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Anyone know how I might use Immersive Engineering coke ovens and blast furnaces to emit a redstone signal? I've hooked up AE to both to automate production of coal coke and steel, as well as using extra cells to store the creosote oil. Is there perhaps a way to emit a redstone signal using AE when something is autocrafted? I've tried seeing if the ovens themselves emit a redstone signal but they do not.

Maybe Buildcraft gates will work. I haven't had a chance to try out IE so far, so this is pure speculation, but you can try attaching some kind of Buildcraft pipe to your ovens (any will do, even structure pipes or whatever, they're not supposed to do anything besides holding a gate) and place a gate on them set to output a redstone signal on condition "Machine Has Work". I repeat, I don't know if gate conditions work with anything except Buildcraft's own machines, but I guess it's worth a try.

A more complicated solution (in case the gates don't respond to IE machines) would involve buffer chests or some other kind of storage connected with BC pipes that hold a gate set to emit a redstone signal on "Item Passing Through" or whatever it's called, and put all that stuff in between your AE network and the ovens, so that any components involved in the autocrafting process would have to pass through this buffer setup.
I. e.: AE network -> ME Interface holding the crafting pattern -> Buffer inventory (chest or w/e) -> wooden pipe with autarchic gate set to auto-extract anything and emitting signal on "Item Passing" -> oven/furnace -> back into AE network. Slightly overkill just to get a redstone signal out of the whole process, but it should work (in theory).
 
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Anyone know how I might use Immersive Engineering coke ovens and blast furnaces to emit a redstone signal? I've hooked up AE to both to automate production of coal coke and steel, as well as using extra cells to store the creosote oil. Is there perhaps a way to emit a redstone signal using AE when something is autocrafted? I've tried seeing if the ovens themselves emit a redstone signal but they do not.
Try putting a Crafting Card in an ME Level Emitter. I *think* that will let it emit a redstone signal whenever your system is trying to autocraft the specified item.
 
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Maybe Buildcraft gates will work. I haven't had a chance to try out IE so far, so this is pure speculation, but you can try attaching some kind of Buildcraft pipe to your ovens (any will do, even structure pipes or whatever, they're not supposed to do anything besides holding a gate) and place a gate on them set to output a redstone signal on condition "Machine Has Work". I repeat, I don't know if gate conditions work with anything except Buildcraft's own machines, but I guess it's worth a try.

A more complicated solution (in case the gates don't respond to IE machines) would involve buffer chests or some other kind of storage connected with BC pipes that hold a gate set to emit a redstone signal on "Item Passing Through" or whatever it's called, and put all that stuff in between your AE network and the ovens, so that any components involved in the autocrafting process would have to pass through this buffer setup.
I. e.: AE network -> ME Interface holding the crafting pattern -> Buffer inventory (chest or w/e) -> wooden pipe with autarchic gate set to auto-extract anything and emitting signal on "Item Passing" -> oven/furnace -> back into AE network. Slightly overkill just to get a redstone signal out of the whole process, but it should work (in theory).

While I appreciate the time you've taken to find a solution, I was looking for a redstone signal only while the ovens are running.

Try putting a Crafting Card in an ME Level Emitter. I *think* that will let it emit a redstone signal whenever your system is trying to autocraft the specified item.

Aha yes! This works perfectly!
 
They can explode only if you have:
- "IC2 classic" by either Immibis or Speiger
- "Uncomplication" by Aroma1997 (does require Aroma1997core)
However in IC2exp itself they won't explode. So you can power your macerator (max 32 EU/t) with 8192 EU/t without transformers or transformer upgrades.

Since I was just about to waste a good amount of materials on IC2 upgrades, I'm glad I came here to read the posts. :)

And yeah, it's pretty abysmal that they'd remove the penalty for screwing up and leave it without any consequence whatsoever. The IC2 mod is just a total mess but I'm still glad it's around, if for no other reason than it forms the foundation for GregTech.
 
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Anyone know how I might use Immersive Engineering coke ovens and blast furnaces to emit a redstone signal? I've hooked up AE to both to automate production of coal coke and steel, as well as using extra cells to store the creosote oil. Is there perhaps a way to emit a redstone signal using AE when something is autocrafted? I've tried seeing if the ovens themselves emit a redstone signal but they do not.
I know this is not exactly what you asked for, but would it not be much better to use a level emitter on an Export bus and set them to always keep XX coke/creosote and XX steel in your system at all time? That way you never have to wait for crafts.
 
They need to be chunk loaded, but other than that I've never had problems with them.

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For some reason, if I am more than 4 chunks away from my golem wood farm(Chop, Use and Gather core golems) they stop using. And that is despite being chunkloaded AND inside my player loading range.

This seems like what happens to all other mobs, but I would have assumed that TC golems had some kind of prevention to stop that from happening...
 
For some reason, if I am more than 4 chunks away from my golem wood farm(Chop, Use and Gather core golems) they stop using. And that is despite being chunkloaded AND inside my player loading range.

This seems like what happens to all other mobs, but I would have assumed that TC golems had some kind of prevention to stop that from happening...

Are you using Optifine? Disable that and see if it happens again.
 
Speaking of the IC2 mod, they remove the penalty of machines blowing up if you use the incorrect power level... and yet you STILL CANNOT USE SILK TOUCH on the machines. Yeah, I wasn't awake yet (neither awake nor aware) and used my pickaxe on an MFSU. FML and F that mod. DAMN IT.
 
Speaking of the IC2 mod, they remove the penalty of machines blowing up if you use the incorrect power level... and yet you STILL CANNOT USE SILK TOUCH on the machines. Yeah, I wasn't awake yet (neither awake nor aware) and used my pickaxe on an MFSU. FML and F that mod. DAMN IT.
Yeah, it is BS. If it were single player I'd cheat it back in.

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Speaking of the IC2 mod, they remove the penalty of machines blowing up if you use the incorrect power level... and yet you STILL CANNOT USE SILK TOUCH on the machines. Yeah, I wasn't awake yet (neither awake nor aware) and used my pickaxe on an MFSU. FML and F that mod. DAMN IT.
What version are you using? Since build 794, they've added config option to disable the need of the wrench.
Changelog for IC2exp said:
Add a config option to disable the wrench requirement for picking blocks
If you have build 794 or above, go to IC2exp config (IC2.ini) and find these lines:
; Allow to pick blocks up using just a pickaxe instead of needing a wrench.
ignoreWrenchRequirement = false
Try to change the value from "false" to "true" (without quotes), it should work.
 
I know this is not exactly what you asked for, but would it not be much better to use a level emitter on an Export bus and set them to always keep XX coke/creosote and XX steel in your system at all time? That way you never have to wait for crafts.

I only want to produce as much coke or steel as I need. I want to have the need to craft more because of how I've designed the system. Taking inspiration from Ethos and his modded series, I wanted to make something cool to watch when active. I designed the coke ovens and furnaces in a way that make them look bigger, and using Carpenters Blocks and Chisel, I've made it look as if they have exhaust pipes coming out of the top and up into my factory. When steel or coke is crafting, a redstone signal is sent out to the corresponding smokestack and drawbridges covering Railcraft smokers are retracted, giving the illusion that the ovens are creating smoke out of the top of the factory.

Essentially I want an excuse to see the smokestacks working, and thus I want to only craft coke or steel when needed (which isn't even that often, now that I've built most Immersive Engineering machines).

Here's showing what I've done:

http://imgur.com/a/MYcsD

Also a quick question about how the forum works. I tried just now using the image button but my images won't actually work. Any idea how to post pics properly? They appear like this:

90RZOqs
 
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There's a problem with the Infinity Evolved Modpack as the Ender Pearl Dust I need to create a Quantum Entangled Singularity is overwritten by the one from Portalgun. How can I fix this?
 
-Redacted-

Had to play around with things before I got it to give me Ender Pearl Powder from Ender I/O, which solved the problem.
 
Are you using Optifine? Disable that and see if it happens again.
Disabling Optifine seemed to fix the issue.
God I wish someone would make a forge compatible mod like Optifine soon... Feels stupid running a resource pack and then only using half of it...


But after disabling Optifine, all my EnderIO conduits and facades are disappearing on me...
 
Lexicon doesn't work?

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Lexicon doesn't work as the powder isn't showing up in NEI for some reason.


Disabling Optifine seemed to fix the issue.
God I wish someone would make a forge compatible mod like Optifine soon... Feels stupid running a resource pack and then only using half of it...


But after disabling Optifine, all my EnderIO conduits and facades are disappearing on me...

There's an interaction between certain mods and Optifine that the creator of Optifine refuses to fix. Just use machine.
 
Is there a way to store lots of pattern from AE2 into one multi-block device? Having to make tons of interfaces is getting tedious.

I would have suggested that the AE1 Molecular Assembly Chamber be made into a tiered structure where each progressive tier would cost much more than the last AND have a set limited size. To further add balance, only a certain number of them could be made per system and per world.