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exmachinis's Issues

Hammer / Sieve does not accept cables from pipez mod as output

Using "All the mods 7 to the sky" and trying to put an "item pipe" from pipez on the Flux Hammer exit. With no item in the machine inventory it says "machine is working" however if I put a cobblestone it goes to error saying "inventory is full" even when the other point of the pipe is a chest or the Flux Sieve.

Sieve only accepting power from below

Version: exmachinis-1.18.2-1.0.2.jar
Sieve only accepting power from below using the pipez energy pipe, the block only outputs items on the bottom therefore it conflicts with its power requirement

Flux Sieve Voiding Output

Playing the current release of Seaopolis 2. Noticed that if my output inventory was full that my input material was still being used by the Flux Sieve.

How to replicate:

  1. Place down Flux Sieve
  2. Place in a mesh
  3. Provide power
  4. Set output location using hammer
  5. Set chest or output inventory against output side of Flux Sieve
  6. Fill chest with random items until full
  7. Provide input material

Flux Sieve will use input material as if it is processing it, but it has no place to put the output. If Flux Sieve is broken, no "processed" materials are dropped in would as if from an internal buffer. Items are voided both on output and from breaking the block.

Suggestions about the "hopper" part of the blocks and custom inputs/outputs

When any machine that accepts input from the top has an inventory block on top of it (i.e, chests, barrels, drawers), the machine gets this "hopper" that automatically pulls items from said inventory block (as shown in the picture below). I like that this is a feature, but I think it would be better if there was some way to remove that hopper, whether that's via an addition to the GUI or some kind of wrench or tool.

Here's an image of how the "hopper" can get in the way (and even though working around this would be fairly simple, I just feel like my suggestion would be good for the sake of convenience):
image

Another addition I feel would be helpful is custom inputs and outputs (sort of like how they're done in Thermal Series and in Iron Furnaces). However, that's not to say the way they work now isn't cool, I do like how you took the blocks' models into account when deciding that. It's just that they limit automation and force the user to take extra steps, which is a bit annoying.

Of course, if there are already workarounds to these two issues, then forget everything I said. If so, could you add that information to the mod page or the wiki of this GitHub page? I wasn't really able to find much information about this, which is why I opened this issue in the first place.

Thanks for reading through this!

Off Switch/Redstone Signal Stop Enhancement

The system should have the ability to tell the blocks to stop working, even if they have material in the buffer for item management. A couple ideas include a strong redstone signal from a side and/or a manual switch inside the GUI to turn on/off the system; this would allow the system to be used in multiple ways (either feed items in as needed or turn on as needed with an already full system).

Add recipe for 1.20.1

スクリーンショット 2024-04-09 132645 When these minerals are in the Flux Compactor, it can cause the machine to not work,, It would be great if you could update it for 1.20.1 cause there are a lot of mods in my modpack that are still stuck in 1.20.1

Sieves should perform rolls separately, rather than performing one and multiplying

When you manually sieve with a 5x5 set of sieves, you consume 25 blocks of material to produce 25 rolls of whatever that material produces. This means you have 25 chances of getting that low-chance item you really need.

However, when you throw 64 blocks of material into an auto-sieve from Ex Machinis, you only get one roll, whose result is multiplied by 64. In the long run that might be roughly equivalent, however, when you don't have much of the original material it doesn't feel great when you sieve a handful of stacks of stuff but do not get that one low-chance item you needed.

I'd suggest that upgraded auto-sieves should perform each roll for each input block separately, so it feels a little more equivalent.

Flux hammer deposits output into input slots with 3 diamond upgrades

Modpack is All The Mods 7 To The Sky

I have a flux hammer being fed by Integrated Tunnels logic cables connected to 8 diamond tier cobblestone generators.
The flux hammer has all slots filled in less than a second from the input.
Imgur

On top of the flux hammer is a drawer with plenty of room for the gravel. Flux hammer output was set to top with a hammer.

With two diamond upgrades in the flux hammer, the first slot of 32 gets processed and the output shoved into the drawer. This is correct behavior.
Imgur

With three diamond upgrades in the flux hammer, the first slot gets fully processed and the output gravel is placed back in the same slot. Due to the output being a drawer and restricted to gravel the flux hammer stops at this point claiming the output is full. This is incorrect behavior as I expect all output to go to the drawer and not back into the input slot.

First slot correct items.
Imgur

First slot now has gravel instead of cobblestone.
Imgur

Flux Sieve not recognizing output inventory

I am using the latest version of ATM7 (1.1.2).

Flux Sieve shows error in the GUI when you mouse over the "X" saying "Missing inventory on output side". Happens no matter which side I put either a minecraft chest or minecraft barrel. I even put the inventory on the top and bottom. Does not matter if I place the inventory first or the flux sieve first. No error log, as one is not generated. The flux sieve is simply not working as it should.

Ex Machinis v 1.0.3 (which is not on your list of available versions, coincidentally)
Forge 40.1.80

Block Updating

If I place the Flux hammer first and than the Chest, it is not accepted

Please check the errors every blockupdate

flux sieve

Ok so kind of hard to explain but let me try.

  1. I am making a 1.19.2 pack and I have already changed the sieve recipes using kubejs
  2. I was testing out the flux sieve when I noticed the output was all one item
  3. with netherite upgrade (waterlogged or not) if I put in a stack of gravel you will only get one roll on an item what I mean is let's say diamond is a 10% chance, and it hits then you will receive 64 diamonds. When the sieve sifts the stack, it does it as one item and multiples the results instead of single items with normal results.
  4. This happens on all the upgrades, so gold will do the 2/4/8 as stacks of 2/4/8 instead of doing the rolls separate.

I hope I explained it correctly, and I am on 1.19.2 with forge 43.2.0 and version 1.19.2-2.0.1

Summary: when sieving more than one item at a time it only rolls the loot table once and multiplies results.

Does not accept energy input from XNET modpack

I've setup a sieve/hammer setup for ATM7 to the sky and tried to use XNET to power up the sieves and hammers but it does not accept the power from XNET channels. If I connect to other energy cables it charges but not from XNET... where should I report this?

Flux Compactor Stops working when an upgrade card is incerted.

I have tried a Gold and Diamond uprade cards in the upgrade slots on the Flux Compactors and it will adjust the tick rate, but then will say "Inventory is Full" and will no longer output items when connected to Basic Logistical Transporter's from Mekanism

Add "safe output mode" toggle button to Flux Sieve GUI

As by #18, the default behaviour of the Flux Sieve is to void all output items that don't fit in the attached inventory.
Without changing this default behaviour, I would like to suggest to add a toggle button to the sieve's GUI to switch between this and a "safe output mode".

If there are players who would want to by default just void every item they're not filtering their inventory for, then this will allow them to continue to do so. But for players who want to prevent the input from being consumed when some of the potential output items don't fit, they could then toggle the button to set that particular machine to only run a cycle when all possible outputs can be inserted.

It would be much more useful as a per-machine toggle switch than the (in the other issue suggested) game-wide config option, because this is not just a player choice, but a situation-specific choice. A player might feel differently about different types of input resources and want to conserve one but not another.

Alternatively, the toggle button could also be called "Void excess output", and by default be turned on. If that makes more sense to you.

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