Ah it seems that these items are disabled if you disable their warding in the thaumcraft config.
# If set to false, warded stone, doors and glass will just be cosmetic in nature and not have its hardened properties (everyone will be able to break it with equal ease).
B:allow_warded_stone=true
Setting this to false actually removes the Warded Arcana section of the Thaumanomicon.
Ah, I didn't realize that either. I'll have it check if it has been disabled and replace the warded glass.
My suggestion, to balance the singularity/hungry node issue, would be to make the system consume a singularity, and then you'll have to replace it (after a decent length of time, of course), whilst a hungry node would be self-replenishing and non-consumable. As singularities are easier to get, they should have a notable debuff.
After talking with some server operators, I have decided that I will only use the singularity for the core of the reactor, but have most the danger of a hungry node. Way to many ops disable the hungry nodes, and that would leave the entire server at a disadvantage if I nerfed the singularity. As is planned atm, if the reactor is breached the 'node' will collapse and consume the entire multiblock structure, along with flux goo and gas generation. However I do like the idea of needing to occasionally replace the core. That would also help balance the amount of required essentia for the amount of power this thing will generate.
-----------------
With that in mind these are my thoughts behind the process. You will craft a "Trans-Dimensional Rift Stabilizer" aka Rift Stabilizer. You will place the singularity into the stabilizer. You will then place the stabilizer, and build the structure around it. Wand the controller block and the structure is formed.
Using the controller gui you turn on the reactor. The reactor begins tearing a rift into the plane-of-energy/vis-dimension. This process requires a large amount of essentia. Once the rift is open, the stabilizer will require essentia(most likely potential) to maintain the rift. From this point it will grow and shrink the rift based on two things, power demand and available essentia.
The more power that is used the larger the rift, to a point, and the less power the smaller the rift. If no power is being demanded, the rift will shrink to the smallest point at which it can remain open, and require a fraction of the essentia cost as compared to wide open. If the core begins to run out of essentia the rift will shrink. If the rift shrinks past a certain point, it will close and the reactor will go cold. There is a chance that if the rift is wide open, and the core is suddenly deprived of essentia it will not be able to close it in time, and disaster will strike.
Following @joeyjam 's idea, eventually the singularity will need to be replaced. During the last minute or so of its existance, the rift will close and the reactor will go cold. To prevent this however, there will be a slot in the controller gui where 1 singularity can be placed, and this singularity will take the place of the dead one at the moment the rift is about to close. This does mean that the reactor's power output will drop sharply, however it will not need to be cold-booted, and will resume higher levels of power production shortly there after.
The internal power buffer should make this process transparent unless you are demanding the same or more power than the reactor can produce.
--------------
I have big plans for the reactor, but they will take quite some time to get implemented. Especially the multi-block and graphical effects. So you may start to see pieces of it show up in NEI, but have no crafting recipe. I will label all of the blocks/items as WIP until I get it functional.
With winter break coming up I have to decide what to prioritize, the power system, or the crafting system. As I would love to have both complete before I push out the 1.0 version.
OK, the power ideas seem to be well in hand and I'm satisfied that this will be exactly what I was looking for. Too bad about the hamster wheel...that could have been golden.
Funniest thing I've seen so far is the Pigawatts generator that comes with the clone mod. Pigs on treadmills...:D
When I enter the normal crafting terminal, the cursor is already placed in the search box. With the arcane terminal, I have to click there before I can begin searching. Don't know if this is intended? Seems like an extra step.
The arcane terminal doesn't seem to be quite as flexible as the normal one for shift-clicking in recipes from NEI. In the normal terminal, if the recipe can take multiple types of something, (like different colored wool) shift-clicking will grab things that work from the terminal even if they don't fit exactly. The arcane terminal, though, was trying to fit precisely, which was slightly annoying. I tested it with wool and honeycomb, and it definitely did this for both recipes.
When I enter the normal crafting terminal, the cursor is already placed in the search box. With the arcane terminal, I have to click there before I can begin searching. Don't know if this is intended? Seems like an extra step.
It was intended, I navigate NEI only using the keyboard and found it cumbersome to have to tab out of my own search bar every time I opened the terminal. But I may be one of the rare keyboard-only breed, what do you guys think would be better?
The arcane terminal doesn't seem to be quite as flexible as the normal one for shift-clicking in recipes from NEI. In the normal terminal, if the recipe can take multiple types of something, (like different colored wool) shift-clicking will grab things that work from the terminal even if they don't fit exactly. The arcane terminal, though, was trying to fit precisely, which was slightly annoying. I tested it with wool and honeycomb, and it definitely did this for both recipes.
It is not, when the [?] is shift-clicked NEI sends me a list of ingredients, and I use that list to look up and pull out items on the ME network. I have no idea how Algo does the multi-item thing, but I suspect it has something to do with the ore dictionary. I'll make a feature request for this.
I'm not sure if anyone else experiences this, but since updating to 0.8.2b, the ACT has had a graphical bug in which the output doesn't update until you pull the first item out of it. For example, when making nether quartz blocks, I put the items in the grid, and the output remains blank. The item crafts up just fine, I just have to click the blank space and the nether quartz appears. Then I made arcane stone bricks, and the output stayed as nether quartz blocks until I grabbed the first one. Certainly not game breaking, though a bit confusing at first.
The problem persisted for about 2 days, and then vanished... no idea what was going on, but I can't get it to happen again. I may have updated a different mod in that period, so something else may have caused it.
*shrug*
I managed to reproduce this, if you open NEI while viewing the A.C.T. it unsyncs. I will get this patched up.
It was intended, I navigate NEI only using the keyboard and found it cumbersome to have to tab out of my own search bar every time I opened the terminal. But I may be one of the rare keyboard-only breed, what do you guys think would be better?
It is not, when the [?] is shift-clicked NEI sends me a list of ingredients, and I use that list to look up and pull out items on the ME network. I have no idea how Algo does the multi-item thing, but I suspect it has something to do with the ore dictionary. I'll make a feature request for this.
I personally prefer to have it automatically type in the search box. Maybe a config option would be good if that's possible.
It was intended, I navigate NEI only using the keyboard and found it cumbersome to have to tab out of my own search bar every time I opened the terminal. But I may be one of the rare keyboard-only breed, what do you guys think would be better?
It is rather jarring to open the ACT and have to click in the search bar to start typing, when the default for the base AE2 terminals is (IIRC, it's been a while since I played with them) to auto-focus the search bar.
Related: Is there a reason that right clicking to clear the search doesn't automatically focus the search bar as well? (Again, been a while for me. Ignore this if that is been changed in the last few updates.)
Now that you mention it, I mostly use the keyboard for NEI as well. My non-magical terminal, though, has a 'search box mode' button, and one of the options is 'NEI synchronized auto', which will auto-caputure the cursor and search both the inventory and NEI from typing in the terminal. It might be from an NEI addon, though; the pack I'm using (Direwofl20 1.7.10.. he should totally add this to it!) has several, so I'm not sure if that's there in vanilla AE2. If you could add that button (or even just the dual-search feature) to yours, it might smooth things out nicely.
As for the multi-item thing, I had some idea that it might be linked to damage values; wool uses damage values, right? Maybe honeycomb does, too? Perhaps simply ignoring damage values for some items would help? I have very limited coding experience, so I don't know if that's doable, or even close to right... I guess the ore dictionary is more likely.
Thanks for your hard work, I'm enjoying the mod very much! I'll probably enjoy it even more after I build more things, and I'm eagerly awaiting shift-click [?] being added to the thaumcraft NEI addon.
I need to build a thaumatorium, (the automated alchemy thingy) once I get some essentia generation going; it will be fun trying to plug that into my AE system, I think. I'm still learning AE2, but it seems extremely flexible.
Now that you mention it, I mostly use the keyboard for NEI as well. My non-magical terminal, though, has a 'search box mode' button, and one of the options is 'NEI synchronized auto', which will auto-caputure the cursor and search both the inventory and NEI from typing in the terminal. It might be from an NEI addon, though; the pack I'm using (Direwofl20 1.7.10.. he should totally add this to it!) has several, so I'm not sure if that's there in vanilla AE2. If you could add that button (or even just the dual-search feature) to yours, it might smooth things out nicely.
As for the multi-item thing, I had some idea that it might be linked to damage values; wool uses damage values, right? Maybe honeycomb does, too? Perhaps simply ignoring damage values for some items would help? I have very limited coding experience, so I don't know if that's doable, or even close to right... I guess the ore dictionary is more likely.
Thanks for your hard work, I'm enjoying the mod very much! I'll probably enjoy it even more after I build more things, and I'm eagerly awaiting shift-click [?] being added to the thaumcraft NEI addon.
I need to build a thaumatorium, (the automated alchemy thingy) once I get some essentia generation going; it will be fun trying to plug that into my AE system, I think. I'm still learning AE2, but it seems extremely flexible.
On the other hand, for the multi-item thing, I get really annoyed when I shift-click the product and realize that I've just used all my silverwood making sticks. Might be nice to keep this terminal safe from that kind of mistake...
As for the multi-item thing, I had some idea that it might be linked to damage values; wool uses damage values, right? Maybe honeycomb does, too? Perhaps simply ignoring damage values for some items would help? I have very limited coding experience, so I don't know if that's doable, or even close to right... I guess the ore dictionary is more likely.
On the other hand, for the multi-item thing, I get really annoyed when I shift-click the product and realize that I've just used all my silverwood making sticks. Might be nice to keep this terminal safe from that kind of mistake...
I've got this patched up and committed to the next build. If there is not an item that directly matches, all ore-dictionary matches will also be searched.
Now that you mention it, I mostly use the keyboard for NEI as well. My non-magical terminal, though, has a 'search box mode' button, and one of the options is 'NEI synchronized auto', which will auto-caputure the cursor and search both the inventory and NEI from typing in the terminal. It might be from an NEI addon, though; the pack I'm using (Direwofl20 1.7.10.. he should totally add this to it!) has several, so I'm not sure if that's there in vanilla AE2. If you could add that button (or even just the dual-search feature) to yours, it might smooth things out nicely.
It is rather jarring to open the ACT and have to click in the search bar to start typing, when the default for the base AE2 terminals is (IIRC, it's been a while since I played with them) to auto-focus the search bar.
Related: Is there a reason that right clicking to clear the search doesn't automatically focus the search bar as well? (Again, been a while for me. Ignore this if that is been changed in the last few updates.)
I've updated the search box mode to autofocus when launched. As for the right-click, that was a bug lol. Thanks for letting me know.
Also, I think the Essentia/Infusion providers don't like Project Red. . .
It seems my custom renderer is running into some problems somewhere. I've not tested compatibility with Optifine, but I do know it is incompatible with shader mods.
I'm just trying to automate an alchemical construct. Initially, it was working fine making some alumentum, then I decided to add on a mnemonic matrix and set up another recipe for it to do. The essentia provider stopped providing essentia for some reason. I thought maybe it didn't know how to deal with the mnemonic matrix, so I got rid of it leaving one recipe. Didn't work. I destroyed and replaced everything. Didn't work, even when I had the exact setup that worked prior to my trying the matrix. D: Restarted my game, the server, broke everything again.
I ended up putting the matrix back since it didn't work either way.
I have:
Nitor under the construct.
A catalyst and its selected recipe sitting in the construct.
Plenty of essentia off in my drive to be provided by the essentia provider.
Everything has enough channels.
Everything is connected to the network, as far as I know.
What am I missing?? D:
Dat setup:
Don't mind the invisible essentia provider. Already reported the bug.
EDIT: I tried rebuilding this section of the build in single player and it works fine, even with the matrix. I don't think there was anything different other than the amount of stuff on the network. This section definitely has enough channels to support this stuff. Still can't figure out what's wrong.
The Meaning of Life, the Universe, and Everything.
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Minecraft:
Nividica
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First, make sure the Thaumatorium doesnt have some essentia already in it, use the goggles and look at it. It's possible there is some latent essentia in it from a failed attempt.
If not use an Essentia Resonator and bang on the Thaumatorium. You should see something like "Suction 128 XXXX", if not, then it is not requesting any essentia.
Next try moving an essentia terminal next to the provider, and make sure that the connected network can see the stored. essentia.
Thanks so much for the help. I completely forgot the essentia resonator was a thing. The construct wasn't requesting essentia. Ended up removing the import bus on the output area on a whim and it started requesting again. Tried putting it back and it seems to still request essentia. Maybe it just freaked out for some reason. D:
Ah, I didn't realize that either. I'll have it check if it has been disabled and replace the warded glass.
After talking with some server operators, I have decided that I will only use the singularity for the core of the reactor, but have most the danger of a hungry node. Way to many ops disable the hungry nodes, and that would leave the entire server at a disadvantage if I nerfed the singularity. As is planned atm, if the reactor is breached the 'node' will collapse and consume the entire multiblock structure, along with flux goo and gas generation. However I do like the idea of needing to occasionally replace the core. That would also help balance the amount of required essentia for the amount of power this thing will generate.
-----------------
With that in mind these are my thoughts behind the process. You will craft a "Trans-Dimensional Rift Stabilizer" aka Rift Stabilizer. You will place the singularity into the stabilizer. You will then place the stabilizer, and build the structure around it. Wand the controller block and the structure is formed.
Using the controller gui you turn on the reactor. The reactor begins tearing a rift into the plane-of-energy/vis-dimension. This process requires a large amount of essentia. Once the rift is open, the stabilizer will require essentia(most likely potential) to maintain the rift. From this point it will grow and shrink the rift based on two things, power demand and available essentia.
The more power that is used the larger the rift, to a point, and the less power the smaller the rift. If no power is being demanded, the rift will shrink to the smallest point at which it can remain open, and require a fraction of the essentia cost as compared to wide open. If the core begins to run out of essentia the rift will shrink. If the rift shrinks past a certain point, it will close and the reactor will go cold. There is a chance that if the rift is wide open, and the core is suddenly deprived of essentia it will not be able to close it in time, and disaster will strike.
Following @joeyjam 's idea, eventually the singularity will need to be replaced. During the last minute or so of its existance, the rift will close and the reactor will go cold. To prevent this however, there will be a slot in the controller gui where 1 singularity can be placed, and this singularity will take the place of the dead one at the moment the rift is about to close. This does mean that the reactor's power output will drop sharply, however it will not need to be cold-booted, and will resume higher levels of power production shortly there after.
The internal power buffer should make this process transparent unless you are demanding the same or more power than the reactor can produce.
--------------
I have big plans for the reactor, but they will take quite some time to get implemented. Especially the multi-block and graphical effects. So you may start to see pieces of it show up in NEI, but have no crafting recipe. I will label all of the blocks/items as WIP until I get it functional.
With winter break coming up I have to decide what to prioritize, the power system, or the crafting system. As I would love to have both complete before I push out the 1.0 version.
Funniest thing I've seen so far is the Pigawatts generator that comes with the clone mod. Pigs on treadmills...:D
Additions:
Changes:
Bugfixes:
Notes:
When using the storage bus for a subnet the filter(s) are ignored.
When I enter the normal crafting terminal, the cursor is already placed in the search box. With the arcane terminal, I have to click there before I can begin searching. Don't know if this is intended? Seems like an extra step.
The arcane terminal doesn't seem to be quite as flexible as the normal one for shift-clicking in recipes from NEI. In the normal terminal, if the recipe can take multiple types of something, (like different colored wool) shift-clicking will grab things that work from the terminal even if they don't fit exactly. The arcane terminal, though, was trying to fit precisely, which was slightly annoying. I tested it with wool and honeycomb, and it definitely did this for both recipes.
It was intended, I navigate NEI only using the keyboard and found it cumbersome to have to tab out of my own search bar every time I opened the terminal. But I may be one of the rare keyboard-only breed, what do you guys think would be better?
It is not, when the [?] is shift-clicked NEI sends me a list of ingredients, and I use that list to look up and pull out items on the ME network. I have no idea how Algo does the multi-item thing, but I suspect it has something to do with the ore dictionary. I'll make a feature request for this.
I managed to reproduce this, if you open NEI while viewing the A.C.T. it unsyncs. I will get this patched up.
I personally prefer to have it automatically type in the search box. Maybe a config option would be good if that's possible.
Ah, cool, glad you were able to find the issue.
It is rather jarring to open the ACT and have to click in the search bar to start typing, when the default for the base AE2 terminals is (IIRC, it's been a while since I played with them) to auto-focus the search bar.
Related: Is there a reason that right clicking to clear the search doesn't automatically focus the search bar as well? (Again, been a while for me. Ignore this if that is been changed in the last few updates.)
As for the multi-item thing, I had some idea that it might be linked to damage values; wool uses damage values, right? Maybe honeycomb does, too? Perhaps simply ignoring damage values for some items would help? I have very limited coding experience, so I don't know if that's doable, or even close to right... I guess the ore dictionary is more likely.
Thanks for your hard work, I'm enjoying the mod very much! I'll probably enjoy it even more after I build more things, and I'm eagerly awaiting shift-click [?] being added to the thaumcraft NEI addon.
I need to build a thaumatorium, (the automated alchemy thingy) once I get some essentia generation going; it will be fun trying to plug that into my AE system, I think. I'm still learning AE2, but it seems extremely flexible.
On the other hand, for the multi-item thing, I get really annoyed when I shift-click the product and realize that I've just used all my silverwood making sticks. Might be nice to keep this terminal safe from that kind of mistake...
I've got this patched up and committed to the next build. If there is not an item that directly matches, all ore-dictionary matches will also be searched.
I've updated the search box mode to autofocus when launched. As for the right-click, that was a bug lol. Thanks for letting me know.
That looks awesome
Also, I think the Essentia/Infusion providers don't like Project Red. . .
It seems my custom renderer is running into some problems somewhere. I've not tested compatibility with Optifine, but I do know it is incompatible with shader mods.
I'm just trying to automate an alchemical construct. Initially, it was working fine making some alumentum, then I decided to add on a mnemonic matrix and set up another recipe for it to do. The essentia provider stopped providing essentia for some reason. I thought maybe it didn't know how to deal with the mnemonic matrix, so I got rid of it leaving one recipe. Didn't work. I destroyed and replaced everything. Didn't work, even when I had the exact setup that worked prior to my trying the matrix. D: Restarted my game, the server, broke everything again.
I ended up putting the matrix back since it didn't work either way.
I have:
Dat setup:
Don't mind the invisible essentia provider. Already reported the bug.
EDIT: I tried rebuilding this section of the build in single player and it works fine, even with the matrix. I don't think there was anything different other than the amount of stuff on the network. This section definitely has enough channels to support this stuff. Still can't figure out what's wrong.
If not use an Essentia Resonator and bang on the Thaumatorium. You should see something like "Suction 128 XXXX", if not, then it is not requesting any essentia.
Next try moving an essentia terminal next to the provider, and make sure that the connected network can see the stored. essentia.
Added:
Changes:
Bugfixes:
java.lang.RuntimeException: Serious error calling getRenderType() on block thaumicenergistics:thaumicenergistics.block.essentia.provider
Likely cause is client-side code is being called server-side