Applied Energistics

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rhn

Too Much Free Time
Nov 11, 2013
5,706
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Crafting orders get canceled when any chunk your AE system resides in gets unloaded.
Yes even a single cable outside a player/chunkloaded area will cause the network to update and reset. So make sure you cover all of it, or switch to other autocrafting means that are more tolerable to the interruptions.
 

Tyrindor

New Member
Jul 29, 2019
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When i become far from my base, my autocraft orders reset, is it normal?

First thing you should do when having this many mods is chunkload your entire base IMO. In most cases, I just place an overkill sized chunkloader in the center and never worry about it again.
 

namiasdf

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Jul 29, 2019
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It'll also happen if a change in the AE network occurs. Things like AE dark cables that have frequent state changes can greatly disrupt your auto-processes managed by AE.

My main advice would be to not use dark cables unless absolutely necessary. In all cases the situation should be a low frequency rate of state change. This is especially true for auto-crafting that requires many intermediate processing steps. i.e. Industrial diamonds from coal. Compressing the balls/chunks can be interrupted and you'll be left with half done diamonds.
 

SmokeLuvr1971

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Jul 29, 2019
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I've looked over this thread and didn't see anyone ask this particular question. Is there any way to create a default AE overflow solution where you're not required to specify which items get passed to a 'item deletion' system? Maybe something based on a default max item number limit?

Right now, I've got most every renewable item farmed, and all these farmed items get stored in DSUs, via storage buses. Once a DSU get filled, the item overflows into my main AE storage drives, which is problematic because these drives are used by the MAC for autocrafting. I can setup a storage/deletion system with priority in between the DSUs and the main drives, but I'm worried any crafted items will get auto deleted via being sent to the deletion system due to higher storage priority than the drives. I can solve the crafting auto-deletion by preformatting a storage bus/drive for the crafted items, but this is just as bad as setting up precision export buses to delete my over-abundant farmed items.

Surely there must exist a more simple and elegant solution?

edit: yes, I could shut down the over-abundant farms for abit. This only works for those farms not related to power production though [not a good idea to tun those off]. And I also have an iron farm via villager golems that has no 'off switch' aside from removing the doors/villagers. So turning off the farms isn't ideal.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
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I've looked over this thread and didn't see anyone ask this particular question. Is there any way to create a default AE overflow solution where you're not required to specify which items get passed to a 'item deletion' system? Maybe something based on a default max item number limit?

Right now, I've got most every renewable item farmed, and all these farmed items get stored in DSUs, via storage buses. Once a DSU get filled, the item overflows into my main AE storage drives, which is problematic because these drives are used by the MAC for autocrafting. I can setup a storage/deletion system with priority in between the DSUs and the main drives, but I'm worried any crafted items will get auto deleted via being sent to the deletion system due to higher storage priority than the drives. I can solve the crafting auto-deletion by preformatting a storage bus/drive for the crafted items, but this is just as bad as setting up precision export buses to delete my over-abundant farmed items.

Surely there must exist a more simple and elegant solution?

edit: yes, I could shut down the over-abundant farms for abit. This only works for those farms not related to power production though [not a good idea to tun those off]. And I also have an iron farm via villager golems that has no 'off switch' aside from removing the doors/villagers. So turning off the farms isn't ideal.
I posted a mini guide on how I setup item deletion(in this case to recyclers) in this thread:
http://forum.feed-the-beast.com/threads/ender-chest-to-recycler.34245/#post-471191
Its based on priority just like jokermatt999 mentioned.
 

MigukNamja

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Jul 29, 2019
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Hooooly crap. I've never come close to filling up a DSU. What kind of farms we talking here and how long has this world been up ?
 
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SmokeLuvr1971

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Jul 29, 2019
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Thanks for the informative replies. My first 'problem' item seems to be ink sacs, which I currently have over 1.2M of. The sacs provide dye when needed but also supply 1/9th of my BioReactor's input...and they accumulate much more quickly than the 8 other inputs. So the sac accumulation is what got me thinking about long-term AE item-overflow solutions with the least amount of front-end setup. As a general rule, I like to design systems to be as robust as possible. To with, all my automated farms produce at their maximum via over-abundant lighting, fertilizer inputs, magic lilypads, etc. And I've been busy with the bees, so they've got max production speed/lifespan and 4 frames in each alveary. All told, the farmed items accumulate much more quickly than you'd realize in SSP, so I'm planning for the future [I don't see myself switching over to 1.6 any time soon, what with all the changes and the lack of some basic mods].

@Miguk: This world's roughly 2-3 months old (RL) but I plan to stay for a while still.
 

MigukNamja

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Jul 29, 2019
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[I don't see myself switching over to 1.6 any time soon, what with all the changes and the lack of some basic mods

Ah, that's a shame, mate. 1.6 has some wonderful mods, including TC4, TE3, and too many others to list here.

Which mods do you believe are missing from 1.6 ? I'm only aware of 1 or 2 smaller-ish mods in 1.5.2 that are not in 1.6 . None of my "basic" mods are missing in 1.6, but "basic" is a matter of opinion.
 

budge

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Jul 29, 2019
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Still, if you have 1.2 million, then your DSU is only at 0.5% capacity, after how long in operation? So you'll still be ditching the world long before it fills. But I know where you're coming from, as I generally prefer not to have more than 10k of any one item.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
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Thanks for the informative replies. My first 'problem' item seems to be ink sacs, which I currently have over 1.2M of. The sacs provide dye when needed but also supply 1/9th of my BioReactor's input...and they accumulate much more quickly than the 8 other inputs. So the sac accumulation is what got me thinking about long-term AE item-overflow solutions with the least amount of front-end setup. As a general rule, I like to design systems to be as robust as possible. To with, all my automated farms produce at their maximum via over-abundant lighting, fertilizer inputs, magic lilypads, etc. And I've been busy with the bees, so they've got max production speed/lifespan and 4 frames in each alveary. All told, the farmed items accumulate much more quickly than you'd realize in SSP, so I'm planning for the future [I don't see myself switching over to 1.6 any time soon, what with all the changes and the lack of some basic mods].

@Miguk: This world's roughly 2-3 months old (RL) but I plan to stay for a while still.
Yeah you should definitely try the Priority setup(something like what I mention in the link I posted). I also got farms and bees set up for almost everything, which results in a lot of stuff that will eventually overflow the inventories. Atm I am recycling over 100 different items and with the priority setup it is a simple as just adding a new item to the UI of one of the storage bus on the deletion setup. But it does take some coordination with your storages. For example you will need a separate storage for each individual item that you foresee overflowing. I do this with individual storage discs and just plop them into drives set with the right priority.
After some time you end up with something like this: :p
yxwe3II.png
 

Larmonade

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Jul 29, 2019
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I've built a similar set up to rhn, and will second that it makes controlling overflow a LOT easier. It's also really great for folks that want to micromanage their stuff a bit more - I love AE, but was kinda missing the "chest room" type organization that AE specifically aims to phase out. Now instead of chests for every little thing, I use storage disks! Yay!
 

MigukNamja

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Jul 29, 2019
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I, too, miss the look of the "chest room" or "barrel room" setup where your stuff is more tangible.

I'm currently using an ME Drive, but am thinking hard about a large JABBA room with ME Storage Buses behind them. Less efficient, for sure, but better look and feel and crafting automation is still supported.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
I, too, miss the look of the "chest room" or "barrel room" setup where your stuff is more tangible.

I'm currently using an ME Drive, but am thinking hard about a large JABBA room with ME Storage Buses behind them. Less efficient, for sure, but better look and feel and crafting automation is still supported.
The first time I used ME I did the massive barrel room. Had barrels for almost everything(1 barrel for each colour of wool for example :p). But save for a few(cobble, dirt etc) I never used them manually. And if its just for the few items, the upgraded Item monitor(or whatever it is called) can do the job just fine.
Using discs instead of storage bus' also saves on power and presumably also on server/pc load. So stuck to discs since. But I might consider a medium sized room for Item monitors if I have the space/resources for it in a later build.
 
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SmokeLuvr1971

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Jul 29, 2019
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Still, if you have 1.2 million, then your DSU is only at 0.5% capacity, after how long in operation? So you'll still be ditching the world long before it fills. But I know where you're coming from, as I generally prefer not to have more than 10k of any one item.

more like 50+%...I thought a DSU could hold 2M items?

I went with the DSU route for storage capabilities in excess of AE's ability ... and for looks as I have a storage monitor paired with every DSU [so I still have my stroage room look]. By my maths, a max-sized AE cell holds roughly in excess of 500k items or 1/4 of a DSU's capability. I didn't know of the increase in server load tho but increased power consumption to me is irrelevant, as I've got 576 MJ/t dedicated to my AE network.

As far as what's missing for me in 1.6 right now...Routers are at the top of the list. In my current build, I have used routers far, far more than in any other build and it's allowed me to keep my AE cabling under restraint with items passing back/forth through tesseracts. In addition, routers have allowed me to round-robin external crafting. The only downside is it adds some time to the crafting. I haven't seen a 1.6 FTB pack released yet that includes Factorization. And, as I understand it, router usage is changing dramatically in 1.6.