Mekanism V9.4.0 - Mapping And Modding: Java Edition

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  • #689 Mar 31, 2014 schpeelah schpeelah
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    Quote from Reaperguy666 Here's my only gripe with the mod. Say, for example, you have a crusher and you want to output to an AE import bus. I use the configurator to check the side I want to output for it's color, let's say it's dark red. I then look in the crusher's GUI and double check that's the color in there as well. I put it on auto-output and match the center color marked output and wait for it to start pulling finished product out. Well, it never does. I have to wind up scrolling through all of the available colors and it winds up being pink. How do you explain that? Hmmmm? How can it be pink when I've got it set to dark red. Makes absolutely no sense to me at all.
    If setting it to pink does anything for you then there is a bug. You are going about it exactly backwards. The colors aren't tied to sides of the block. They are tied to inventory slots. For all machines, the main input is dark red and the main output is dark blue. You set which side exposes that slot using the buttons to the right of the center thing, or by shift right clicking on the side with the configurator. The center thing marked output is tied to the Logistical Transporter network mechanics. Items sent through it can be put into colored boxes and pipes can be set to only let through boxes of a certain color. The central output button is what color box will the output be put if the machine auto-ejects into the a Logistical Transporter. The buttons on the left are for setting what color boxes each side accepts from the network if the Input Strict option is enabled. Last edited by schpeelah: Mar 31, 2014 Rollback Post to Revision RollBack
  • #690 Mar 31, 2014 Reaperguy666 Reaperguy666
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    Quote from schpeelah ~snip~
    Your reply is the best explanation that I have ever seen, and for that, I thank you. I couldn't even get that type of info about the machines on an official wiki. The documentation about this mod needs to be a lot more intuitive. Again I say, thank you very much for clearing this up for me. Now, maybe I can get something accomplished. :) Rollback Post to Revision RollBack

    If Minecraft were real, you'd be a zombie right now.

  • #692 Mar 31, 2014 MMOFiend MMOFiend
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    Quote from Reaperguy666 Your reply is the best explanation that I have ever seen, and for that, I thank you. I couldn't even get that type of info about the machines on an official wiki. The documentation about this mod needs to be a lot more intuitive. Again I say, thank you very much for clearing this up for me. Now, maybe I can get something accomplished. :)
    I agree. The problem with most wikis out there is that they concentrate more on the individual machines and what they do. There really isn't much on how the basic controls work on all of the machines. I used to have this problem as well and then I noticed that the Output grid looked very similar to TE's configuration panel. So, I applied the same concept. Matched the colors of the sections of the machine to the output grid on the right and eventually learned to ignore the output box in the center. I don't use Mekanism's routing simply because I already have an existing AE/LP network. schpeelah, would you mind submitting this to the official wiki? It would be a helpful post in the tutorial section. Rollback Post to Revision RollBack
  • #693 Mar 31, 2014 MMOFiend MMOFiend
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    Quote from Mitelin MASIVE PROBLEMS WHIT MEKANIZM!!!!! MCPC+ LAGS CPU LIKE HELL WE ALREADY SET 0 to EU and MJ so people dont use it whit other mods
    Mitelin, have you tried profiling the individual entities to find out where the tick lag is occurring? Without an entity breakdown - there is no way that anyone can help you. It's a good idea to allow access to entity tick profiling of some kind (such as Opis) to your server admins and ops. It also helps you track down players who have ridiculous, laggy setups regardless of what mod is causing the problem. Rollback Post to Revision RollBack
  • #696 Mar 31, 2014 Reaperguy666 Reaperguy666
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    Quote from Amorai I agree. The problem with most wikis out there is that they concentrate more on the individual machines and what they do. There really isn't much on how the basic controls work on all of the machines. I used to have this problem as well and then I noticed that the Output grid looked very similar to TE's configuration panel. So, I applied the same concept. Matched the colors of the sections of the machine to the output grid on the right and eventually learned to ignore the output box in the center. I don't use Mekanism's routing simply because I already have an existing AE/LP network. schpeelah, would you mind submitting this to the official wiki? It would be a helpful post in the tutorial section.
    You are 100% correct. What I've found out from my research is that the mod authors themselves are making the wiki's as well as the mod. They already know how their mods work, so they put in minimal info for the wiki. They all need to use a dedicated wiki creator, such as a friend or colleague. That way, they will put in more highly detailed info and be more thorough with the explanations. Rollback Post to Revision RollBack

    If Minecraft were real, you'd be a zombie right now.

  • #697 Mar 31, 2014 Dr_prof_Luigi Dr_prof_Luigi
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    First off, amazing mod! 5x ore production in a way that does not feel like cheating, and realistic obsidian stuff, Hats off to you sir! However I found a couple of bugs, although I'm not sure if it is just me: This one can only be described by this picture: And then there is this, I have ultimate universal cables going to all my machines, but when I hook up a generator or energy cube, the cable just eats the electricity, rather than transferring it. Rollback Post to Revision RollBack
  • #698 Apr 1, 2014 schpeelah schpeelah
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    Quote from Amoraischpeelah, would you mind submitting this to the official wiki? It would be a helpful post in the tutorial section.
    Sure. Rollback Post to Revision RollBack
  • #700 Apr 2, 2014 schpeelah schpeelah
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    Quote from Sky_Marshal ... Another point, is it possible to see in the future, an option to tweak the Dynamic Tank storage capacity (or multiplier, as it start from 16000 mb * volume) ? Compared to the Openblock tanks or the Extra Utilities drums, this multiblock structure can't definitively stand a chance, too much space required for an inferior storage capacity :/ I would love make it really more powerful by increasing it.
    The storage capacity is based on the total volume, not interior volume. So it's exactly the same as Open Blocks tanks and basically all other kinds of tank. The Drum is an outlier. Rollback Post to Revision RollBack
  • #701 Apr 2, 2014 MMOFiend MMOFiend
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    Quote from Sky_Marshal I don't know if Optifine is concerned too, I use MCPatcher because Optifine has a bad reputation concerning mods and I had few bugs with it.
    You can easily find out by trying to remove optifine (temporarily). I'm assuming you are using the Forge version of optifine, which is dropped into the mod folder. So, it's pretty easy to find out. I used to have the same exact issue with certain parts of Project-Red and Forge Multi-blocks in general. That is why I ended up dropping OptiFine. When you move to 1.7.x - there is a noticable framerate improvement comparing the 1.6.x and the 1.7.x vanilla. So, you may find out when you move to 1.7.x that you don't need it anyway. Although, I do miss some of the different settings. Last edited by MMOFiend: Apr 2, 2014 Rollback Post to Revision RollBack
  • #703 Apr 2, 2014 MMOFiend MMOFiend
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    Quote from Sky_Marshal To be honest, like yourself, I ended up dropping Optifine too several months ago, and so I use MCPatcher instead. It was pretty difficult to forget some of the convenient options of Optifine but I managed to do it. But if I have to remove MCPatcher now, I think I prefer reinstall the old 5.7 version of Mekanism <_<
    Whoops. Sorry about that. I never used MCPatcher and my brain translated it into a MC launching program. Rollback Post to Revision RollBack
  • #704 Apr 2, 2014 Greylocke Greylocke
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    Quote from Sky_Marshal, ...but still I think that 16000 mb per block in Mekanism is really too low.
    One bucket will fill an entire block with water. How can being able to store 16 buckets in a block be "too low"? :) Regardless, I am a big fan of configurations to allow the player to adjust the game as they see fit. I would suggest posting your suggestion here: https://github.com/aidancbrady/Mekanism/issues?page=1&state=open Rollback Post to Revision RollBack
  • #705 Apr 3, 2014 llloyd4 llloyd4
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    I think I found a bug. Went to make the Heat Generator and it wouldn't craft up using fir planking (from Biomes O'Plenty) I had to go hunt down an oak tree and give it the axe and turn it into oak planks before I could craft it. Every other recipe that i've made so far that uses wood planks have taken the fir planks so... O.o Rollback Post to Revision RollBack
  • #706 Apr 3, 2014 MMOFiend MMOFiend
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    Quote from llloyd4 I think I found a bug. Went to make the Heat Generator and it wouldn't craft up using fir planking (from Biomes O'Plenty) I had to go hunt down an oak tree and give it the axe and turn it into oak planks before I could craft it. Every other recipe that i've made so far that uses wood planks have taken the fir planks so... O.o
    Yeah.. I have seen other mods with the same issue and BoP woods. I think the recipe is calling for oak planks rather than looking at a plank dictionary (or whatever it is called in Forge now). It's not really a bug (its working as intended), but rather a recipe that should be updated to include other woods. Rollback Post to Revision RollBack
  • #707 Apr 3, 2014 llloyd4 llloyd4
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    Quote from Amorai Yeah.. I have seen other mods with the same issue and BoP woods. I think the recipe is calling for oak planks rather than looking at a plank dictionary (or whatever it is called in Forge now). It's not really a bug (its working as intended), but rather a recipe that should be updated to include other woods.
    Right, so hopefully next update of Mekanism he'll include a reference to the 'ore dictionary' of wood. Rollback Post to Revision RollBack
  • #709 Apr 5, 2014 jjjworley jjjworley
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    You should just wean yourself off of optifine and mcpatcher. I did about a year ago, and I have experienced much less problems. Rollback Post to Revision RollBack
  • #710 Apr 6, 2014 llloyd4 llloyd4
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    Also noticing that the ore processing set up doesn't handle the ore types of Nickle (Thermal Expansion's Ferrous and Electricraft Nickle and various other mods) or Platinum (Thermal Expansion's Shiny Metal and Electricraft's Platinum) . Thought I'd mention this so maybe, with luck, the mod author will add these two into his mod. Especially Platinum, it's so rare that even 3x processing would be a blessing. :D Rollback Post to Revision RollBack
  • #711 Apr 6, 2014 D4rkSol1tud3 D4rkSol1tud3
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    Where I can find the latest version for 1.5.2? Rollback Post to Revision RollBack
  • #712 Apr 6, 2014 harley9699 harley9699
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    Quote from llloyd4 Also noticing that the ore processing set up doesn't handle the ore types of Nickle (Thermal Expansion's Ferrous and Electricraft Nickle and various other mods) or Platinum (Thermal Expansion's Shiny Metal and Electricraft's Platinum) . Thought I'd mention this so maybe, with luck, the mod author will add these two into his mod. Especially Platinum, it's so rare that even 3x processing would be a blessing. :D
    Pretty sure it doesn't do M3's manganese either. (haven't tried the other M3 ores outside of copper and tin). Rollback Post to Revision RollBack
  • #713 Apr 6, 2014 llloyd4 llloyd4
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    Quote from harley9699 Pretty sure it doesn't do M3's manganese either. (haven't tried the other M3 ores outside of copper and tin).
    Or Aluminum from Tinker's, but Aluminum in the Macerator / Pulverizor is only added by the AOBD mod so I *assume* they would have to add the shards and recipes in since it's not native to Tinker's, TE, or IC2. Rollback Post to Revision RollBack
  • #714 Apr 6, 2014 Greylocke Greylocke
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    Quote from schpeelah If setting it to pink does anything for you then there is a bug. You are going about it exactly backwards. The colors aren't tied to sides of the block. They are tied to inventory slots. For all machines, the main input is dark red and the main output is dark blue. You set which side exposes that slot using the buttons to the right of the center thing, or by shift right clicking on the side with the configurator. The center thing marked output is tied to the Logistical Transporter network mechanics. Items sent through it can be put into colored boxes and pipes can be set to only let through boxes of a certain color. The central output button is what color box will the output be put if the machine auto-ejects into the a Logistical Transporter. The buttons on the left are for setting what color boxes each side accepts from the network if the Input Strict option is enabled.
    Thanks for taking the time to explain this so well! The response to your post was so favorable, that I decided to make a special page for it on the wiki. Rollback Post to Revision RollBack
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