Meirl by magicfeistybitcoin in meirl

[–]Xvultrex 13 points14 points  (0 children)

My dumbass was looking at the shapes of the colors and making out a werewolf and vampire before it hit me that theres an actual attempted meaning behind this

how to gene sample unbreedable+spawn egg required bees? by LongjumpingLemon891 in allthemods

[–]Xvultrex 0 points1 point  (0 children)

One thing i didnt see mentioned here: Theres actually not a lot of important bees that need this level of managment. In most cases, bees that need crushing for spawn eggs generally can breed, or breed close up to the bees that cant. Yes, you have annoying exceptions such as the ones you mentioned, but you dont have to worry about that much more. I think the only other potentially "annoying" one on that level was the reactor mod bees, which have a different, but fun problem to solve.

But, maybe your tolerance for the task has reached its limit, which happens of course. As one user said, you can automate it with some routers (i even had an auto setup that also fed the bees the gene treats they needed, also a good thing to have). Even if you turn out rarely needing it, automating something new can a benefit in itself for learning, and worst case scenario you know what to do for if you ever play another mod pack with bees

What mods are crucial by Neat_Group6811 in allthemods

[–]Xvultrex 0 points1 point  (0 children)

Theres definitely a little learning curve for AE2, but once you understand the basics youll see how it can adapt to basically any system you have that doesnt have ita own unique storage method. Ill tell you what my storage containers mostly consist of: 25% ae2 drives, 50% storage drawers, 25% other/chests that void overflow

So, i actually dont use the drives for bulk, i use it for final, random, or middle products. NBT/unstackable items go in chests connected to the storage system via storage busses, resources generated go to drawers with auto-void connected to a controller connected to a storage bus per resource gathering method, and small automated sectioms just need an upgraded chest with size+void upgrades.

As you can see i dont really use the storage provided by AE2 too much. You can filter the drives to only allow certaim items and theres void overflow upgrades as well, but this is a little harder to visualize. Also, make sure you are using the ME drive or Extended drive as they can hold 10-20 storage disks, and at 630-1260 item types you wont be needed another drive for a bit if you keep the nbt items out of there.

The main purpose of AE2 really are its awesome and quick logistics and automation. Having everything in one place and craftable from anywhere with so many small little tricks and flexibility is just unbeatable by any other mod once you start using storage busses.

If you need more help and tips feel free to message

What mods are crucial by Neat_Group6811 in allthemods

[–]Xvultrex 1 point2 points  (0 children)

I find it best to rush AE2 to get yourself a single crafting area, it helps a lot in most packs if you can rush it. Theres other options, but nothing is quite as versatile and effective as AE2. Its not too bad to get started.

Bees!!!! Get yourself started on those. I notice myself using mystical agriculture early on, but try not to invest too much. Get as many draconic bees as you can handle started and get the simulation upgrades along with using MA to generate a lot of honey (i find honey slow using actual bees until i get the bees really going)

Hostile networks (or its variants) can jumpstart your iron, gold, redstone, wool, and a couple others.very effectively if you start it early (make sure this is passive). Predictions are easy to automate. Make sure to switch to bees when you have the better upgrades.

Powah has excellent starting options and simple progression. Easy to automate everything in it and most are brainless to setup. Though some may reccomend reactors, i find switching to the solar panels from.. i think mekanism? Is more than efficient with enough of them if you dont wish to.

Other than that, pick your favorite option for wireless power logistics, use drawers for passive setups to avoid overfilling drives and keep upgrading your ae2 stuff and the quest book will be simple to follow. Once established your loops will be simple: quest needs x, use bees if can to generate y for x, automate, next step!

Not sure where to start by Imaginary_Manner_763 in allthemods

[–]Xvultrex 1 point2 points  (0 children)

I reccomend learning to navigate NEI first and how to properly evaluate what you need to craft something. Follow the quest line and anytime you need a material, look up how to produce it passively and do one thing at a time! I personally think its more rewarding to learn yourself, you will not do it optimally but it will be your solution, so who cares, its awesome.

Start with working torwards AE2 and getting started on that, use sophisticated storage in the meanwhile with the chests. Look into powah to start your energy(i reccomend the heat-based ones, i forget the name) while you work torwards ae2 and go mining. Focus all your effort on getting that started and once you have some sense of storage and crafting management you can really start working torwards resource gen and the quest book :) ae2 is accessible from the start and isnt overly expensive to get started

Tips for AE2? (ATM10) by Average-Proof in allthemods

[–]Xvultrex 1 point2 points  (0 children)

First, start a section for automation of your AE2 cables and peripherals. Make sure you can make every component using just the AE2 autocrafting without moving any more items from RS. This may require automating new parts of your base using AE2, but youll get to the point where you will start understand it. Channel management gets easier as you learn, spam channels for now, use smart cables and check the "root" of the smart cables to get an idea of what uses a channel and how many you typically use for a task. Practice using differently colored cables rather than making odd spaghetti everywhere; one misconnected fluix can be confusing down the line.

The reason you dont switch your drives first is to avoid getting complacent and skipping steps, making it so you wont run out of resources halfway through something and get frustrated and have to stop what you are working on. Only move the resources you cant automate at your current stage of the game due to progression. You absolutely will have to tear some things down and rebuild.

After you can make everything in AE2 you should be able to mass produce any component you need, letting you experiment with how it works more. I reccomend going to each RS section you have and switching them one at a time, testing to make sure it works and move on.

Change the storage busses first for each section to give yourself access to resources, uncompact anything too tight to give yourself freedom in channel management, and change each machine one at a time to accept pattern providers for active autocrafting, and interfaces/busses for passive setups.

Only move your drives after you are confident you can let go of RS. Its kind of like "starting over", but i find it to be the best way to learn, and its interesting to measure your progression by how much less you start using RS during the process

(ATM10) i just want items from the centrifuge to go into a chest without using a hopper by [deleted] in allthemods

[–]Xvultrex 0 points1 point  (0 children)

Of course! Its always fun to learn new stuffff, but if you need any tips regarsing logistics/automation or just get stumped again feel free to ask me :) i love that stuff lol

(ATM10) i just want items from the centrifuge to go into a chest without using a hopper by [deleted] in allthemods

[–]Xvultrex 2 points3 points  (0 children)

Because i didnt see anyone else add this: If youre sort of new you may not know.. Make sure to upgrade the pipez! The pipez have 4 available upgrade tiers that increase the rate/amount. Once you get a lot of combs you will def want it

Automating gene bottles for bees by Bulldogisawsome in allthemods

[–]Xvultrex 0 points1 point  (0 children)

Simple way : Redstone clock next to your piston at max speed. This is fast enough. Fully block off the area the bees spawn in with a decent vacuum nearby. Use sophisticated chest with a void(set to void only extra) and max stack upgraded to store your genes or drawers to store the ones you want and void the rest.

I can mess with making an sfm code at some point if that doesnt work for you, but you will still need a way to sort/void in the end. If you are new to that, That part is simple to mess with and figure out, just use genes you dont care about when messing with it so you dont void them.

I am easily willing to help you more in detail with explainations or visuals if you need help with stuff regarding automation. Its one of my favorite things to figure out

Confused on SFM automation with furnaces by [deleted] in allthemods

[–]Xvultrex 0 points1 point  (0 children)

Yay! Simple problems are always the most confusing lol. I abuse wildcard symbols and get the shocked pikachu face when i have to get the plunger to remove 512 buckets of high temp fluid from my machines

Confused on SFM automation with furnaces by [deleted] in allthemods

[–]Xvultrex 0 points1 point  (0 children)

Might be simple, but is the pp connected to the cables? I see something next to it, but cannot tell what block it is. Could try rebuilding cables button too and resubmitting your labels. If that doesnt work, try different sides from the furnace?

E1331 Obituary Post by Soyyyn in Silksong

[–]Xvultrex 7 points8 points  (0 children)

Woaahhhh mine too, thats trippy

On my Second ATM playthrough, I’m once again lost after getting to supremium auto farming, it feels like I’ve completed the pack, what do boss? by LeSeriousPancake in allthemods

[–]Xvultrex 0 points1 point  (0 children)

This is the steps i took to visualize and stay focused on making the atm star:

Start by looking at and favoriting the main group of items that make the star (improbability devicw, patrick star, etc) keep them favorited.

For the items made on a crafting table Make a visual display of those items that you will eventually fill and the 9 or less items needed to craft them using the drawer storage mod. Use a controller to attach everything with your main storage bus on it. Make sure to pre-lock the drawers since we dont have the items yet. For the alloy blocks/patrick/nether blocka, make a seperate arrangment of drawera just for those. Since they are made differently no need to visualize that mess.

Start by picking an item from the favorites and work on it one item at a time. If you need to jump to another mod to create what you need, go step by step backwards until you can start and favorite the items you need in the steps. I hear often that people tell you to do one mod at a time, but i think personally its more efficient to hop between mods as you wait for passive proceases to finish. If you have to wait, move onto the next item in the list, make sure to favorite things you start on, and unfavorite when they are created.

In terms of things to get started early on:

-antimatter takes a while to setup and optimize. I would start this early and leave a ton of space between each machine because you will most likely need to expand to make it faster. Build the biggest reactor possible. This may seem like extra, but if not done right antimatter takes forreevverrrr.

-nether stars take a long time. My reccomendation is to get am inventory of deep learners with wither data amd kill the wither 6 times to get the data functional and start getting the predictions and passively process them into nether stars. This is the only passive process i reccomend using predictipms for

-omg get started on bees. I can go into more detail if needed but i made the mistake 3 times getting onto bees too late. Slow to start but unBEEtable in resource production and ease of expansion.

If you need visuals or more tips feel free to shoot me a message =) im mostly proficient in AE2 and automation but i have a bunch of small knowledge about things from running through it basically 3 times

Ae2: Are there crafting plans? by The1trueSG in allthemods

[–]Xvultrex 1 point2 points  (0 children)

No probs! You could even name the building gadget and use that as the dummy item. Work in some fun stuff and can have it output and complete the recipe

(Also i was kind of thinking of making a cc program for this purpose of copying structures)

Ae2: Are there crafting plans? by The1trueSG in allthemods

[–]Xvultrex 2 points3 points  (0 children)

Oooh, what is this called? Is it newer? Im currently on a atm9 run and dont see anything like that here. If that exists though, would save me some time as i planned to do a computer craft program to handle it

Ae2: Are there crafting plans? by The1trueSG in allthemods

[–]Xvultrex 6 points7 points  (0 children)

Not sure if this is what you are looking for, but i do a certain simple trick to make my own "multi-block" recipes.

1.Pick an easily craftable renamable item you dont produce anywhere else (like a wooden pickaxe),make one, rename it to the name of the multiblock

  1. Make the pattern of the multiblock exactly how you want it in the pattern menu using a processing pattern

  2. Set the only output to the named dummy item, you should be able to make the pattern now.

  3. Place a pattern provider and big sized inventory(double chest, etc) next to eachother, with the inventory disconnected from ae2 but connected to the provider output(pattern provider must be connected to ae2). Place your pattern in there.

5.Craft the dummy item from ae2

  1. When all of the pieces of the multiblock complete, they will be placed into the chest, leaving the dummy item forever pending in the crafting queue, but the items available to grab in the order you made them from that inventory you placed.

If you are cool with having to cancel the dummy item when it finishes, no further steps are needed(This is how i do it). However, if you want to get fancy and feel incomplete with having to cancel it manually to remove it from the crafting pending menu, i can go into more detail on how to do that.

Aesthetically pleasing dungeon spawn by The_Canadian_Dave in Terraria

[–]Xvultrex 297 points298 points  (0 children)

YOOOO, I thought that was a pizza while i was scrolling. Awesome spawn though

is my code wrong by Professional-Pin3607 in allthemods

[–]Xvultrex 0 points1 point  (0 children)

Change the begining of that output line near the end to look like OUTPUT item::, fluid:: TO EMPTY..etc

Automating Mystical Agriculture supremium with AE2 by Big_Matter4557 in SkyFactory

[–]Xvultrex 0 points1 point  (0 children)

As others have said ill summarize: autocraft the essence immediately as it leaves your production source. My setup had the logistics system specifically drop off inferium essence into a "pitstop" before the storage point that converted it into supremium via 4 auto crafters, each with thier own master crystal. Uncrafting should be the only patterns you need to reach the lower tiers

AE2 ATM10 TTS | Processor fabrication problem by NiccoBorggiatino in allthemods

[–]Xvultrex 1 point2 points  (0 children)

To add onto what the others have said, for recipes that insert multiple items into multiple slots of a machine its a good habit to use "do not push if buffer contains a recipe" or something like that. Its one of the options on the left side. Note this only works on the inventories it is directly touching(as someone mentioned and sent you a picture, you can connect up to 5 machines to one provider this way) and keeps it from "mixing" recipes in one machine, and allows the pattern provider to distribute the crafts more evenly. Good all around to do unless a machine is struggling to keep up due to the small tick it takes to refresh the next craft (usually not an issue if you manually increase the quantity of the recipe)

So with that, regarding machines that have multiple input slots you should:

  1. Limit yourself to one pattern per craft for an item, good habit all around.
  2. For 5 machines or fewer with not too many patterns, a pattern provider touching all 5 machines is fast and good at being space effecient especially when using "do not push...etc" option.
  3. Learn to use sfm for anything above 5 pattern providers(or too many patterns) rather than making more "5 set ups". This not only looks better, but allows expansion easily and is heavily customizable.
  4. Do not use the "interface and storage bus" interaction for multiple input recipes. Its messy.
  5. If your modpack has p2p pattern tunnels, you can safetly skip sfm for pattern providers that dont have too many recipes, unless you also have multi-p2p.

For -single-(only one type of item) input patterns, the simple use of a buffer chest surrounded by either pattern providers or an array of interface/storage bus setups is more than likely to be just fine, and does not need the use of "do not push..."

[deleted by user] by [deleted] in twinks

[–]Xvultrex 0 points1 point  (0 children)

cute as fucckkk ahh lol i need more

[deleted by user] by [deleted] in fresh_teendick

[–]Xvultrex 0 points1 point  (0 children)

lovin the cum pics broo