Recent content by Sketchy Pyjamas

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    Logistics Pipes Default Route and Machine Crafting

    Ah, didn't think to try that. Definitely simpler than what I did.
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    Logistics Pipes Default Route and Machine Crafting

    Aaaaand you can't use a satellite pipe as I've described above. Looks like the product tries to go back into it and then isn't seen as a crafting product again. I ended up getting rid of the satellite pipe. I have the crafting pipe/card put input items into the chest and then I use an Ender IO...
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    Logistics Pipes Default Route and Machine Crafting

    Turns out this doesn't work with Thermal Expansion machines (at least the Redstone furnace and the Pulverizer so far). The chassis pipe/crafting card doesn't pull the product out of the machine unless it's connected to an output, and then, as Sidorion points out, it isn't seen as a crafting...
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    Logistics Pipes Default Route and Machine Crafting

    Thanks, Sidorian! This explains everything! I've got some tricky machine setups where I'm using Steve's Factory Manager to stuff things into inputs from chests (e.g. for induction furnaces), so I've got a chassis pipe with multiple crafting cards on the machine and a satellite pipe on a...
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    Logistics Pipes Default Route and Machine Crafting

    Hi, all, This is on FTB Infinity Evolved Expert Mode on 1.7.10. I've got a large logistics system with lots of crafting tables and crafting in machines. I have lots of multi-step crafting going on that includes steps that require machine crafting. Problem is, products from the machine...
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    Won't launch any Modpack

    Same here. Sometimes restarting the launcher will fix it. Just now, I had to restart the launcher 4 times to get it to work.
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    Open 1.4.1: [1.5.1] Dragging a trigger to the trash in Steve's Factory Manager stops the server

    Yes, I see the disappearing command issue, too. Closing and reopening the SFM GUI fixes it. Deleting a non-empty command block apparently does cause a very similar error according to the github issue I linked to. I suspect it's the same classcastexception problem. I haven't tried deleting...
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    Open 1.4.1: [1.5.1] Dragging a trigger to the trash in Steve's Factory Manager stops the server

    My work-around. I replaced all of the nodes in my command groups with triggers and left the triggers undeleted. I notice that some of the triggers have lost their interval handle, so they can no longer be connected. Related to the server halt?
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    Open 1.4.1: [1.5.1] Dragging a trigger to the trash in Steve's Factory Manager stops the server

    Version: 1.5.1 What is the bug: This is actually Infinity server version 1.5.1. Your version drop-down doesn't have that version yet. I have a bunch of command groups with roughly 60 commands total. I have a input node in each group and a trigger attached to the group. I wanted to put the...
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    1.0.1: Big Reactor Fuel Dissappears even when the reactor isn't running

    I'm using a chunk loader and I haven't seen the problem recur so far. Fortunately, the mini endermen make it a little easier to get ender pearls early in the game, so setting up a chunk loader early on wasn't too hard.
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    1.0.1: Big Reactor Fuel Dissappears even when the reactor isn't running

    The yellorium isn't burning (producing energy), near as I can tell. The reactor is deactivated when it happens. And yes, no cyanite ingots are produced. The contents of the fuel rods are simply gone. I'm testing with a chunk loader now. I'll report back what I find. Terry
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    1.0.1: Big Reactor Fuel Dissappears even when the reactor isn't running

    I would upload my world, but I apparently don't have rights to upload a file that big, sorry.
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    1.0.1: 1.0.1 Filler crashing the game

    I can confirm problems with the filler. It didn't crash my world, but I couldn't remove the filler once it was started in horizon mode, and I had to restore my world from a backup to get rid of it. Thank goodness for aroma backups.
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    1.0.1: Big Reactor Fuel Dissappears even when the reactor isn't running

    Version: 1.0.1 What is the bug: I have a simple 5x5x5 big reactor with a 3 blocks of fuel rod and a single control rod. Occasionally, I noticed that I was losing about 12 yellorium ingots from the input block (it takes about 12 ingots to fill the fuel when it's completely empty). This...