Discussion in 'General FTB chat' started by HeffronCM, Jan 29, 2013.
Glad it isn't just me derping, shall open a issue on github (if they have one)
I think the mod might have been discontinued...? I would check iChun's blog (ichun.us) first. If the latest version of hats isn't 1.7.10 it's definitely discontinued; it might also be true if it's not for 1.8.
How to apply upgrades to a crafting module in logistics pipes? I know that you just right click a crafting pipe with a upgrade but the module I can't find a way to do it
A module (any module) goes into a chassis pipe. A Crafting Logistics Pipe (or any other pipe that is not a Chassis) cannot take modules. But any pipe can take upgrades (to transfer energy, for example; but you need an item called the Upgrade Manager, I think, to insert/remove those upgrades).
The interest in using several crafting modules is so that you don't have a furnace for each recipe. You can have one furnace smelt up to 8 different types of items (chassis mk5 is required to house 8 modules).
Also, crafting pipes can always only have 1 recipe. The difference from mk1, mk2 and mk3 is the speed that it can craft items (on a logistics crafting table; on any machine it depends on the speed of the machine).
Edit: Logistics Pipes is not a mod for the faint of heart, as it is a bit hard to understand all the components available. But once you do, you can have an awesome logistics system in your base that rivals AE2. Most noticeable differences are:
you cannot have a compact crafting system: you need 1 block for each recipe
you can transfer energy and items on the same pipe to a machine, but you need certain components (do watch a guide to understand this better; energy cannot travel in curves without the aid of at least a basic pipe paired with a specific upgrade)
it feels awesome to actually see items and power transfer through the pipes
Edit 2: I re-read you post and realized the issue is different from what I answered. The upgrade of modules is not yet implemented, as far as I know. I don't think you can even craft a crafting cleanup module, which I would love to use on machines that have a chance at secondary outputs...
I have a problem in Infinity Evolved. I have 33 farm I automated. Running them at the same time causes extreme lag. I figured out a way to make them run sequentially, but it requires a complicated set-up. Is there a device that can toggle a redstone signal sequentially wirelessly down the entire system?
Computer craft using wireless modems. Master computer would talk via the wireless modems to the slaves at each farm.
Infinity Evolved: In order to start Gendustry one must create the Infinity Bee to produce the power module.
How do you mutate the infinity bee? Silicon and Energetic won't mutate by itself, it seems it requires something under the apiary. Does anyone have any ideas?
For that you can just use a byproduct extraction upgrade.
About the modules upgrade, I found out that you need to upgrade the chassis with a upgrade module upgrade, it's not fully implemented yet, you can get the item in creative and it seems to work, I hope it comes in the next update, it will be awesome.
Is there any way to apply Silk Touch to the sfm Block Gate?
For a weird science project, I want to automatically farm Cursed Earth
Pinging @Vswe in case he is still active on the forum
I think it's safe to say since it's in the FTB pack, and that they replied to the bug ticket that they're still invested at some level
There is wireless redstone, you could use a wireless pair for each farm, or group of farms you want deactivated/activated synchronously, and use something like MFR to clean up your redstone to implement the sequence
Can Applied Energistics Spatial Storage be used to move Thaumcraft nodes around? Because the node in a jar is awful and we don't have Blood Magic on the server I play on.
Maybe. AE2 has a whitelist of mod blocks that it is allowed to move in Spatial Storage, and any other mods that want to make their blocks spatially storable have to add their blocks to AE2's whitelist themselves. Thaumcraft may or may not do that, but my guess is probably not. Probably worth testing, though.
Can an ender quarry mine if they are placed in the air? I am trying to mine a hallowed hill in the twilight forest and want it to mine the hill it self which is at y=74 but the ground around it is y=34. So the quarry wont mine blocks from 34 to 74 if I place it at 34. But nothing is mined when I place it at y=74. I am using ender markers and it works fine if I place it at y=34 apart from the fact it wont mine y=34 to 74.
Yes, I've placed that quarry in the air many times.
I am having an issue with NEI. I know that it use to have a search menu on the right side f the screen with all the in game items; but I cannot get it to display in Infinity Evolved. It has also been crashing recently on trying to use "U"
Try pressing "o" while your inventory is open.
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I have, all that seems to do is toggle the options button in the lower left on and off.
Go into the options, somewhere there is a setting that toggles nei. Don't know where it is off the top of my head.
EDIT: The options in your inventory I mean.
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Hey guys, any ideias on how to automate an Induction Furnace for example (or any machine that uses combined itens for crafting), using Logistics pipes in a way that it doesn't conflict recipes (like putting 2 items from 2 recipes that don't make either of the recipes). I'm having this issue trying to use Logistics, I know that with AE you can just set the Interface to not push items if there's already an item in the machine. I tried using the priority on the crafting pipe but it doesn't seem to work at all or if it does might not be for this purpose.(I tried setting an alloy smelter from ender IO to make enderium, had enderium blend with a higher priority and still it had put the other enderium materials first, not respecting the priority, also tried inverted values, same thing)
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