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    posted a message on XNet: an efficient and scalable networking mod
    Quote from McJty»

    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.

    Posted in: Minecraft Mods
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    posted a message on XNet: an efficient and scalable networking mod
    Quote from McJty»

    Hmm that should work. Can you show me how you did that?

    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!
    Posted in: Minecraft Mods
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    posted a message on XNet: an efficient and scalable networking mod
    Quote from McJty»

    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.

    Is this possible with Xnet?
    Posted in: Minecraft Mods
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    posted a message on MalisisSwitches 1.12.2-5.1.0 / 1.11.2-4.1.0 (01/02/2018)

    I just wanted to let you know that this is one of my favorite mods. I don't do a whole lot of fancy redstone stuff, I mainly use it to limit the operations of EnderIO and Actually Addition devices. The mod just works... Such a simple and powerful tool that's balanced, fun, and allows me to stay organized.


    Great job!


    Oh, and love your doors! Me and my son flipped the first time we made a garage door in 1.7.10! So cool!

    Posted in: Minecraft Mods
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    posted a message on XNet: an efficient and scalable networking mod

    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.

    Posted in: Minecraft Mods
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    posted a message on XNet: an efficient and scalable networking mod

    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.

    Posted in: Minecraft Mods
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    posted a message on Get numeric ore id's for mod added blocks in order to generate newly added ore in existing world?

    I've been searching for hours... For the life of me I can not figure out how to get the numeric block id for specific ores. For example, Railcraft's poor tin ore, or Forestry's copper. I've searched the level.dat with nbexplorer, and while I can find some block ids, it appears as though ores aren't in there.


    I've installed some new mods (like mekanism) and want to spawn in veins for the ores it adds. In order to do that, I need to know the numeric id for ores I want to add.


    Also, is it possible to replace mod added blocks/ores with mod added blocks/ores with the nbtoolkit replace command? I can't find anything that says it's possible or not.


    Thanks in advance for the help!

    Posted in: Java Edition Support
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