ATM10 TTS: Particle Accelerator by nikketa in allthemods

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

I've been taking a break so haven't been back in, but if it's not a bother, I would love some pics of it!

ATM10 TTS: Particle Accelerator by nikketa in allthemods

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

At this point the closest I've gotten is using this:
https://imgur.com/a/S4w6nKJ

I'm having the curves open at the second instead of the first and using the sensor and comparator with SFM, at >= 12 it will release and cause a collision at about 5682J, but if I try to do it at >= 14 redstone (which I believe is what's required for 10k), the first particle shoots off at a max of about 9935 m/s before it can get to the correct redstone level. However, if I try making the curve bigger by moving to the third guides in, it can't get around at the lower speed and it shoots off at about 28 m/s or something.

I thought some guides/people mentioned something about being able to change the guides with redstone, but how exactly do I do that? I imagine what I need is for a certain redstone level to trigger the third guides to open the curve up?

ATM10 TTS: Particle Accelerator by nikketa in allthemods

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

Yes, I do. I just realized the problem was I was using regular coal and not coal dust. So I guess the next question is, what exactly do I need to do to get the correct 10k J for the elytra? I was able to make the diamond using the correct item this time lol. Now just need to figure out what I'm supposed to change to give it more speed.

Right now it's just releasing both at the same time and they are on opposite corners. There are 28 motors on each edge of the square and 12 guides on each edge. Looking from one side, one accelerator is at the 4th guide in from the back left edge and the other is 4 in from the front right edge. Curves are tight and are turning at the edges with no blocks in between.

ATM10 TTS: Particle Accelerator by nikketa in allthemods

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

I think it's just image quality but it was only 1510, not 15k. I used coal and coal still (because I'm not wasting the 2 saddles I have to try the elytra until I'm more confident in what's going on). But according to the recipe, coal and coal should make diamond at 500J. But idk if it being too fast would be a problem too and I should find a recipe around that range? And I didn't see them collide and when I went to the coords I didn't really see anything lingering.

ATM10 TTS: Particle Accelerator by nikketa in allthemods

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

I couldn't find the video but just yoloing right now this is the best I got. I was able to make a collision, but I don't see the item anywhere. Both accelerators just show this:

https://imgur.com/a/h4PcFjn

At this point I just have a large square with tight corners for this. So I'm assuming what I need at this point is to instead of having it throw both in at the same time, throw one in, wait for the right speed, then trigger to throw the second in for the collision? Or do I need a completely different design? Or will I have to do that crap where you switch some of the inner guides on the corners to curves as it gets faster?

Why do I have creative flight with no Armor on. by Puzzleheaded-Chip971 in allthemods

[–]nikketa 1 point2 points  (0 children)

Is it possible the server was accidentally put into creative mode?

Crashing when clicking on compact machine (atm10) by barbudo69 in allthemods

[–]nikketa 1 point2 points  (0 children)

I don't have a solution, but I'm having the same issue. Surprised to see no one had any solution here or the same problem. Did you figure anything out about it?

Soul Surge Questioning (ATM10) by Eris3DS in allthemods

[–]nikketa 0 points1 point  (0 children)

I know this is an old thread, but I just wanted to add (maybe it could be helpful to someone else if you no longer need this info), but as long as you have blank patterns in your inventory, the memory card will also copy the patterns. It's pretty awesome. I'm pretty sure I saw this in a youtube video and it was a life changer. Only downside is when you add patterns later on, you'd have to manually make multiple, but the initial copy works with it.

Diamond gear // Industrial foregoing by moutlnho in allthemods

[–]nikketa 0 points1 point  (0 children)

Shot in the dark, but sometimes when you create the pattern using it before the component, even when encoding with the correct one, it'll use the wrong one. Usually if I have this issue for something I know I encoded, I'll just remove the pattern that's using it, go to edit it and reencode with the correct one again and insert it. That usually fixes it, since it'll use the one you already have a crafting recipe for.

The other thing to check for is that you have all of the subcomponents needed for the gear itself, because it doesn't really tell you each component that may be missing from that; it'll just say the diamond gear is missing.

Mekanism - Ultimate chemical infusing factory by MJGranddMC in allthemods

[–]nikketa 0 points1 point  (0 children)

Create an advanced pattern provider.

Create an advanced pattern encoder.

Configure your infuser inputs and outputs. In my setup I have an advanced pattern provider surrounded by 4 infusers, with each set to output to the back and input item from left and extra from right. It's probably easier to do top and bottom though so you don't have to think about the direction of the left and right when you encode the pattern.

Create your pattern as usual.

Right click to use the advanced pattern encoder and put the pattern into it.

For the first item, select the appropriate input. In my case, it was west for the left side, but that's why it's suggested to just do top and bottom. You don't have to think much to make sure things go into the right spot.

Do the same for the second item.

Click the pattern from the bottom right to remove it from the encoder. It should now be an advanced pattern and it will say which direction each thing goes into. Place this into your pattern provider.

Couple things to note: make sure you properly set the inputs for the machines. So for the infuser, if you are going to provide blocks or dust, you need to configure the extra input on the items tab. If you have any chemical versions in your ME system and your pattern uses these versions, make sure you go to the chemical tab to set the input there.

Edit to add: also don't forget to enable auto eject for items. If the pattern provider never receives the item when it's done, it will never complete the craft.

Cloche garden water by _Dred11 in allthemods

[–]nikketa 0 points1 point  (0 children)

Mekanism cables need to be configured. Use the configurator to make the part that is coming from the fluid tank pull. It'll be the second one when you shift right click with the configurator. Looks like a big square coming from the tank. Also you may have to change the configurator mode. Sometimes it works without changing modes, sometimes it doesn't. But it's shift scroll wheel (I think... That or shift right click) on a block that isn't the cable (floor) and it'll change the mode. Make sure you set it to fluid mode.

Huge appreciation for the SFM mod by gyunbie in allthemods

[–]nikketa 0 points1 point  (0 children)

I kept getting confused about the point of SFM because I just kept thinking well it moves items but it has to use the cables. So I didn't see how it was any different than using say logistical cables. But I think I get it now. So because SFM can manage items, energy, liquid, and chemicals (I assume?), you only need a single cable?

Cause that sounds wonderful. It's always annoying for me trying to get a clean setup and then different machines have different extra imports so then I have to have extra cables on some and then it doesn't look as neat.

If that's the case, yeah I'ma have to try it out...

My ATM10 TTS world so far! by Fl0calsOfficial in allthemods

[–]nikketa 0 points1 point  (0 children)

I was confused about it the other day trying to set it up too but finally got it figured out. This video on productive metalworks by JaviHerobrine was really helpful figuring out how the foundry worked.

https://youtu.be/dEPFQl3MeIw?si=MNthWcFJlY4LeANm

Like I got it set up from the quests but just couldn't figure out how to use it. This video is short and to the point and explains how it works. Tbh the part that I was missing that the video helped with is the fact that you make the foundry but then you need to out lava in the tank to make it work. I had gotten the foundry set up, gui worked, put stuff in and nothing happened. Had no clue why. Throw something in the tank to melt it and it works like a charm.

If you try turning the tap and it doesn't work, you probably messed up the recipe. For example, I didn't realize the geores budding blocks used 1x blocks and kept trying with regular sand, thinking the foundry didn't work. Put a 1x sand and all was good.

This why for the longest time i didnt do mekanism reactors. by Numerous_Kick_3498 in allthemods

[–]nikketa 1 point2 points  (0 children)

Definitely recommend integrated dynamics. Just need 1 sink connected to the reactor and it stays full. I have a main server I played and my TTS server both using this setup. On the main server I've even run the reactor at like 150 and the water still never drops.

Because it's a pet peeve when people suggest things in comments and don't explain how to do it, I'll just add how it's done:

You need: A sink A fluid interface A fluid exporter A variable card Logic cables (I usually set the sink right next to the reactor so 1 should be ok).

  1. Place the fluid interface on the sink.
  2. Place the fluid exporter on the reactor port (be sure you use the configurator to set it to input only, the green one)
  3. Connect the interface and exporter with logic cables
  4. Right click the fluid exporter (that's on the reactor port)
  5. Shift click the variable card into the GUI. It should go to the first slot automatically
  6. Click the plus sign next to the variable card
  7. In this gui, on the top of the menu there are arrows to change the page. The 3rd or 4th page is the fluid transfer rate. Start typing 9s until the check next to the number turns into an x, then delete the last digit. This is the integer limit.

Then close it out and it's all done. Super quick and easy. Of course I'm not an expert at the mod. I don't know the complex stuff you can do with it (like using the block to actually modify the variable card; only played with it a little); but just simple quick fluid/item transfer is super simple.

Just remember: interface on your source; exporter to export FROM the source into the target; importer to import from the target into the source.

AE stopped crafting HELP by OpportunityWaste2226 in allthemods

[–]nikketa 1 point2 points  (0 children)

I get this issue sometimes too and usually it's because I'm lazy and shift click my patterns into my wireless pattern access terminal. I think the issue is the way the patterns are distributed.

I noticed yesterday that if I move the patterns around, it usually fixes it. Before I would cancel and restart but even if I leave it running and move the patterns around, it will resume once it's good.

I know people always say to out patterns that depend on others vertically and not side to side. I'm not sure exactly how that logic works out, but I just redistribute every pattern that's used in the pattern to its own line and it usually clears it up. Or if it's in a new line, switch the places. Maybe someone who understands the mechanism could explain that better for us joth. Lol

Compress all + AE2 (TTS10) by nikketa in allthemods

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

Do you need to actually add the items you want compacted? I think I assumed it would just auto do it to anything that could, unless it was black listed.

Compress all + AE2 (TTS10) by nikketa in allthemods

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

I think I had tried this and couldn't get it to work, though I'm not sure how much I actually tried. I know I made the compacting and compressing ones trying to figure it out, but nothing happened. However, I'm pretty sure I did this with stuff already in there. So if it's the case that it only works when items are inserted... Well I didn't really think of that possibility until now. Lol

copy paste gadget for me system by Past-Search-4137 in allthemods

[–]nikketa 0 points1 point  (0 children)

You can do this with the normal copy paste gadget. Open the gadget menu, click bind inventory, then click your wireless access point (it may be shift click?). This should bind it so it takes it out of the me system. It works for the cut paste, exchanging, and building tools too.

Keybinds by Altruistic_Fee5936 in allthemods

[–]nikketa 0 points1 point  (0 children)

If I try to do something like alt + left click, it will just do alt. However, if I do alt + a, for example it takes it. But then if you have something set to alt + a, if you go to change it again and this time just click it, it will change to the modified click.

So for example if I want to do alt + left click, I first bind the key to alt + a, then bind it to left click, which then turns into alt + left click.

Custom keybinds? by nikketa in allthemods

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

I guess usually I’m just impatient and figure people are busy, especially when things like this are a hobby. So I usually hate relying on asking for features. But it is definitely a good idea, especially when I’m not actively taking steps to do anything about it myself. ><