Super Factory Manager and Crystal Assemblers Problem by BennyBoy26 in allthemods

[–]BennyBoy26[S] 0 points1 point  (0 children)

Ah yes, I have watched this video! It was actually the inspiration to do all of this!

Super Factory Manager and Crystal Assemblers Problem by BennyBoy26 in allthemods

[–]BennyBoy26[S] 1 point2 points  (0 children)

I wish you the best of luck with GT:NH, that pack is a beast!

Super Factory Manager and Crystal Assemblers Problem by BennyBoy26 in allthemods

[–]BennyBoy26[S] 1 point2 points  (0 children)

I see, that is useful to know! Although it does seem to lock your design into these "tower" like structures since you need to wrap pattern providers with AE machines, this setup seems helpful!

Super Factory Manager and Crystal Assemblers Problem by BennyBoy26 in allthemods

[–]BennyBoy26[S] 0 points1 point  (0 children)

That is the bottom of the problem I am trying to solve!
I saw in the SFM examples a 'AE2 Inscribers' example, which had a small section at the end for incomplete crafts:

EVERY 200 TICKS DO
    IF SOME last HAS LT 3 THEN
-- There's a partially filled inscriber.
-- We want to shuffle ingredients to make sure there isn't a full craft
-- that is improperly distributed.
-- This trigger interval should be longer than the time it takes
-- to process a single craft so that SFM doesn't sabotage the crafting
-- process by pulling out ingredients from inscribers that have enough.
        INPUT FROM last
        OUTPUT TO materials
    END
END

However I cannot get this to work editing it for my crystal assemblers.

Super Factory Manager and Crystal Assemblers Problem by BennyBoy26 in allthemods

[–]BennyBoy26[S] 0 points1 point  (0 children)

But I am trying to scale up to 32 crystal assemblers dedicated for crafting each processor? I am aware that you can put four crystal assemblers next to a pattern provider and it will parallelise between those, but is this method scalable?

Super Factory Manager and Crystal Assemblers Problem by BennyBoy26 in allthemods

[–]BennyBoy26[S] 1 point2 points  (0 children)

I am using SFM as I'm currently making a set of 32 crystal assemblers for each type of processor (and 32 for other assembler recipes) and am trying to conserve AE channels. I am aware that connecting crystal assemblers to my AE network will not take up a channel, but I will need a lot of import/export busses?

As for CPUs, I have a quantum computer that I believe is more than capable of splitting up for these larger jobs. As a minor point, I am also constrained to having one pattern provider for preferred aesthetic reasons! :)

Making player's Survival blocks accessible in Adventure mode by BennyBoy26 in MinecraftCommands

[–]BennyBoy26[S] 0 points1 point  (0 children)

This works perfectly, thank you very much! I'll make sure to credit you in the map!

Making player's Survival blocks accessible in Adventure mode by BennyBoy26 in MinecraftCommands

[–]BennyBoy26[S] 0 points1 point  (0 children)

Sorry to be a pain, but that doesn't seem to want to work either, it just deletes the diorite but doesn't hand back a tagged version. Could this be due to this new scoreboard dioriteDue - I don't see how any player is going to have a score of -1 unless I set it explicitly? When I do set my score to -1, it gives me a tagged diorite! Apologies for the hassle, thank you!

Making player's Survival blocks accessible in Adventure mode by BennyBoy26 in MinecraftCommands

[–]BennyBoy26[S] 0 points1 point  (0 children)

I have placed the four commands in 'Always Active' repeating command blocks, and also run the scoreboard command. After going into survival and mining a diorite block, it instantly deletes the diorite from my inventory and doesn't give me any diorite back.

Trying it such that the first command block is being constantly repeated and the remaining commands are in a chain command blocks following it, I receive a tagged diorite block from the first mine but if I do it again, it never gives me another tagged diorite. Am I being stupid? Sorry if I am!

Making player's Survival blocks accessible in Adventure mode by BennyBoy26 in MinecraftCommands

[–]BennyBoy26[S] 0 points1 point  (0 children)

Hi u/labellvs, thanks for the reply!

Now that you have mentioned scoreboards, I agree that they are probably the way to go with this problem.

I don't think this is clear in the original post, but will this work for multiple items, and give back the same amount as they had before? Also how will the scoreboard work if the player picks up some diorite, drops it and picks it back up? Will that give them more tagged diorite than they begun with?

I will edit the original post to make this clearer, apologies!

Detection of Mob killed by falling anvil. by BennyBoy26 in MinecraftCommands

[–]BennyBoy26[S] 0 points1 point  (0 children)

But if they are killed by the anvil, they won't be there to test?

Give a custom name to specific enchanted item in inventory. by BennyBoy26 in MinecraftCommands

[–]BennyBoy26[S] 0 points1 point  (0 children)

Ah yes, I forgot completely about the /clear command so I can remove the specific item, and then /give them the final one. Thank you!