- Sky
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BrisingrAerowing
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Content Count
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Posts posted by BrisingrAerowing
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@godsyn What MC version? Currently the only OC version with AE2 support is for 1.10.2. It hasn't been updated to newer versions yet.
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@godsyn Did you download the files under the stockpile directory and put them in /lib/stockpile? Those are required as well.
When I get my computer back I am going to write an install script for this. I also have a few uncommited changes there, along with some initial work on a Refined Storage version.
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I'll take a look, but my main computer is broken right now (bad power socket) and is in for repair, so I likely won't be able to do anything for a bit.
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Once you get your computer up and running (if it isn't already), could you add Grid Controller support for Mekanism's Induction Matrix (A multiblock power storage system)?
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@XyFreak When you get your computer up and running again, you may want to look at the new 'getMultiblockAssembled' method in Extreme Reactors, which tells you if the multiblock is complete or not. May be useful to avoid calling methods on an invalid multiblock.
Also, the crash with computers has been fixed completely in the latest versions of ER for MC 1.10.2+.
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I'm digging this!
:cheesy_grin:
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I'm thinking of porting this to be a module for your new GUI system.
Just thinking of it. I may not actually get to it.
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For anyone still using 1.10.2, Extreme Reactors just released an update for that version that fixes a lot of bugs. I'm not sure if it fixes the turbine crash bug, but it appears that the OC integration was rewritten, so that issue may no longer appear.
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1.12 mods work work in 1.12.1 (other than Core Mods), so upgrading is not any issue. I have a 1.12.1 instance with several 1.12 mods installed, and it runs perfectly fine.
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I am working on a port of Sidoh's AE2 Stockpile program, originally for ComputerCraft. It allows for keeping a specific number of items in stock in an AE2 system, and has the ability to add and remove items without the user having to edit configuration files.
I am writing this for the 1.10.2 version of OC / AE2, so it may or may not work on the 1.7.10 version. I also plan on adding ExtraCells compatibility for fluids and whatnot (I have a custom build from the ExtraCells 1.10.2 git code, because I like living on the edge).
I am porting this file by file, so watch this space for new information / releases.
The initial plan is for full feature parity with the original, then I will focus on adding new features.
Side Note: The code is VERY well written, so porting shouldn't take too long.
UPDATE: I have the initial port done and will upload it to my repository soon.
UPDATE2: I am also planning a Refined Storage version. That may take a little longer.
EDIT: Even though this is on my programs repo, it is still very WIP and shouldn't be used at this time. I currently do not have access to my system due to it having a bad power socket, so further work will have to wait until that is fixed.
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It may be a while. I am still trying to find a 1.12 Biomes O' Plenty seed that I like. I usually end up spawning on a tiny island in the middle of a giant ocean, with no major landmasses for miles. The times I don't there are usually mostly ugly biomes near spawn (Wastelands being a major one. Too much fog that can't be removed [at least I haven't figured out how to do it]).
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This is actually really cool. I may mess with creating some additional drivers for this later (e.g. for Power Management [Extreme Reactors / Draconic Evolution / RFTools / etc], Fluid / Inventory management [Refined Storage / Pressure Pipes / Inventory Controller / Tank Controller / etc], and automated farming [Robots?]).
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Maybe Dustpuppy's Ultimate GUI would be of assistance?
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You probably want to use the doDaylightCycle gamerule instead of constantly setting the time to 6000.
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The 'require' function is for modules in your package path. 'load' and 'dofile' are for actual file paths.
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What minecraft version? I found a recipe dumper for 1.7.10 and 1.8, and I just updated it to 1.12.1 without knowing what I am doing. And yes, it works.
The original source is on Github
I am planning on forking that code and doing a release for 1.12.1.
Here is the dump format:
recipedumper:shaped!(w=3,h=3)(minecraft:paper:0,1)(minecraft:paper:0,1)(minecraft:paper:0,1)(minecraft:paper:0,1)(minecraft:filled_map:32767,1)(minecraft:paper:0,1)(minecraft:paper:0,1)(minecraft:paper:0,1)(minecraft:paper:0,1)->(minecraft:map:0,1)
Each item has the format 'mod id':'item name':'meta':'count'. The w= and h= are the width / height specifiers (e.g. 2 x 2, 3 x 3). The output is after the ->.
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I second NEI for this. I have had issues in the past with fluid and enchantment dumps (they fail due to invalid entries), but I know item and biome dumps work.
I'd also like to see this project posted if / when you get it finished.
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According to the Internet Component Documentation there is a method called finishConnect() that ensures a connection is active and errors if the connection failed.
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For anyone who wants updates, there is a CurseForge Page with several versions.
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The files need to be under /etc/rc.d to be runnable as a service. You may want to look at some services on here as examples on how to structure your program to work with rc.
Basically you need:
- A 'start' method
- A 'stop' method
These can run pretty much anything, but using events should work.
As for the door control thing, you may want to look at my Proximity Door Daemon, which allows for automatic doors using motion sensors. It's also extensible and very configurable.
Need help finding different ways of measuring RF usage
in Programming
Posted
A Moving Average of some sort may be of use for this. I don't use 1.7.10, so I won't be of much further help.