Bit late to the party there.I think you mean Translocators, Item and Liquid ones respectively.
Bit late to the party there.I think you mean Translocators, Item and Liquid ones respectively.
Okay, are there any mods that you see here that could have a problem? I've checked all the major ones; tried deleting them and I still got the crash.Sounds like a mod interaction gone wrong then. Remove any mods with Thaumcraft integration(including addons) one at a time until the problem goes away.
Either:Okay, are there any mods that you see here that could have a problem? I've checked all the major ones; tried deleting them and I still got the crash.
Oh right. I never use Mariculture, that's why I don't know the mod muchNope; not likely; and nope. I tried a fresh instance with these mods included and scanning is fine.
Enchiridion is actually made by joshie, for Mariculture.
Round 2, begin...
Try Technomancy and Forbidden Magic, those are the only TC addons left right?Nope; not likely; and nope. I tried a fresh instance with these mods included and scanning is fine.
Enchiridion is actually made by joshie, for Mariculture.
Round 2, begin...
Right; however, they also have no issues in a clean instance. I'm completely stumped here.Try Technomancy and Forbidden Magic, those are the only TC addons left right?
So is the issue only in a map you already made or any map in the modpack you made? If it is only one map I would say back up the save then delete the player.dat and where ever thaumcraft stuff gets saved then try scanning stuff. If you can recreate the pack and everything works fine then something became corrupted along the line.Right; however, they also have no issues in a clean instance. I'm completely stumped here.
This happens in any map within this modpack. Currently I'm trying a whole new instance of the pack, adding a few mods in at a time.So is the issue only in a map you already made or any map in the modpack you made? If it is only one map I would say back up the save then delete the player.dat and where ever thaumcraft stuff gets saved then try scanning stuff. If you can recreate the pack and everything works fine then something became corrupted along the line.
Make sure you download every mod instead of copying just incase one is corrupted.This happens in any map within this modpack. Currently I'm trying a whole new instance of the pack, adding a few mods in at a time.
I don't think you can quite exactly do that without ComputerCraft and a lot of hassle, but you can make it dig out a long (and deep) trench in one direction.Its a custom one in singleplayer only so I can add whatever I want.
Currently I am liking the MFFS route so I'll add that. I also have RiM and Funky locomotion.
So with redstone (I also have project red) is there a way to say if the frame machine moved forward 1 block then move left 1 then back 1 then right 2 then forward 2 (etc so it just makes one huge consistent hole in the ground?) Can this be done easier with computer craft? Just be noted that I absolutely hate programming for ten minutes than setting up redstone for an hour and a half.
So now it works in a fresh instance, with every mod the same as before. Huh.Make sure you download every mod instead of copying just incase one is corrupted.
Not sure what version you're running (1.6.4 or 1.7.x) but in 1.6.4 there were instances where the Thaumcraft 'database' where it stored research, things you had unlocked, etc could be corrupted. I forget where it's stored, but you could try deleting it and seeing if scanning and everything starts working ok. It'll wipe out your progress in Thaumcraft, but at least that would narrow down the cause of the issues.So now it works in a fresh instance, with every mod the same as before. Huh.
Must have been something with config files. I'll go back and check them next...
Enchiridion is actually made by joshie, for Mariculture.
Indeed. Point the level emitter at an ME Export Bus that itself is pointed at an ME Interface. Configure the level emitter to emit a signal when there are more than however many items in your network, and the export bus to only be active when given a signal. When you don't have enough of the item, the emitter will turn off, allowing the export bus to make some more items and dump them right back into the network.
If you want lots and lots of glass, say, you could instead dedicate a Redstone Furnace to glass production, have an export bus constantly stock it with sand, and have your level emitter turn the furnace itself off. You could, of course, still have the level emitter disable the export bus, but then the furnace would continue to cook the stack of sand in its input slot, so you'd wind up with up to 64 more sand than you had intended.
If you're using full-block interfaces (as opposed to AE2 interface covers), you can cluster four or five bus-emitter pairs around one interface. You can also use hoppers to feed the outputs of quite a few buses into an interface. However, it's still a minimum of 2.2 blocks per item to stock.I was hoping for an alternative that doesn't require one setup per block, but I guess I'll need to make some space for a row of these Interface-Export Bus-Level Emitter setups.
That might help a bit; depends on if it's world-specific. Thanks.Not sure what version you're running (1.6.4 or 1.7.x) but in 1.6.4 there were instances where the Thaumcraft 'database' where it stored research, things you had unlocked, etc could be corrupted. I forget where it's stored, but you could try deleting it and seeing if scanning and everything starts working ok. It'll wipe out your progress in Thaumcraft, but at least that would narrow down the cause of the issues.
Oops. Excuuuuuse me.FWIW, it's not actually for Mariculture. It's essentially the guide book that was in Mariculture split off and made more generic so anyone can create their own books with it.
I wrote a turtle program that would make square rooms, by moving in an expanding spiral digging above and below to make a 3-high room, I'd place a second in the ceiling and set it going to make it 5 or 6 high. It went forward 1, right, forward 1, right, forward 2, right, forward 2, right, etc. until the desired size had been reached. So the logic can be done, the challenge is in the persistence, making sure that it keeps track of its position and never gets confused by being hard rebooted in between moving and recording that the move happened. Or, more importantly, in between turning and recording that the turn has happened. These things tend to start out making a neat expanding square, and then suddenly fly off and continue the spiral in a different direction.I don't think you can quite exactly do that without ComputerCraft and a lot of hassle, but you can make it dig out a long (and deep) trench in one direction.
Not sure of a mod. But if you know what sorta things you want, you could always add in a load of possibilities to dungeon chests using MinetweakerIs there a mod out for 1.7.10 that adds items to dungeon chests to make them more exciting? Like Dartcrafts spoil bags or the hardcore maps bags (the ones you get for completing quests)