The Meaning of Life, the Universe, and Everything.
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5/25/2015
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im not seeing any interaction with anything that uses rf, what did you intend to do with this?
i suggest you use neo tech to test rf related things
EDIT: needed to edit because i see that the drain's lost a mechanic that made them very useful, before your update i could place a drain under a barrel or crucibles from Ex Nihilo 2 and was able to drain the liquid from them and now i cannot, i request that you revert your change to drains please to make your mod more compatible with other mods
@Zohar: Your conveyor setup should work, so I've got a bug there to fix. I guess I could add a block that you could put next to the drill that the drill would then move into when it hits its drill distance limit.
@Ha3x_Akuma: The changes made to the drain should not have interfered with that. All I did was make it pull fluids from the sides as well as from the top. I'll look into it. The fact that Neotech storage tanks can be drained makes me wonder what's different about the Ex Nihilo barrel that prevents that block from draining.
Also, did you enable RF interactions in the config file? It's not on by default because it is experimental right now. I'll install Neotech on my test profile to test it myself.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
@Zohar: Your conveyor setup should work, so I've got a bug there to fix. I guess I could add a block that you could put next to the drill that the drill would then move into when it hits its drill distance limit.
@Ha3x_Akuma: The changes made to the drain should not have interfered with that. All I did was make it pull fluids from the sides as well as from the top. I'll look into it. The fact that Neotech storage tanks can be drained makes me wonder what's different about the Ex Nihilo barrel that prevents that block from draining.
Also, did you enable RF interactions in the config file? It's not on by default because it is experimental right now. I'll install Neotech on my test profile to test it myself.
yes i did and had to clean out alot of mods for it to load and you can't generate a new world with it set to true
good thing for us that ex nihilo is open source, neotech is not and the mod dev say's he's stopping updates for the mod until rf api is ported over....
right now a stable sandbox version im running for testing is
mutimc 0.4.7
forge 1450
java 8 se 64bit
///mods
CodeChickenCore-1.8-1.0.5.36-universal (used for nei and ex-nihilo)
base-metals-1.3.2
btw i wanted to thank you for the mod it's great, i ended up making a fully automated cobble gen using your drill mixed with neotech's tanks and a redstone water refill station
Ok, I just found another bug that prevents Power Advantage from parsing the RF conversion table. I have Neotech installed now and I will push version 1.2.2 when I can confirm that Neotech accepts power from Power Advantage.
On a side note (warning: incoming rant), what makes interfacing RF so hard is that Power Advantage is a block-oriented power transmission system that uses conduit blocks to determine which power users are accessible by each power producer, while RF is a TileEntity-oriented power transmission system that stores zero information about the power user in the block itself. Before blockstates were introduced, that was the only way to render pipes, but now that system goes against the grain of how Minecraft 1.8 is designed to work. RF in 1.8 simply feels old and inefficient and CPU intensive with all those unnecessary tile entities. Sorry for the rant, but I had to get it out of my system.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Before blockstates were introduced, that was the only way to render pipes, but now that system goes against the grain of how Minecraft 1.8 is designed to work. RF in 1.8 simply feels old and inefficient and CPU intensive with all those unnecessary tile entities.
That actually makes sense. I was looking up why none of the old tech mods were updating to 1.8 when clearly new tech mods are popping up doing what old mods used to do so it's not impossible. And it turns out that it's an issue of difficulty porting that old stuff to 1.8 being super buggy and hard and if written from scratch and changed, instead of straight up port, like with RF, it's quote doable. But people don't want to change all that when their energy systems are so established which I also understand.
So to clarify, Are you switching to RF or you're making that one block compatible to RF conversion so that it can interface with other mods?
I fixed a few pugs and can now confirm that the RF interface is now working. You can now power your Neotech Electric Furnace with steam power. Get the new version here: Power Advantage v1.2.2
@Zohar: I'm not switching over to RF. Instead, I've made an automated wrapper generator to trick Power Advantage into treating RF machine blocks as power conduits (with a performance hit because it has to frequently check the tile entity).
When you enable the RF interface in the config file ( attempt_automatic_RF_compatibility=true ), Power Advantage will scan the game registry for ALLblocks that have tile entities (implement the ITileEntityProvider interface) and register them as external mod power blocks (using the same API I developed for the authors of OpenComputers). This means that Power Advantage thinks that all tile entities are powered blocks (including vanilla hoppers and furnaces), but only those blocks whose tile entity implements the RF API will accept the power types listed in the config file ( RF_conversions=steam=16;electricity=24 ) and the rest refuse all offered power types.
To be clear, it is much better for the authors of other mods to use my Light-Weight Power Acceptor API than rely on the automatic RF interface, but now I have a work-around for you guys to use existing mods.
And it turns out that it's an issue of difficulty porting that old stuff to 1.8 being super buggy and hard and if written from scratch and changed, instead of straight up port, like with RF, it's quote doable.
I created the Power Advantage API to make it easier for people who want to make new power mods in Minecraft 1.8 without the hassle of imitating old code from previous editions. I don't think that many people are aware of Power Advantage, though. I need a publicist 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
Ahh ok Thanks for the explanation, that's pretty clear. I can see why cpu intensive if you're scanning all tile entities.
Anywhoo back to PA stuff, I had a quick question. I'm going to test out an elevator today and wondered if I power it with steam, does it mean the boiler has to be on all the time and burning fuel in order for the elevator to function any time I hop on? Is there a way of just conditionally turning it on, whenever elevator is activated? The same question goes for crusher stuff I suppose, cause if I return after a mining trip and dump all my mining stuff into a chest above the crusher, is it just going to burn until all fuel is consumed or does it stop if there is nothing input to crush/burn the way a regular minecraft furnace does? Or alternatively there could be a separate system for detecting and adding that function to the existing machines. Like a sensor/gauge upgrade with a bit more expensive reagents.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
A wiki would be nice. I know nothing about wikis but I really do need to create a website to cater all of my mods independently of a forum (forums weren't designed to hold onto posts for more than a year or so). Where do I go to start a wiki page (either free or less than $15 per year) and how do I allow you and other people edit the content?
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
As far as I know, it's free. You set it up so you have administrator privileges but wiki is a wiki and so by default it's editable content though you can tweak the level of editability to your satisfaction. I've only used wikia extensively, so I'd suggest you start there http://www.wikia.com/Special:CreateNewWiki
After you've made the main page, users can go in and add and edit subsections (for individual mods, for individual machines within mods and so on) and you can reverse the changes you don't like or alter them how you like. Give your original wiki some unifying name and then within it you can have base metals, power advantage, steam advantage, and electrical (in the future) links. Don't worry about content. Just initial account is important and it's important you're the admin so you have a level of final say over the info and how pages are managed.
Power Advantage mod (+ Steam) is a great (pair of) Mods
Been using them for a bit now, I found NeoTech and played around with that as well, I like both mods.
Power Advantage is, so far, my favourite mod for tech, and I really hope you have a good time with that. In fact I have a good chunk of my mods download part of your mods (Lootable Bodies == Awesome: True) There is a few things I dislike and like about these mods, take it as constructive criticism and not complaining
1) Not very vanilla like, while PA is actually okay, it's simple enough to feel vanilla, SA is a thorn on the rosebush, graphics wise. (Though, who cares? the mod is still good enough and I can ignore aesthetics) My suggestion: Make the textures a bit more simpler, but not ugly-simple
2) That drill!! I did see your post of putting it on the side...but...still...not so sure with it.... I personally don't like the fact that I have to pick it up and move it, and the steam pipes, every time I want to make a new tunnel....I don't know how to help there
3) (more about your core-ore mod, but might as well put it here) More uses for the ores!!! (I bet that's coming soon™ though)
Otherwise, awesome mods! Would suggest it for anyone who wants 1.8 tech mods!
I'd give +100 rep but I don't think the forums would let me
Had an idea about the drill: new drill heads that can mine larger areas. Basic drill creates a 1 block hole, higher tier drills add an extra adjacent block when mining. This kinda goes along with your reluctance to make "spooky" mining.
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"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."
Had an idea about the drill: new drill heads that can mine larger areas. Basic drill creates a 1 block hole, higher tier drills add an extra adjacent block when mining.
I totally agree!!
So, that would be, Wood(1), Stone(3), Iron(5), Diamond(7) (cause gold is about as good as wood imo). So would that make Diamond mine 7x7?
@Nightlone: No offense taken. I appreciate the feedback! It's no secret that I'm a terrible artist and I welcome any help with textures and models. There will be more uses for metals (and there are a lot of other mods with uses for copper and silver), though I had originally intended to add potions using the powdered metals until I looked at how convoluted the brewing system is in Minecraft (anyone know of a Brewing API for Minecraft 1.8?).
So a better drill has got everyone excited. Here's the two proposals so far:
1. Bigger drill bits. In this case, there'd be a drill bit slot to put your drill bit item. It'll probably be a steel, invar, and diamond progression. I won't make it go any bigger than 5x5 digging area because a drill bit that fat coming out of a tiny machine would just look ridiculous (and be very dangerous).
2. Self-propelled drill. The idea is that there would be a "steam drill track" block that you could place to specify the path that the drill moves. Every time the drill hits its range limit (or hits bedrock), it moves into an adjacent track block and places a steam pipe in its former position to keep it powered. You'd still need to empty the inventory periodically or place a row of conveyors parallel to the track.
Which option would be more fun?
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
@Nightlone: No offense taken. I appreciate the feedback! It's no secret that I'm a terrible artist and I welcome any help with textures and models. There will be more uses for metals (and there are a lot of other mods with uses for copper and silver), though I had originally intended to add potions using the powdered metals until I looked at how convoluted the brewing system is in Minecraft (anyone know of a Brewing API for Minecraft 1.8?).
So a better drill has got everyone excited. Here's the two proposals so far:
1. Bigger drill bits. In this case, there'd be a drill bit slot to put your drill bit item. It'll probably be a steel, invar, and diamond progression. I won't make it go any bigger than 5x5 digging area because a drill bit that fat coming out of a tiny machine would just look ridiculous (and be very dangerous).
2. Self-propelled drill. The idea is that there would be a "steam drill track" block that you could place to specify the path that the drill moves. Every time the drill hits its range limit (or hits bedrock), it moves into an adjacent track block and places a steam pipe in its former position to keep it powered. You'd still need to empty the inventory periodically or place a row of conveyors parallel to the track.
neither imo i would add them both, did have a idea that i don't like too much but it could work in this instance
have the drill be able to be a muti block device (can use connected textures so it don'e look so odd) id say off the top of my head you have 1x1, 4x4, 9x9 builds you can chose from you would just place multiple drills or add drill slaves in a array and have just 1 hold the drill bit (item) and have them all deploy the drill (block)
progressive automation and neotech
ill test this in a bit
im not seeing any interaction with anything that uses rf, what did you intend to do with this?
i suggest you use neo tech to test rf related things
EDIT: needed to edit because i see that the drain's lost a mechanic that made them very useful, before your update i could place a drain under a barrel or crucibles from Ex Nihilo 2 and was able to drain the liquid from them and now i cannot, i request that you revert your change to drains please to make your mod more compatible with other mods
//can still drain from neotechs storage tanks
@Zohar: Your conveyor setup should work, so I've got a bug there to fix. I guess I could add a block that you could put next to the drill that the drill would then move into when it hits its drill distance limit.
@Ha3x_Akuma: The changes made to the drain should not have interfered with that. All I did was make it pull fluids from the sides as well as from the top. I'll look into it. The fact that Neotech storage tanks can be drained makes me wonder what's different about the Ex Nihilo barrel that prevents that block from draining.
Also, did you enable RF interactions in the config file? It's not on by default because it is experimental right now. I'll install Neotech on my test profile to test it myself.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
yes i did and had to clean out alot of mods for it to load and you can't generate a new world with it set to true
good thing for us that ex nihilo is open source, neotech is not and the mod dev say's he's stopping updates for the mod until rf api is ported over....
right now a stable sandbox version im running for testing is
mutimc 0.4.7
forge 1450
java 8 se 64bit
///mods
CodeChickenCore-1.8-1.0.5.36-universal (used for nei and ex-nihilo)
base-metals-1.3.2
hopperducts-mc1.8-1.4.5 (for testing builds)
NotEnoughItems-1.8-1.0.5.104-universal
progressive-automation-1.8-1.6.15
neotech-formerly-jatm-1.8-1.6
SteamAdvantage-1.2.0
PowerAdvantage-1.2.1
ex-nihilo-2-0.26
btw i wanted to thank you for the mod it's great, i ended up making a fully automated cobble gen using your drill mixed with neotech's tanks and a redstone water refill station
Ok, I just found another bug that prevents Power Advantage from parsing the RF conversion table. I have Neotech installed now and I will push version 1.2.2 when I can confirm that Neotech accepts power from Power Advantage.
On a side note (warning: incoming rant), what makes interfacing RF so hard is that Power Advantage is a block-oriented power transmission system that uses conduit blocks to determine which power users are accessible by each power producer, while RF is a TileEntity-oriented power transmission system that stores zero information about the power user in the block itself. Before blockstates were introduced, that was the only way to render pipes, but now that system goes against the grain of how Minecraft 1.8 is designed to work. RF in 1.8 simply feels old and inefficient and CPU intensive with all those unnecessary tile entities. Sorry for the rant, but I had to get it out of my system.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
lol it's ok i understand
any ground on the drain change?
That actually makes sense. I was looking up why none of the old tech mods were updating to 1.8 when clearly new tech mods are popping up doing what old mods used to do so it's not impossible. And it turns out that it's an issue of difficulty porting that old stuff to 1.8 being super buggy and hard and if written from scratch and changed, instead of straight up port, like with RF, it's quote doable. But people don't want to change all that when their energy systems are so established which I also understand.
So to clarify, Are you switching to RF or you're making that one block compatible to RF conversion so that it can interface with other mods?
I fixed a few pugs and can now confirm that the RF interface is now working. You can now power your Neotech Electric Furnace with steam power. Get the new version here: Power Advantage v1.2.2
@Zohar: I'm not switching over to RF. Instead, I've made an automated wrapper generator to trick Power Advantage into treating RF machine blocks as power conduits (with a performance hit because it has to frequently check the tile entity).
When you enable the RF interface in the config file ( attempt_automatic_RF_compatibility=true ), Power Advantage will scan the game registry for ALL blocks that have tile entities (implement the ITileEntityProvider interface) and register them as external mod power blocks (using the same API I developed for the authors of OpenComputers). This means that Power Advantage thinks that all tile entities are powered blocks (including vanilla hoppers and furnaces), but only those blocks whose tile entity implements the RF API will accept the power types listed in the config file ( RF_conversions=steam=16;electricity=24 ) and the rest refuse all offered power types.
To be clear, it is much better for the authors of other mods to use my Light-Weight Power Acceptor API than rely on the automatic RF interface, but now I have a work-around for you guys to use existing mods.
I created the Power Advantage API to make it easier for people who want to make new power mods in Minecraft 1.8 without the hassle of imitating old code from previous editions. I don't think that many people are aware of Power Advantage, though. I need a publicist 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
Ahh ok Thanks for the explanation, that's pretty clear. I can see why cpu intensive if you're scanning all tile entities.
Anywhoo back to PA stuff, I had a quick question. I'm going to test out an elevator today and wondered if I power it with steam, does it mean the boiler has to be on all the time and burning fuel in order for the elevator to function any time I hop on? Is there a way of just conditionally turning it on, whenever elevator is activated? The same question goes for crusher stuff I suppose, cause if I return after a mining trip and dump all my mining stuff into a chest above the crusher, is it just going to burn until all fuel is consumed or does it stop if there is nothing input to crush/burn the way a regular minecraft furnace does? Or alternatively there could be a separate system for detecting and adding that function to the existing machines. Like a sensor/gauge upgrade with a bit more expensive reagents.
I'll work on the Steam Advantage bugs tomorrow.
EDIT: I meant I'll work on the other bugs in both Power Advantage and Steam Advantage tomorrow.
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 don't think that it isn't visible. More like most of the older programming crowd decided to ignore 1.8 for now, and everything associated with it.
As for publicity, it'll come I think once more complex machine setups start. I can help you with a wiki, cause I know nothing about programming
A wiki would be nice. I know nothing about wikis but I really do need to create a website to cater all of my mods independently of a forum (forums weren't designed to hold onto posts for more than a year or so). Where do I go to start a wiki page (either free or less than $15 per year) and how do I allow you and other people edit the content?
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
As far as I know, it's free. You set it up so you have administrator privileges but wiki is a wiki and so by default it's editable content though you can tweak the level of editability to your satisfaction. I've only used wikia extensively, so I'd suggest you start there http://www.wikia.com/Special:CreateNewWiki
After you've made the main page, users can go in and add and edit subsections (for individual mods, for individual machines within mods and so on) and you can reverse the changes you don't like or alter them how you like. Give your original wiki some unifying name and then within it you can have base metals, power advantage, steam advantage, and electrical (in the future) links. Don't worry about content. Just initial account is important and it's important you're the admin so you have a level of final say over the info and how pages are managed.
Power Advantage mod (+ Steam) is a great (pair of) Mods
Been using them for a bit now, I found NeoTech and played around with that as well, I like both mods.
Power Advantage is, so far, my favourite mod for tech, and I really hope you have a good time with that. In fact I have a good chunk of my mods download part of your mods (Lootable Bodies == Awesome: True) There is a few things I dislike and like about these mods, take it as constructive criticism and not complaining
1) Not very vanilla like, while PA is actually okay, it's simple enough to feel vanilla, SA is a thorn on the rosebush, graphics wise. (Though, who cares? the mod is still good enough and I can ignore aesthetics) My suggestion: Make the textures a bit more simpler, but not ugly-simple
2) That drill!! I did see your post of putting it on the side...but...still...not so sure with it.... I personally don't like the fact that I have to pick it up and move it, and the steam pipes, every time I want to make a new tunnel....I don't know how to help there
3) (more about your core-ore mod, but might as well put it here) More uses for the ores!!! (I bet that's coming soon™ though)
Otherwise, awesome mods! Would suggest it for anyone who wants 1.8 tech mods!
I'd give +100 rep but I don't think the forums would let me
Had an idea about the drill: new drill heads that can mine larger areas. Basic drill creates a 1 block hole, higher tier drills add an extra adjacent block when mining. This kinda goes along with your reluctance to make "spooky" mining.
"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."
I totally agree!!
So, that would be, Wood(1), Stone(3), Iron(5), Diamond(7) (cause gold is about as good as wood imo). So would that make Diamond mine 7x7?
Prob not start with wood or stone. Since it needs Base Metals, prob start with Iron and work up from there.
"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."
don't forget about base metals, im not sure this is the way to go for it
@Nightlone: No offense taken. I appreciate the feedback! It's no secret that I'm a terrible artist and I welcome any help with textures and models. There will be more uses for metals (and there are a lot of other mods with uses for copper and silver), though I had originally intended to add potions using the powdered metals until I looked at how convoluted the brewing system is in Minecraft (anyone know of a Brewing API for Minecraft 1.8?).
So a better drill has got everyone excited. Here's the two proposals so far:
1. Bigger drill bits. In this case, there'd be a drill bit slot to put your drill bit item. It'll probably be a steel, invar, and diamond progression. I won't make it go any bigger than 5x5 digging area because a drill bit that fat coming out of a tiny machine would just look ridiculous (and be very dangerous).
2. Self-propelled drill. The idea is that there would be a "steam drill track" block that you could place to specify the path that the drill moves. Every time the drill hits its range limit (or hits bedrock), it moves into an adjacent track block and places a steam pipe in its former position to keep it powered. You'd still need to empty the inventory periodically or place a row of conveyors parallel to the track.
Which option would be more fun?
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
closest thing to a api i can find is this http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2363266-wip-alchemycraft-v-0-3alpha-forge-your-personal
neither imo i would add them both, did have a idea that i don't like too much but it could work in this instance
have the drill be able to be a muti block device (can use connected textures so it don'e look so odd) id say off the top of my head you have 1x1, 4x4, 9x9 builds you can chose from you would just place multiple drills or add drill slaves in a array and have just 1 hold the drill bit (item) and have them all deploy the drill (block)