i've been playing with the spatial storage in a slightly modified ftb unleashed pack.
it appears that the spatial storage creates a new dimension for each spatial io cell, with a region bounded by unnamed blocks.
access is of course available regardless of spatial io via tpx commands(and thus command blocks), gt teleporter with interdimensional, and even mystcraft linking books.
i was initially going to inquire if it was possible to name the individual spatial io cells, or otherwise manually differentiate them for the purposes of sorting and automation, with a holodeck implementation in mind...
unfortunately duplication of a spatial cell simply duplicates the link to a given dimension. so pretty please, creative spatial cell?
write once read many? only issue i see is player transport on them, so perhaps disable that on the creative cells without disabling storage of other entity types if possible. then finally a working holodeck.
While i have been inclined to add creative features that aid in testing, this doesn't really accomplish much other then require an alternate movement method, which is incompatible with how AE's current one works, which makes things like movable tile support much more of a pain, because this wouldn't be movement, it would be copying.
Because of this, I don't think I want to complicate the movable tile API anymore then it is, as it is only 2-3 mods even support it, and making it harder, will only cause more issues.
ah so technical limitation. arg. thank you for the response and having considered it at least.
best bet then is likely a convoluted turtle building program and a chunk loader with this as a transport method for the reset state. the basic creative cells will merrily keep such a system supplied(thank you on that btw).
how about the ability to name or differentiate the spatial cells though? a box of 128^3 spatial cells is pure terror as it doesn't even seem to indicate if a given cell has contents or not presently by the cell itself(as per accidents while setting up room swap setups' restore/store and selection automation handily provides). or did i miss a feature???
Is there a way to resize or clear a spatial storage cell?
When I used it the first time, I made a 128^3 cell, but I tested a simple 1 block storage. However, it looks like I can't reuse this spatial storage cell in my actual full sized setup. My real concern is that I have a decent sized room that I'm using the storage for, with 3 different cells of builds for that room. If I ever wanted to upgrade, would I have to make all new storage cells?
Is there a way to resize or clear a spatial storage cell?
When I used it the first time, I made a 128^3 cell, but I tested a simple 1 block storage. However, it looks like I can't reuse this spatial storage cell in my actual full sized setup. My real concern is that I have a decent sized room that I'm using the storage for, with 3 different cells of builds for that room. If I ever wanted to upgrade, would I have to make all new storage cells?
At the moment its not, its planned but not implemented.
Hello whenever I try to use this mod and place down the controller, it crashes minecraft and corrupts the world. I think it may be a conflict with Ic2 but I am not sure, this is some of the crash report:
Description: Exception in server tick loop
java.lang.AbstractMethodError: appeng.me.tile.TileController.demandedEnergyUnits()D
at ic2.core.energy.Grid.prepareCalculation(Grid.java:186)
at ic2.core.energy.EnergyNetLocal.onTickEnd(EnergyNetLocal.java:264)
at ic2.core.energy.EnergyNetGlobal.onTickEnd(EnergyNetGlobal.java:51)
at ic2.core.IC2.tickEnd(IC2.java:1728)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:282)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:675)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Hello whenever I try to use this mod and place down the controller, it crashes minecraft and corrupts the world. I think it may be a conflict with Ic2 but I am not sure, this is some of the crash report:
Description: Exception in server tick loop
java.lang.AbstractMethodError: appeng.me.tile.TileController.demandedEnergyUnits()D
at ic2.core.energy.Grid.prepareCalculation(Grid.java:186)
at ic2.core.energy.EnergyNetLocal.onTickEnd(EnergyNetLocal.java:264)
at ic2.core.energy.EnergyNetGlobal.onTickEnd(EnergyNetGlobal.java:51)
at ic2.core.IC2.tickEnd(IC2.java:1728)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:282)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:675)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
That's an API conflict, if your using rv14 with IC2 LF that might be the cause ( rv14 1.6 only supports IC2 Experimental ), or maybe IC2 changed their API again... without the version information I can't tell you.
Hello Algorithm. I'm experiencing a bug in rv14 finale3 I haven't seen reported elsewhere (can't even find anything like it with Google). My current base setup relies entirely on storage buses (trying something new). However, when using external crafting, requested items get counted twice in the crafting monitor upon entering the network and being placed by a storage bus. For example, if I request 64 stone, for every stone the furnace finishes, the monitor will tick down 2, and the result will be only 32 stone in the network (plus any leftovers still cooking in the furnace by that point). This does not happen if the item is immediately stored on a disk instead. I also notice that the access terminals update very, very slowly for items that are accessed via storage bus, and quickly with disks. I'm aware that you're focusing on AE 2 now, but is there a workaround that would let me keep my wall of barrels and chests with storage buses?
That's an API conflict, if your using rv14 with IC2 LF that might be the cause ( rv14 1.6 only supports IC2 Experimental ), or maybe IC2 changed their API again... without the version information I can't tell you.
I really like the mod, with the drive formatting option,and the settings on the import/export buses and the interface, but I have questions about the possibility to do two things within a system. Is there a solution I did not thought to ? I also included what I would implement to be able to do it.
I have a IC2 ore processing setup and all the recipe for 9 Tiny pile of dust to 1 dust. I want to auto craft the recipe to save storage space. I found two ways to do it, but it's not perfect.
Build 2 systems, one that process the ore want export it to the second system with a ME interface, during the export process, the tiny pile of dust is crafted into a dust and transferred to the second system. I think it's a waste of resources, space and energy to have two complete systems for something a bunch of recipe (something like 8 recipes in total)
Use Buildcraft auto workbench. That require 1 workbench, 1 import bus and 1 export bus... for every single recipe... that's a lot of lost space.
I would add some settings to the Pattern Encoder to have an option to say "always craft when ingredients are available" and even a more advance setting to say "craft if there is more than x of each ingredients available". (for example, if there is more than 1 stack of redstone, craft redstone blocks). It could even require a more expensive pattern to be configured like that.
I ran a Buildcraft quarry and ended up with a lot of cobblestone... of course. I want to keep some, but dispose of the excess of cobblestone.... and dirt and some other things that can overflow. I found one option to do it, but again, it's not that good.
For every single item, I set a level emitter facing an export bus, the level emitter say "emit redstone signal if cobblestone is over 1000" and the bus say "export cobblestone if redstone signal is on". I can tell you that for the 8 items an export bus or interface can handle, it would take 16 ME items all linked around a double chest to export the items... it can work, but it takes a lot of space, it's ugly and hard to change the setting.
I would add a setting to the export bus and interface to say "export item only if there is more than x", you could then turn extra saplings to biomass and extra cobblestone into scrap with one single and effective system. I can only imagine a fuzzy export bus set to export sapling if there is more than 1 stack, so it would only keep a maximum of 1 stack of any sapling.
Hello Algorithm. I'm experiencing a bug in rv14 finale3 I haven't seen reported elsewhere (can't even find anything like it with Google). My current base setup relies entirely on storage buses (trying something new). However, when using external crafting, requested items get counted twice in the crafting monitor upon entering the network and being placed by a storage bus. For example, if I request 64 stone, for every stone the furnace finishes, the monitor will tick down 2, and the result will be only 32 stone in the network (plus any leftovers still cooking in the furnace by that point). This does not happen if the item is immediately stored on a disk instead. I also notice that the access terminals update very, very slowly for items that are accessed via storage bus, and quickly with disks. I'm aware that you're focusing on AE 2 now, but is there a workaround that would let me keep my wall of barrels and chests with storage buses?
Storage buses by nature are slower, they have to constantly rescan inventories to keep their "reported inventory" up to date which is extremely intensive, I make them slower so the server isn't hit as hard by them.
As for the barrels it sounds like a bug, I don't think there will be any more versions of AE1.
I really like the mod, with the drive formatting option,and the settings on the import/export buses and the interface, but I have questions about the possibility to do two things within a system. Is there a solution I did not thought to ? I also included what I would implement to be able to do it.
I have a IC2 ore processing setup and all the recipe for 9 Tiny pile of dust to 1 dust. I want to auto craft the recipe to save storage space. I found two ways to do it, but it's not perfect.
Build 2 systems, one that process the ore want export it to the second system with a ME interface, during the export process, the tiny pile of dust is crafted into a dust and transferred to the second system. I think it's a waste of resources, space and energy to have two complete systems for something a bunch of recipe (something like 8 recipes in total)
Use Buildcraft auto workbench. That require 1 workbench, 1 import bus and 1 export bus... for every single recipe... that's a lot of lost space.
I would add some settings to the Pattern Encoder to have an option to say "always craft when ingredients are available" and even a more advance setting to say "craft if there is more than x of each ingredients available". (for example, if there is more than 1 stack of redstone, craft redstone blocks). It could even require a more expensive pattern to be configured like that.
I ran a Buildcraft quarry and ended up with a lot of cobblestone... of course. I want to keep some, but dispose of the excess of cobblestone.... and dirt and some other things that can overflow. I found one option to do it, but again, it's not that good.
For every single item, I set a level emitter facing an export bus, the level emitter say "emit redstone signal if cobblestone is over 1000" and the bus say "export cobblestone if redstone signal is on". I can tell you that for the 8 items an export bus or interface can handle, it would take 16 ME items all linked around a double chest to export the items... it can work, but it takes a lot of space, it's ugly and hard to change the setting.
I would add a setting to the export bus and interface to say "export item only if there is more than x", you could then turn extra saplings to biomass and extra cobblestone into scrap with one single and effective system. I can only imagine a fuzzy export bus set to export sapling if there is more than 1 stack, so it would only keep a maximum of 1 stack of any sapling.
On "waste of materials", I don't consider waste of materials a reason that a solution isn't good, if the solution is solid and functions without error, its a good solution.
On "Ugly", Sounds like you might just want to change the the way you layout your overflow system, I'm not sure what your double chest is for, but condensers are cheap, and export buses can exject into transport or void pipes, theres many more astically pleasing ways to rig this up.
If its possible to perform a task in the mod without issue, its likely I won't be adding something to make it easier, AE is supposed to be a game, and If I did these sorts of changes I'd end up with a single block that does everything in the entire game, with a big gui, cause its small, and easy, uses less resources; not really where I want the mod to go.
On "waste of materials", I don't consider waste of materials a reason that a solution isn't good, if the solution is solid and functions without error, its a good solution.
On "Ugly", Sounds like you might just want to change the the way you layout your overflow system, I'm not sure what your double chest is for, but condensers are cheap, and export buses can exject into transport or void pipes, theres many more astically pleasing ways to rig this up.
If its possible to perform a task in the mod without issue, its likely I won't be adding something to make it easier, AE is supposed to be a game, and If I did these sorts of changes I'd end up with a single block that does everything in the entire game, with a big gui, cause its small, and easy, uses less resources; not really where I want the mod to go.
I was expecting this kind of answer because I saw that you said, a couple of pages before, that if it can be done, then you won't implement something to make it easier. I think it'a a fairly good policy.
I did not knew you could connect the export bus to a pipe. I tested it and it work pretty well, at least with iron pipes cause with gold pipes, the items are branching and half of it is going on the floor. Also tried with itemducts, and they won't connect. That is still a fairly big installation, but it's more effective and better looking.
I guess I'll have two systems, one for processing and recycling, the other for storage.
you should try to make a mod with an person that you could tell to do stuff like go mining for diamonds and come back with so many and on the way in mining pick up all the ores it sees, have it like stay or follow you, go get wood or maybe even craft somethin. if you did make a mod like that you would be my idle.
Oh Mr. Algorithm sir, would it be possible to have ME cables multiparts as well as facade friendly? Because sometimes you want to cover cables, but dont want such a huge mod just for that.
Oh Mr. Algorithm sir, would it be possible to have ME cables multiparts as well as facade friendly? Because sometimes you want to cover cables, but dont want such a huge mod just for that.
you should try to make a mod with an person that you could tell to do stuff like go mining for diamonds and come back with so many and on the way in mining pick up all the ores it sees, have it like stay or follow you, go get wood or maybe even craft somethin. if you did make a mod like that you would be my idle.
I'm not really sure what your asking, but I don't really have any desire to work on any other mods for MC. AE is pretty much my limit.
hi guys!few days here, started with AE problem disconnected cables, or disconnected blocks, only the controler is connected the rest is offline ...anyone have this problem?was apparently right after the update gregtech mod.detail'm not using energy IC2, but BC2I also posted this in the forum IC2....
Is there any chance to see some kind of "supplier export bus" in the future ? Something that works like the export feature of the ME Interface but in the connected inventory instead of its own one. Said otherwise, a bus that ensures there is always at least x, y, z instances of items a, b, c in the connected inventory, without filling it with these items. I find this is the harder feature to obtain with AE when you have several items to manage in a single machine.
Weird crash happening on my server. It's client side only, but it involves redpower 2 and AE, basically what happens, there is something that when you set your UI to sort alphabetically it causes client to crash, and the only way to fix it is to pull out the disk in the network, get yourself off of "S A" mode and put the disk in, I haven't quite gotten to the point of figuring out which of the redpower 2 items causes it, but I haven't see anyone with this issue. I /really/ wish I could update, but I rely on redpower for just about everything else, it's a sad day Eloraam vanished... 1.4.7 FTB U will probably be my last update at this rate...
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There used to be images here... then this forum took an arrow to the knee.
Weird crash happening on my server. It's client side only, but it involves redpower 2 and AE, basically what happens, there is something that when you set your UI to sort alphabetically it causes client to crash, and the only way to fix it is to pull out the disk in the network, get yourself off of "S A" mode and put the disk in, I haven't quite gotten to the point of figuring out which of the redpower 2 items causes it, but I haven't see anyone with this issue. I /really/ wish I could update, but I rely on redpower for just about everything else, it's a sad day Eloraam vanished... 1.4.7 FTB U will probably be my last update at this rate...
Project: Red is the perfect replacement for RedPower 2 in 1.6.x Minecraft. Time to upgrade.
Project: Red just doesn't have any of the Blue Alloy stuff.
I have a request (obviously for the 1.7 version) - Ranged Level Emitters. That is, emit a redstone signal when it reaches a max level, but doesn't turn off until it reaches a threshhold.
Example -
Lever Emitter Max - 256 (Redstone emitter turns on when level is reached, and stays on until the threshold is reached.)
Level Emitter Threshhold - 64 (If the redstone emitter is on when this level is reached, turn it off - i.e., so that say, more obsidian is generated in the system, rather than a constant on/off for 1 item at a time).
Weird crash happening on my server. It's client side only, but it involves redpower 2 and AE, basically what happens, there is something that when you set your UI to sort alphabetically it causes client to crash, and the only way to fix it is to pull out the disk in the network, get yourself off of "S A" mode and put the disk in, I haven't quite gotten to the point of figuring out which of the redpower 2 items causes it, but I haven't see anyone with this issue. I /really/ wish I could update, but I rely on redpower for just about everything else, it's a sad day Eloraam vanished... 1.4.7 FTB U will probably be my last update at this rate...
1.4.7 is very old, and support for it was dropped ages ago. I really suggest that you look at newer mods that have similar features and try moving to a more modern pack, TE's Conduits, EIO, AE, and things like the Tubes Mod or RedStoneInMotion might fill the gap you.
While i have been inclined to add creative features that aid in testing, this doesn't really accomplish much other then require an alternate movement method, which is incompatible with how AE's current one works, which makes things like movable tile support much more of a pain, because this wouldn't be movement, it would be copying.
Because of this, I don't think I want to complicate the movable tile API anymore then it is, as it is only 2-3 mods even support it, and making it harder, will only cause more issues.
best bet then is likely a convoluted turtle building program and a chunk loader with this as a transport method for the reset state. the basic creative cells will merrily keep such a system supplied(thank you on that btw).
how about the ability to name or differentiate the spatial cells though? a box of 128^3 spatial cells is pure terror as it doesn't even seem to indicate if a given cell has contents or not presently by the cell itself(as per accidents while setting up room swap setups' restore/store and selection automation handily provides). or did i miss a feature???
When I used it the first time, I made a 128^3 cell, but I tested a simple 1 block storage. However, it looks like I can't reuse this spatial storage cell in my actual full sized setup. My real concern is that I have a decent sized room that I'm using the storage for, with 3 different cells of builds for that room. If I ever wanted to upgrade, would I have to make all new storage cells?
At the moment its not, its planned but not implemented.
Description: Exception in server tick loop
java.lang.AbstractMethodError: appeng.me.tile.TileController.demandedEnergyUnits()D
at ic2.core.energy.Grid.prepareCalculation(Grid.java:186)
at ic2.core.energy.EnergyNetLocal.onTickEnd(EnergyNetLocal.java:264)
at ic2.core.energy.EnergyNetGlobal.onTickEnd(EnergyNetGlobal.java:51)
at ic2.core.IC2.tickEnd(IC2.java:1728)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:282)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:675)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
That's an API conflict, if your using rv14 with IC2 LF that might be the cause ( rv14 1.6 only supports IC2 Experimental ), or maybe IC2 changed their API again... without the version information I can't tell you.
Thanks, I might try to re-install Ic2.
Storage buses by nature are slower, they have to constantly rescan inventories to keep their "reported inventory" up to date which is extremely intensive, I make them slower so the server isn't hit as hard by them.
As for the barrels it sounds like a bug, I don't think there will be any more versions of AE1.
On "waste of materials", I don't consider waste of materials a reason that a solution isn't good, if the solution is solid and functions without error, its a good solution.
On "Ugly", Sounds like you might just want to change the the way you layout your overflow system, I'm not sure what your double chest is for, but condensers are cheap, and export buses can exject into transport or void pipes, theres many more astically pleasing ways to rig this up.
If its possible to perform a task in the mod without issue, its likely I won't be adding something to make it easier, AE is supposed to be a game, and If I did these sorts of changes I'd end up with a single block that does everything in the entire game, with a big gui, cause its small, and easy, uses less resources; not really where I want the mod to go.
I was expecting this kind of answer because I saw that you said, a couple of pages before, that if it can be done, then you won't implement something to make it easier. I think it'a a fairly good policy.
I did not knew you could connect the export bus to a pipe. I tested it and it work pretty well, at least with iron pipes cause with gold pipes, the items are branching and half of it is going on the floor. Also tried with itemducts, and they won't connect. That is still a fairly big installation, but it's more effective and better looking.
I guess I'll have two systems, one for processing and recycling, the other for storage.
Thanks for your answer!
AE2 Will/Has its own facades and support for FMP.
I'm not really sure what your asking, but I don't really have any desire to work on any other mods for MC. AE is pretty much my limit.
Nope, http://ae-mod.info/Subnetworks/Supplier/ is the official solution for not filling inventories like you get with just an export bus.
Project: Red is the perfect replacement for RedPower 2 in 1.6.x Minecraft. Time to upgrade.
Project: Red just doesn't have any of the Blue Alloy stuff.
Example -
Lever Emitter Max - 256 (Redstone emitter turns on when level is reached, and stays on until the threshold is reached.)
Level Emitter Threshhold - 64 (If the redstone emitter is on when this level is reached, turn it off - i.e., so that say, more obsidian is generated in the system, rather than a constant on/off for 1 item at a time).
1.4.7 is very old, and support for it was dropped ages ago. I really suggest that you look at newer mods that have similar features and try moving to a more modern pack, TE's Conduits, EIO, AE, and things like the Tubes Mod or RedStoneInMotion might fill the gap you.