Jump to content

SirLappy

Members
  • Posts

    28
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by SirLappy

  1. I'm pretty new to this whole thing, but I found it necessary to add 1 mod: Engineer's Toolbox, and for 1 reason: getting Galacticraft solar panels to power Thermal Expansion machines. I wanted a fully renewable power source, and the solar panels seemed right up my alley. However, I couldn't find any way to convert the MJs to RFs. So I added Engineer's toolbox, really just for 1 block - their MJ Adapter, which does exactly what I'm looking for. The rest of the mod does seem pretty decent though - it's focused on sort of modular socketed machines, somewhat like a cross between steve's carts and thermal expansion. Anyway, unless I missed something and there is a way currently to do that MJ -> RF conversion, perhaps adding this mod would be a good idea.
  2. anything seems complicated when you've never used it before. check them out, they're really not so bad. i'm pretty sure you can get something going that would fit your needs with 2x basic logistics pipes and the necessary 1x logistics power junction, in addition to whatever buildcraft pipes you need for the majority of the routing paths.
  3. When the crafting pipe attempts to put an item into a normal machine, it just throws it in the first available slot. So, what's happening is the item from the crafting pipe is sometimes getting there before the items from the supplier pipe. To fix that, use the placement rules upgrade and just set the placement to always put them in the last 2 slots. That way, there should be no conflicts.
×
×
  • Create New...