Anything better than export/emitter for overflow processing

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cynric

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Jul 29, 2019
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AE is very limited in some ways and, for my taste, way to powerful in others. Sure, it is efficient and you don't really need to manage your storage, however that was part of the fun for me. I liked seeing stuff zip around in pipes when I ordered something made. Plus it leads to one big blob of base, atleast in my case ... I haven't found a way to use lots of decentralized small bases due to no teleport pipes/ae cables and the sizeable power requirement of the whole thing. I guess I have to look for something else when I switch to 1.6.
 
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Gerald Huppertz

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Jul 29, 2019
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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.

This! 100%
I've been wondering what could be added to AE to allow inventory managment and still make a way that it would need to be expanded/crafted.
Cards that need to be crafted similar to the Pattern holders would be great.

I know levels can be maintained with level emitters but as it sits now I need one level emitter and furnace for every type of ore/recipe which is far too messy.
Currently I have an interface on 1 furnace with 8 recipes in it and I manually tell it to craft say 200 gold, 200 iron, 200 silver whenever I see it drop below certain levels.
It would be nice if I could program 32 cards into the CPU, 4 interfaces on 4 furnaces and have it maintain certain levels of dusts, ingots, etc etc without needing 32 levels emitters on 32 furnaces.