Your mod has earned its spot in my top 10 mods, and it has been extremely satisfying to use for making difficult tasks much easier. I like it just as much as Logistics Pipes. One of my all time favorite mods.
I would like to express some ideas for future builds:
Major:
-Adding more than 7 colors for RS signaling. I was filtering 12-16 different items through the network with rs signaling, only to find that I ran out of colors to signal with. Or allow two-color signaling, like white/green, white blue, etc. this would exponentially increase the number of combinations of colors we could use.
Minor:
-Adding "switches" that increase the amount of channels that could be accessed via the controller. I would like to see tabbed pages for each set of 8 channels to keep things neat and not crammed.
-Adding advanced controllers that allow more advanced configurations (more channels, RS colors, etc)
-Adding remote capabilities such as a wireless system that can connect across dimensions or long distances.
I really love the mod the way it is, with the exception of RS signaling, and can't wait to see what changes you already have planned. I use it all the time now.
-Adding more than 7 colors for RS signaling. I was filtering 12-16 different items through the network with rs signaling, only to find that I ran out of colors to signal with. Or allow two-color signaling, like white/green, white blue, etc. this would exponentially increase the number of combinations of colors we could use.
Consider this done for next release
Rollback Post to RevisionRollBack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Holy smokes. Just started using this mod and I am so impressed. Works brilliantly and allows me to do so much. My only want from it is redstone functionality. If it were possible to receive a redstone signal at one connector and output at another that would be awesome!
Have you heard about any issues with charging Ender IO capacitor banks with xnet? I have this setup where the capacitor bank isn't charging, even though I've set the input side for the bank. The controller and Actually Additions farmer are properly powered by the same cable.
If I were you I would break and replace that capacitor, or replace it with another capacitor bank. I've had a couple bug out and stop receiving power in the past and that's what I had to do.
Is it safe to assume that the inventory panel from enderio is not compatible by design (enderio's design)? Since the IP requires the 'remote awareness upgrade' to interface with it's target storage, and it doesn't seem to all connections from any side than the back, I can't use xnet to connect it and its storage devices, or use xnet to provide it with nutrient distillation.
Has anyone ran into this issue and successfully solved it with xnet? or is the inventory panel's operation exclusive to enderio cables?
If it won't work, are there any alternatives to the panel that would provide the same or better functionality and be compatible with xnet?
edit: I just worked around it with fluid tanks and enderio conduits.
On network A, a chest is set to insert on channel "stuff".
On network B, a vacuum chest is on the "stuff" channel and set to extract.
On Network C a crafter is on the "stuff" channel and set to extract.
How can I make sure the crafter stops sending to network A when it has 20 of the items, without limiting the amount of items Network B sends to Network A? Is it only possible if I setup different channels for the items that I want to limit?
It seems to "#" field limits every type of item coming in on the channel, and doesn't do anything on devices set to extract.
Sorry but that's a complicated setup. What exactly do you want to accomplish here? Not sure I understand
Rollback Post to RevisionRollBack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Sorry but that's a complicated setup. What exactly do you want to accomplish here? Not sure I understand
I'd like to be able to send items made with an autocrafter to my central storage (storage drawers' controller), but I want the crafter to stop sending them (or the drawer controller to stop accepting them) when I have 128 in my storage drawers. I know this is possible if they're received on their own separate channel, but I want to use the same channel to receive everything, from every network, into my drawer controller (because if I need to setup a new channel for every item I want to limit, I'll run out of channels on that network).
The easiest solution would be an option to stop extracting once the destination has x items. It looks like the functionality is there in the GUI, but it doesn't seem to work.
The easiest solution would be an option to stop extracting once the destination has x items. It looks like the functionality is there in the GUI, but it doesn't seem to work.
Hmm that should work. Can you show me how you did that?
Rollback Post to RevisionRollBack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
- I can't seem to get the auto-pull and auto-extract features of Mekanism Digital Miner to work with xnet. I first tried cross-network over routers, I then tried local network only. I've tried to pull/extract from a mass storage and just a single chest. The connections are being made to the correct ports on the miner, but the blocks don't move through the channels.
- I understand that it's probably a resolution issue, but as you can see in my album, the channel names in the router GUI only allow for a small number of characters, and they run off of the GUI.
- Honestly, I believe there needs to be a way to increase the number of possible channels on a network. Surely you've ran into issues a number of times where it would be very helpful to have a 9th or 20th channel. Or even the ability to merge different channel types would be extremely helpful, like one channel that can both insert and extract items, or a channel that will accept fluids and items, or an item channel with logic capabilities. I don't know how complicated any of this would be to code, but as it is now, the ease of use is amazing, and the router concept is incredible, but the flexibility is subpar because everything is required to fall into very strictly defined channels that are limited in both ability and amount. Obviously you'd need to balance this type of functionality, but in my opinion the cost of the 'advanced' upgrade outweighs its benefits as it stands. If you could add any of the aforementioned functionality to the advanced connections, or add another means to upgrade controllers, there would be no cost that is too high for the amount of flexibility and problem solving it would provide.
Sorry for the diatribe, I'm truly inspired by your hard work and passionate mod design! Thanks for taking the time!
Well the 8 channel limit is there to stay. If only because there really is no way I can cram more channels in the UI and also I actually like that limit. People are already complaining that XNet makes things too easy. Note that using a router you can combine different seperate networks and let them work together. So that's one way to go beyond the 8 channel limit.
I'll check your other questions later
Rollback Post to RevisionRollBack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Well the 8 channel limit is there to stay. If only because there really is no way I can cram more channels in the UI and also I actually like that limit. People are already complaining that XNet makes things too easy. Note that using a router you can combine different seperate networks and let them work together. So that's one way to go beyond the 8 channel limit.
I hear ya, obviously there's a point where the code and design time isn't worth the added function. Not sure who would complain about the mod making things easy tho It's a fresh concept with a lot of depth and balanced costs.. How hard is it supposed to be, should I feel like I'm cheating? lol
edit: the digital miner issue isn't your mod, it's mekanism.
Thank you so much for the additional RS colors. I wanted to add that I haven't fully tested each cable color set, but I was having some issues with the "red" colored variation of network cables and connectors, in which I had a setup to detect the amount of carrots in a quad drawer from storage drawers, so when I dropped below 2048 carrots, it would emit a signal to extract carrots into a insolator from Thermal expansion to duplicate the carrots using phyto-grow and drop them back into the "quad" drawer. I tried breaking connectors/controller, and re-configuring them, but that didn't seem to work. I dont know if it was a problem with the sensors on the logic channel or what but I went back to using the "blue or non-colored" variation of network cables and connectors; setting everything back up and it started working flawlessly. Now, I had this setup complete before updating to your latest update. (v1.3.2), which is when I think this setup stopped working. I haven't tried to duplicate it, but thought I would let you know just in case more people report similar problems.
If there is another way or place to post possible bugs let me know. I am loving the mod and use it for everything now.
By the way, Is 10,000 RF/t the max transfer for the cables?
I think DW20 has an older version. This bug should be fixed
Rollback Post to RevisionRollBack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Super Mod! Just replaced all lasers on a half built farm - about 89. Its clean and functional. The all-in-one-pipe is the solution to my transportation problems. The same connector can give energy or insert items - just great!
First of all: thanks for the great mod! I am using it to manage the stuff I used to manage with SMF (in short EVERYTHING =) ).
I think, I may have found a bug, though.
After he setup of the system I can completely remove any cables. As long as the connectors and the controller stay intact the whole thing will continue to work. (i am playing direwol20 1.10.2 if that helps)
So basically: wire up to your favorite sky island: place the connector -> configure it -> remove all the cables -> enjoy your "wireless" system. You can even switch out chests or capacitor banks for upgrades and it still works. Even works after exiting and restarting minecraft.
Or is it a trade-off from the server friendliness (like not checking for cable updates or w/e)?
Edit: Further testing with routers resulted in this (energy as an example , items also also work):
My setup is generator -- controller 1 -- router -- controler 2 -- energy storage
So seems like the controller <-> router connection is pretty much the only time you have to use (permanent) cables. In every other situation i tested the cables(not connectors) could be removed after the setup
Hi, thanks for the great mods McJty!
I am having the same issue. I'm using direwol20 1.10.2 as well. I have xnet ver 1.3.2 installed. I noted these strange issues too and also noticed that I can turn channels off but things keep running anyway. I break the router to stop the processes. This only happens on channels that are published.
I also have found that I have to turn off and rename all my published channels if I make changes such as add another connector to an existing network - otherwise it won't be detected. (I also rename them in the router but I'm not sure if that is necessary). I don't know if this is working as intended or if it is a bug. Being able to "reset" the router would be nice in any case.
I have deleted a connector configuration on one channel (in the controller UI) and it deleted the one above it on the same channel instead.
I have chests that have been working fine and suddenly I can not extract items from them though I can still insert them. I tried replacing the connector but that didn't help. I move the chest to a different connector and it works ok. Very strange... From some previous trouble shooting I found that it seems an unrelated connector can cause another to stop working. i.e. I couldn't get something to work and finally gave up then went to another area and made a change (removed a connector) which somehow fixed the first problem. I'm at the point where I think something similar may be causing my issue with the chests as well.
I hope this info is useful to you McJty. Let me know if I can provide any other information. I still have a chest that won't extract at this time and if there is a procedure you would like me to follow to troubleshoot feel free to ask.
You make some great mods and we really appreciate your work!
* update 6/18/2017 *
I found a solution to the chests that I can't extract from. If I set the number of ticks per operation to 10 they work. Any other rate doesn't work. This doesn't really feel like a good fix since there is obviously something wrong still. The trouble I am having is all on the same channel in the controller (#4) if that's useful.
... more info...
After fixing some chests by setting extraction to 10 ticks I found that this caused an unrelated machine or chest to fail to extract. It appears that the problem may not be on just one channel after all either since I had this issue on another channel as well.
Nice work Mc!
Your mod has earned its spot in my top 10 mods, and it has been extremely satisfying to use for making difficult tasks much easier. I like it just as much as Logistics Pipes. One of my all time favorite mods.
I would like to express some ideas for future builds:
Major:
-Adding more than 7 colors for RS signaling. I was filtering 12-16 different items through the network with rs signaling, only to find that I ran out of colors to signal with. Or allow two-color signaling, like white/green, white blue, etc. this would exponentially increase the number of combinations of colors we could use.
Minor:
-Adding "switches" that increase the amount of channels that could be accessed via the controller. I would like to see tabbed pages for each set of 8 channels to keep things neat and not crammed.
-Adding advanced controllers that allow more advanced configurations (more channels, RS colors, etc)
-Adding remote capabilities such as a wireless system that can connect across dimensions or long distances.
I really love the mod the way it is, with the exception of RS signaling, and can't wait to see what changes you already have planned. I use it all the time now.
Cheers!
Consider this done for next release
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Holy smokes. Just started using this mod and I am so impressed. Works brilliantly and allows me to do so much. My only want from it is redstone functionality. If it were possible to receive a redstone signal at one connector and output at another that would be awesome!
McJty, massive thanks for making xnet. I love it.
Have you heard about any issues with charging Ender IO capacitor banks with xnet? I have this setup where the capacitor bank isn't charging, even though I've set the input side for the bank. The controller and Actually Additions farmer are properly powered by the same cable.
I made an album to demonstrate my setup: http://imgur.com/a/TSz3T
The same side where the capacitor bank is, can't charge power cell from TE either, but two power cells can charge each other without the cable.
Edit: I restarted the game and now the TE cell is charging! Maybe I've set up too many things at once too quickly.
I have tried this mod and I really love it! It was so easy to setup an item channel and an energy channel. It works like a charm !
What I would like to see in this mod is the possibility to set the facades to invisible like in Ender IO, to check the cabeling.
If I were you I would break and replace that capacitor, or replace it with another capacitor bank. I've had a couple bug out and stop receiving power in the past and that's what I had to do.
Is it safe to assume that the inventory panel from enderio is not compatible by design (enderio's design)? Since the IP requires the 'remote awareness upgrade' to interface with it's target storage, and it doesn't seem to all connections from any side than the back, I can't use xnet to connect it and its storage devices, or use xnet to provide it with nutrient distillation.
Has anyone ran into this issue and successfully solved it with xnet? or is the inventory panel's operation exclusive to enderio cables?
If it won't work, are there any alternatives to the panel that would provide the same or better functionality and be compatible with xnet?
edit: I just worked around it with fluid tanks and enderio conduits.
On network A, a chest is set to insert on channel "stuff".
On network B, a vacuum chest is on the "stuff" channel and set to extract.
On Network C a crafter is on the "stuff" channel and set to extract.
How can I make sure the crafter stops sending to network A when it has 20 of the items, without limiting the amount of items Network B sends to Network A? Is it only possible if I setup different channels for the items that I want to limit?
It seems to "#" field limits every type of item coming in on the channel, and doesn't do anything on devices set to extract.
Sorry but that's a complicated setup. What exactly do you want to accomplish here? Not sure I understand
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
I'd like to be able to send items made with an autocrafter to my central storage (storage drawers' controller), but I want the crafter to stop sending them (or the drawer controller to stop accepting them) when I have 128 in my storage drawers. I know this is possible if they're received on their own separate channel, but I want to use the same channel to receive everything, from every network, into my drawer controller (because if I need to setup a new channel for every item I want to limit, I'll run out of channels on that network).
The easiest solution would be an option to stop extracting once the destination has x items. It looks like the functionality is there in the GUI, but it doesn't seem to work.
Is this possible with Xnet?
Hmm that should work. Can you show me how you did that?
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Sorry it's been a busy weekend. The link below is an imgur gallery that explains the broken setup, as well as the work-around:
http://imgur.com/a/cC6yI
A few other notes on the mod:
- I can't seem to get the auto-pull and auto-extract features of Mekanism Digital Miner to work with xnet. I first tried cross-network over routers, I then tried local network only. I've tried to pull/extract from a mass storage and just a single chest. The connections are being made to the correct ports on the miner, but the blocks don't move through the channels.
- I understand that it's probably a resolution issue, but as you can see in my album, the channel names in the router GUI only allow for a small number of characters, and they run off of the GUI.
- Honestly, I believe there needs to be a way to increase the number of possible channels on a network. Surely you've ran into issues a number of times where it would be very helpful to have a 9th or 20th channel. Or even the ability to merge different channel types would be extremely helpful, like one channel that can both insert and extract items, or a channel that will accept fluids and items, or an item channel with logic capabilities. I don't know how complicated any of this would be to code, but as it is now, the ease of use is amazing, and the router concept is incredible, but the flexibility is subpar because everything is required to fall into very strictly defined channels that are limited in both ability and amount. Obviously you'd need to balance this type of functionality, but in my opinion the cost of the 'advanced' upgrade outweighs its benefits as it stands. If you could add any of the aforementioned functionality to the advanced connections, or add another means to upgrade controllers, there would be no cost that is too high for the amount of flexibility and problem solving it would provide.
Sorry for the diatribe, I'm truly inspired by your hard work and passionate mod design! Thanks for taking the time!
Well the 8 channel limit is there to stay. If only because there really is no way I can cram more channels in the UI and also I actually like that limit. People are already complaining that XNet makes things too easy. Note that using a router you can combine different seperate networks and let them work together. So that's one way to go beyond the 8 channel limit.
I'll check your other questions later
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
I hear ya, obviously there's a point where the code and design time isn't worth the added function. Not sure who would complain about the mod making things easy tho It's a fresh concept with a lot of depth and balanced costs.. How hard is it supposed to be, should I feel like I'm cheating? lol
edit: the digital miner issue isn't your mod, it's mekanism.
Good Morning McJty!
Thank you so much for the additional RS colors. I wanted to add that I haven't fully tested each cable color set, but I was having some issues with the "red" colored variation of network cables and connectors, in which I had a setup to detect the amount of carrots in a quad drawer from storage drawers, so when I dropped below 2048 carrots, it would emit a signal to extract carrots into a insolator from Thermal expansion to duplicate the carrots using phyto-grow and drop them back into the "quad" drawer. I tried breaking connectors/controller, and re-configuring them, but that didn't seem to work. I dont know if it was a problem with the sensors on the logic channel or what but I went back to using the "blue or non-colored" variation of network cables and connectors; setting everything back up and it started working flawlessly. Now, I had this setup complete before updating to your latest update. (v1.3.2), which is when I think this setup stopped working. I haven't tried to duplicate it, but thought I would let you know just in case more people report similar problems.
If there is another way or place to post possible bugs let me know. I am loving the mod and use it for everything now.
By the way, Is 10,000 RF/t the max transfer for the cables?
-Waremaster (Firefox2284)
Redstone proxy block could be used to connect xnet to pressure plate, for example.
I think DW20 has an older version. This bug should be fixed
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
McJty, you need to calm down on all these awesome mods, otherwise I'll just be playing "McJty's brain child the modpack".
Current Mod: Armerger | Light Drafter
Super Mod! Just replaced all lasers on a half built farm - about 89. Its clean and functional. The all-in-one-pipe is the solution to my transportation problems. The same connector can give energy or insert items - just great!
Hi, thanks for the great mods McJty!
I am having the same issue. I'm using direwol20 1.10.2 as well. I have xnet ver 1.3.2 installed. I noted these strange issues too and also noticed that I can turn channels off but things keep running anyway. I break the router to stop the processes. This only happens on channels that are published.
I also have found that I have to turn off and rename all my published channels if I make changes such as add another connector to an existing network - otherwise it won't be detected. (I also rename them in the router but I'm not sure if that is necessary). I don't know if this is working as intended or if it is a bug. Being able to "reset" the router would be nice in any case.
I have deleted a connector configuration on one channel (in the controller UI) and it deleted the one above it on the same channel instead.
I have chests that have been working fine and suddenly I can not extract items from them though I can still insert them. I tried replacing the connector but that didn't help. I move the chest to a different connector and it works ok. Very strange... From some previous trouble shooting I found that it seems an unrelated connector can cause another to stop working. i.e. I couldn't get something to work and finally gave up then went to another area and made a change (removed a connector) which somehow fixed the first problem. I'm at the point where I think something similar may be causing my issue with the chests as well.
I hope this info is useful to you McJty. Let me know if I can provide any other information. I still have a chest that won't extract at this time and if there is a procedure you would like me to follow to troubleshoot feel free to ask.
You make some great mods and we really appreciate your work!
* update 6/18/2017 *
I found a solution to the chests that I can't extract from. If I set the number of ticks per operation to 10 they work. Any other rate doesn't work. This doesn't really feel like a good fix since there is obviously something wrong still. The trouble I am having is all on the same channel in the controller (#4) if that's useful.
... more info...
After fixing some chests by setting extraction to 10 ticks I found that this caused an unrelated machine or chest to fail to extract. It appears that the problem may not be on just one channel after all either since I had this issue on another channel as well.