Keep on trying to get seeds then?I have a bit of an issue of breeding cows without wheat and I couldn't create cookies.
Has anyone gotten the Enchantment Router to work with SFM? Seems like SFM will not recognize it as something to put things in/pull out of. Will try experimenting with chest buffers on input/output sides later.
Is is just me, or do large amounts of SFM crafters(~33) cause lag?
Edit, clarification: I have them all setup to run off the same trigger(a SFM rapid pulser), When I start the pulser my FPS drop dramatically
Its not just the pulser. I use the design in quite a few places throughout my base without issue. Its just when i connect the crafters that my FPS dropIts the pulser, eats frame rates
Its not just the pulser. I use the design in quite a few places throughout my base without issue. Its just when i connect the crafters that my FPS drop
Assuming you're using VSWE's design (or something close), it creates a lot of entities on the ground because each block gate is dropping a new block on the ground every tick.Its not just the pulser. I use the design in quite a few places throughout my base without issue. Its just when i connect the crafters that my FPS drop
I'm using a interval trigger now without issues. Was just wondering if crafters were laggy or if it was just my setup[DOUBLEPOST=1413839677][/DOUBLEPOST]Why set up a pulser for crafting tho? Try a regular trigger?.
I am using a siever, but it's not VSWE's configuration. I limit the 'traffic' of the block gate to 2 blocks, pick up those blocks before introducing new ones to the system. FAR less entities than VSWE's.Assuming you're using VSWE's design (or something close), it creates a lot of entities on the ground because each block gate is dropping a new block on the ground every tick.
VSWE's "midgame" design does pick them up instantly, there's only ever one entity on the ground per sifter, in fact it never hits the ground, it is picked up in mid-air.I am using a siever, but it's not VSWE's configuration. I limit the 'traffic' of the block gate to 2 blocks, pick up those blocks before introducing new ones to the system. FAR less entities than VSWE's.
Ah, Assumed his used a stack of items (or didn't manage sieve-items at all), blockgates them and then picks em up. Didn't know he only used 1 item. Thanks for the infoVSWE's "midgame" design does pick them up instantly, there's only ever one entity on the ground per sifter, in fact it never hits the ground, it is picked up in mid-air.
4 block IDs or one block ID with 4 different NBT values?Fun fact! dried rubber leaves have 4 different block ID's. (yay mcedit!)4
4 block IDs or one block ID with 4 different NBT values?
There isn't. Safari Nets store their data as tile data(similar to how vanilla spawners store their data), and that data isn't available to outside mods AFAIK.Is there a way to differentiate safari nets in SFM? If not, I think I can work around the issue, but I'd rather not go that route
Direwolf20 did this in his latest Lets Play series. He had a computer that read the contents of a chest and displayed a menu of the mob names in the Safari Nets.There isn't. Safari Nets store their data as tile data(similar to how vanilla spawners store their data), and that data isn't available to outside mods AFAIK.
Even if the data is available, SFM doesn't have an option to reference it.
Heh. I'm guessing computercraft? I wonder if MFR's rednet has a way to read the tile data :/Direwolf20 did this in his latest Lets Play series. He had a computer that read the contents of a chest and displayed a menu of the mob names in the Safari Nets.