced Generators v0.9.19 - Added multiple turbine and capacitor tiers!
    Quote from Pallitax»

    i am playing ftb unstable 1.10 with advanced generators and ic2 installed. There are no LV emitter modules for the gas turbine, but they should be there. Bug?



    Make sure you are running the latest alpha. If that doesn't help - post your logs.
    Posted in: Minecraft Mods
  • 1

    posted a message on Advanced Generators v0.9.19 - Added multiple turbine and capacitor tiers!

    Do you have plans to support TESLA?


    Yes, coming soon(tm)
    Posted in: Minecraft Mods
  • 1

    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2

    Alpha builds are up for MC 1.10.2 on CurseForge and Jenkins:




    Should be pretty stable. Please report any bugs you encounter.

    Posted in: Minecraft Mods
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