Redstone control is also available: high redstone signal enables Steam flow, low signal disables it. This makes Valve Pipes useful for controlling various steam-consuming machines by Flaxbeard's Steam Power mod.
- my emphasis added to the bit which makes me nod in agreement "yes, yes it does - it makes them really useful" - however, it doesn't as it doesn't seem to respond... i've tried levers, redstone wire, bottom side, top side, back and front... i can't seem to make it change with a redstone signal.
- whilst i can use an OpenComputers robot, or an Autonomous activator, that seems a bit silly.
i note that in one of the changelogs you say: CHANGE: Valves no longer adjust based on redstone - but for a change to remove the whole "controllability" of steam generation/safety seems bonkers, so i hope i'm reading that wrong -as if that's the case, what's the use of the gauge giving me a signal to say turn it off, if i can't use that signal to release pressure?
if that's a nerf of that process, then i'm afraid i'll skip this mod as it removes all the automation possibilities for steam generation.
so, am i missing something? - i hope i am
addendum: so, after looking at TileValvePipe + BlockValvePipe on your github, i see that you did indeed remove this feature... was there a reason for this/for this to not be a config option? - i can't see a bug with it, looking at the code, but since you didn't cite the change as a bugfix, i presume that's correct...
i tried to rebuild the project from source - to add the feature back in, natch - but looking at it, your gradle build file isn't complete/ the integration api dependencies aren't in the project. <sad face> :))
- my emphasis added to the bit which makes me nod in agreement "yes, yes it does - it makes them really useful" - however, it doesn't as it doesn't seem to respond... i've tried levers, redstone wire, bottom side, top side, back and front... i can't seem to make it change with a redstone signal.
- whilst i can use an OpenComputers robot, or an Autonomous activator, that seems a bit silly.
i note that in one of the changelogs you say: CHANGE: Valves no longer adjust based on redstone - but for a change to remove the whole "controllability" of steam generation/safety seems bonkers, so i hope i'm reading that wrong -as if that's the case, what's the use of the gauge giving me a signal to say turn it off, if i can't use that signal to release pressure?
if that's a nerf of that process, then i'm afraid i'll skip this mod as it removes all the automation possibilities for steam generation.
so, am i missing something? - i hope i am
addendum: so, after looking at TileValvePipe + BlockValvePipe on your github, i see that you did indeed remove this feature... was there a reason for this/for this to not be a config option? - i can't see a bug with it, looking at the code, but since you didn't cite the change as a bugfix, i presume that's correct...
i tried to rebuild the project from source - to add the feature back in, natch - but looking at it, your gradle build file isn't complete/ the integration api dependencies aren't in the project. <sad face> :))
I removed it to remove the capability to make your system completely safe without effort. Rupture discs exist for a reason, to let out steam, but they have a penalty. I felt that letting users, with one comparator and some dust, solve all pressure problems now and forever, was too easy. Instead, players must either suffer the penalties of rupture discs or be forced to innovate autonomous systems using droppers etc to input precise amounts of fuel into boilers. The latter system is possible, and it allows you to stay at a certain pressure level without any negative repercussions, but does take some innovation.
Hello Professor Flaxbeard, thank you for this outstanding mod! I have a question... I'm a texture artist and I was planning to retexture the gilded armor for my resource pack but I don't seem to find the files anywhere... Is it just a recolor of the brass armor or gold armor? If this is the case, can you please add them?
Hello Professor Flaxbeard, thank you for this outstanding mod! I have a question... I'm a texture artist and I was planning to retexture the gilded armor for my resource pack but I don't seem to find the files anywhere... Is it just a recolor of the brass armor or gold armor? If this is the case, can you please add them?
Thank you!
It's just gold armor.
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I removed it to remove the capability to make your system completely safe without effort. Rupture discs exist for a reason, to let out steam, but they have a penalty. I felt that letting users, with one comparator and some dust, solve all pressure problems now and forever, was too easy. Instead, players must either suffer the penalties of rupture discs or be forced to innovate autonomous systems using droppers etc to input precise amounts of fuel into boilers. The latter system is possible, and it allows you to stay at a certain pressure level without any negative repercussions, but does take some innovation.
cheers for the response flaxbeard!
- just copy/pasting my github response for completeness.
That's a fair thing then ... i do see what you mean on reflection... i have done exactly that with pneumaticraft - gauge->dust->valve [well, actually, gauge -> dust -> computer -> valve/furnace control]
I definitely think "things should explode" is a good thing, so not complaining... I guess my "gripe" was that the FTB wiki stated it did do it, and it took me a few hours before I determined this wasn't the case
- I'd suggest possibly that the book could perhaps say something more explicit - as explicit as the book gets - maybe "i can't seem to automate this with redstone, i must find another way"
the problem is, with regard to the mod's "balance" for that, is that in most cases, i'd expect this mod to be in a pack with other tech mods, and as soon as you have something like a robot/turtle/autonomous activator, then the balance is lost anyway... but with a way that doesn't feel like innovation so much as hacking... [ that's not a complaint, that's a ponderance ] - e.g. it is trivial, not innovative, to assign [say] a turtle to break the pipe and replace it when the gauge reads above a safe value... but that feels like breaking away from the mod...
of course, one can play it without "cheating" like that, yet i always feel a mod should have its own way of innovating... i.e. within its own lore
my gut feeling would be to have some device or other which helps, but which is "tier 3" or suchlike...
off the top of my head pondering, perhaps something like a steam conveyor belt fuel feed system, of which the speed is regulated by redstone... i.e. one can imagine that if feeding coal via this belt into a boiler, and the conveyor could have some sort of "governor" - like the old rotating gravity-ball devices from old steam systems for speed control ['cause that would look cool :)] - which can be throttled with redstone... but not totally controlled... only fuzzily... - cause steam machines aren't that precise, they need hitting with hammers once in a while...
bottom line - totally with your philosophy, but methinks it does need _something_
anyway... still love it... hope you can come up with something steamy to bridge that gap though,
Maybe a steam-powered conveyor belt? For automating fuel feeding, and even crafting. So you could feed ingredients in one side and the finished item out the other, and pipe material into the steam smithy.
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Maybe a steam-powered conveyor belt? For automating fuel feeding, and even crafting. So you could feed ingredients in one side and the finished item out the other, and pipe material into the steam smithy.
My comment had nothing to do with conveyors... I'm confused.
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Wow, i really messed up my math there. its been a long day And tomorrow will be longer
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however, i maybe being a total derp, but i can't seem to get the valve-pipe to change its state based on redstone control.
the FTB wiki entry states:
- my emphasis added to the bit which makes me nod in agreement "yes, yes it does - it makes them really useful" - however, it doesn't as it doesn't seem to respond... i've tried levers, redstone wire, bottom side, top side, back and front... i can't seem to make it change with a redstone signal.
- whilst i can use an OpenComputers robot, or an Autonomous activator, that seems a bit silly.
i note that in one of the changelogs you say: CHANGE: Valves no longer adjust based on redstone - but for a change to remove the whole "controllability" of steam generation/safety seems bonkers, so i hope i'm reading that wrong -as if that's the case, what's the use of the gauge giving me a signal to say turn it off, if i can't use that signal to release pressure?
if that's a nerf of that process, then i'm afraid i'll skip this mod as it removes all the automation possibilities for steam generation.
so, am i missing something? - i hope i am
addendum: so, after looking at TileValvePipe + BlockValvePipe on your github, i see that you did indeed remove this feature... was there a reason for this/for this to not be a config option? - i can't see a bug with it, looking at the code, but since you didn't cite the change as a bugfix, i presume that's correct...
i tried to rebuild the project from source - to add the feature back in, natch - but looking at it, your gradle build file isn't complete/ the integration api dependencies aren't in the project. <sad face> :))
I have had absolutely no problems playing with the two mods together, and don't see why there'd be any issues.
I removed it to remove the capability to make your system completely safe without effort. Rupture discs exist for a reason, to let out steam, but they have a penalty. I felt that letting users, with one comparator and some dust, solve all pressure problems now and forever, was too easy. Instead, players must either suffer the penalties of rupture discs or be forced to innovate autonomous systems using droppers etc to input precise amounts of fuel into boilers. The latter system is possible, and it allows you to stay at a certain pressure level without any negative repercussions, but does take some innovation.
I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
Thank you!
It's just gold armor.
I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
cheers for the response flaxbeard!
- just copy/pasting my github response for completeness.
That's a fair thing then ... i do see what you mean on reflection... i have done exactly that with pneumaticraft - gauge->dust->valve [well, actually, gauge -> dust -> computer -> valve/furnace control]
I definitely think "things should explode" is a good thing, so not complaining... I guess my "gripe" was that the FTB wiki stated it did do it, and it took me a few hours before I determined this wasn't the case
- I'd suggest possibly that the book could perhaps say something more explicit - as explicit as the book gets - maybe "i can't seem to automate this with redstone, i must find another way"
the problem is, with regard to the mod's "balance" for that, is that in most cases, i'd expect this mod to be in a pack with other tech mods, and as soon as you have something like a robot/turtle/autonomous activator, then the balance is lost anyway... but with a way that doesn't feel like innovation so much as hacking... [ that's not a complaint, that's a ponderance ] - e.g. it is trivial, not innovative, to assign [say] a turtle to break the pipe and replace it when the gauge reads above a safe value... but that feels like breaking away from the mod...
of course, one can play it without "cheating" like that, yet i always feel a mod should have its own way of innovating... i.e. within its own lore
my gut feeling would be to have some device or other which helps, but which is "tier 3" or suchlike...
off the top of my head pondering, perhaps something like a steam conveyor belt fuel feed system, of which the speed is regulated by redstone... i.e. one can imagine that if feeding coal via this belt into a boiler, and the conveyor could have some sort of "governor" - like the old rotating gravity-ball devices from old steam systems for speed control ['cause that would look cool :)] - which can be throttled with redstone... but not totally controlled... only fuzzily... - cause steam machines aren't that precise, they need hitting with hammers once in a while...
bottom line - totally with your philosophy, but methinks it does need _something_
anyway... still love it... hope you can come up with something steamy to bridge that gap though,
good luck with future development.
Oh, please add them. Please.
What do you mean?
I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
Maybe a steam-powered conveyor belt? For automating fuel feeding, and even crafting. So you could feed ingredients in one side and the finished item out the other, and pipe material into the steam smithy.
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My comment had nothing to do with conveyors... I'm confused.
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Why would you want to do that?
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It's kinda hard to tell them apart, aside from the name.
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To take the test, check out
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Don't click this link, HE is haunting it...
That's the point. Gilded materials look exactly like gold because the outer layer is gold
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