3/20/2024 0 Comments Slime rancher mod 1.12.2![]() ![]() The redstone torch icon will change redstone functionality (always on, only with signal, only without signal). This will factor into account any and all range upgrades, as well as any other factors that might change this, so what you see is what will be affected by the machine if it were to turn on at that time. Click it, and it turns into a slimeball, and you can then see exactly what area it will operate in. You remember that 'Precision Sledgehammer'? Yea, not necessary, that's what this little button does. That circle icon is really awesome, and a huge upgrade from the way MFR did things. So if you have an adjacent pipe that you just can't seem to get to not connect, you can simply disable that side's ability to push into the machine, and won't have functionality issues. You can manually configure precisely which things can be moved into/out of which side for each discreet resource produced or required by the machine! So, say, you want power and items coming from the bottom, and fluids piped out the side? You can do that.Īs a note, these machines do not automatically 'push' or 'pull' like Thermal Expansion machines can, you will still need some method of pulling or pushing items to them (hopper, ducts with servos, etc.), however you can fine-tune which sides will permit this to happen. Clicking on it will bring up an interesting interface that looks very suspiciously like a sided interface selection, because that is precisely what it is. I want to discuss these with you because it is an often overlooked but very powerful system.Īs you mouse over those colored boxes, you'll see different parts of the GUI highlight, indicating a correlation between them. Below the power/item/fluid area are a series of boxes, a circle, and a redstone torch icon. And on the far right are four upgrade slots. You'll also notice that you can see your equipment in this GUI over by your inventory as well. ![]() If it requires power, you'll see that on the left, then likely some item and/or fluid slots, depending on the machine. When you open up a given machine, odds are it's gonna look rather complex. Okay, so before we start on about what machines do, I'm going to want to go over some standard practices for the GUI, which is a significant improvement over how MFR handled things. Fairly straightforward once you understand the logic behind it. Not trivial, but not excessively complex. Pumping Tiny Dry Rubber out of the Latex Processing Unit to an auto-crafter.Pumping water and power into the Latex Processing unit.Pumping the latex out of the extractors into the Latex Processing Unit.Automated method of placing said logs in front of the extractors, using any number of methods depending on what mods are available.So the logic process for an automated latex factory (let's not make those sorts of jokes, eh?) is as follows: Yes, you can have multiple extractors on the same log, no you won't get any more latex out of said log, you just collect it faster. And you get the latex by placing a wood log in front of a Tree Fluid Extractor. You get tiny dry rubber by pumping latex (fluid) and water into a Latex Processing Unit (which also requires power). You get dry rubber by crafting nine tiny dry rubber. So, let's go over how to do that so we can all enjoy what this mod has to offer.įirst off, making plastic requires you to smelt a dry rubber. And unlike in a different mod which requires treetapping to get sticky resin to turn into rubber, or MFR's rubber trees simply dropping rubber as you chop logs, there's actually a somewhat involved process in obtaining this substance with multiple steps and multiple machines involved. In fact, the only two machines that don't need plastic are the two required to produce it. ![]() Plastic is a material which is required for virtually every machine in this mod. ![]()
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