which mods for 1.10.2 has the ability to power the system of AE2? I would appreciate a list of mods that can do such thing.
Basically, anything that generates power types that the Energy Acceptor can handle. iirc, RotaryCraft hasn't been updated to 1.10.2. Mekanism has, but I haven't checked whether it still uses the same type of power as before and that AE2 still accepts it. IndustrialCraft2 has a 1.10.2 version. As far as RF, there are many mods that provide machines to produce it, here are some that I'm fairly sure have 1.10.2 versions:
Basically, anything that generates power types that the Energy Acceptor can handle. iirc, RotaryCraft hasn't been updated to 1.10.2. Mekanism has, but I haven't checked whether it still uses the same type of power as before and that AE2 still accepts it. IndustrialCraft2 has a 1.10.2 version. As far as RF, there are many mods that provide machines to produce it, here are some that I'm fairly sure have 1.10.2 versions:
Forestry
Ender IO
RF Tools
Progressive Automation
Simple Generators
NeoTech
thank you for providing me with these information.. I appreciated it! THUMB UP.. now i am off to play minecraft after i look in these mods! XD
why am i getting no power? im using insulated HV cable from MFE to energy acceptor, then ME glass cable from energy acceptor to energy cell, is this wrong?
Seems like that should work, unless the HV cable is on the wrong side of the MFE (it only outputs from one side) or the MFE is empty. If you can post a picture, I might be able to notice something else wrong.
Never mind lol, i got it, turns out the mfe cant output from the bottom.
Really? It should be able to, as long as you wrench it to point downward. I haven't tried that with an MFE charge pad, so maybe that type can't be pointed downward, but I just confirmed that a regular MFE can be.
i have a really small problem. I found a item in one of the Sky Stone Chests and it said "This item is disabled".
The Item ID is 4450:50 but i can't find which item it is, so i don't know which of the disabled items is the right one or if the item is really disabled.
Telling us the numeric item ID doesn't help, because that is assigned dynamically based on what other mods you have. However, as far as I can tell, the only item from AE2 that has metadata 50 is "ME Smart Cable - Purple", which I would not expect to generate in meteorite Sky Stone Chests. It might be an item from some other mod. If you're using a modpack with MineTweaker or ModTweaker installed, see if you can get it into a selected hotbar slot and run "/mt hand" to identify it.
It is not the "ME Smart Cable - Purple" because it have the ID 4451:50 and the item i found is 4450:50. I know that the item id is dynamically based on the mods i have installed but thats the only clue i have right now. So i installed ModTweaker but i get only "<appliedenergistics2:material:50>" no description like with other items..
I search also all the AE cfg's again and there is no item disabled, also nothing listed in the items.csv
I think now this i a 1.10.2 Bug or an item which isn't in yet but will be generated in chest. Fun fact it got seven from this item and thats the reason i want to know what it is.
Basically, anything that generates power types that the Energy Acceptor can handle. iirc, RotaryCraft hasn't been updated to 1.10.2. Mekanism has, but I haven't checked whether it still uses the same type of power as before and that AE2 still accepts it. IndustrialCraft2 has a 1.10.2 version. As far as RF, there are many mods that provide machines to produce it, here are some that I'm fairly sure have 1.10.2 versions:
Forestry
Ender IO
RF Tools
Progressive Automation
Simple Generators
NeoTech
Update to this: I discovered today that Neotech power does not actually work with the 1.10.2 version of AE2, though I don't understand why. Some of the other listed mods might still work, but I haven't tried them in combination with the latest AE2.
Edit: Progressive Automation doesn't work either. I had some trouble getting RF Tools to work at all, but https://github.com/McJty/RFTools/issues/989 indicates generators from that mod aren't currently working with AE2, so I don't need to check myself. I confirmed that IC2 and the other mods I didn't strike out above do work to power AE2 machines in MC 1.10.2 (though only a few like the charger and inscriber can be powered directly)
i'm running AE for 1.10.2 and i have noticed that the spacial storage stuff wont digitize my stuff, I have forestry whiten the boundres and some Ender IO
i'm running AE for 1.10.2 and i have noticed that the spacial storage stuff wont digitize my stuff, I have forestry whiten the boundres and some Ender IO
Can someone explain to me how an ME system decides what items are stored at which cell ?
Or better said, how do i build an "optimal" cell/drive setup where items are always stored in the best cell suitable for their amount ?
Lets say i have various 1k, 4k, 16k and 64k cells connected to the ME System. All in drives with the same priority. (I tried around with the priority system but as i thought it will just override storage rules, so for example, if there are free 1k cells at a higher priority then the 64k cell, it will store 20k cobblestone in the 1k drives)
How does the ME now decides where items are stored ? Especially if their amounts become bigger and bigger. Does the system then automatically "move" things to a higher tier drive when the amount is within a certain range ? (At least to me that somehow does not seem to be the case)
Background: Somehow it seems pretty unefficient to me adding higher tier cells to an existing ME system. They seem not to be used for quite a long time, despite there are items with huge amounts stored in it and at the same time those items are using up a large amounts of the smaller cells. Only "workaround" i found so far is building another ME system, connecting both with export/import bus and moving all items around. But i guess there is a better way of managing this ?
If you want more control over which cells store which items (especially if you have some idea which items you'll be storing more of), have a look at the Cell Workbench.
That sounds exactly like what i want, thanks So for example i just "program" a 64k cell to store cobblestone (or whatever i know i will have large amounts) and put those in a drive with higher priority ?
I'm not sure setting the drive to a higher priority is necessary, but it probably wouldn't hurt.
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How do I use the Spatial IO Compat mod? It made no config file and has no commands.
Rollback Post to RevisionRollBack
•Fact: The more users pester people who make mods to update their mods to a new version of minecraft, the less likely it is that it will be quickly updated.
•Fact: The more you comment about it, the more likely you are to be ignored.
•Fact: The more recent the last post about updating a mod is, the more annoying yours will be.
•Fact: Using all caps does not reverse any of the above effects.
The idea is not to force compatibility on other mods, but rather to enable support for TileEntities which would other wise already function without changes, We also wish to support the decision of any mod developer which wishes to not support, or support the feature themselves.
Ahh, I see.
so how can one test if a mod will work, if they have to first make a new object for it? I am asking cuz the pack I am using it for is over 160 mods
•Fact: The more users pester people who make mods to update their mods to a new version of minecraft, the less likely it is that it will be quickly updated.
•Fact: The more you comment about it, the more likely you are to be ignored.
•Fact: The more recent the last post about updating a mod is, the more annoying yours will be.
•Fact: Using all caps does not reverse any of the above effects.
Oh okay! Thank you very much! Now i won't have to go through a bunch of wood and coal :3
i hope you dont mind me asking this
which mods for 1.10.2 has the ability to power the system of AE2? I would appreciate a list of mods that can do such thing.
Basically, anything that generates power types that the Energy Acceptor can handle. iirc, RotaryCraft hasn't been updated to 1.10.2. Mekanism has, but I haven't checked whether it still uses the same type of power as before and that AE2 still accepts it. IndustrialCraft2 has a 1.10.2 version. As far as RF, there are many mods that provide machines to produce it, here are some that I'm fairly sure have 1.10.2 versions:
thank you for providing me with these information.. I appreciated it! THUMB UP.. now i am off to play minecraft after i look in these mods! XD
Hello. How to fix a small font in the "Create status" with the size of the interface "Normal"?
Seems like that should work, unless the HV cable is on the wrong side of the MFE (it only outputs from one side) or the MFE is empty. If you can post a picture, I might be able to notice something else wrong.
Really? It should be able to, as long as you wrench it to point downward. I haven't tried that with an MFE charge pad, so maybe that type can't be pointed downward, but I just confirmed that a regular MFE can be.
How can I add The One Probe integration into AE2? I found the config file;
modintegration {
S:BetterStorage=AUTO
S:BuildCraftBuilders=AUTO
S:BuildCraftCore=AUTO
S:BuildCraftTransport=AUTO
S:ColoredLightsCore=AUTO
S:CraftGuide=AUTO
S:DeepStorageUnit=AUTO
S:Factorization=AUTO
S:ForgeMultiPart=AUTO
S:ImmibisMicroblocks=AUTO
S:IndustrialCraft2=AUTO
S:InventoryTweaks=AUTO
S:JustEnoughItems=AUTO
S:Mekanism=AUTO
S:MineFactoryReloaded=AUTO
S:OpenComputers=AUTO
S:PneumaticCraft=AUTO
S:Railcraft=AUTO
S:RedstoneFluxPower-Items=AUTO
S:RedstoneFluxPower-Tiles=AUTO
S:RotaryCraft=AUTO
S:RotatableBlocks=AUTO
S:Waila=AUTO
}
However, what will get AE2 to read TOP?
EDIT: I found this at the github https://github.com/AppliedEnergistics/Applied-Energistics-2/blob/master/gradle/scripts/dependencies.gradle
So, I added S:TheOneProbe=AUTO. I'll report back.
That did not work with rv4-alpha9 and TOP 1.3.3.
This is the second time that I've tried to grow pure fluix crystals, and both times they despawned.
Edit: I'm in 1.10.2
Telling us the numeric item ID doesn't help, because that is assigned dynamically based on what other mods you have. However, as far as I can tell, the only item from AE2 that has metadata 50 is "ME Smart Cable - Purple", which I would not expect to generate in meteorite Sky Stone Chests. It might be an item from some other mod. If you're using a modpack with MineTweaker or ModTweaker installed, see if you can get it into a selected hotbar slot and run "/mt hand" to identify it.
https://github.com/AppliedEnergistics/Applied-Energistics-2/blob/1.10/src/main/java/appeng/items/materials/MaterialType.java#L51 indicates that would be an iron nugget, but iirc AE2 tends to auto-disable items when other mods already provide items with the same oreDictionary entry. However, something might have gone wrong with replacing the chest contents with the iron nugget from whatever other mod had one.
Update to this: I discovered today that Neotech power does not actually work with the 1.10.2 version of AE2, though I don't understand why. Some of the other listed mods might still work, but I haven't tried them in combination with the latest AE2.
Edit: Progressive Automation doesn't work either. I had some trouble getting RF Tools to work at all, but https://github.com/McJty/RFTools/issues/989 indicates generators from that mod aren't currently working with AE2, so I don't need to check myself. I confirmed that IC2 and the other mods I didn't strike out above do work to power AE2 machines in MC 1.10.2 (though only a few like the charger and inscriber can be powered directly)
i'm running AE for 1.10.2 and i have noticed that the spacial storage stuff wont digitize my stuff, I have forestry whiten the boundres and some Ender IO
where do you find the download for 1.10.2
Multiple places one can get it:
Official Site:
http://ae-mod.info/Downloads/ (the rv4-alpha tab)
CurseForge:
https://minecraft.curseforge.com/projects/applied-energistics-2
Or AppVeyor (as linked from the GitHub):
https://ci.appveyor.com/project/shartte/applied-energistics-2/history
If you want more control over which cells store which items (especially if you have some idea which items you'll be storing more of), have a look at the Cell Workbench.
I'm not sure setting the drive to a higher priority is necessary, but it probably wouldn't hurt.
How do I use the Spatial IO Compat mod? It made no config file and has no commands.
•Fact: The more users pester people who make mods to update their mods to a new version of minecraft, the less likely it is that it will be quickly updated.
•Fact: The more you comment about it, the more likely you are to be ignored.
•Fact: The more recent the last post about updating a mod is, the more annoying yours will be.
•Fact: Using all caps does not reverse any of the above effects.
Why would it need a config file or commands? From the "Philosphy" section of the readme at https://github.com/AppliedEnergistics/SpatialIO-Compat :
Ahh, I see.
so how can one test if a mod will work, if they have to first make a new object for it? I am asking cuz the pack I am using it for is over 160 mods
•Fact: The more users pester people who make mods to update their mods to a new version of minecraft, the less likely it is that it will be quickly updated.
•Fact: The more you comment about it, the more likely you are to be ignored.
•Fact: The more recent the last post about updating a mod is, the more annoying yours will be.
•Fact: Using all caps does not reverse any of the above effects.