If the vanilla inventory can handle it, and not through some, say, weird custom hook to make it do so (which isn't the case here), then any mod could handle it. The tile entity for the golemic inhibitor has custom render code (so does every tile entity with a model), but the item doesn't even use that. It's a standard icon. Perhaps HQM isn't properly looking for standard icons when it thinks the block is "supposed" to use something else because there's a tile entity involved.
Don't get me wrong - if the author of HQM says I'm doing something weird and should fix it on my side, I'd consider making changes, but the fact is that I've seen this issue with other mods' items and other mods can handle them fine (e.g. Thaumcraft with its Thaumonomicon), so all signs seem to point to this being something that should be addressed on HQM's side rather than on the side of every mod whose items it has problems handling.
At the risk of sounding confrontational when I don't really intend to - I didn't say that you needed to fix anything, I suggested that you might want to try and figure out what's going on so that you can give the maintainers of HQM a hint on how to fix their mod so that it detects your items correctly.
An interesting suggestion. What is the intended goal? What kind of contraption would you use this in?
Nothing I'm aware of at the moment. This mod is in numerous large modpacks and working fine for the vast majority of people.
The icons appear fine in inventory and in the Thaumonomicon so, at this point, I'd have to assume it's an issue with HQM.
Planks and coal cause no such issue for me. Have you altered the way those are displayed somehow? There could be a mod conflict, so you may have to use the process of elimination to find the issue.
A setup I had was designed a little poorly and couldn't be changed without risk of damaging the nodes. Since occasionally my bully node would take two points in quick succession before the stabilizer shields were fully formed, I had set up the power/distance from the vis readers to cause nodes to remove power and thus let the stabilizers turn on to protect the node when any aspect dropped to two vis remaining, instead of one. I've since fixed their placement with new nodes, but before, I would occasionally get nodes sharing aspects between each other due to bad placement. Which in turn meant that there was an aspect with a single point in it, which in turn would cause the power to drop and the shields to go up indefinitely. By ignoring that aspect, it could have operated as normal before I punched the dead nodes out.
There were also points in time, even with the new setup, where I wouldn't care if a particular aspect got drained dry, and would have preferred for the node to stay unstabilized so that the other aspect could regenerate faster, but setting multiple filters for node aspects seemed to result in... I don't know, either the power output values getting added together, or only picking the strongest one, which in turn meant that I would potentially have sacrificed aspects I wanted to keep.
If I have four nodes that all have ignis, but my primary node already has 72 of it, I would gladly have blacklisted ignis on all of the vis readers if possible just to prioritize the other aspects.
Woah there. Take a closer look at the four new items on the hotbar. Order upgrade NYI.
Isn't requestable autocrafting already possible with the current system? I'm pretty sure you can setup a scribe next to a chest containing exactly one of each item you want available for autocrafting. Then you have the crafting golems sit somewhere else and keep exactly one of each crafting item in an inventory (arcane pedestals work well for this). Link the request golem to the pedestals.
That would work, right Tuhljin?
Rollback Post to RevisionRollBack
Don't you be looking at my signature... It's mine and you can't have it!
Since I've seen some Creative Mode items for TC in this mod, can I request a couple? Namely a cheap or free Foci Manipluator, for those who can't wait for nodes, and maybe an infinite aspect Creative Node? As in one that stays at 999 of each of the main 6 aspects?
Isn't requestable autocrafting already possible with the current system? I'm pretty sure you can setup a scribe next to a chest containing exactly one of each item you want available for autocrafting. Then you have the crafting golems sit somewhere else and keep exactly one of each crafting item in an inventory (arcane pedestals work well for this). Link the request golem to the pedestals.
That would work, right Tuhljin?
I haven't tried that specific build, but you can definitely have crafting golems maintain a certain stock in your inventory and you can do a lot of trickery with the request system if you set it up in a way outside the "recommended" pattern. They can take from inventories that scribes aren't reading, after all, and they can deposit items into containers that don't get sent to the player. I'll let others figure out the best and most interesting and creative ways to exploit this -- and hopefully they will post about it here so I can take a look! -- but I will give one simple build idea: Filter out crystallized essentia so it goes into an alchemical furnace instead of going to the player.
As for the "order upgrade" I hinted at, nothing is finalized but it may involve some way of letting you remotely change the recipe layout in a workbench (and the attached golem's filters to match).
I have a feature request. I would love to be able to store items as vis. The system would take any items you place into it, remember the aspect pattern for later, break them down into their aspects then put the vis into a mass storage. To get items back out of the system, you would access the system by some means, select the aspect pattern of the item you would like, then the system would "craft" the item using vis from the network. To balance the system, a requirement of alumentum for fuel would work. There might already be some aspects of this system in place, I am still working on the research for this in my current world.
I have a feature request. I would love to be able to store items as vis. The system would take any items you place into it, remember the aspect pattern for later, break them down into their aspects then put the vis into a mass storage. To get items back out of the system, you would access the system by some means, select the aspect pattern of the item you would like, then the system would "craft" the item using vis from the network. To balance the system, a requirement of alumentum for fuel would work. There might already be some aspects of this system in place, I am still working on the research for this in my current world.
It sounds nice, but it also sounds really close to an Applied Energistics setup, just replacing the words "data" with "vis".
We've already the Inventarium in Automagy, and honestly it is way more satisfying getting that to work than AE. Also much more fun to watch the golems go off and get stuff for you.
Rollback Post to RevisionRollBack
You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator.
I tried the latest Thaumic Exploration, and saw no signs of a Creative Node. Any other ideas?
Sorry, was thinking of the wrong addon. Advanced Thaumaturgy has a creative node that has 100 of each type of vis. I think it is only updated to version 1.7.2 of minecraft though.
It sounds nice, but it also sounds really close to an Applied Energistics setup, just replacing the words "data" with "vis".
We've already the Inventarium in Automagy, and honestly it is way more satisfying getting that to work than AE. Also much more fun to watch the golems go off and get stuff for you.
While that is very true, it would be useful for packs that are only magic. It would be a thaumic version of AE that relies on something other than RF. (I am assuming anything that uses RF to be a tech mod or tech adaptation). Also, the spacial layout is very specific and trying to fit the golem system into a base design requires a bunch of preplanning and thought. It would be a nice addition that would give the thaumaturge a choice. There are plenty of items that don't have aspects that would still need to use the golem system.
While that is very true, it would be useful for packs that are only magic. It would be a thaumic version of AE that relies on something other than RF. (I am assuming anything that uses RF to be a tech mod or tech adaptation). Also, the spacial layout is very specific and trying to fit the golem system into a base design requires a bunch of preplanning and thought. It would be a nice addition that would give the thaumaturge a choice. There are plenty of items that don't have aspects that would still need to use the golem system.
Why exactly would it be a good idea to implement something that serves the same purpose as something that's already in the mod, except it requires less creativity, pre-planning and thought (these things are all essential parts of the design aspect of minecraft) to use?
Also, if you look closely at your original suggestion, it seems to me like what you are suggesting is not just an AE type system, but also an equivalent exchange system that lest you create items out of their respective aspects, and vice-versa.
Rollback Post to RevisionRollBack
Don't you be looking at my signature... It's mine and you can't have it!
Sorry, was thinking of the wrong addon. Advanced Thaumaturgy has a creative node that has 100 of each type of vis. I think it is only updated to version 1.7.2 of minecraft though.
Lycaon has been working on updating for some time. The problem back then was that Thaumcraft was updating quite often, and his physical disabilities kept him from coding for too long. Now that Thaumcraft has finished updating for 1.7, Lycaon is just needing the time, the physical health, and some bloody internet service to finish the update.
At the risk of sounding confrontational when I don't really intend to - I didn't say that you needed to fix anything, I suggested that you might want to try and figure out what's going on so that you can give the maintainers of HQM a hint on how to fix their mod so that it detects your items correctly.
A setup I had was designed a little poorly and couldn't be changed without risk of damaging the nodes. Since occasionally my bully node would take two points in quick succession before the stabilizer shields were fully formed, I had set up the power/distance from the vis readers to cause nodes to remove power and thus let the stabilizers turn on to protect the node when any aspect dropped to two vis remaining, instead of one. I've since fixed their placement with new nodes, but before, I would occasionally get nodes sharing aspects between each other due to bad placement. Which in turn meant that there was an aspect with a single point in it, which in turn would cause the power to drop and the shields to go up indefinitely. By ignoring that aspect, it could have operated as normal before I punched the dead nodes out.
There were also points in time, even with the new setup, where I wouldn't care if a particular aspect got drained dry, and would have preferred for the node to stay unstabilized so that the other aspect could regenerate faster, but setting multiple filters for node aspects seemed to result in... I don't know, either the power output values getting added together, or only picking the strongest one, which in turn meant that I would potentially have sacrificed aspects I wanted to keep.
If I have four nodes that all have ignis, but my primary node already has 72 of it, I would gladly have blacklisted ignis on all of the vis readers if possible just to prioritize the other aspects.
Mod by Tuhljin
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
Is this...could it be...REQUESTABLE AUTO-CRAFTING?!?!?!?!
Woah there. Take a closer look at the four new items on the hotbar. Order upgrade NYI.
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
Not Yet?
Hmmm...
I'm gonna guess it's golem upgrades for the workbench.
Isn't requestable autocrafting already possible with the current system? I'm pretty sure you can setup a scribe next to a chest containing exactly one of each item you want available for autocrafting. Then you have the crafting golems sit somewhere else and keep exactly one of each crafting item in an inventory (arcane pedestals work well for this). Link the request golem to the pedestals.
That would work, right Tuhljin?
Since I've seen some Creative Mode items for TC in this mod, can I request a couple? Namely a cheap or free Foci Manipluator, for those who can't wait for nodes, and maybe an infinite aspect Creative Node? As in one that stays at 999 of each of the main 6 aspects?
I haven't tried that specific build, but you can definitely have crafting golems maintain a certain stock in your inventory and you can do a lot of trickery with the request system if you set it up in a way outside the "recommended" pattern. They can take from inventories that scribes aren't reading, after all, and they can deposit items into containers that don't get sent to the player. I'll let others figure out the best and most interesting and creative ways to exploit this -- and hopefully they will post about it here so I can take a look! -- but I will give one simple build idea: Filter out crystallized essentia so it goes into an alchemical furnace instead of going to the player.
As for the "order upgrade" I hinted at, nothing is finalized but it may involve some way of letting you remotely change the recipe layout in a workbench (and the attached golem's filters to match).
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
I think there already is a creative node function in thaumic exploration. Have you tried all the 1.7.10 Thaumcraft addons?
I have a feature request. I would love to be able to store items as vis. The system would take any items you place into it, remember the aspect pattern for later, break them down into their aspects then put the vis into a mass storage. To get items back out of the system, you would access the system by some means, select the aspect pattern of the item you would like, then the system would "craft" the item using vis from the network. To balance the system, a requirement of alumentum for fuel would work. There might already be some aspects of this system in place, I am still working on the research for this in my current world.
It sounds nice, but it also sounds really close to an Applied Energistics setup, just replacing the words "data" with "vis".
We've already the Inventarium in Automagy, and honestly it is way more satisfying getting that to work than AE. Also much more fun to watch the golems go off and get stuff for you.
You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator.
I tried the latest Thaumic Exploration, and saw no signs of a Creative Node. Any other ideas?
Sorry, was thinking of the wrong addon. Advanced Thaumaturgy has a creative node that has 100 of each type of vis. I think it is only updated to version 1.7.2 of minecraft though.
While that is very true, it would be useful for packs that are only magic. It would be a thaumic version of AE that relies on something other than RF. (I am assuming anything that uses RF to be a tech mod or tech adaptation). Also, the spacial layout is very specific and trying to fit the golem system into a base design requires a bunch of preplanning and thought. It would be a nice addition that would give the thaumaturge a choice. There are plenty of items that don't have aspects that would still need to use the golem system.
Why exactly would it be a good idea to implement something that serves the same purpose as something that's already in the mod, except it requires less creativity, pre-planning and thought (these things are all essential parts of the design aspect of minecraft) to use?
Also, if you look closely at your original suggestion, it seems to me like what you are suggesting is not just an AE type system, but also an equivalent exchange system that lest you create items out of their respective aspects, and vice-versa.
Pretty much what I was going to respond with.
I was trying to be nice about it, but okay I'll come out and say it:
It's very lazy. It's extremely lazy. It's "I don't want to make the complicated system you already have" lazy.
You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator.
Lycaon has been working on updating for some time. The problem back then was that Thaumcraft was updating quite often, and his physical disabilities kept him from coding for too long. Now that Thaumcraft has finished updating for 1.7, Lycaon is just needing the time, the physical health, and some bloody internet service to finish the update.