I know but i want the whole familyUuummm... in case you didn't know, MFR and Redstone Arsenal are already out for 1.7.10. Also, TE already also exists.
I know but i want the whole familyUuummm... in case you didn't know, MFR and Redstone Arsenal are already out for 1.7.10. Also, TE already also exists.
Steve's Factory Manager can, although it wasn't mentioned.I even uses ChickenBones Translocator (I love this little piece of gem) due to the fact I could set it to keep an inventory to a certain amount. Can any of the other mods mentioned above (except Thermal Dynamics, which isn't out yet) do that?
That's easier said than done with pipes that don't do instant transmission. Try setting up a system using buildcraft pipes to do it (with a gate on both ends and red pipe wire connecting them). I'm suggesting using buildcraft here because it's where I first ran into the problem.I SO agree.
At least make a smart pipe which detects if there is free inventory space so when there isn't any, the pipe just locks down and stops the transport.
There probably is a #4, but I can't imagine that it's computationally efficient for anything larger than a straight pipe and small transits.In any Minecraft item transport method, you have to have one of the following three features:
1. Instant transportation
2. Infinite backstuffing
3. Items spilling on the ground
Take your pick! You can have both 2 and 3, if you want. I guess "items traversing back and forth infinitely" is another option, but I'd say that's a sub-type of backstuffing. Also, items being destroyed when there are too many in the pipe is another option, but I don't think that it's a sufficiently popular one to be worth listing.
CMIIW, I'd be interested to hear of a method that avoids all three of these features.
I think that's how Logistics Pipes does it. If the destination is full for some reason then it will send the item to the default destination. If that is also full it will spill it.If every pipe network contained an in-transit list (source inventory, destination inventory, items/count), then the list could be vetted for items in transit to ensure that adding a new item to the pipe wouldn't overfill the remote end. That is almost assuredly outside the realm of reasonable, however, and I'm fine with instant transmission as a better real-world solution.
Yea I also hate it when I have a bunch of useless Hardened Energy Conduits laying around. But you can pulverize them to get some of the materials back.Actually, I did lie earlier. There's one other thing I want. I want it to be POSSIBLE but not REQUIRED to upgrade every duct to the next tier. If I want to make HyperEnergeticDuctsOfAwesome, there should be a recipe to do it directly, and there should also be a recipe to upgrade my WhoaTheseLeadstoneDuctsAreSlow up to that level, because I really hate the point in gameplay where I have to upgrade from Hardened to Redstone. Also not particularly fond of upgrading each step of the machine frames from hardened to resonant (at least I can make hardened directly)
Fine until the player (or another item transport mod, or a vanilla hopper) fills the destination chest with cobblestone, then the items in transit have nowhere to end up ('cos he ran over to the source chest and filled that up as well). Welcome to backstuff-or-spill territory!There probably is a #4... If every pipe network contained an in-transit list (source inventory, destination inventory, items/count), then the list could be vetted for items in transit to ensure that adding a new item to the pipe wouldn't overfill the remote end.
At what cost to friends and servermates? At what cost to time lost because of unforseen issues, or because it's difficult to estimate the actual rate of production? How many times does InEfficient McMistakeson get to bring the server's tickrate down to OMGICAN'TMOVE before you kick him off the server for being a jerk?Personally I don't see why any piping system has to be overly intelligent, surely that's down to the player to learn how to make an efficient and intelligent design?
Agreed, it doesn't much to put a trashcan somewhere in any pipe system to ensure that is always a valid destination. If your resources get destroyed, then you learn what went wrong. As least you are not killing your world with dropped entities.I have my enderio piping system run on priority settings and with a trash can as destination with a -1 on priority so items that can't find a destination will go into the void.
For my BC system, the trash can is set at the end of the line with diamond / iron / clay pipes before it for sorting purposes. All overflow ends up in the trashcan.
With the amount of mods nowadays, there is zero excuses for item spillage. IMHO anyway.
P.S. I have replaced almost all of my Trashcans with Thaumcraft's Advanced Alchemical Furnace now.
That's what I tend to do myself, an overflow chest/buffer followed by trash can. I usually filter the chest so the common crud won't overflow into there. In an ideal setup, that chest will always be empty, but you never know what will happen....Side note: Railcraft's Void Chest also deletes items, but much slower than void pipes and trash cans- only a few per second. Doesn't help much, of course, if your quarry is overflowing with cobblestone, but certainly could keep you from losing some very valuable resources if you drop, say, a Gravisuit or a pseudo-inversion sigil in the wrong place when your "miscellaneous junk" chest is full.
I kind of want to set up a system that waits, say, a minute after an item lands in a "to be voided" chest before actually deleting it, but will delete the entire contents of the chest in short order afterward, as well as any more items that land in it within ten seconds or so. And as always, if that buffer chest somehow fills, any overflow will go straight into a trash can.
Side note: Railcraft's Void Chest also deletes items, but much slower than void pipes and trash cans- only a few per second. Doesn't help much, of course, if your quarry is overflowing with cobblestone, but certainly could keep you from losing some very valuable resources if you drop, say, a Gravisuit or a pseudo-inversion sigil in the wrong place when your "miscellaneous junk" chest is full.
I kind of want to set up a system that waits, say, a minute after an item lands in a "to be voided" chest before actually deleting it, but will delete the entire contents of the chest in short order afterward, as well as any more items that land in it within ten seconds or so. And as always, if that buffer chest somehow fills, any overflow will go straight into a trash can.