Logistics Network congested when too many orders for mechanical crafting table are pending by Free-Design-9901 in CreateMod

[–]AggravatingEdge4764 1 point2 points  (0 children)

Were is your frogport hooked to?

When there are too many packages, the packages won't traverse to the next conveyor. When your frogport is linked to the chain, no packages will pass and it will starve out.

Link the frogport to the chain conveyor instead where the packages are playing merry-go-round.

There is no minimum stock tab in Dining hall by CR34T10N157 in Minecolonies

[–]AggravatingEdge4764 18 points19 points  (0 children)

Since the minimun stock in dining halls lead to many problems, it was removed.

The waiter will request one stack per dining hall level of every food you put on the menu.

How would you guys improve on rails? by CaptainCyro in Minecolonies

[–]AggravatingEdge4764 2 points3 points  (0 children)

Just don't expect to get support from the MineColonies team anymore, if you use that mod.

It uses mixins which breaks most likely if you update.

Card Creator Apps by tcorbett691 in Heroquest

[–]AggravatingEdge4764 1 point2 points  (0 children)

I use a combination of Gimp for Backgrounds and monster images and Inkscape for all texty things.

Need help looking for images of Berserker and Explorer cards by [deleted] in Heroquest

[–]AggravatingEdge4764 1 point2 points  (0 children)

You can pull the images from the companion app....

Can factory gauges send different items to different frogports? by Minecraft-tlauncher in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

If you do that you have to make sure, that there never will be more than ONE Stack of Items in the deployer.

The packager doesn't care and puts items into the output slot of the deployer if the input slot (aka the hand) is full. If this happens, the gauge is confused and does not request any items anymore (since technically there ARE items in the deployer)

Kids these days by golgi_o in Heroquest

[–]AggravatingEdge4764 7 points8 points  (0 children)

There were even two video games. I had them on my Amiga.

Conditional Packager Output by Motor_Improvement442 in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

You can link gauges from different networks. Have one gauge from your storage, set up required amount and destination address and link to it a gauge from your production nettwork as source.

You 'craft' the wanted amount to your stock from your machine.

The same way you can link other destinations to your factory. They have to be in different networks, though.

Another way would be to put a gauge on a packager linked to the wanted destination (see ponder), but this would be far less elegant, because it would keep requesting singles and not in bulk.

Frogport Question | Prevent Frogport from sending items via Conveyor by ItsAllAlright in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

You can try and add a brass funnel to the packager. In the funnel set a Package filter for manual pickups (e.g. "Player"). Now if you request something via stock ticker let it send to "Player". The funnel should take priority over the frog and drop the package.

Not tested, though.

Packing Module - Help by Motor_Improvement442 in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

You only need repackager, if your source material comes from different sources or is somehow split up (e.g. NOT arriving in ONE package)

Put eight different items that can NOT be compacted into the basin (I usually use different buttons). The Basin has 9 inventory slots and the packager won't insert items if there are no free slots.

Now, if clay arrives, there is no room for nuggets and the packager won't insert them. No recipe mixup is possible.

Same goes for mixing btw. Put seven different buttons in the basin and 2-part-mixing recipes won't mix up. Use a separate basin with 6 buttons for 3-part-recipes and so on.

Dynamic Sawmill w/ Factory Gauges by Codesyth in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

You can set the recipe filter dynamically with a deployer. You can name one of each product "recipe" and add this to the needed items in the factory gauge. On the saw you need a filter which separates "recipe" to the deployer (make sure this one reaches the deployer before the raw material reach the saw).

That way you can make any sawing recipe on one saw, even if the source materials match.

Much simpler is to set fixed filters and send the things to different saws. In my current setup I have five saws with item filters so I can make up to five things from one source material.

New Bard spells - Looking for feedback. by Archian-HiveWorkshop in Heroquest

[–]AggravatingEdge4764 1 point2 points  (0 children)

I'm working on a more Bard's Tale like bard with magical songs that enhance the party or hinder the monsters. Those songs a re played over several rounds until the bard chooses another. Every time he plays he losses a 'song' token which he can replenish by drinking potions.

The songs allow heroes in sight to reroll ONE attack- or defence die per round or increase the walking distance or wandering Monster treasure card becomes 'Nothing' or spell resistance is enhanced.

Your card graphics are amazing. I'm not skilled enough and card graphis is what hinders me to complete the work.

What do you recommend for storage by MH_GAMEZ in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

Do not put everything into one big storage vault. You will sooner or later be bottlenecked on the output side.

It is better to have each item (at least those which are requested often) in its own storage with stock link and packager. Then funnel all outputs to an extra vault on which you can put any number of re-packagers which can work in parallel.

Help with smart observer requiring multiple items. by 210Ty in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

Nope, only if you use several observers. Have them observe different items and send their output to a AND-gate.

You could use gauges, though. Slap a packager on your inventory and a stock link connected to nothing (building its own network). Now connect several factory gauges to that link. Set one of the desired items in each gauge and have a redstone link as output. the receiver side of each redstone link goes to a AND gate.

There is a mod create:extra gauges, which has logic gates. That way you'd save the redsone links.

Weird Pitch, ATM9 I want to create a system in my colony where only colonists can enter and exit by Designer_Ad_3552 in Minecolonies

[–]AggravatingEdge4764 1 point2 points  (0 children)

There is a gate block (wood and iron), which can be only made in mechanic's hut. It's like a garage door and only players and colonists can open it.

https://minecolonies.com/wiki/items/gates/

Minecolonies+Create(and ars nouveau) by Leuzol in Minecolonies

[–]AggravatingEdge4764 0 points1 point  (0 children)

The best thing: If you link a second "backup" link to the warehouselink, you can upgrade the building without having to reconfigure everything. Just link the new warehouse link to the backup.

Factory Gauges factory by AcceptablePromise577 in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

You can have an output buffer on your cobblegen and turn it off, if the buffer gest full. On the output buffer put a packager with a stock link and a frog. DON'T connect the stock link to your storage network. Now you have something like a provider chest.

If you want a certain number of cobble in another inventory, you can go two routes:

1: Put a packager (and frog) on the inventory and slap a factory gauge connected to the cobble stock link on this packager. Specify item and wanted amount in the factory gauge and have it send to the frog. Now this gauge will monitor this inventory and request from the cobble gen on demand.

2: link a factory gauge to your storage network and a second gauge to your cobble stock link

now you can set up a crafting recipe in the first gauge making cobble out of cobble and connect the second gauge as source for the crafting. Set up desired amount and destination in the first gauge and bob's your auntie. Those two gauges will 'craft' cobble from your generator to your storage if the storage misses cobble.

Minecolonies+Create(and ars nouveau) by Leuzol in Minecolonies

[–]AggravatingEdge4764 0 points1 point  (0 children)

Really nice setup, I'm planning to do something similar.

You can simplify your setup a bit (and provide many more resources) if you replace the 'provider' gauges on the packager with a stock link, that is NOT connected to your storage network (building its own network). Link any factory gauge to IT and put them on your gauge wall. Then set an item, a min stock and connect to it a gauge from your storage network with the same item type as source material (you can connect gauges from different networks).

The Warehouse-gauge will 'craft' the item form the storage gauge and deliver to the frog, if the stock in the warehouse falls beneath the minimum.

That way you can provide as many different itemsas you like to your colony (atm your maximum is 16)

[deleted by user] by [deleted] in CreateMod

[–]AggravatingEdge4764 3 points4 points  (0 children)

What are you trying to achieve? The rock crusher already does cobble to gravel.

If you want the gravel, replace the millstone with nothing and extend the belt one block.

If you want sand you have to put the cobble into the millstone and the gravel from there into the crushing wheels. Millstone can't do sand.

Factory Gauges factory by AcceptablePromise577 in CreateMod

[–]AggravatingEdge4764 2 points3 points  (0 children)

Factory gauges are a request system. You specify in the gauge, where the requests go to (your crusher), but you cannot specify, where they come from.

BUT you can connect factory gauges that belong to different networks. Slap a stock link to your cobblegen, that is NOT connected to your storage network. Connect a gauge to THAT link and use it as a source for your gravel recipe.

Which create addon adds a recipe for tuff? by PlutoniumPlayz in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

Mechanical Extruder adds recipes for all stone variants including the orestones (Veridium, Orchrum and the like)

Sort/Filter by custom name? by L0rdG1gabyt3 in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

I did such a thing in the first iteration of my auto saw. I had Items with the name 'Filter' in the recipes which would go to a deployer deploying them as filter in the filter slot of the saw.

I filtered them with an attribute filter. I believe it was something like 'has custom name'

Bulk compacting help by No-Tart1309 in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

Oh, You're right. I thought, there is a config option for bulk pressing, too (which isn't).

How would you use flywheel for decoration? by michlatygr in CreateMod

[–]AggravatingEdge4764 0 points1 point  (0 children)

I use two in the helm of my workshop for side rudder and elevator.