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orematic, how to use? #2338

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csg1995 opened this issue May 10, 2018 · 6 comments
Open

orematic, how to use? #2338

csg1995 opened this issue May 10, 2018 · 6 comments

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@csg1995
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csg1995 commented May 10, 2018

the orematic mark 1 recipes need 4 fluids, oxygen, lubricant, gas, and water, but only has 3 fluid inputs, is it programed wrong or am I just overlooking where to input oxygen?, the mark 2 also has this problem needing 5 in but only having 4 slots, the mark 3 seems fine needing 6 in and having 6 slots

@Jandakast
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lubricant and gas should be optional inputs to speed up the process and use less power. We are exploring a better way of making this more obvious/easier to see.

@csg1995
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csg1995 commented May 12, 2018

I have gotten it working, but am unable to get it to use gas/lubricant, it seems that the recipe without them is taking priority.
Also it seems a bit slow at 20 seconds per item, it takes 21.5 min to run a stack through, while the crusher only takes about 4-5 seconds per item so a stack runs for 5.5 min

@artdude543
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@csg1995 it's not meant to be faster. It's more performant for the outputs. As it's based off Mekanism processing but gives players another way to get resources per ore. Without having to do all of Mekanism. The crusher will be getting a nerf at some point also. Timings are still being tweaked on the OreMatic but it will never be faster than other machines due to what you can do with it.

@Brettflan
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Brettflan commented May 16, 2018

OK, I may be missing something here, but how do you actually get power into the OreMatic Mk2? It doesn't have any energy input on it, unlike the Mk1 and Mk3.

EDIT:
Also, of course, it would be nice to have enough fluid inputs to be able to input both gasoline and lubricant. From my testing, fluid input hatches can only hold one type of fluid at a time. Please do correct me if there is some method I'm unaware of for getting both optional fluids in the OreMatic at the same time, alongside the required ones.

EDIT 2:
I went ahead and modified the JSON file for the Mk2 to add an energy input to the back, like the Mk1 and Mk3 have. That worked. Without having done that, it does give the "no valid recipe" message and doesn't work, but providing power this way makes it work as expected.

@artdude543
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  1. Energy input hatch is a bug and will be fixed.
  2. 8c318c9 changes how the fluid inputs work. Gasoline was only meant to be allowed for Mk3 so that's fixed meaning the tanks are again valid for recipes in Mk1/2

These fixes/changes will be apart of 3.0.8

artdude543 added a commit that referenced this issue May 16, 2018
@Brettflan
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Cool, thanks for the update.

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