Anything better than export/emitter for overflow processing

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PhilHibbs

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I've got an Export Bus controlled by a Level Emitter to throw excess cobble into a recycler. I've also just set up another to throw any more than 250 Silky Propolis into the centrifuge. But, now I don't have any more space on the centrifuge to put another. Dedicating an Export Bus to just one item is a bit inconvenient. Is there any other way to do it? I suppose I could set up the Export Buses to a row of Ender Chests and pipe the contents from another linked chest into the centrifuge. I really want to do this with dusts, so I always keep a stack of every pulverized ore and smelt the rest. Right now I just have a single Export Bus shoving all of them into a Router.
 

tindin

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export bus can send more then one item out if you up grade it from basic......sorry i thought you where taking about storage as your Q is all over the place
 

PhilHibbs

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export bus can send more then one item out if you up grade it from basic......sorry i thought you where taking about storage as your Q is all over the place
But once you attach a Level Emitter, it's functionally limited to just the one resource that the level emitter is monitoring. And the Q in the title is about overflow processing, I.e. "Smelt all dusts above 64", "recycle all cobble above 50k".

Lets say there are 8 kinds of ore, I want to keep 1 stack of every pulverized ore and smelt the rest. This needs 8 Export Buses and 8 Level Emitters. Is there a more compact way to do what I call "overflow processing"?

I'm prepared to accept that "DSU and Storage Bus" or "ME Bridge and Computercraft" or "Duct tape and Weasels" might to solve the problem, but I can't see how.

p.s. I'm using the Direwolf20 pack so I don't have some of the new toys. I know he used storage priorities in his SSP series but I can't work out how to set them, the Storage Bus only has item config.
 

Lohengrin

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I don't think DSU/Storage BUS is an elegant solution, which sounds like that is what you are looking for. Definately more of a duct taped weasel type thing. It is the "shove it into the seemingly endless corner and forget about it" solution favored by horders. But...but I might need 3 and a half metric fuck tons of cobblestone some day...
I am guilty of shoving stuff into the proverbial corner for just in case, to be honest. Pushing a million surplus plantballs. Needed? Of course not. Because I can is a better way to look at it. And it is less fiddle-y than setting up emitters. I have an irrational fear of SkyNet confusing things.
 

tindin

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all you would need to do is send it to the dsu and have a lever hooked to a redstone pulsewith a filter to pull it out when you feel you have to much and turn it off when your happy with the amount.....or just take 50k stone out and place it else where and have everything that goes into the system go to your recycler
 

tindin

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i was talking about the cobble stone....you need to do level emiters for the dust plan and simple
 

cynric

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You can tell an interface to keep a certain amount of specific items in stock. However those are only available to take them out, I haven't found a way to make those items available back int he network.
 

Omicron

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Sadly, Applied Energistics is great at autocrafting, but utterly useless at inventory management... :confused:
 

Loufmier

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Sadly, Applied Energistics is great at autocrafting, but utterly useless at inventory management... :confused:
why bother with inventory management when you have big storage and search function?
besides AE wasnt meant to be the only item transportation tool...
 

PhilHibbs

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why bother with inventory management when you have big storage and search function?
besides AE wasnt meant to be the only item transportation tool...
Inventory management isn't all about searching. This thread is exactly what inventory management is about - managing stock levels.

I think what AE needs is a new kind of card to shove in the CPU for conditional processing. For example, "when number of Oak Wook Planks is below 64, craft Oak Wood Planks". "When number of Pulverized Iron Ore is above 64, craft Iron Ingot". If you could only have a limited number of condition cards per CPU, then that would give more incentive to expand it as I've never seen the need for more than one or two CPUs.
 

Omegatron

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"when number of Oak Wook Planks is below 64, craft Oak Wood Planks". "When number of Pulverized Iron Ore is above 64, craft Iron Ingot".

You can do that already by having an export bus set to craft only and active when receiving a redstone signal pointing at an ME interface. Then have a level emitter pointing at the export bus. Set the bus to planks/iron ingots and the emitter to emit a redstone signal if less than 64 planks/more that 64 pulverised iron.

As for the original question, other than the enderchest arrangement or something similar I think the ME bridge can see what is in the system and request items from it so if you are good with lua you could program a computer to check the amounts of the items you are interested in and retrieve them for processing if needed.
 

Loufmier

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I think what AE needs is a new kind of card to shove in the CPU for conditional processing. For example, "when number of Oak Wook Planks is below 64, craft Oak Wood Planks". "When number of Pulverized Iron Ore is above 64, craft Iron Ingot". If you could only have a limited number of condition cards per CPU, then that would give more incentive to expand it as I've never seen the need for more than one or two CPUs.
that`s pretty much what level emitter`s do :)
there is not much need for for multiple networks(i.e. CPU`s) for the most part, but last time i had 4:
1 main storage&crafting
2 bee storage(AE+indexer=win)
3 bee products processing
4 gt fusion reactor fuel supply
 

PhilHibbs

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that`s pretty much what level emitter`s do :)
They're pretty much only for external interaction. Crafting things to keep stock levels up should be entirely internal, and having to generate an external redstone signal to control another part of the ME network is a bit Heath Robinson. (that's British for Rube Goldberg)
 

Loufmier

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They're pretty much only for external interaction. Crafting things to keep stock levels up should be entirely internal, and having to generate an external redstone signal to control another part of the ME network is a bit Heath Robinson. (that's British for Rube Goldberg)
well, that can be considered an issue, although level emitter is a decent workaround, but yes, its no so elegant and simple as we`d like it to be.
but dont you think it would be too good if what you ask was implemented? :)