I currently have a fairly basic recycling setup for excess quarried materials (RP2 filter into tubes into IC2 recyclers). This was keeping up fairly well for quite a while -- I just needed to toss in an extra recycler or an overclocker occasionally as I started producing more power and was able to increase the speed of my quarry.
It's at the point where the actual recycle is almost instantaneous, but I'm still getting issues where the tubes will backstuff and end up backing up my whole network and dump junk items into my overflow chests. The main issue seems to be that items in tubes can only change directions at intersections, so when a stack arrives just slightly too early to a recycler it goes all the way back to the filter and then immediately bounces forwards again, only to repeat the process again later (but now it has more friends along for the ride), eventually backstuffing the filter, which then starts rejecting items back to my sorting machine (then into the overflow chests). In other words, I think my recyclers can keep up, they just can't be reliably fed with the items.
So I want to introduce some buffering into the line -- have the filter dump the items into a buffer inventory that won't fill up, and have the recyclers draw items directly out of that buffer exactly as they're ready for them. I'm just not sure of the best way to do it.
I like the idea of using barrels as the buffer inventory, as there's only a few junk item types and barrels can both hold a decent amount of buffered items and provide a nice visible indication of how full the buffer system is.
I tried an experiment using the filter direct to the top of a number of barrels, with a Retriever on the bottom network to pull items into the recyclers. This worked decently enough except that (contrary to expectations) instead of all the items of the same type going into one barrel they end up spread out amongst all of them. (I'm assuming that what's going wrong here is that an item sees a barrel with the wrong type of item in it so starts to go past, and then the barrel empties but the item continues on to the following barrel, and then goes into that one instead of doubling back because it's now closer.)
It would probably work if I could dedicate a barrel to each item type, but of course the retriever can't be set to leave one item in the barrel so they end up becoming open market again. Having an input filter on each barrel doesn't seem like a nice solution (and I don't have a lot of vertical space to work in). Diamond pipes are a possibility but I'm not aware of a good way to get items from an RP2 filter into a BC pipe net.
Can anyone think of a good solution that I've missed? Either to ensure that the barrels never completely empty or that the same item type will never end up in multiple barrels even when they start empty. I'm using the DW20 pack.
And no, I don't want to void or lava-dump the items.
(My backup plan is to use routers with some diamond chests, which I think can be made to work how I want, but it loses the easy visibility. I'm also tempted to look into AE, but I'm not sure I'm quite ready for that yet, as I have very little quartz.)
It's at the point where the actual recycle is almost instantaneous, but I'm still getting issues where the tubes will backstuff and end up backing up my whole network and dump junk items into my overflow chests. The main issue seems to be that items in tubes can only change directions at intersections, so when a stack arrives just slightly too early to a recycler it goes all the way back to the filter and then immediately bounces forwards again, only to repeat the process again later (but now it has more friends along for the ride), eventually backstuffing the filter, which then starts rejecting items back to my sorting machine (then into the overflow chests). In other words, I think my recyclers can keep up, they just can't be reliably fed with the items.
So I want to introduce some buffering into the line -- have the filter dump the items into a buffer inventory that won't fill up, and have the recyclers draw items directly out of that buffer exactly as they're ready for them. I'm just not sure of the best way to do it.
I like the idea of using barrels as the buffer inventory, as there's only a few junk item types and barrels can both hold a decent amount of buffered items and provide a nice visible indication of how full the buffer system is.
I tried an experiment using the filter direct to the top of a number of barrels, with a Retriever on the bottom network to pull items into the recyclers. This worked decently enough except that (contrary to expectations) instead of all the items of the same type going into one barrel they end up spread out amongst all of them. (I'm assuming that what's going wrong here is that an item sees a barrel with the wrong type of item in it so starts to go past, and then the barrel empties but the item continues on to the following barrel, and then goes into that one instead of doubling back because it's now closer.)
It would probably work if I could dedicate a barrel to each item type, but of course the retriever can't be set to leave one item in the barrel so they end up becoming open market again. Having an input filter on each barrel doesn't seem like a nice solution (and I don't have a lot of vertical space to work in). Diamond pipes are a possibility but I'm not aware of a good way to get items from an RP2 filter into a BC pipe net.
Can anyone think of a good solution that I've missed? Either to ensure that the barrels never completely empty or that the same item type will never end up in multiple barrels even when they start empty. I'm using the DW20 pack.
And no, I don't want to void or lava-dump the items.
(My backup plan is to use routers with some diamond chests, which I think can be made to work how I want, but it loses the easy visibility. I'm also tempted to look into AE, but I'm not sure I'm quite ready for that yet, as I have very little quartz.)