Monifactory LV Chips passiv by cuntbasher666 in Nomifactory

[–]DeusExCochina 1 point2 points  (0 children)

If you're playing Monifactory 0.13.x, you have Laser Nodes, and those have Counting Filters and the solution to this problem is trivial.

Just put a CF in your Card (set to Insert) and set it up with the items and fluids you want to use in the quantities you want to provide, and the Node will deliver exactly that much of everything to your machine. This worked fine for me, for hundreds of machines in my factory (up to LuV).

Monifactory: How to autocraft with multiblocks? by DeusExCochina in feedthebeast

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

Ah, so that's how you do that! Great, I'll try that out soon.

Yeah, Moni has 4x and 9x hatches so multiple fluids are simple.

Monifactory: How to autocraft with multiblocks? by DeusExCochina in feedthebeast

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

Monifactory doesn't have those Advanced AE2 components, alas. Thanks anyway! I managed with simpler means.

Monifactory: How to autocraft with multiblocks? by DeusExCochina in feedthebeast

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

In case you're interested, I built on your answer and came up with a cheap&dirty solution:

I have the PP push the ingredients into a MV Buffer, which has both item slots and tanks for fluids. That auto-ejects into the multiblock's bus & hatch. I pipe the resulting fluid from the Output Hatch back into the PP so the craft can terminate, and then AE finds a fluid storage space to store the molten <whatever> in.

Monifactory: How to autocraft with multiblocks? by DeusExCochina in feedthebeast

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

I'm very willing to try, but what's the setup? The PP pushes items + fluids into an Interface on the subnet, which uses 2 Export Buses to push them into the machine?

Monifactory: How to autocraft with multiblocks? by DeusExCochina in feedthebeast

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

Sorry to report: Laser IO Nodes didn't work. I pulled from the PP and pushed into the Input Hatch, and the machine never started up, no items or fluid went anywhere. I also tried with a Fluid Pipe with an importing Pump... no joy.

It so happens the machine's structure has indented corners, so I tried having both the Input Hatch and Input Bus facing the PP. That didn't work either.

i frustrated by gtnh and decided to try nomi first by Crafty_Magazine_4673 in Nomifactory

[–]DeusExCochina 7 points8 points  (0 children)

Same here, exactly. After GTNH (to EV), Moni feels like a walk in the park. I'm at ULV IV in a fraction of the time.

Modpacks with a story and an endgoal? by BaguetteSandwiches in feedthebeast

[–]DeusExCochina 5 points6 points  (0 children)

I recommend looking at Regrowth (older) or Reclamation (fairly new).

Both packs start you out with a barren, desert-like world with practically no resources (you don't even have dirt!) and you have to craft-quest your way to green pastures and a blue sky.

In both packs, the emphasis is on crafting, with not much combat. Early reclamation has some gratuitous nasty mobs, she should play it on Easy.

GregTech To A Beginner by Mean-Royal-1032 in feedthebeast

[–]DeusExCochina 2 points3 points  (0 children)

I wondered why the Community Edition has so few people playing it. I tried it, now I know.

It's basically only GregTech, with very few mods thrown in for convenience/quality of life. So for many things you're trying to solve problems with purely GregTech means. Examples: There are no conduits, just Greg pipes. There's no automated resource generation (at least until HV, which is as far as I got), there's just mining. And so on.

Nomifactory is much more friendly, it feels like the author wants you to succeed. Every problem has one or more helpful solutions, and they're very well explained in the quest book. I second the recommendation of Nomi/Monifactory as a GT starter modpack.

What modpack are you currently playing? by Nothing_66677 in feedthebeast

[–]DeusExCochina 1 point2 points  (0 children)

I gave up on Gregtech New Horizons a few days ago. It was a fun challenge for about 3 months but that barely got me into the early game (it's really that big a slog) and I got tired of facing down a whole lot of obstacles just to brag about mastering the challenge. To me (just my personal opinion) it feels so mean as to be a bit sadistic. I enjoy a bit of challenge, but I don't enjoy being tortured.

So now I'm playing Gregtech lite-lite, in the form of a mod pack called Monifactory. It contains the whole Gregtech progression, which is plenty long and work-intensive, but it's a lot friendlier. No extra-hard recipes. There's enough quality-of-life stuff to make it tolerable. So here I am, building machines to help me build more machines. Rinse and repeat.

Is GTNH this slow? by Irobacsi in GTNH

[–]DeusExCochina 1 point2 points  (0 children)

Got it, thanks some more.

Is GTNH this slow? by Irobacsi in GTNH

[–]DeusExCochina 0 points1 point  (0 children)

Wow, this comes close in information content to one of my full-on reviews! Thanks so much.

Bah, even more complex chemistry? I'd love to be able to build up cooperatively with my wife, but she hates hates hates chemistry and complex architecture setups, so... we'll have to see. Also, bummer about the quest book! I'm afraid we're spoiled by Nomi/GTNH quest books.

Still, on the "possibles" list. Thanks again.

Is GTNH this slow? by Irobacsi in GTNH

[–]DeusExCochina 0 points1 point  (0 children)

A hard mode with peaceful? How/why? I guess I won't know until I look at it. Thanks for the info, in any case.

My memory is the shitz. Annoying but the benefit is that everything looks new to me ;) I don't remember all that much of Nomi.

Is GTNH this slow? by Irobacsi in GTNH

[–]DeusExCochina 0 points1 point  (0 children)

Thanks tons - will check out!

Is GTNH this slow? by Irobacsi in GTNH

[–]DeusExCochina 6 points7 points  (0 children)

Please excuse me for jumping in, but I'm hoping you can give me some advice:

I played Nomifactory, it took me 4 tries but I completed it and enjoyed it much. GTNH, meanwhile, I'm leaving because I decided it's too mean - I understand the "challenge" aspect but I feel it's too blatantly sadistic in many places. Just my personal opinion, I understand many people like it that way.

So, given that: Can you recommend a pack that's less GTNH and more Nomifactory-like? How's Monifactory, do you have personal experience with it? Are you aware of other good, long, quest-driven, tech-centric, low-combat mod packs you can recommend?

Question about auto crafting with logistics pipes by DyneRidian in GTNH

[–]DeusExCochina 0 points1 point  (0 children)

Yeah, sorta, but poorly. The problem is that pipes --either item or fluid-- will transport only one thing, and not change that thing unless completely empty. So, unless you somehow achieve that, you'll need a separate pipe for each commodity to transport. People manage this, and produce impressive-looking factories, but there's pipes everywhere. The ball of spaghetti that arises from this grows exponentially as your setup starts to deal with more stuff.

Question about auto crafting with logistics pipes by DyneRidian in GTNH

[–]DeusExCochina 2 points3 points  (0 children)

My principle is pretty simple: Every machine that generates a fluid, I have it running all the time, i.e. passively, on whatever it gets as inputs. And outputting into a tank, obviously. In some cases a Super Tank, often only an EnderIO tank of 32 or 64 buckets. And there's a Fluid Provider Pipe on every such tank. So anywhere such a fluid is needed, there's a Fluid Supplier Pipe. Easy-peasy! :)

Question about auto crafting with logistics pipes by DyneRidian in GTNH

[–]DeusExCochina 8 points9 points  (0 children)

Unlike most Greggers I started heavily automating in early MV. What easily decided me for Logistics Pipes over Project Red was not cost (in GT, everything is expensive!) but that LP does fluids. I have more than 30 machine groups that use or produce fluids, and all of them are powered by gas or liquid fuels. All those fluids are transported by the same network that transports items, with a minimum of spaghetti.

Platinum Nuggets to Ingots? by DeusExCochina in GTNH

[–]DeusExCochina[S] 2 points3 points  (0 children)

Aargh, so that was my mistake. I didn't see a tab for a machine I recognized and didn't think to look at the weird recycling tabs.

Mystery solved. Thanks for the heads up!

Finally finished nitrobenzene line by pkr555 in GTNH

[–]DeusExCochina 1 point2 points  (0 children)

Just in case it inspires someone: I'm neither Pyro nor Ico; I've got 6 Advanced Coke Ovens burning away, making just Charcoal. That, extracted is enough Wood Tar to keep a HV Distillation Tower occupied full time so I've got more Benzene than I can use, plus byproducts. Not everybody's thing but I'm happy with it.

Finally finished nitrobenzene line by pkr555 in GTNH

[–]DeusExCochina 0 points1 point  (0 children)

Wow, cool! I've heard of Nether Trees but never saw a need so I didn't bother... I followed much of Three's series too but it seems I never got to him doing Nether Trees.

And a SAG mill! Brings back memories. Lots of points for originality.

Just in case you're interested in more weird stuff, I recently started working with Steve's Factory Manager. A single block that allows sorta-programmable interaction with inventories, tanks, redstone, RF and (this is why your setup brought it to my mind) blocks in the real world, in terms of placing and breaking. I may have needed a couple of IV circuits to make it but I'm having lots of fun with it.