AS: Autocrafting

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namiasdf

New Member
Jul 29, 2019
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I am trying to get my system to auto produce fertilizer from the apatite I get automatically from my laser drills.

The problem is that the cyclic assembler cannot partition its inventory between two types of items. i.e. In this system, I have a lot more sand than apatite. Eventually the system will run out of apatite and my ME system will only export sand into the system. Eventually the cyclic assemblers internal inventory will fill up, and there will be no more room left to export apatite into the cyclic assemblers internal inventory.

So, for jobs such as this, are cyclic assemblers useless? I could just as easily ask my AE system to build x apatite, as I could manually input x amount of apatite and sand in a 1:2 ratio, respectively.

What about if I'm crafting fertilizer from bone/string/wheat/sticks? It'll become quite difficult to export all of those items continuously, such that the inventory will never run out of space, but not have all the necessary items in its internal inventory.[DOUBLEPOST=1400307473][/DOUBLEPOST]I'm thinking that the only solution would be to have a precise export bus set to "craft item always"... In 1.4.7 that was a very bad thing to do. Is that fixed for 1.6.x?
 
you can attach highest priority storage bus, and put in its filter stack of each item. storage bus won't put any more than a stack of items into assembler.
alternatively you can change assembler for autocrafting table from BC that simply doesn't have such issue, because it stores items directly in it's grid.
 
Level emitters detect the AE inventory, not the assembler's inventory.

BC not in AS, unfortunately. Though, I didn't know you could configure storage buses like that. That might be another option, since my AE system is ticking 1000 RF atm, heh. No singularity to run either.... I am AE obsessed you might say.