Automating the Powah Energizing Orb with the Create Packaging System
https://lemmy.world/post/41852574
Automating the Powah Energizing Orb with the Create Packaging System - Lemmy.World
I’m currently playing through Stoneblock 4, and as I hadn’t used the
Post-Production yet, I decided to try to use Create in place of AE2 for
storage/autocrafting. This presents some obstacles, of course. An obvious one is
the Energizing Orb from Powah. It did end up being fairly simple, but since the
solution wasn’t immediately obvious I googled to see if anybody had already done
this. I quickly found this video [https://www.youtube.com/watch?v=gC0nKuGMa4Q]
with a promising title. Watching revealed a couple obvious reasons that setup
wouldn’t work for me (or likely most) though.
- It only makes energized steel, requiring a new orb (difficult to make early in
sb4) and custom setup PER RECIPE - It relies on timing (no thanks)
So I had a stab at it myself. The intake frogport (Energizer) is sitting on an
inventory access port (no packager) just to extend that bit of the vault. That
vault needs to receive packages, not items.
[https://lemmy.world/pictrs/image/66626303-607a-4972-bba7-95192757df28.png]
Then, attach a re-packager to that intake vault, place a lever on the back (or
top) of the re-packager, and activate the lever so that the re-packager is
always powered. Below the re-packager, place a SMART chute. It needs to be
lockable, which a regular chute is not. Place a chute (can be regular or smart)
two blocks below and one block in front of the smart chute. Place the orb on top
of the bottom chute. Attach a packager to the side of the orb beneath the top
(smart) chute. So far, the entire recipe will be inserted into the orb
simultaneously. Now to keep anything else from going in while something is in
process. Attach a threshold switch to the top of the orb, and rotate it so that
one of the 2 output sides is facing the smart chute (the other will be facing
away from it).
[https://lemmy.world/pictrs/image/0e009f9b-0f62-4cf1-9861-004442236777.png]
[https://lemmy.world/pictrs/image/9143fd69-caca-46f7-a622-8597ac836145.png]
Now set the threshold switch to output a signal if there’s ANYTHING in the orb
(minimum item count 1)
[https://lemmy.world/pictrs/image/52b67d6a-42b4-4d7e-a8e4-1fe9b8639fd0.png]
Now just get your rods set up and powered per usual, and set any gauges to send
the ingredients to whatever you named your input frogport.
[https://lemmy.world/pictrs/image/2b7964f2-a1bd-4d6a-a7fb-7c1a89a5b777.png]
In case anyone comes across this in the future, it turns out that Applied Flux will NOT convert AE to FE as I originally thought. It essentially turns power into another “item” that your ME network can handle. It’s nice as an alternative to using Flux Networks everywhere again, but it can’t accomplish my original goal.
FTB Evolution with no FE generation
https://lemmy.world/post/28491818

FTB Evolution with no FE generation - Lemmy.World
The combination of Ars Énergistique and Applied Flux should make it possible to
power everything with source either directly or through conversion (whether or
not it’s practical remains to be seen). I’m currently on a version from before
create was updated and won’t be updating the pack unless Ars Creo is compatible
as well.

Stacked rail lines - Lemmy.World
A while ago @[email protected] and I had a discussion on here about dual level
rails. There was a problem with them that milkisklim eventually commented their
solution to, but I didn’t want to go that route. I settled on a single level LHD
network for a “skyway” but wanted to find a solution I liked for stacked lines
to use for local networks. It can still be difficult to tell from above which
way is which with the railed version, and the trains will clip through the beams
a little, but if it works well for me I have tweaks in mind before I use it too
much.

Rail design trouble - Lemmy.World
I’m just starting to design my first rail system(LHD), and I’ve encountered some
issues while trying to design an intersection.
First, I couldn’t figure out how to make a curve without first attaching to an
existing rail which is problematic since nothing in the BP designer can connect
with anything outside of it. I got around that by making a BP of just a single
curve (after deleting the connecting piece).
The bug where the designer’s bounding box doesn’t visually match was easy to
work around once I figured out what was happening. Hopefully the finished
blueprint isn’t cut off.
Apparently signals can’t be placed on the ends of tracks. Being unable to attach
more rails to these curves inside of the designer means that I have nowhere that
the game will allow me to place signals.
Is there a way to make a more complete BP for intersections, or will they be
mostly manual each time?
Edit: realized after I posted that the left and bottom curves are going to the
wrong side. Glad I noticed before trying to use it.

So much for that "massive area" - Lemmy.World
I chose this area because I thought that I’d have room to automate all the super
early game mats and build my space elevator. Now I’m not so sure. Right now I
have iron plates, iron rods, screws, wire, cable, and concrete automated with
smelters ready to set up copper sheets the next time I play.
Is there a community for posting about corporate dishonesty?
https://lemmy.world/post/19479003
Is there a community for posting about corporate dishonesty? - Lemmy.World
I was at a US grocery chain today and came across some…misleading price tags. I
took a couple pictures intending to post them to Lemmy before going to bed, but
I don’t know which community would be appropriate for such a thing. The closest
I could think of is A Boring Dystopia, but it doesn’t seem quite right there.