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5:28 AM
 
 
1 hour later…
6:38 AM
@Unionhawk Good thing @Yuuki doesn't live here.
 
 
7 hours later…
1:53 PM
What in buildcraft allows you to interrupt an energy pipe using a redstone signal, should you desire to not allow power to go through?
Are gates used for that?
 
Hmm no
I don't think so
I don't think there is a way in vanilla buildcraft
 
@TimPost buildcraft addons had a valve type pipe
 
@TimPost Gates are used for sending a redstone signal when certain conditions are fullfilled IIRC
 
@Arperum Or pipewire signal
 
That's what I thought. The only off switch is to cut the redstone signal to the engine. Fortunately, I'm using power converters, and EU splitter cable is rated to 8192 EU/t :)
 
2:01 PM
with TE you can shut off the cell that you use as buffer
 
IIRC, the default setup is to have gates monitoring an energy storage unit, one sending a signal when it's below some value (50% or so), one when it's nearly full or full, and have the machines turned on/off depending on signal combination.
I'd have to check if it is vanilla BC though.
 
but now vanillay BC has a gate condition of power requested
 
Yes, that's so engines can come on as needed. There's just no way to prevent energy from flowing through a kinesis pipe at an arbitrary point. Strange no one has needed that ....
 
Well, Additional Buildcraft Pipes had that since ... 1.2.5 or so?
 
@MartinSojka but is it update and in the current version?
 
2:17 PM
@ratchetfreak github.com/da3dsoul/Additional-Buildcraft-Objects-Mod/tree/… - this seems to be the most current iteration of the mod.
No ready-to-use build though, it seems.
 
 
1 hour later…
3:42 PM
oi
 
 
4 hours later…
7:38 PM
Dear @Dinnerbone: I want a way to seperate my savegames across launcher profiles, so I don't accidentally open my snapshot world on the forge profile (or vice versa). Thanks, @Uni
 
 
2 hours later…
9:14 PM
@Unionhawk You can already do that. Edit Profile -> Game Directory. Use one per mod-pack.
 
9:35 PM
@MartinSojka ...
Why did I not think of that?
 

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