MFFS Quarry machine- Automating?

  • 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

Cougar281

New Member
Jul 29, 2019
167
0
0
I recently learned about the ability to use the MFFS system to make a mining system that will mine straight down to bedrock, similar to how the mining wells work(ed) in ultimate. I've been running a quarry since switching to Unleashed, and decided to give the MFFS one a shot. I was able to create a working miner in Single player with one exception: Automating it. I've got it to where if I manually advance the Force Manipulator that moves the rest of the machine, it'll automatically advance the machine, bit I can't figure out how to auto advance the machine.

The best vidio I've seen on the idea used what looked like redpower red alloy wire (although it couldn't have been that), a comparator, and a few other things that I don't think are in Unleashed. It was set up so that as long as things were passing through the ender chest, the comparator would prevent the rest of the circuit from advancing the machine, then once items stopped going through the chest, it would advance. Besides the fact that it seems a few of the objects used are not in Unleashed, I don't want to use an ender chest to move the items - I want to use an item tesseract.

The first thing I tried was to set up a wireless redstone receiver to advance the machine, which did advance it, but when it did, the receiver disappeared. I was goign to try using a gate with the transmitter to advance the machine, but since the gate wasn't working as I thought and the wireless receiver won't work on the machine, that whole idea was shot.

Does anyone have any ideas as to how I might be able to automate the machine?
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
I don't think anyone can really help you, as the MFFS by Calv is hardly used being new, and with no documentation. It's not until pioneers like yourself try to make it work and then show off the results, will it become more commonly used.

OT, but I still don't know why RedLogic was never included into Unleashed. It's ideal for small logic stuff instead of the MFR PRC system.
 

Boundary

New Member
Jul 29, 2019
140
0
0
I am also struggling with this one. It would seem that the projector does not provide useful signals to gates (was hoping for a working / not working / inv empty type setup). All of my attempted solutions going forward have been gate signals related to ender chests (I know its not the solution your after). I am thinking that due to the 'burst' type nature of mining the disintegration module uses a simple inv. empty signal is not the solution. Perhaps a computer that can check inv. status, sleep 5s & check again, if empty on check no.2 it'll activate the 1st manipulator. I am trying to think how this could work for your situation with tesseracts, but honestly as there are no signals from the projector it would have to come from an external signal, like an inventory? I am sure there are more creative ways to look at this... they all seem a little beyond me right now though :p
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
I don't think anyone can really help you, as the MFFS by Calv is hardly used being new, and with no documentation. It's not until pioneers like yourself try to make it work and then show off the results, will it become more commonly used.

OT, but I still don't know why RedLogic was never included into Unleashed. It's ideal for small logic stuff instead of the MFR PRC system.

it's a unofficial copy from Redpower2. Eloraam has never given permission to mod creators like immibis to make their own version of Redpower2, and FTB will never add mods like that that have never gotten official permissions from the original mod creator. FTB did add a copy of Logistics Pipes to their packs, but that was because Krapht had given them the permission to do so, otherwise that version of Logistics Pipes would also have never gotten added to official FTB packs
 

Boundary

New Member
Jul 29, 2019
140
0
0
Haven't had a chance to watch that video yet, but that bore is awesome & so compact!
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
it's a unofficial copy from Redpower2. Eloraam has never given permission to mod creators like immibis to make their own version of Redpower2, and FTB will never add mods like that that have never gotten official permissions from the original mod creator. FTB did add a copy of Logistics Pipes to their packs, but that was because Krapht had given them the permission to do so, otherwise that version of Logistics Pipes would also have never gotten added to official FTB packs

While I can understand that, it's also something that could kill the attraction of FTB if that attitude continues given the great unknown status of RP2. ProjectRed is more of a clone then Immibis RedLogic mod. RedLogic brings back just the gates and redstone wire, both items really missed from tech packs. I would never touch ProjectRed until it's 100% confirmed that RP2 is gone.
I see RedLogic as a temporary semi-replacement for some RP2 functions until RP2 comes back. If RedPower2 never comes back, then does that mean no other mod then can ever add logic gates or redstone wire? Two "basic" and fundamental improvements over vanilla redstone systems?
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
While I can understand that, it's also something that could kill the attraction of FTB if that attitude continues given the great unknown status of RP2. ProjectRed is more of a clone then Immibis RedLogic mod. RedLogic brings back just the gates and redstone wire, both items really missed from tech packs. I would never touch ProjectRed until it's 100% confirmed that RP2 is gone.
I see RedLogic as a temporary semi-replacement for some RP2 functions until RP2 comes back. If RedPower2 never comes back, then does that mean no other mod then can ever add logic gates or redstone wire? Two "basic" and fundamental improvements over vanilla redstone systems?

FTB is not only there for the players, it's also there for the mod developers. because of this, FTB treats them with respect and will not do things without their permissions. even though the status of RP2 is unknown right now, eloraam still confirmed she's working on an update, and has not given anyone else permissions to update it. so FTB respects that, and will not allow a RP2 replacement to be added. RedLogic what Immibis made may be a temporary semi-replacement, but it's basically still a RP2 copy, using the same kinds of textures, mechanics and functions. now he may have added some of his own things to it, FTB still cannot use it as a RP2 temporary semi-replacement, because for it to actually be a replacement, it'd mean if RP2 does get updated, RedLogic should be able to be removed and RP2 to be added, with no block/item ID conflicts at all.
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
FTB is not only there for the players, it's also there for the mod developers. because of this, FTB treats them with respect and will not do things without their permissions. even though the status of RP2 is unknown right now, eloraam still confirmed she's working on an update, and has not given anyone else permissions to update it. so FTB respects that, and will not allow a RP2 replacement to be added. RedLogic what Immibis made may be a temporary semi-replacement, but it's basically still a RP2 copy, using the same kinds of textures, mechanics and functions. now he may have added some of his own things to it, FTB still cannot use it as a RP2 temporary semi-replacement, because for it to actually be a replacement, it'd mean if RP2 does get updated, RedLogic should be able to be removed and RP2 to be added, with no block/item ID conflicts at all.

I appreciate all that too. But it could have been included as a temporary mod for 1.5.2 packs (which by there nature were just packs to pass the time until 1.6.x packs). Conflict IDs are not an issue as it seems that every minecraft version we have to restart worlds anyway, so there's nothing actually to stop adding the mod, and removing it at a later date.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
I appreciate all that too. But it could have been included as a temporary mod for 1.5.2 packs (which by there nature were just packs to pass the time until 1.6.x packs). Conflict IDs are not an issue as it seems that every minecraft version we have to restart worlds anyway, so there's nothing actually to stop adding the mod, and removing it at a later date.

never forget, FTB doesn't stop anyone from adding their own mods. FTB offers you modpacks that you can download and play without having to worry about having them all work together, and they offer you the option to add your own mods of likings to the packs themselves. this way FTB can stay true to their morals, but still give players the options to play the game how they want to play it
 

Cougar281

New Member
Jul 29, 2019
167
0
0
After watching part of the video isnowcrash posted and some tinkering in SP, I have an idea how to accomplish the automation, but I don't know how to do the programming....

I took the vid creators 'extender' circuit and modified it a bit. I put a gate on my Logistics pipe and set it to emit redstone if items were traversing the pipe. Given the pulsing manner in which the MFFS quarry sends items, unlike the constant stream put forth by a BC quarry, this results in redstone pulses every second or three, which are sent into a Wireless redstone transmitter. A short ways away (for testing in SP), I set up a redstone receiver and patched that through to the circuit (You can see him start to build it at about 19:45). Now, here is where I'm not sure how to get it to the machine, but I have a *possible* idea. Since wireless receivers on the machine are a fail (they vanish when the machine moves), the next idea I can think of would be a computer with a wireless modem.

One thing with the wireless modems is although I could be wrong, I don't think they work across dimensions. Not a HUGE deal as I could set up a redstone receiver in the dimension the machine is running in that then connects up to a stationary computer.

Here's where I'm totally lost (and it's probably a STUPID simple program) - I'm a total tard when it comes to CC programming, so I have no idea how to set it up, but this is what I think would work...

Have a computer with a wireless modem stationary in the dimension that the machine is running in with the wireless redstone receiver connected to the afore mentioned circuit in the overworld on one side.

Have a computer on the machine with a wireless modem on it.

When the stationary computer receives a redstone signal on the side with the reciever, it transmits over the wireless modem to the computer on the machine to pulse out whatever side is touching the force manipulator that needs to be moved.

The main problem I can see is it would seem that when the computer on the machine moves, it resets, so I think what would be needed is on the stationary computer, when it receives the redstone signal, it sends a pulse, then sleeps, so as to not send a constant signal to the machine until items actually start flowing through the pipe. The computer on the machine would probably need a REAL simple program in startup saying something like "If receiving signal on wireless modem then pulse redstone on 'X' side'. Since the stationary computer should send a pulse then sleep (say for a minute) when it receives redstone signal from the receiver, this should result in a pulse to the manipulator, the machine moves, resetting the computer, the computer restarts and goes back to looking for the pulse on the wireless until it gets it and repeat.

Thoughts?
 

Juanitierno

New Member
Jul 29, 2019
579
0
0
heya!

Just a couple things...

1) I will face the same challenge soon (moving the machine) and was thinking about using a CC computer... any thought on that?

2) Fortron energy is a FLUID (discovered that by accident) so you can easily produce it at your main base and liquid-tesseract it to the machine.
That could help save on onboard fortron generation and complexity (also allows to skip on the fortron capacitors and the fortune in upgrades they requires to do anything useful!)
 

Cougar281

New Member
Jul 29, 2019
167
0
0
heya!

Just a couple things...

1) I will face the same challenge soon (moving the machine) and was thinking about using a CC computer... any thought on that?

2) Fortron energy is a FLUID (discovered that by accident) so you can easily produce it at your main base and liquid-tesseract it to the machine.
That could help save on onboard fortron generation and complexity (also allows to skip on the fortron capacitors and the fortune in upgrades they requires to do anything useful!)


Did not know fortron was a fluid... will have to check that out!

I was just noticing in my SP test world that it seems once in a while it takes a little longer for a group of items to come through than it takes for the comparator circuit to cycle out and turn on the redstone output, so the computer sending the signal to the machine may need something in it to wait until it has been receiving signal on the input for a period of time (say 30 seconds). Granted, this would slow it down a little, but it should ensure no premature moves.
 

Juanitierno

New Member
Jul 29, 2019
579
0
0
You could calculate the block-per-minute rate of the machine and estimate the amount of blocks int he area you are clearing... then wait X amount of minutes?

its a bit wasteful tho... if i find a better method ill make sure to post here :)
 

Cougar281

New Member
Jul 29, 2019
167
0
0
You could calculate the block-per-minute rate of the machine and estimate the amount of blocks int he area you are clearing... then wait X amount of minutes?

its a bit wasteful tho... if i find a better method ill make sure to post here :)

I figured out that it takes my machine about 4:20 to clear the area (49w and like 120 high) and had thought about a simple timer set to like 5 minutes in the computer on the machine and leave it at that, but the problem with that is if for some reason the machine slows down (runs out of power for normal speed, for example), then it would advance before it's fully cleared the area. If it tries to advance and there's at least one block in its path, it's done and will move no more until you intervene.
 

Juanitierno

New Member
Jul 29, 2019
579
0
0
I figured out that it takes my machine about 4:20 to clear the area (49w and like 120 high) and had thought about a simple timer set to like 5 minutes in the computer on the machine and leave it at that, but the problem with that is if for some reason the machine slows down (runs out of power for normal speed, for example), then it would advance before it's fully cleared the area. If it tries to advance and there's at least one block in its path, it's done and will move no more until you intervene.


maybe you could encase the whole thing in a cube and forcefield just outsode the frot face... that way if it cant move itll just attempt to mine the same area for another cycle?
 

Cougar281

New Member
Jul 29, 2019
167
0
0
So it's been a bit since I originally asked about this, and I did some more searching this week and there's really nothing new. All of the machines where the creator walked through how they built it used comparators (which are available), along with timers and what appears to be red alloy wire (which are not available in Unleashed). They also generally use either a chest and AE system onboard or an enderchest to send everything back to base. Neither of these really work for my setup as it would bypass my sorting and void piping of things I don't need or want.

I did manage to 'automate' it. The automation is VERY rudimentary, but it does seem to work.

What I ended up doing is placing a computer over the force manipulator that moves the force manipulator that moves the rest of the machine. I have a 'startup' file that contains instructions to wait a bit more time than it takes to clear the row, then output redstone signal out the bottom for one second. When the force manipulator moves everything, the computer resets and starts the countdown again.

The downside to this is there isn't really an easy way to turn it off. I can end the program, which will stop it, but if I don't rename 'startup', it'll start back up when the server restarts. There is also no intelligence, so if for some reason it ends up taking a bit longer to clear the row than usual, it'll advance before it's finished.

The only other problem, it would seem, is the logistics pipes can't handle the output from two of these (One cutting a path 65 wide, the other 49 wide) as twice now the pipe connecting to the tesseract at my base has 'vanished' causing both machines to start chucking the mined blocks onto the platform.... I might need a receiving tesseract for each machine.