Applied Energistics

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budge

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Jul 29, 2019
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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.
 
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Larmonade

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Jul 29, 2019
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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.

Good enough for me! :)
 

Adonis0

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Jul 29, 2019
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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
 

Henry Link

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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

This sounds like a good idea for my next 1.6.4 build. Thanks!
 

Adonis0

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This 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
 

Henry Link

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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

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.
 

rhn

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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.
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...

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.
 

Adonis0

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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...

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.
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
 

AlanEsh

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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
You can knock some of the intermediate recipes out with Emitter-controlled Cyclic Assemblers, and mitigate some of the pattern spam that way.
 

Tat45

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I'm having trouble understanding how subnetworks work, and if there's a difference between subnetworks besides just using different colored cable. And is it possible to share a MAC amongst multiple subnetworks? I can imagine a situation where players on my server might pool their resources to build a massive MAC whilst maintaining their own separate storage networks.
 

Henry Link

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The term sub network really is sort of bad. You can only have one network controller per network. So a device like a MAC or export bus can only be attached to one network. The term sub network is sort of used to describe a 2nd network (not connected to your main network) that you use for a specific function. For example, I usually pipe all of my raw ores to a sub network for ore processing. The setup is an export bus on my main network connected to a chest (or some other item transport that isn't AE) set to export raw ore blocks. The sub network has an import bus on the same chest (opposite side). This imports the ores the sub network then converts them all to ingots then exports the ingots to my main networks input ender chest.
 

Adonis0

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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 network
 

Tat45

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What would be awesome would be the capability for one AE network to be able to send a crafting request to a separate network.
 

Larmonade

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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 :p
 

Adonis0

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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 :p

I think sub-networks are simply a means to the end. There's other ways that have their advantages/disadvantages etc.
 

Henry Link

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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 :p

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.
 

rhn

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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 :p

Using separate networks is only really warranted for rather complex tasks. And usually there are many other ways of solving it without multiple networks.

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.

This a good example. I am actually fixing this problem with level emitters, ensuring that I always have an amount of certain dusts in storage, and only feeding dusts to furnace once storage reach a certain limit. Its just 2 different methods.
 

namiasdf

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It is a good mod. If you play big and go big, AE is just about the only way to organize/manage your massive inventories effectively. It is expandable, scalable and generally can be done so in a way that it matches your progression. You acquire quartz at a certain rate that is approximately the same to which your base grows.

You could use LP, but expanding an LP system is not as arbitrary as it is with AE. All you have to do is throw in a new disk, into your main drive. I have 12 drives, each with 6 disks so far.

What else are you going to do with the AE specific items. Also, quantum AE sounds magnificent for those whom have multiple bases and wish to have access to their stores from multiple locations. This makes it extremely convenient and gives you an opportunity to condense all your junk for your singularities.