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AcesOyster

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Posts posted by AcesOyster

  1. No, the problem is that you're installing a 32x texture pack.

    Using bigger textures means you're using more memory. Minecraft standard uses 16x textures.

     

    You're essentially doubling the memory needed to run the new textures.

    Actually you're quadrupling it - a 32px texture has 4 times the number of pixels per texture than a 16px.

  2. That's really cool. How's stability with it? Would be nice to see if it fixes the bugs I've been having in my survival world.

     

     

     

    Looking into responders more, terminators are an extension  of the responder class. There seem to have a special value for a function called SendPriority, which I assume means they always come after responder chips in the priority chain. However, all I can trace back from that function is something which decides the speeds of items for various priorities.

     

    I think that, from looking at the code, dynamic responders I realised only allow items already in the connected inventory. I tested this in creative and it works. Means you can avoid setting filters on loads of chips, and just fill the chests with the items would want to go to them.

     

    God bless Github

  3. Power usage? That's an odd question... If that's actually what you mean, MFR based grinding systems can produce some huge benefits, and is a nice way to burn off any spare power. Then of course there's laser drills, but they cost a bomb.

     

    If you meant power supply, I personally choose sugar cane farms and cow farms feeding sewage and sugar to TE reactant dynamos feeding TE redstone energy cells. I can explain more if you wish.

  4. The crafting pipes are even more powerful than that though. All that a crafting pipe does is tell request pipes or stock keepers that it could supply a number of item A, provided that something gave the relevant supplies to the relevant extension pipes.

     

    http://imgur.com/dZf6Ytl

     

    For example, in this picture I have the crafting pipe set up to accept 12 redstone ore into the top extension pipe, and 1 ferrous ore into the lower extension pipe, to produce 1 shiny ingot. The pulveriser has a small chance of producing cinnabar from the redstone ore, which goes into the induction smelter via the secondary output configured to the bottom. The induction smelter smelts this cinnibar with the ferrous ore, to produce 3 ferrous ingots, which are extracted through the bottom, and 1 shiny ingot, which is returned to the crafting pipe, via the secondary output configured to the right hand side. Thus, the request pipe can ask for 1 shiny ingot, and the system will produce it.

     

    The obvious problem with this system is that it doesn't account for the chance that 10 redstone ore may not produce 1 cinnibar. Nor does it deal with any cinnibar left over if more than 1 is produced in a batch of 10.Realistically you'd try and separate cinnibar production, to have another broadcaster set asside for cinnibar stock. 

     

    Just a little proof of concept. This could obviously be made much bigger, which is my next great plan.

  5. There's been a lot of chat around the workings of ProjectRed pipes, but scattered all over the place (not just on these forums, but also on reddit and youtube). It made sense to try and unify our collective knowledge, so I reckon this thread is a good idea. I still don't understand every aspect of it, but I made this video to showcase the bits I do get.

     

     

    I still need to work out what responder and dynamic responder chips achieve, but other than that, I have a pretty thorough understanding.

     

    I would quite like to try and collate enough info to write an entry to write something for the wiki on the topic, so any help on things I miss in the video would be great. I know this probably comes across as a thinly veiled attempt at advertising a video, but I do really want to make this mod accessible, given that it is just so powerful.

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