Your problem isn't water transportation, fluiducts IIRC transport unlimited water, it's production. Ditch the pipes entirely, build a water-filled tower around the multiblock, and put an an Aqueous Accumulator right at every valve. About half the valves should cover your needs.
... Another point, is it possible to see in the future, an option to tweak the Dynamic Tank storage capacity (or multiplier, as it start from 16000 mb * volume) ? Compared to the Openblock tanks or the Extra Utilities drums, this multiblock structure can't definitively stand a chance, too much space required for an inferior storage capacity :/ I would love make it really more powerful by increasing it.
The storage capacity is based on the total volume, not interior volume. So it's exactly the same as Open Blocks tanks and basically all other kinds of tank. The Drum is an outlier.
Here's my only gripe with the mod. Say, for example, you have a crusher and you want to output to an AE import bus. I use the configurator to check the side I want to output for it's color, let's say it's dark red. I then look in the crusher's GUI and double check that's the color in there as well. I put it on auto-output and match the center color marked output and wait for it to start pulling finished product out. Well, it never does. I have to wind up scrolling through all of the available colors and it winds up being pink. How do you explain that? Hmmmm? How can it be pink when I've got it set to dark red. Makes absolutely no sense to me at all.
If setting it to pink does anything for you then there is a bug. You are going about it exactly backwards. The colors aren't tied to sides of the block. They are tied to inventory slots. For all machines, the main input is dark red and the main output is dark blue. You set which side exposes that slot using the buttons to the right of the center thing, or by shift right clicking on the side with the configurator.
The center thing marked output is tied to the Logistical Transporter network mechanics. Items sent through it can be put into colored boxes and pipes can be set to only let through boxes of a certain color. The central output button is what color box will the output be put if the machine auto-ejects into the a Logistical Transporter. The buttons on the left are for setting what color boxes each side accepts from the network if the Input Strict option is enabled.
is their a prefix for the config for world gen materials such as marble?
Marble from which mod? Project Red and Chisel marble is blockMarble and should be convertible, Underground Biomes is declared as stone and won't work. You can use the Mariculture converter to convert it to and from other kinds of stone, though.
Bug: inconsistent vanilla crafting table behavior.
When I exit the crafting table GUI using the E key, the items stay in the grid, but if I use the Esc key, the grid is cleared and the items put back into player inventory.
Bug: one of the inventory slots in the XACT crafter does not hold items.
When exiting the XACT crafter GUI, anything in the last column, first row slot of the input buffer tends to be sent into the player's inventory.
That is why he changed it. Now you need to actually think about the pipes. The journey is not just where you start and where it ends, you need to think about the road there. This... Careless thought about tubes is why they needed a change. This is what made them so unbalanced, this "Place and forget" nature of them. So long as you chant for the old ways back, I'll be here to be the rival voice. One of the few who understands that "We don't like the change, but we understand why it needed to happen and support Azanor in his choice to nerf the living daylights out of tubes".
I hope this is enough of an answer for you, my friend.
Getting the essentia is busywork enough, making a minigame out of filling ing jars is an insane proposition. The default procedure is as easy as placing a jar under the alembic. If I'm crafting anything whatsoever for automation that replaces placing a few blocks, it had better all of the filling by itself, otherwise it's not worth the effort. Right now pipes are useless except for single aspect production automation for fueling machines while the infusion setup became get a golem and forget instead of place pipes and forget, except of course the pathfinding spazzes out on the mob heads and other instability reducing crap.
I believed the current pipe system works the way it does because the previous one was too laggy, not for any 'balance' reasons.
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If setting it to pink does anything for you then there is a bug. You are going about it exactly backwards. The colors aren't tied to sides of the block. They are tied to inventory slots. For all machines, the main input is dark red and the main output is dark blue. You set which side exposes that slot using the buttons to the right of the center thing, or by shift right clicking on the side with the configurator.
The center thing marked output is tied to the Logistical Transporter network mechanics. Items sent through it can be put into colored boxes and pipes can be set to only let through boxes of a certain color. The central output button is what color box will the output be put if the machine auto-ejects into the a Logistical Transporter. The buttons on the left are for setting what color boxes each side accepts from the network if the Input Strict option is enabled.
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Just tried removing all my other mods. no effect
Just downloaded 6.0.3.22. Still no cables or pipes.
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When I exit the crafting table GUI using the E key, the items stay in the grid, but if I use the Esc key, the grid is cleared and the items put back into player inventory.
Bug: one of the inventory slots in the XACT crafter does not hold items.
When exiting the XACT crafter GUI, anything in the last column, first row slot of the input buffer tends to be sent into the player's inventory.
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I believed the current pipe system works the way it does because the previous one was too laggy, not for any 'balance' reasons.
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