MFR/Applied Energistics Spawner Switcher Design/Idea [FTB/Tekkit]

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MeatyLock

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Jul 29, 2019
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Hey guys so I recently came up with a idea that I don't think has been done before. It uses Minefactory Reloaded and Applied Energistics to make a auto spawner switcher by using the pattern recipes in Applied Energistics and Auto-Spawner in MFR. I made this in the hopes that it would help other people out and that the community could improve upon it. Hopefully you enjoy and I would love to see some pics/comments/video responses if you come up with something better :D

 

whizzball1

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Jul 29, 2019
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I made an auto-swap system for our (my friend and I) MFR Grinder using RP2 just a few days ago. Put a safari net in a chest, hit the button, and a filter pulls it out. The filter sends the item through an item detector which sends a signal to a retriever which pulls the other safari net out of the Grinder and sends it into a Safari Net Storage Chest.
Whilst AE requires two attachments to the grinder, one for the import and one for the export, RP2 only requires one.
 

MeatyLock

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Jul 29, 2019
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I would of never thought of using RP2. I think the AE design could be improved upon to be pretty awesome and probably easier. I guess great minds think alike. I just hadn't seen this done before so I figured why not throw this out there and see what people come up with.
 

whizzball1

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Jul 29, 2019
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You are completely right. Either way is great, and I am glad that you were able to figure this out.
You are very innovative, sir, and I applaud you.
EDIT: Do note that we normally frown upon the mention of Tekk** on this forum. It has a bad history.
 

Adonis0

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Jul 29, 2019
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I made an auto-swap system for our (my friend and I) MFR Grinder using RP2 just a few days ago. Put a safari net in a chest, hit the button, and a filter pulls it out. The filter sends the item through an item detector which sends a signal to a retriever which pulls the other safari net out of the Grinder and sends it into a Safari Net Storage Chest.
Whilst AE requires two attachments to the grinder, one for the import and one for the export, RP2 only requires one.

To improve on this design, you don't need the item detector, the retriever and filter can be pulsed at exactly the same time, because the retriever only pulls from inventories, and the filter and the net in the pipe don't count, only the spawner does.
 

whizzball1

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Jul 29, 2019
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As I read over my post, I find that you are right.
The second statement, that the filter and the net don't count, only the spawner does, does not make sense. Please clarify?
To improve on this design, you don't need the item detector, the retriever and filter can be pulsed at exactly the same time, because the retriever only pulls from inventories, and the filter and the net in the pipe don't count, only the spawner does.
 

Adonis0

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Jul 29, 2019
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As I read over my post, I find that you are right.
The second statement, that the filter and the net don't count, only the spawner does, does not make sense. Please clarify?

Just trying to explain why you don't need the item detector delaying the pulse for the retriever, obviously in a not so good way.
Disregard that comment if you understand why the item detector is irrelevant to your build
 

whizzball1

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Jul 29, 2019
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I understand. I now remember exactly why I put the Item Detector there: Overcomplication.
Ever since I started with these mods, overcomplication has been my thing.
Even though I know that it could be easier, I don't make it easy on myself.
I like to overcomplicate things.
 

whizzball1

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Jul 29, 2019
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Oh goodness.
I was just saying it has a bad history.
The new Pack seems to have all permissions.
Which means a pack that has no bad history.
That makes me happy.
I just noticed that I use a lot of different lines in my posts.
 

Chocorate

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Jul 29, 2019
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Oh goodness.
I was just saying it has a bad history.
The new Pack seems to have all permissions.
Which means a pack that has no bad history.
That makes me happy.
I just noticed that I use a lot of different lines in my posts.
Just because something has a bad history doesn't mean it's forever horrible. Like Coca-Cola. When you demonize mention of other packs that aren't even in a business competition, it makes us look bad. Tekkit was a modpack with a lot of cool mods. Then some modders wanted some more recognition/praise, and FTB does that. FTB just does things differently. FTB has a closer modder relationship (but were still versions behind of course?) and Tekkit has a better platform for server owners and custom packs.
 

Technician

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Jul 29, 2019
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Just because something has a bad history doesn't mean it's forever horrible. Like Coca-Cola. When you demonize mention of other packs that aren't even in a business competition, it makes us look bad. Tekkit was a modpack with a lot of cool mods. Then some modders wanted some more recognition/praise, and FTB does that. FTB just does things differently. FTB has a closer modder relationship (but were still versions behind of course?) and Tekkit has a better platform for server owners and custom packs.

Woah woah woah

What's bad about coca cola's history?

Are you referring to the cocaine being in it?

Or 1915..
 
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Technician

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Jul 29, 2019
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*NEW* coke :eek:

I seriously, I think that is the worst event in Coca-Cola's history

Yeah, I drink Doctor Pepper or Chocolate Milk or Pepsi.

I'm a Pepsi man myself.

*Literally slams his knuckles into Mooseman's hoove-knuckles so hard they all crack and fly around the world, then reassemble.*