From ae-mod.info/Requested-Features:
"Intermedite Pattern Flag and Visiblity Option. ( Hide certain patterns )"
and under planned features:
"Custom Categories for Browsing Items in Terminals."
Looks like that may appear in a future release in some form, Larmonade.
Another more complicated method is to create a sub-network with all those intermediate patterns set to always craft and output to your main network. This is so that when you want to request your solar panel, you program your network to send all required resources to this subnetwork, and then from there it will take care of your crafting and send it back.Good enough for me!
Another more complicated method is to create a sub-network with all those intermediate patterns set to always craft and output to your main network. This is so that when you want to request your solar panel, you program your network to send all required resources to this subnetwork, and then from there it will take care of your crafting and send it back.
Thus, no intermediate patterns in your main storage network
Just to let you know, a hiccup I thought of after posting this is getting the items into the sub-network on demand, as it will likely use more than 9 items to craft your end product. Definitely will work for recipes that use under 9 types of itemsThis sounds like a good idea for my next 1.6.4 build. Thanks!
Just to let you know, a hiccup I thought of after posting this is getting the items into the sub-network on demand, as it will likely use more than 9 items to craft your end product. Definitely will work for recipes that use under 9 types of items
Wouldn't this require a subnetwork for each crafting? After all if you drop 9 items into the subnetwork and 3 of those items just happens to be the same to craft something else...That is what I like about the idea. Sounds like a challenge to design a sub-network that will on demand craft items for a main crafting network. I think a chest with a storage bus for the main network and a precision export bus for the sub-network should do most of it. I might be able to do something in reverse to supply the sub-network with raw materials.
Once again, that's the challenge of it :3Wouldn't this require a subnetwork for each crafting? After all if you drop 9 items into the subnetwork and 3 of those items just happens to be the same to craft something else...
Might be easier just to have an interface put the items into a small network of diamond/force pipes to autocraft each level of the item and then output the final product back into the interface.
You can knock some of the intermediate recipes out with Emitter-controlled Cyclic Assemblers, and mitigate some of the pattern spam that way.Once again, that's the challenge of it :3
I'm sure you can have overlapping crafting patterns and have it work out just the way you want it to as well
Just gotta be careful the way you set things up
My idea is to keep a "stock" of items in the sub-network for it to craft from, and for each pattern that you want crafted have some sort of limiting item that is unique to that crafting recipe, that way when you want your recipe crafted, get AE to send that item in
Is there any specific advantage to such a sub-network?
The advantage is segregating functions really, so in the example stated above, segregating storage and crafting. Yet still being able to craft on-demand from the storage networkIs there any specific advantage to such a sub-network?
The advantage is segregating functions really, so in the example stated above, segregating storage and crafting. Yet still being able to craft on-demand from the storage network
But I guess I don't see why you can't just have a couple of macerator/furnace pairs with an export on the macerator, an import on the furnace, and, if you want, an ejector upgrade or something. Setting up an entirely separate ME network doesn't seem like it gives any additional functionality or efficiency to the main ME network. Of course, this could just be a case of my own minecraft OCD not being the same as someone else's minecraft OCD. Because minecraft OCD is a thing
But I guess I don't see why you can't just have a couple of macerator/furnace pairs with an export on the macerator, an import on the furnace, and, if you want, an ejector upgrade or something. Setting up an entirely separate ME network doesn't seem like it gives any additional functionality or efficiency to the main ME network. Of course, this could just be a case of my own minecraft OCD not being the same as someone else's minecraft OCD. Because minecraft OCD is a thing
But I guess I don't see why you can't just have a couple of macerator/furnace pairs with an export on the macerator, an import on the furnace, and, if you want, an ejector upgrade or something. Setting up an entirely separate ME network doesn't seem like it gives any additional functionality or efficiency to the main ME network. Of course, this could just be a case of my own minecraft OCD not being the same as someone else's minecraft OCD. Because minecraft OCD is a thing
The main problem with doing this is that any powder/puliverized metals get converted to ingots. If your crafting recipe requires a powder form the second you send it the macerator it gets exported back to a furnace and back to ingot form it goes. By using a 2nd network just for ore processing you eliminate this problem. Only ores go in and finished ingots come out. Then on your main AE network you can then on demand covert an ingot back into powder as part of crafting recipe and not worry about it being converted back into ingots.