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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    As far as various types of pipes not connecting to sockets, item pipes will most likely only connect to sockets when you've already selected an inventory for a module at the time of placing the pipe. This was a consequence of adding ISidedInventory support to the various item I/O modules. For...
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    I haven't seen this yet, but I don't do a lot of testing with servers. I'll check it out when I get home tonight and see if I can replicate it. I've been thinking about the issue a lot over the last few days and I've come to the same conclusion. Lossless conversion would be nice, but there are...
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    Sockets now implement ISidedInventory, so they should work with anything that works with vanilla inventories.
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    I thought I should mention that I released another update to ET (1.1.6.4) and ER (1.2.1.7) which fully fixes the ISidedInventory issue as well as adds an option to configure the maximum water depth algae can grow in.
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    The update I described above is now out.
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    And success. Tubes from the Tubes mod are now able to directly insert into item input modules (no new modules necessary). Edit: Extraction from item output modules works as well. This means sockets should now work better with a number of other mods like Applied Energistics, Translocators, etc.
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    Sockets implement ISpecialInventory from the BuildCraft API rather than ISidedInvntory from vanilla Minecraft. A lot of mods don't support it these days unfortunately, but it's absolutely necessary for certain modules to function properly. If Tubes can't insert items into sockets, that would...
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    Regarding power conversion, they go both ways. King Lemming was very careful when he specified RF to pick a unit size that could convert easily to both MJ and EU. RF to MJ is 10:1 and RF to EU is 4:1. Both can be done exclusively with integer arithmetic, so power loops shouldn't be an issue. His...
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    Oh, actually, hang on, I miss read what you were asking, sockets no longer can use EU or MJ directly, only RF (the wiki is a bit out of date). You now need to use EU and MJ adapters to convert to and from RF if you want to interface with a socket. You can simply put an MJ adapter next to an EU...
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    Yes. Just use the remote to configure the energy output module to use a specific redstone channel (red indicator) and configure a redstone input module to use the same channel. Then energy will only be output from the energy output module when the redstone input module is receiving a redstone...
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    The RF API has been out for weeks now via Github.
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    Engineer's Toolbox 1.1.6.0 (as well as Emasher Resource 1.2.1.6 and GasCraft 2.0.3.0) is now out. Some key changes: Native EU and MJ support in sockets has been removed. Sockets now work with Redstone Flux instead. Fluid pipes and flux pipes have been added. Adapters to go between EU and RF...
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    I've released Emasher Resource 1.2.1.5 which should be compatible with the latest builds of Tinkerer's Construct. It also changes non-retrogening of ores to the default setting.
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    I should have a fix out tomorrow night. I'm just too busy with real life stuff right now to touch any of my mods.
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    That's most likely the problem. I had to use the Tinkerer's Construct API a while back to add a smeltery recipe for my Bauxite ore since the one added by Tinkerer' Construct itself doesn't seem to use the ore dictionary. I'm pretty sure the API itself isn't included as part of Resource, since...
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    Bugfix updates for Engineer's Toolbox, GasCraft, and Defense are now out. If anyone encounters the centrifuge bug, the phantom tile entity bug, or the tile entity eating bug (or any other bugs really), please let me know. I think they're fixed now, but I haven't done extensive testing.
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    It only actually uses the fluid (1000 mB per block excavated) when it excavates a block, so it's pretty easy to calculate approximately how much slickwater you'll need to finish digging up a particular area. What I would recommend is going down to y level 32 using regular water while converting...
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    Unless of course you want to make emery tile floors to prevent mob spawns in dark rooms, in which case you'll want quite a bit of the stuff. Either way, it's pretty common once you find the right biome. Anyway, I thought I might put a bit of a road map for the near future of my mod's...
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    Changes to the IC^2 power API made controlling the output voltage based on side impossible, so I had to take it out. Once I switch to Redstone Flux and just have an EU converter block it will probably return for the converter block. By default it only spawns in biomes with one or more of the...
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    [1.7.10] Engineer's Toolbox - Now with programmable sockets!

    I've been doing a bit of bugfixing today. I believe the issue with chests (and other blocks with tile entities) was caused by a workaround solution I came up with for the phantom socket bug. Esentially, tile entities for sockets were not being removed correctly by default, and the code I wrote...