I thought only staff could contribute...
Nah, anyone with an account can.
I thought only staff could contribute...
Nan I contribute and I am not on the staffI thought only staff could contribute...
If a tree in the range of the harvester is touching one of it, it will harvest bothHmm...How is a single, un-upgraded Harvester cutting down trees 8 blocks outside its range?
edit: I know...it must be a blood magic effect
If a tree in the range of the harvester is touching one of it, it will harvest both
The harvester has a "trigger" range which is what you see when you hold the sledge, but it's actual harvest range is much larger (something like 25x25x40 not the actual number but it's somewhere close to that large) as long as there is a connection between the trees horizontally, vertically it doesn't matter.Hmm...How is a single, un-upgraded Harvester cutting down trees 8 blocks outside its range?
edit: I know...it must be a blood magic effect
You could use AE export buses and level emitters - "if more than one of item X, then export into trashcan", but IMO it's not worth the effort. It isn't as if 2 of anything takes up significant more storage than one. Also, level emitters are awkward since you need one per item type you need to control. Most of the time it is - yet again - not worth the effort.Question: Is there a way to keep one and only one of any item type in an inventory in AgS?
E.g. Bee traits, there's not much point in having multiples
EDIT: Besides manual sorting
I have a solution to that sort of..I'm much more concerned with overflow problems from my automated sieving. I'm continuously bemoaning the absence of Logistics Pipes, which are really smart and don't send anything into an ME interface if there's no space in the network. TE ducts are dumb and overflow clots up the interface's export slots. I'm experimenting with continuously piping things out from the interface into a trashcan, which should work if you don't export anything in his interface, but I'm not sure yet that I won't lose something important that way occasionally. Farms I can shut down once I have enough of what they make, but that's not feasible with the many difference things that you get from sifting.
I'm just dispensed with barrels except for the stuff left at the farms. Instead, I'm using a dedicated storage cell for each mass-produced item (yes, I do have seven ME drives and I'll probably have one or two more in time), but you gave me an idea: I have a subnetwork with only formatted storage for mass-produced items. If I add one storage bus pointed to a trashcan (Can't do the storage cluster yet - I need the diamonds for fluid storage) and give it the lowest priority, all items with nowhere else to go end up in the trash and my system won't get clogged up. Since I only use whitelists for putting things into the system anything new I may encounter will stay in the sieving system for now, but that's OK. It needs occasional adjustment anyway.I have a solution to that sort of..
I have my sieving set-up being collected by transition planes, and then in my AE network, I have all my drives set to priority 0, then I've got a wall of barrels for my high quantity items, each with their own storage bus partitioned to the item in the barrel with a priority set at 30 (could be 2 really, but I wanted room for flexibility in case I changed my mind about something later) Then I've got a storage bus pointed at an ME condenser set to produce singularities partitioned to all the items that I overflow on with a priority set at 10
That way whenever an item from sifting comes into my AE system, it attempts to go into the barrels first and if it doesn't fit there, it gets voided.
On my sifting set-up, I've also got a mess of rednet cables coupled with level emitters for all the products of sifting I'm interested in. With some AND gating, my sifters shut off if the system is full on all the important stuff.
Playstyles are different. I tend to go all-out with automation, and I store everything (up to a certain amount) that isn't immediately used for something. For instance, I don't store saplings except for a few samples in a chest since they all go into dirt production, but I do store wheat because I'll need it soon to breed cows. I also tend to plan for contingencies, so for instance, my storage system is designed in a way that if I need to mass-produce something new, all I need to do (apart from creating the production facility of course) is add a formatted disk to my ME network and a tesseract to the production facility.I find it quite amusing since my gameplay was so much different. I only had 1 ME Drive (with 1k and 4k disks), never needed the fluid disk from extra cells, and reached 60-90% in most quests (before I got bored).
gather products from sifting with vacuum hopper into a chest, pipe it all with ducts into a wall o' barrels with storage buses attached with trashcan at the end. forget you ever had an overflow problem.TE ducts are dumb and overflow clots up the interface's export slots. I'm experimenting with continuously piping things out from the interface into a trashcan, which should work if you don't export anything in his interface, but I'm not sure yet that I won't lose something important that way occasionally. Farms I can shut down once I have enough of what they make, but that's not feasible with the many difference things that you get from sifting.
I am trying to minimize my duct usage. It's not something you tend to notice in other modpacks since there are various alternatives for moving things around, but TE ducts cause considerable block update lag if used in significant amounts. So things will go into the ME network as soon as feasible.
Also, what's the best way automatically uncraft the metal blocks coming out of the high oven into ingots? Unfortunately, there is no "auto-unpacker". The alternatives I see are either 9 cyclic assemblers or two ME interfaces set to "always craft". The problem with the latter option is that it's a constant drain on the ME network's cpu time, and have been known to slow response time particularly when syncing with NEI. Are there other ways?
speed, casting blocks is 9 times fasterthis is first time i hear about that..
if you need ingots, why don't you cast them in the first place?
have you tried using more than one ingot cast? i'm using 4 casts per metal in my setup. it's a bit overkill though.speed, casting blocks is 9 times faster
Exactly. Though depending on your method of resource gathering (automated sifting vs. laser drill), it may be feasible to use ingot casts from a Deep Tank, there should be enough space for two casts per metal.speed, casting blocks is 9 times faster