Eh. The inefficiency isn't that big of a deal. Even with TE Redstone Energy Cells, folk let a massive amount of energy go to waste because boiler efficiency doesn't give a damn; and before Thermal Expansion it was pretty much a given that you'd send more energy into the aether than actually use. The real frustration is that it's implying a sort of design that BuildCraft itself doesn't really handle very well on its own -- you can work around these problems by decentralizing your engines and triggering them on demand, but you either need Forestry or ThermalExpansion for a high-density renewable fuel, RailCraft or Factorization for baseline power load, Applied Energistics or ThermalExpansion or EnderChests for bulk item mobility once you've quarried every chunk near your base, or some other mods.The new buildcraft is so weird because it asks so much but... it really does very little
It's possible, but the infrastructure necessary to do so is extreme (two iron AND gates, some red pipe wire, and for best results usually a powered engine).It's like... crazy that buildcraft still cannot do something as simple as fill up a vanilla furnace with coal efficiently.
Yeah. There are a few item management things that I'll still fall back on Gates to do, such as counting items where a full ComputerCraft or MFR PRC would be unnecessary (or not showy enough), but the greatest strength of BuildCraft has been its liquid support, and I'm increasingly doubtful it'll keep that forever (adding comparator support to tanks would alone negate most of the benefit).And gates are good for some things, but usually those things are not actually item management but rather liquid or power management.
ThermalExpansion and MineFactory Reloaded machines have a separate internal power buffer, which is not affected by powerPerdition. If you connect to them with conductive pipes, the wooden pipe will usually have some passive loss, however.Does this affect TE and MFR Machines?
It's possible, but the infrastructure necessary to do so is extreme (two iron AND gates, some red pipe wire, and for best results usually a powered engine).
Yeah. There are a few item management things that I'll still fall back on Gates to do, such as counting items where a full ComputerCraft or MFR PRC would be unnecessary (or not showy enough), but the greatest strength of BuildCraft has been its liquid support, and I'm increasingly doubtful it'll keep that forever (adding comparator support to tanks would alone negate most of the benefit).
Hence the necessity of the AND gate, which leaves enough spare conditions for a redstone latch/reset.This can overflow because of transit time.
Hence the necessity of the AND gate, which leaves enough spare conditions for a redstone latch/reset.
But that's ridiculously complicated and expensive for what it does (not to mention the several diamonds involved in the assembly table), so no one's going to bother with it.
Does this affect TE and MFR Machines?
Nothing newer than the Redstone Update to vanilla. The idea is to exploit the known rate engines or autarchic gates (one stack every 26 ticks for combustion engines at blue status, one item a little more often than twice a second for autarchic gates) extract items from the attached inventory, and then use carefully placed gates, or vanilla redstone circuitry, or a combination thereof, to trigger trigger the engines or autarchic gates. This way, you can prevent items from even entering the pipe system if there is no valid place for it.I'm not sure how you can overcome this fundamental problem without making the system insanely low volume or using TE-style insertion pipes. The problem is as the final object to fill the internal buffer is sliding into place another approaches and is routed into the object's feed. Even the T-junction style of pipes can't solve this problem without insertion pipes.
Maybe I don't know what you're talking about. Is this something new?
I'm not sure how you can overcome this fundamental problem without making the system insanely low volume or using TE-style insertion pipes. The problem is as the final object to fill the internal buffer is sliding into place another approaches and is routed into the object's feed. Even the T-junction style of pipes can't solve this problem without insertion pipes.
Maybe I don't know what you're talking about. Is this something new?
Insertion Pipes are unnecessary, Buildcraft will bounce items back into the pipe if there is no room for them in the inventory. At least until it runs out of untraveled pipe outlets. The behavior you describe has not existed for over six months.
Is there any chance of getting insertion pipes in vanilla-BC for other situations where they are necessary?Insertion Pipes are unnecessary, Buildcraft will bounce items back into the pipe if there is no room for them in the inventory. At least until it runs out of untraveled pipe outlets. The behavior you describe has not existed for over six months.
Is there any chance of getting insertion pipes in vanilla-BC for other situations where they are necessary?