I designed Power Advantages to optimize performance and one of the trade-offs was that the pipes and conduits are plain blocks (no tile entity, no fluid handling), so they cannot directly interact with other blocks. You need to have a machine block to interact with another block (under the hood, the machines just follow the pipe blocks to discover connected machines and then cache the pipe network to save future calculations).
I could make an energy converter machine for compatibility with NeoTech.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I'm not having that issue on my Minecraft test profile, though I'm still using Forge build 1334.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
2nd robot is way more 80's, but I like the classic 50's/60's robot. LOL the combo would be Tweekie from Buck Rodgers.
Here is a question. What it better for you;
Dealing with the not-so-official CoFH API, and making a Power Advantage energy to RF block.
OR
working with TeamBR(NeoTech) / Vanhal(Progressive Automation) / Sangar (OpenComputers) and anyone else I missed to have a direct Power Advantage integration.
They all have a Github repository so you can do PRs.
I'll contact those authors to see what they think.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
nice little mod, but aside from transferring items and liquids, what exactly creates this power and what is this power used for? quite honestly, I haven't figured that out.
Each type of power will be its own add-on mod. Currently, only Steam Advantage is finished. Steam Advantage adds a boiler that lets you burn fuel for steam power and several steam-powered machines, such as a rock crusher and drill. I am presently in the very early stages of making Electric Advantage, which will include robots as well as machines.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I got a hold of Sangar (Open Computers mod author) and we came up with a light-weight API for adding Power Advantage compatibility without adding a dependency on Power Advantage. I also added an untested interface for RF powered blocks (use the config file to enable it). If someone could give that a spin and let me know if it works, I'd really appreciate it.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I got a hold of Sangar (Open Computers mod author) and we came up with a light-weight API for adding Power Advantage compatibility without adding a dependency on Power Advantage. I also added an untested interface for RF powered blocks (use the config file to enable it). If someone could give that a spin and let me know if it works, I'd really appreciate it.
Thank you, and yes I had been following on github. It's awesome how quickly that all happened. I am going to put the RF block to the test tonight. (or tomorrow if work gets in the way...)
Thanks again for an awesome turn around & feature.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Ok so I tried running the drill to see what the reach and power are. I ran into a curious issue if I use a wrench to orient it while running, the drill starts propagating in different directions, but then when I switch it to another direction, the bit that extended in the previous direction sticks around leading to curious porcupine like effects and I'm unable to then break them down until I break down the drill. The drill has definite limit in length, from what I can tell, 64? The mined product can by syphoned off with a conveyor but this has limited usability as by the time you put down the setup, the drill will have already reached its limit. Do you then just keep physically moving it block by block or is there a way of extending its effectiveness radially?
For the crusher, is there any way of speeding it up? I tried setting up the conveyor to syphon off the crushed ore but whatever direction I use, it isn't working. I had no such trouble with the drill. I am also not sure how to pump ore into it. I haven't tried from the top but that's cause steam pipes are coming in from that side. Hopper will pull them out from the bottom but that doesn't solve the problem of automatically inputting more ores from the top. Any thoughts?
edit: nm, pipes work from the sides too and pumping in from the top for both conveyor and hopper works. It's just conveyor output I can't seem to get working but a hopper will do.
That bug with the wrench is very amusing. I wasn't thinking about making a rotation tool when I added the drill machine. I'll need to fix that so that rotating it breaks the drill bits. The drill range limit is indeed 64 blocks. I think the drill is more useful when pointed sideways at the depth where you are most likely to find the desired ore. You can run it, then move it up one and run it again to create a nice 1x2 hallway for exploring for ores.
I've though about how to make a better drill system, but I haven't come up with any ideas I like. I don't want to just replicate the quarry from BuildCraft (that wouldn't be very original). Ultimately, something mobile, like a robot, is a better concept for mining than a fixed machine.
Looking at my source code, It appears that I made the output item slots only accessible from the bottom and the input slots accessible from the sides and top (like interfacing a vanilla furnace). I agree that's inconvenient and will see if I can make it possible to push/pull items from all sides.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
No no it's fine from only top and sides for input and bottom for output if that's easier. But I can't seem to output with a conveyor is what I'm saying. I can pull it out with a hopper though. I can pump in with a conveyor from the top so it's not that it's incompatible with conveyor entirely, just the bottom has issues with it. Or maybe my config of it did. I put a crusher, a conveyor underneath it pointing downwards, and then underneath that, a chest. Maybe it needs to be chained differently?
As for the drill, maybe something like a drill mounted on a frame, and so that it can be moved from slot to slot along the frame? Something that can be programmed with opencomputers for example and/or moved with a lever. You pay in materials and time and effort in programming to set that all up, but then it runs automatically over a certain area or you just sit there pressing a button or pulling a lever every 10-15 sec. In essence, you want the drill to be more efficient than just you with an empty inventory and an efficiency III diamond pick, running in a straight line and mining. If you have to physically pull out ores, break down the drill, move it, reconnect the pipes, rather then just turn around and continue digging in the opposite direction, you're not actually making it efficient to run it. I don't know if I'm making sense but basically it's easier to make a backpack (I have a backpack mod running), empty my inventory and get a really good pick, rather than deal with setting up the whole steam system, input coal and move stuff around, manually emptying its inventory (or re-piping all the conveyors) every time you break it down. And that would be a lot, considering it takes under a minute to go through all 64 blocks.
I designed Power Advantages to optimize performance and one of the trade-offs was that the pipes and conduits are plain blocks (no tile entity, no fluid handling), so they cannot directly interact with other blocks. You need to have a machine block to interact with another block (under the hood, the machines just follow the pipe blocks to discover connected machines and then cache the pipe network to save future calculations).
I could make an energy converter machine for compatibility with NeoTech.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Latest version of power advantage and latest forge. Trying to crush potatoes with a hammer isn't working again for some reason.
I'm not having that issue on my Minecraft test profile, though I'm still using Forge build 1334.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Awesome! Gonna start using when I update to 1.8!
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
On a different note, I am about to start working on Electric Advantage, and there's an important question that needs to be answered.
Should the robots look more like this:
Or should they look more like this:
It should be noted that while Steam Advantage had an 18th century steam-punk theme, Electric Advantage will have a 1980's Silicon Valley theme.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Either a mix of both or the second one.
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
The second one.
That way, those of us with steampunk texture packs can keep our 'creepers look like androids' theme uninterrupted by player crafted robots.
LOL
Yeah i like the second one as well. Function over creepiness
The forge I was using was 1480. I will try the...well...1483 now and if not, I'll revert back to 1405 which seemed to be stable for me before. Thanks.
I vote for the second robot. You can always add accessories to a tracked base model.
"Life? Don't talk to me about life."
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
2nd robot is way more 80's, but I like the classic 50's/60's robot. LOL the combo would be Tweekie from Buck Rodgers.
Here is a question. What it better for you;
Dealing with the not-so-official CoFH API, and making a Power Advantage energy to RF block.
OR
working with TeamBR(NeoTech) / Vanhal(Progressive Automation) / Sangar (OpenComputers) and anyone else I missed to have a direct Power Advantage integration.
They all have a Github repository so you can do PRs.
I'll contact those authors to see what they think.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
nice little mod, but aside from transferring items and liquids, what exactly creates this power and what is this power used for? quite honestly, I haven't figured that out.
Each type of power will be its own add-on mod. Currently, only Steam Advantage is finished. Steam Advantage adds a boiler that lets you burn fuel for steam power and several steam-powered machines, such as a rock crusher and drill. I am presently in the very early stages of making Electric Advantage, which will include robots as well as machines.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I got a hold of Sangar (Open Computers mod author) and we came up with a light-weight API for adding Power Advantage compatibility without adding a dependency on Power Advantage. I also added an untested interface for RF powered blocks (use the config file to enable it). If someone could give that a spin and let me know if it works, I'd really appreciate it.
Power Advantage v1.2.0 also adds creative blocks that supply infinite power (including the new electricity power type). That should help everyone debug their mods, modpacks, and creative builds. Get it here: https://github.com/cyanobacterium/PowerAdvantageAPI/releases/tag/v1.2.0
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Thank you, and yes I had been following on github. It's awesome how quickly that all happened. I am going to put the RF block to the test tonight. (or tomorrow if work gets in the way...)
Thanks again for an awesome turn around & feature.
i would test but it seems it won't load with the other power mods after i changed the config
http://pastebin.com/0ezHEYaL crash report
That's a bug in the automatic RF interface. It appears that I guessed wrong about how Forge stores registered blocks internally.
Fixed (I think) in version 1.2.1
Which mod are you using to test RF? I'd like to find an RF 1.8 mod that I can use for debugging.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Ok so I tried running the drill to see what the reach and power are. I ran into a curious issue if I use a wrench to orient it while running, the drill starts propagating in different directions, but then when I switch it to another direction, the bit that extended in the previous direction sticks around leading to curious porcupine like effects and I'm unable to then break them down until I break down the drill. The drill has definite limit in length, from what I can tell, 64? The mined product can by syphoned off with a conveyor but this has limited usability as by the time you put down the setup, the drill will have already reached its limit. Do you then just keep physically moving it block by block or is there a way of extending its effectiveness radially?
For the crusher, is there any way of speeding it up? I tried setting up the conveyor to syphon off the crushed ore but whatever direction I use, it isn't working. I had no such trouble with the drill. I am also not sure how to pump ore into it. I haven't tried from the top but that's cause steam pipes are coming in from that side. Hopper will pull them out from the bottom but that doesn't solve the problem of automatically inputting more ores from the top. Any thoughts?
edit: nm, pipes work from the sides too and pumping in from the top for both conveyor and hopper works. It's just conveyor output I can't seem to get working but a hopper will do.
That bug with the wrench is very amusing. I wasn't thinking about making a rotation tool when I added the drill machine. I'll need to fix that so that rotating it breaks the drill bits. The drill range limit is indeed 64 blocks. I think the drill is more useful when pointed sideways at the depth where you are most likely to find the desired ore. You can run it, then move it up one and run it again to create a nice 1x2 hallway for exploring for ores.
I've though about how to make a better drill system, but I haven't come up with any ideas I like. I don't want to just replicate the quarry from BuildCraft (that wouldn't be very original). Ultimately, something mobile, like a robot, is a better concept for mining than a fixed machine.
Looking at my source code, It appears that I made the output item slots only accessible from the bottom and the input slots accessible from the sides and top (like interfacing a vanilla furnace). I agree that's inconvenient and will see if I can make it possible to push/pull items from all sides.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
No no it's fine from only top and sides for input and bottom for output if that's easier. But I can't seem to output with a conveyor is what I'm saying. I can pull it out with a hopper though. I can pump in with a conveyor from the top so it's not that it's incompatible with conveyor entirely, just the bottom has issues with it. Or maybe my config of it did. I put a crusher, a conveyor underneath it pointing downwards, and then underneath that, a chest. Maybe it needs to be chained differently?
As for the drill, maybe something like a drill mounted on a frame, and so that it can be moved from slot to slot along the frame? Something that can be programmed with opencomputers for example and/or moved with a lever. You pay in materials and time and effort in programming to set that all up, but then it runs automatically over a certain area or you just sit there pressing a button or pulling a lever every 10-15 sec. In essence, you want the drill to be more efficient than just you with an empty inventory and an efficiency III diamond pick, running in a straight line and mining. If you have to physically pull out ores, break down the drill, move it, reconnect the pipes, rather then just turn around and continue digging in the opposite direction, you're not actually making it efficient to run it. I don't know if I'm making sense but basically it's easier to make a backpack (I have a backpack mod running), empty my inventory and get a really good pick, rather than deal with setting up the whole steam system, input coal and move stuff around, manually emptying its inventory (or re-piping all the conveyors) every time you break it down. And that would be a lot, considering it takes under a minute to go through all 64 blocks.