MFR Question : Can I do something that will .....

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ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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In most of my games, I tend to use CC pretty heavily early game. I tend to create a mining turtle which I use for several tasks such as mining, building houses etc. However, all of my code I've written myself, but of course, that was a one off cost everytime I build a turtle now, I just pull down my code and I'm away. So is it still over powered for me? Genuine question, I'm not trolling, I do agree with your point though, someone who doesn't have a clue with coding or lua can very easily use my code to save them the time.
My problem with CC is multifold:

First, it is insanely cheap for what it does. Then again, you could make the dang things out of Planks of Sengir (requiring eight nether stars around a dragon egg) and it would STILL be too cheap for what it does, but for the cost of a single piece of redstone, a bit of iron, and some smoothstone, you have a literal 'do anything you want and get away with it' block.

Second, it can do literally anything, often times better than dedicated machines which are supposed to do that task. As a simple example, a turtle quarry is in every way superior to a BC Quarry, but that's just the tip of the iceberg. There is literally no need for any other mod tools. CC and done.

Third, the only 'balancing factor' touted by the mod author at MineCon last year (or was it year before last?) was the skill required to code. I would like to submit that a) LUA is like 'baby's first programming language'. As in 'my nine year old is able to code LUA'. Literally. In fact, he ended up debugging some code I wrote that I couldn't get to work. Smart kid, that. And even if you aren't really all that smart, the only piece of code you will ever really need is PASTEBIN(URL).

Any single of these factors can cause it to be powerful. The combination of all three synergistic extremely powerful points magnifies each other to the point where CC is just 'do anything I want and get away with it'.
 
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MrCervelo

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Jul 29, 2019
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@ShneekeyTheLost: Well put post.

For me, I tend to use CC for bits and pieces to make some pretty basic tasks, or simple ways of speeding up boring tasks. I know that I also have used it to mine obsidian, even with having to type in commands, it's a lot quicker compared to manually mining it.

As is always the case with so many mods, it depends on how it's used, I tend not to be super imaginative with so many of my builds, so I will sometimes use CC as a way around the problem. I think that it can have some interesting uses like DW20's Mystcraft Portal code.
 
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Brian Cherrick

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Jul 5, 2013
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Fortunately, you don't need to be. Pastebin is your friend. DW20 posted his code up to pastebin. All you need to do is copypasta, just like everyone else.

This is the fundamental core reason why I consider ComputerCraft to be the single most obscenely powerful mod currently being maintained. In fact, I'd consider CC to be several orders of magnitude more powerful (not to mention many times magnitude less expensive) than EE2.

A bit of smoothstone, a piece of redstone, some iron... then just pastebin (url) and done. Any task ever, at your fingertips with a single line of code.

@ShneekeyTheLost: Well put post.

For me, I tend to use CC for bits and pieces to make some pretty basic tasks, or simple ways of speeding up boring tasks. I know that I also have used it to mine obsidian, even with having to type in commands, it's a lot quicker compared to manually mining it.

As is always the case with so many mods, it depends on how it's used, I tend not to be super imaginative with so many of my builds, so I will sometimes use CC as a way around the problem. I think that it can have some interesting uses like DW20's Mystcraft Portal code.

The only code of DW's I was able to use was the thing for his Mystcraft portals, and that's only because mine is completely identical to his. With different dimensions of rooms, a different layout, it seems like it would be hard to write my own code, let alone use someone else's. That, and I am not sure where to even get pastebin codes to try and work on them.

Any ideas?
 

midi_sec

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Jul 29, 2019
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What do the level emitters do again? That is quite the setup you have there. As it's just me, and my nephew on my server, not sure I'd need that many things :p. Just looking to get rid of some small, yet annoying things to me.

Someone got to you first on the level emitters. :p but yeah, my spawner is the corvette of spawners; goes really fast, but doesn't corner well.

originally the spawner was using rednet on each of the spawners, each with a different pokeball inside. might work out better for your purposes, unless you absolutely must use computercraft.
 

Brian Cherrick

Well-Known Member
Jul 5, 2013
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Someone got to you first on the level emitters. :p but yeah, my spawner is the corvette of spawners; goes really fast, but doesn't corner well.

originally the spawner was using rednet on each of the spawners, each with a different pokeball inside. might work out better for your purposes, unless you absolutely must use computercraft.

Just because it's more than I need, doesn't mean I wouldn't run it :p. If yours is the corvette of spawners, mines gonna be the jaguar, lol. Will share my build once it's complete. Thanks for the help, and advice :)
 

XLT_Frank

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Jul 29, 2019
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The only thing that would make my system complete is adding two more grinders and using Mob detection to allow me to turn off the grinders when not required.

Sent from my Galaxy Nexus using Tapatalk
 

asb3pe

New Member
Jul 29, 2019
2,704
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My question is, is there a way to automate which safari net is going into the launch, or even change them without going in there to do so.

I automated my auto-spawner and safari nets. There used to be a video out there (which I can't find now) that showed how to use pneumatic tubes in conjunction with some other stuff, but it required factorization and that mod's power ("Charge") which is pretty horrible IMO. I built that version twice and it worked perfectly.

But then in Direwolf modpack I didn't have pneumatic tubes anymore. So instead I used AE precision export busses (one bus for each safari net/mob type) pointed at hoppers. The hoppers were connected to the auto-spawner by itemducts (to insert the safari net). Above each AE precision export bus I pointed a rednet cable at it, and set the bus up so it would only export a safari net into the hopper if it got a redstone signal.

At the spawner room itself, I had a series of levers, one for each mob type. To insert a safari net for that particular mob, you would just flip that lever. That would send a redstone signal thru the rednet cable down to that particular precision export bus, which would activate it and my AE system would send the safari net into the spawner. When done grinding mobs/materials, flip the lever off and I had a separate rednet cable system set up to send a redstone signal to the itemduct attached to the output of the auto-spawner. This would turn on the itemduct (servo installed obv) and pull the safari net out of the auto-spawner and send it back into my AE system.

I also used the OpenBlocks trophys below each lever, so you could visually see the mob type, then I also had a AE monitor above each lever to show me the amount of each material that mob provides, to identify which materials I was lowest on. The trophys were very cool and I got a lot of compliments for the entire setup, but only vanilla mobs have trophys which sucked, beacause I had no trophy for Blizz or for Carminite golems.

I wish I could show you, but the server I built this on was reset about two weeks ago. I'm in the process of rebuilding my base, in Monster, on my own SSP server now, but no pics I can show you, sorry. I had nothing sticking up above ground, the auto-spawner was flush in the floor and I could use covers so that nothing was exposed - itemducts and covers can occupy the same block, I wish ME cable would also fit with covers, but it doesn't, the cover sticks up some and I hate that.
 
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Staxed

New Member
Jul 29, 2019
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I automated my auto-spawner and safari nets. There used to be a video out there (which I can't find now) that showed how to use pneumatic tubes in conjunction with some other stuff, but it required factorization and that mod's power ("Charge") which is pretty horrible IMO. I built that version twice and it worked perfectly.

But then in Direwolf modpack I didn't have pneumatic tubes anymore. So instead I used AE precision export busses (one bus for each safari net/mob type) pointed at hoppers. The hoppers were connected to the auto-spawner by itemducts (to insert the safari net). Above each AE precision export bus I pointed a rednet cable at it, and set the bus up so it would only export a safari net into the hopper if it got a redstone signal.

At the spawner room itself, I had a series of levers, one for each mob type. To insert a safari net for that particular mob, you would just flip that lever. That would send a redstone signal thru the rednet cable down to that particular precision export bus, which would activate it and my AE system would send the safari net into the spawner. When done grinding mobs/materials, flip the lever off and I had a separate rednet cable system set up to send a redstone signal to the itemduct attached to the output of the auto-spawner. This would turn on the itemduct (servo installed obv) and pull the safari net out of the auto-spawner and send it back into my AE system.

I also used the OpenBlocks trophys below each lever, so you could visually see the mob type, then I also had a AE monitor above each lever to show me the amount of each material that mob provides, to identify which materials I was lowest on. The trophys were very cool and I got a lot of compliments for the entire setup, but only vanilla mobs have trophys which sucked, beacause I had no trophy for Blizz or for Carminite golems.

I wish I could show you, but the server I built this on was reset about two weeks ago. I'm in the process of rebuilding my base, in Monster, on my own SSP server now, but no pics I can show you, sorry. I had nothing sticking up above ground, the auto-spawner was flush in the floor and I could use covers so that nothing was exposed - itemducts and covers can occupy the same block, I wish ME cable would also fit with covers, but it doesn't, the cover sticks up some and I hate that.

What's the purpose of the hoppers? Why not put the bus directly on the auto-spawner?
 

asb3pe

New Member
Jul 29, 2019
2,704
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What's the purpose of the hoppers? Why not put the bus directly on the auto-spawner?

Because I had 8 different mobs/safari nets. I couldn't come up with a way to use a single bus, and there's no way to stick 8 different precision export busses onto the 6 sides of the auto-spawner and still leave room for a fluid pipe or tesseract (for mob essence) and an itemduct to pull the safari net out. :)

So instead I used two hoppers, with one export bus pointed at each side (for a total of 8). It's a common trick I guess. The hard part was the rednet cabling, which I had never used before. Some FTB Forum folks helped me out with the suggestion to use that and it worked perfectly, even if it was a bit complex and messy downstairs in the wiring room!

Please keep thinking and questioning! I'm not saying my setup was the ultimate and most efficient, but it did work and it was reasonably compact for all that rednet cable all over the place. But maybe someone will come up with an even simpler setup. Rednet cable is really really cool and useful, the way it operates with the 16 different colors. Very helpful for this particular design.
 
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ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
Because I had 8 different mobs/safari nets. I couldn't come up with a way to use a single bus, and there's no way to stick 8 different precision export busses onto the 6 sides of the auto-spawner and still leave room for a fluid pipe or tesseract (for mob essence) and an itemduct to pull the safari net out. :)

So instead I used two hoppers, with one export bus pointed at each side (for a total of 8). It's a common trick I guess. The hard part was the rednet cabling, which I had never used before. Some FTB Forum folks helped me out with the suggestion to use that and it worked perfectly, even if it was a bit complex and messy downstairs in the wiring room!

Please keep thinking and questioning! I'm not saying my setup was the ultimate and most efficient, but it did work and it was reasonably compact for all that rednet cable all over the place. But maybe someone will come up with an even simpler setup. Rednet cable is really really cool and useful, the way it operates with the 16 different colors. Very helpful for this particular design.
Actually, with MFR Rednet, it is dead simple.

You have eight different mobs, each one set to a different color channel. You have eight different levers on rednet cable, each one set to a different color channel. Lever on the color will flip a spawner on the same channel. No logic or CC necessary. MFR Rednet is like Bundled Cable on crack.
 

KingTriaxx

Forum Addict
Jul 27, 2013
4,266
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Another option, are Tinker's Mech Works Signal busses. A little more expensive to start, but you can cover more distance easily.

Either way, both MFR and Tinkers eliminate the two block lead necessary for Bundled Cable to work.