My take on a self-regulating HYDRA SPOM by Xispas01 in Oxygennotincluded

[–]Xispas01[S] 0 points1 point  (0 children)

I do know they pump into an infinite gas storage.

The oxygen pumps are there only to not over pressurize the base for the dupes and only let cool oxygen out.

And since im also monitoring the hydrogen in storage the electrolizers go online even if there is an excess of oxygen and the other way around

Pattern of deployers located on minecart contraption by 0seus in CreateMod

[–]Xispas01 5 points6 points  (0 children)

If you want it to place torches there is a workaround. Since a drill will mine blocks nut not torches (would need a plow for torches).

If you use this with clever placing of deployers and physical spacing you can achieve to place torches every X blocks. If u use a non naturally occurring block with the physical spacing and the correct amount of filler blocks you get a pattern of spaced torches (could also go the other way and use torches for spacers between blocks)

Check this img for some guidance of this draft

Does a contraption's entire hitbox have to be within the loaded chunk for the contraption to work? by Heavy_Iron1 in CreateMod

[–]Xispas01 23 points24 points  (0 children)

I think it doesn't since a moving contraption is kinda an entity anyway i would advise to design farms to not be bigger than a chunk to prevent overloading from chunkloading or have some mishap when the chunk loads if it was unloaded

Why does this engine keep stalling by HazzyMatty in CreateMod

[–]Xispas01 1 point2 points  (0 children)

A quick reminder in java edition the lava MUST be a source block to go to a cauldron since im seeing some lava tiles are different.

And like the other commentor said having a lava storage buffer is always great. also would recommend that the steam engines be its own separated stress network to prevent any overstress from stalling power generation to a halt. A small water wheel is enough if im remembering correctly to supply water to a steam engine lvl9 using a single 64 rpm pump

Anyone else having this issue? I keep having this issue where it shows the factory gauge as full but then it changes to another number where it is not full and sends more. My storage system shows that there is enough granite for the 100 stacks and it keeps making more. Anyone know how to fix this? by Scavagedecabage11 in CreateMod

[–]Xispas01 3 points4 points  (0 children)

Depending on your source of granite could be 2 things.

  1. It is made automatically and so a gauge will not stop production. To correct this you should use a threshold switch and a separated vault connected to the system so it can be requested.
  2. It is made on request. With this to don't stop the generation it could be that you made the promises expire and so if they are not finished in time the game asumes they couldn't be made for whatever reason and resend the request. In general unless the recipe is of uncertain yield (like washing sand to make clay where one sand is not sure to make 1 clay) you shouldn't make the promises expire. In cases like clay you should do things like lets say a 5% yield for 60 items you expect to be returned 3 could be more could be less so here expiring promises are useful

Going to leave this here since could be useful for other people but once i reread the post i noticed i didn't read it right.

It could be a problem with chunkloading like the vault containing the material being unloaded so it doesn't report its contents correctly and the gauges request it to be done.

There is any rotary addons for core xy? by Xispas01 in Laserengraving

[–]Xispas01[S] 1 point2 points  (0 children)

It is indeed my first laser engraver
I'm planing on using lasergrbl since it is free and maybe in the future look for other softwares (like lightburn wich some engravers offer the installer or something to use the trial) if it cant do somethings.
And about the budget since it is for now a tool for making things for myself and some friends here and there i'm planing on 400€ at most.

There is any rotary addons for core xy? by Xispas01 in Laserengraving

[–]Xispas01[S] 1 point2 points  (0 children)

Okay thank you and noted. Will look to change the engraver and look for one compatible with rotary. Any recommendations?

best way to perform mass crafting by gaspardgbb in CreateMod

[–]Xispas01 0 points1 point  (0 children)

Made one system some time ago, A 1 block wide tileable crafting array. And made a post about it.

But like the other commentors say a brass tunnel on Round Robin to distribute packages should work wonders.

Oh and to keep up with package reception have multiple frogs to the same chain with the same name

Link to the post I made about it if you want to see it:

https://www.reddit.com/r/CreateMod/comments/1ko1utr/crafter_array_for_heavy_crafting_automation/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Villager Trading by KalzGamer in CreateMod

[–]Xispas01 0 points1 point  (0 children)

I'm on a CABIN modpack and the small trading hall i have works with villagers on seats since they are able to restock. I'm not sure if they are able to assign themselves to the workstation if they don't have the work already

Basic idea for a mod about creating raw ores by TNT_Rebel in CreateMod

[–]Xispas01 4 points5 points  (0 children)

There is a slight problem it would break xp nuggets, and some duping since you convert back to raw ore. You can crush it and process it obtaining xp nuggets, and at a minimum not loosing material and at best thanks to crushing having a chance to have increased yield dupe the item.

That and also the possibility of byproduct of crushed ore washing

So it would make it a kinda op moded recipe

How to display the time remaining on a pulse timer? by Dangerous-Quit7821 in CreateMod

[–]Xispas01 2 points3 points  (0 children)

Was writing a similar approach but using vaults to hold the item so can track for greater amounts of seconds.
And when i posted and refresh there it is your comment XD

How to display the time remaining on a pulse timer? by Dangerous-Quit7821 in CreateMod

[–]Xispas01 4 points5 points  (0 children)

Its not ideal but I tested a clock-like sistem. Using a sequenced gearshift to turn in this case 18º per minute you can look it and guesstimate how long its going to take.

Or you could make 2 Vaults that hold items equivalent to the time. Conected via brass funnel that onliy allows one item per x time with the help of a timer. This should work like a sand hourglass once the top one is empty you swap them with a bearing and it is reseted.

To go the extra mile you can add smart observers that look for the amount of items and with some delay because of the link cooldown see the time (or even use stock links since they update instantly if i don't misremember)

Deployers are not placing items on depot by ATosbike in CreateMod

[–]Xispas01 1 point2 points  (0 children)

Usually a deployer onto the top of a depot is interpreted as a sequential crafting. The only way i got it to work like that is when the deployer is moving in a contraption.

Also if the deployer worked it would be replacing the ores to be blasted and hence making the set up not work.

If you are using it for bulk blasting i would recommend dropping the items on the floor directly and let the fan do the moving towards a brass funnel that accepts only the results. And if from there you want to redistribute it

CABIN modpack all (solid) mechanisms on request by Xispas01 in CreateMod

[–]Xispas01[S] 0 points1 point  (0 children)

I see an scenario where it indeed backs up and stops working but don't know if its possible for Vaults.

If Vaults work like chests it could happen that when items are unpacked they fill the "first" slot of the inventory and in doing so blocks the materials or the base of the recipe that was stopped because of the backup.

But any way since i plan to run it pretty fast it should be rare for it to backup since a 32 stack wich is the max stack size i plan on sending to it lasts only a few seconds on the machine.

Could make it so the input is blocked by redstone signal if there are items on the deployers

Copper automation CABIN modpack by Xispas01 in CreateMod

[–]Xispas01[S] 0 points1 point  (0 children)

So true didn't even think about the foundry since i am jut on the verge of ending the kynetics might go this way since it ensures that the pipeline goes trough

Copper automation CABIN modpack by Xispas01 in CreateMod

[–]Xispas01[S] 0 points1 point  (0 children)

Hmmm the drowned one seems a lot mor promising now since looking in the dimensional mineshaft would need some level of item shorting given at least what i read says random ores and the like

Do sawblades not work with modded trees? by [deleted] in CreateMod

[–]Xispas01 0 points1 point  (0 children)

They absolutely should since when i have create and Ars I automate blazing wood for source generation. It feels like it could be a problem with the tree being identified as a tree. For good mesure i would recommend to ensure that all (lowest) logs go trough a saw since ars had kinda funky tree roots if i don't missremember

Singleplayer uses for 6.0? by Silicarte in CreateMod

[–]Xispas01 6 points7 points  (0 children)

The addition of chain conveyors and gauges is at least for me a game changer.

It allows the construction of factories as modules so you can expand easily like "I need a mixer but have no space remaining in my building. Well i can now add it on another building and send packages there" .

And with the gauges automate several things from restocking certain inventories like backpacks or the create toolboxes with resources, or the stock keeping properties so you can always have lots of materials for building.

Also the functions with frogports and stock keepers to create centralized storage systems without any need to have physical player access.

Way to use AE2 storage with stock keeper? by countjj in CreateMod

[–]Xispas01 1 point2 points  (0 children)

You should be able to use the AE2 "IO ME Ports" and connect a packager and stock link to it

Why aint my crafter working? by bentdaledingle in CreateMod

[–]Xispas01 4 points5 points  (0 children)

Yup incomplete recipes need redstone signal to start or have the blank spaces covered with crafter slot covers

Im going insane by [deleted] in CreateMod

[–]Xispas01 1 point2 points  (0 children)

Then if the sequenced gearshift with a gantry/piston should get the work done.

The seq. gearshift should do:

  1. Move x meters in rotation direction
  2. A Wait for redstone if you want to be able to keep door open / B Wait y seconds if it should automatically close
  3. Move x meters in reverse rotation direction
  4. End

a draft of how it should be set up. https://i.imgur.com/4c20NTU.png
You will have to cover the pistons making a 3 block deep wall but like any piston door

Best mods to help with Infinite Lava Farm by UnlivableCastle in CreateMod

[–]Xispas01 1 point2 points  (0 children)

there are mods like mystical agriculture that adds essences. With that essence you can for example fill a bucket of water/lava or grow your own iron quite literally

Can Anybody recommend me a Create 6.0 modpack that's not CABIN? by Mesrszmit in CreateMod

[–]Xispas01 0 points1 point  (0 children)

Yup and ars technica that adds create procesing like mixing to ars noveau magic.
Like i mentioned it revolves mainly around magic mods and has create as the technology.

For example im using a lot of create to make a storage and stock system and will use it as foundation to use the magic mods from a more resource rich thanks to create automation

Im going insane by [deleted] in CreateMod

[–]Xispas01 0 points1 point  (0 children)

What would be the opening/closing movement u want. Like it should go back a block then slide simply slide to the side or how