weirleader
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Everything posted by weirleader
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Brilliant Minds Needd - AE Autocrafting with Liquids
weirleader replied to AquatikJustice's topic in Tekkit Discussion
well, you know, you could probably just skip the chutes. so you would still have some excess in liquid form, but who really cares about wasting redstone? (at least, I seem to have a surplus, ever since I got quarries working) and even with Ender Pearls, you can craft them with a Minium Stone and iron, so... you can afford to have some perpetually tied up in liquid form. I don't know the exact number to fill a tesseract but it's in the ballpark of 8, I believe (+/- 2). -
Brilliant Minds Needd - AE Autocrafting with Liquids
weirleader replied to AquatikJustice's topic in Tekkit Discussion
I've been starting to think about this myself, though I haven't gotten around to it. The best I've been able to come up with is to have a dedicated magma crucible -> liquid transposer set up. So I might set up two -- one for redstone, one for ender pearls. And then I would just set the pattern that 1 empty in leads to 1 full out. Not exactly elegant, as you have to dedicate a crucible/transposer pair, but I just don't see how to have it automatically handle when there's leftover molten liquid. EDIT: and, then I'd have a chute of redstone/ender pearls into each crucible with in export bus to fill them as space becomes available. -
I feel like I'm losing my mind and figured y'all could help me verify my results or point me in the direction of where I'm going wrong. For simplicity's sake, I managed to narrow down some erratic behavior in my RedNet programming to the following: (1) square wave set to a cycle of 10 ticks (I suppose it's actually 10 up, 10 down, but that's not strictly important) --> outputs to VAR 0. (2) NOR gate set with two inputs: VAR 0 and a CONST of 0. My thinking was that this should always be ON, since no matter the state of VAR 0 the CONST 0 would keep it ON. But every time VAR 0 cycles, the NOR gate flickers off for just a moment. And this is causing my intended use (gating a machine) to fail at regular intervals. Am I missing something? Can anybody else reproduce this?
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quarries draw a lot of power. You'll probably want an engine array (magmatic, combustion, biofuel, whatever suits you) creating a lot of power and then energy tesseract it to your quarry site. I then use an item tesseract to throw items back to my main sorting/distribution/storage facility. I know there are some people who hate the (currently 25%) energy loss associated with energy tesseracts, but in the long run I don't notice it much because I start a quarry and then don't pay attention to it for a long while.
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you can combine two identical items to get an item with boosted durability, but that's it (I do believe you gain some small amount of durability in the process, but I've never tried to quantify it).
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no idea how you came up with that idea, but brilliant! Thanks!
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Hah -- love your 'links'. Well, I already made the pattern, put it in the processing section of the Interface and dropped an ME Interface next to the Assembly Table. When I requested to Craft the item, it recognizes the pattern and lets me make a request, BUT nothing starts happening. The Assembly Table is inactive. I tried moving the ME Interface beneath the Assembly Talbe, just in case that would work, but still nothing. I'm not so worried about the output. I had a chest next to the Assembly Table to which I attached a Basic Import Bus, and once that's working I'll try Importing without the intermediate Chest. But right now, my issue is that I just can't get the Assembly Table to activate and get pushed the materials. If I manually toss them in, it fires right up...
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I'm finally getting a chance to really tinker around with Applied Energestics and I've gotten some basic shaped crafting patterns in place and was further able to use an ME Interface to craft some smelted items. My next job that I attempted was to have it auto-craft Redstone Golden Chipsets by placing an ME Interface adjacent to an Assembly Table and giving it the appropriate pattern, but no luck. Is there any specific detail I need to look out for (i.e., ME Interface placement? Special Configuration?)?
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Hah, love your algorithm. My question was even more basic; by 'fixing', do you mean replacing, correcting some sort of bad data, or making it non-'flowing'?
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I don't know much about WorldEdit -- would you mind explaining what you mean by "fixing" the lava?
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Well, I had asked sct this question but hadn't heard back; perhaps you might be able to help: any chance you could give me pointers/direction to create some additional templates (e.g., the induction smelter)? I can see the existing code for the furnace and crafting table grid, but it's just enough outside my understanding that I can't figure it out without a lot of trial and error (which I don't want to do on the wiki, cluttering up some page with a million revisions). I've googled every keyword combination I can think of and find lots of links to instructions for *using* templates but no instructions for *creating* templates (correction: Dash16 pointed me toward the wikimedia.org help which is teasing me and almost has me thinking I can do this). But if you happened to have some way of simplifying this I certainly wouldn't turn you down. :-)
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I found APUnofficial.cfg in my config folder -- of course, I don't know if one of those lines addresses your issue, as I'm unfamiliar with Additional Pipes at this point.
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which furnace? what kind of pipes? from what direction are they attached? Maybe a screenshot would help. [Edit: I skimmed too fast the first time] [Edit 2: Thought I remembered a discussion about this -- check out this forum post from a couple of weeks ago: http://forums.technicpack.net/threads/noob-help-with-automated-furnace.46222/#post-378621]
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Yes, the weird looking holographic table. When you have MPS pieces and access the table it will show them on the left-hand side. Clicking on them shows all the components you can add on, and when you select a specific component it will show you the required parts at the bottom along with a button that reads "Install". If you have all the parts for a component, the button will be a different color (green? can't remember) and you click install to add it on. You'll definitely want some sort of battery for each part, in addition to the other fun stuff. A lot of parts are configurable at the tinker table, meaning that you can (for instance) crank up armor protection at the cost of greater weight and energy usage. And don't forget to charge pieces (when they're low on power) by using the Energetic Infuser.
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hey, good suggestion; hadn't thought about that.
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Gotcha -- will try to go back and double-check for any link fixes.
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LOL. I wish I could take credit for awesomeness, but it's a feature I stumbled across at some point. Near the top, just to the right of "View Edit History" you'll see a little down-arrow and one of the dropdown options is MOVE. The cool thing about move is that it will rename the page appropriately AND set up redirect from the previous location so all links will remain intact. Any more powerful editing (like renaming image files instead of having to upload them again) is still beyond me.
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they're currently working on testing the next update to get it ready for "prime time"; I don't know that it's possible to put a specific deadline on it, since it likely depends on testing and bug feedback, but it can't be too much longer at this point. Soon.
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saw what you did -- but after working at a template for the bottom navigation, I admit there's a lot of detail there after all. So I'm going to try to make the transition over to several pages. Each one by itself is small, but when you lump them together it is feeling cluttered.
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well, in that case, what do you think of Backpacks? I thought it did well as mostly-one-page, but... ?
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After quite a hiatus, I finally knocked out a few things last night, but now I have a stylistic question for y'all... Take a look at Balkon's Weapons Mod page and let me know if you think it'd be better as a bunch of separate pages with the BWP template below for quick linking. Since it's a rather compact mod, I thought it'd be nice to have it all in one place, but it definitely ended up bigger than I expected.
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Tekkit Tutorial Videos - Power, Dimensions, Spaceships & Oxygen
weirleader replied to Slayster's topic in Tekkit Discussion
we could also use some help with the wiki (http://wiki.technicpack.net/Main_Page) if you're ever so inclined. -
thanks! it turns out my biggest problem was not realizing that it starts so VERY zoomed out. So I thought nothing was happening, but it was showing a small bit of world map. Now that I've done a full render, all I can say is "WOW!"
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which DynMap version did you go with? I've tried the build (v.1.7.1) for Minecraft 1.5.1 with Forge 7.7.1, MCPC-Plus v1.5.1 it seems to run, but the world doesn't render, though players show up; and I get an error message about a texture for GregsLighting. don't mean to hijack the thread, but hoping whatever build you're using will work for me. Thanks!
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I've only used a Modular Power Suit, haven't gotten around to a gauntlet, but I assume it's an Energetic Infuser (which is what I use for my MPS).