Applied Energistics

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

abculatter_2

New Member
Jul 29, 2019
599
0
0
It's an evolved variant of the concept expressed by Logistics Pipes. This seems very desirable to me. Probably what people are stressing about is that a unified version of logistics pipes without the limiter of chest storage shoots a metaphorical broadside into every other item transport method. Imagine an ore processing and sorting system based off this mod. While expensive, it would essentially be homogenous; an input ender chest and a few paddles attached to machines. Boom. Obama does the exploding fistbump to you as you solve the nation's logistics problems and finally fix those bridges.

That said, I'm really confused by some of the features in the mod. For example: why would you ever want multiple networks? Seems like the disk formatting would let you deal with potential issues there far more eloquently. The only thing I can think of is that huge inputs like multi-quarries might be segregated from the main network so as to prevent them from filling up your storage disks with garbage.

In a game I recently scrapped, I actually did have quarry input be completely handled by AE, from ore to ingot. You described its superiority over other mods quite well. :p

As for the multiple networks, I've found that you can sometimes run into problems with certain things with competing usage in the same network. For example, getting lead dust for batteries out of a quarry processing network that automatically smelts dusts into ingots is impossible, and I can only imagine what could happen if you automatically compressed ingots into blocks...
However, honestly, those can be relatively easily mitigated by simply doing certain things manually.

Additionally, I suppose if you need an extension of your current network far away, it may be better to make a new network with enderchest linking the two or something, rather then potentially spending a large amount of extra energy per tick with a long cable.
 

Herrozerro

New Member
Jul 29, 2019
94
0
0
So, I have narrowed it down to steve's carts which is making direwolf20 crash when I add this mod. Namely ID 901. Could anyone tell me how to modify id numbers?
 

KirinDave

New Member
Jul 29, 2019
3,086
0
0
So, I have narrowed it down to steve's carts which is making direwolf20 crash when I add this mod. Namely ID 901. Could anyone tell me how to modify id numbers?

You probably want to check the configs for applied energistics and figure out the block ids. The way FTB preserves forwards compatibility is by assigning every entity in each mod a unique ID from a mod-specific range. Most Forge-compatible mods allow for this, but it's not an automated or fun process. Look at how other mods do it and see if that works.
 

Herrozerro

New Member
Jul 29, 2019
94
0
0
You probably want to check the configs for applied energistics and figure out the block ids. The way FTB preserves forwards compatibility is by assigning every entity in each mod a unique ID from a mod-specific range. Most Forge-compatible mods allow for this, but it's not an automated or fun process. Look at how other mods do it and see if that works.

Alright, I got it working with using 898, 899 and 900. I dont know if I am stepping on another mod's range, but it seems to be working.
 

KirinDave

New Member
Jul 29, 2019
3,086
0
0
Alright, I got it working with using 898, 899 and 900. I dont know if I am stepping on another mod's range, but it seems to be working.

You almost are. My advice is to check the ranges of other mods. FTB doesn't share their map, but they reserve open ranges for future adds. Future-proof your config by putting yourself WAY out ahead of that range.

And then please share it with me because I'm thinking of starting a supertech let's play and applied energistics is on the list of things to work with. :)
 

Herrozerro

New Member
Jul 29, 2019
94
0
0
Xeno's Reliquary seems to use the highest block ids, 2727-2730. Im thinking about tossing these ids out to 3000, that might work.
 

abculatter_2

New Member
Jul 29, 2019
599
0
0
Useful tip for this off-topic banter: NEI has an ID-dump feature. Simply go in-game, go to the inventory screen, and click the NEI 'options' button. Then click 'Block/Item ID settings' and click one of the dump options from that menu. You'll then find the file generated in your minecraft folder.
 

KirinDave

New Member
Jul 29, 2019
3,086
0
0
Useful tip for this off-topic banter: NEI has an ID-dump feature. Simply go in-game, go to the inventory screen, and click the NEI 'options' button. Then click 'Block/Item ID settings' and click one of the dump options from that menu. You'll then find the file generated in your minecraft folder.

Is that file usable as a configuration file? I mean: is it in the java properties format with correct names for the mod? I know forge generally handles that part so... I am hoping.
 

Guswut

New Member
Jul 29, 2019
2,152
0
0
This mod will be added to my next update as it ties into Logistics Pipes perfectly well (which is required for remote ordering stuff) as a great way to store stuff in bulk.
 

Shad Mecham

New Member
Jul 29, 2019
3
0
0
So a few friends and I are playing on a heavily modified version of the Mindcrack FTB pack. We started out with Logistic Pipes as we all had experience using these and liked the sorting and automation it allowed. Time went on and the variety and amount of items we were processing increased. We reached the magic threshold and our world became so laggy around our storage and crafting system we couldn't effectively play. We then added Applied Energistics and worked on removing as much of our logistic system as we could. We all saw a nice improvement in playability. We are getting ready to start over in a new world and are going to keep both mods. There are just some things that logistic pipes handles better then AE yet we like the fact when we use AE there is a ton less video load and lag involved.

It isn't cheap to build and maintain and I didn't feel like it was very overpowering. When we start talking about adding a new mod or if we should keep an existing mod we ask the question is this more or less overpowered than a buildcraft quarry? We feel that AE is far less overpowered than a quarry.
 

DoctorOr

New Member
Jul 29, 2019
1,735
0
0
And then please share it with me because I'm thinking of starting a supertech let's play and applied energistics is on the list of things to work with. :)

Tahg let slip one day he has a private pack with AE. I think we can assume his config is FTB safe, so somebody should pester him for the config.
 

abculatter_2

New Member
Jul 29, 2019
599
0
0
Has anyone else noticed the Quartz Grindstone in DW20's Forestry 2.0 Spotlight?
Yes I did, and I really hope he does a spotlight on it soon. It would certain help boost its popularity, and that plus his support of it might just get it included in at least one of the packs. :p
 

Katrinya

New Member
Jul 29, 2019
187
0
0
Yes I did, and I really hope he does a spotlight on it soon. It would certain help boost its popularity, and that plus his support of it might just get it included in at least one of the packs. :p

He mentioned it in one of his videos. Apparently thinks it's OP, bafflingly enough.
 

Symmetryc

New Member
Jul 29, 2019
317
0
0
He mentioned it in one of his videos. Apparently thinks it's OP, bafflingly enough.
Yup, in Forgecraft, but it seemed like he was just doing that because he was talking with 2 other people who had that opinion and he was just verbally tagging along, but in reality he was just focused on building the tunnel bore atm.
 

DoctorOr

New Member
Jul 29, 2019
1,735
0
0
I'm lazy, so been waiting until I switch to Ultimate to add it, but AE example videos have Facades working with wires.