Ender Chest Ultimate Sorting System

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Lambert2191

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That's pretty nice. It beats having the system keep on going, for sure. Although it still isn't as good as having a properly designed system that doesn't shut down, right?
well, both are good :) the blockbreakers failsafe is just added security
 

Guswut

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well, both are good :) the blockbreakers failsafe is just added security

Indeed. Mm, and then put a system to detect when you aren't getting output any longer (BC gates most likely) and you can get a wireless alert when your system is stuffed up. Good times!
 

trunksbomb

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BC gates would work for that. The RP equivalent would be an item detector inline (set to pulse per stack) acting as the input to a sequencer. The sequencer will only ever output if nothing comes through your system for the timeframe specified in the sequencer's GUI.

That said, A gate would do it much more efficiently.
 

Guswut

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BC gates would work for that. The RP equivalent would be an item detector inline (set to pulse per stack) acting as the input to a sequencer. The sequencer will only ever output if nothing comes through your system for the timeframe specified in the sequencer's GUI.

That said, A gate would do it much more efficiently.

Except, and I keep forgetting this, BC gates do NOT like being moved via frames.

The first time I moved my quarry frame (a frame I use to place a BC quarry, NOT a frame quarry) the BC gate I was using to check the energy level of my redstone energy cell appeared to stop working.

Being the practical person that I am, I try right clicking it only to find that it no longer gives me any options to interact in that way, so I beat it to death with a stick.

It disappears, so my first thought it "Well, that was strange", followed by "Better go check 64 blocks back". I find the pipe, but not the gate.

So the moral of the story is if you NEED to use BC gates in a RP2 frame build, remove them before moving. The end.
 

PhilHibbs

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I've found another use for my "no 'other' route" approach, similar to the automatic refilling of the Tin Cans. I've set up an Item Detector, two Repeaters, and a Deployer to refill my buckets. I feed my empty buckets into the Ender Chest (2 seconds apart due to redstone circuitry), and a few seconds later they come back filled. The filled buckets stay in the Ender Chest for me to retrive because there is no default route on any of the Sorting Machines. I know I should probably use an Aqueous Accumulator, but I'm not into Thermal Expansion at the moment. I'm saving that for later.

I have also set up a Wireless Remote to flush the first item in the Ender Chest into an overflow chest. So I just put a few items that I don't need into the top left of the Ender Pouch inventory, and click the remote a few times and they disappear. I'm loving it. I use the same Redstone Remote on a different frequency to activate my Skeleton and Creeper spawners as well so it's multi-purpose. And I can chuck it in the Ender Pouch if it's taking up valuable inventory room!
 

Guswut

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Or put the gate back at your sorting system. Same effect, just not on the frame.

Currently, I have a redstone energy cell on the frame that is set to 50mj/t. Then I have it fed by another redstone energy cell that, when out of energy, is replaced by a turtle (whilst his brother fills that cell back in my energy storage place). Given that system, there is no way to "put the gate back at" my sorting system.

If I were to switch to energy tesseracts, I could do that. But then I'd be taking a 25%+5% loss in power versus 5%+5%, which means I'd need another boiler to offset that cost (with two steam turbines because boilers look silly without their steam turbine hats!).

What I'd really like would be a gated turtle (currently we have gate reader turtles), which would require a diamond AND gate let's say, and would then give access to gate functions via an API. Or maybe the advanced (golden) turtle which can use a gate in its inventory based upon certain requirements for the gate to function using the gate API.
 

trunksbomb

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Hm.. would it work to have the turtle back at base detect when its energy cell is full, then swap it out regardless of how much is left in the other? Actually.. no, that would just cascade upward until it was replacing the energy cell every few ticks. What about just replacing it from the base on a timer? Swap it out every X minutes. Or just swap it out after no items come through to your base for X seconds/minutes.
 

Guswut

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Hm.. would it work to have the turtle back at base detect when its energy cell is full, then swap it out regardless of how much is left in the other? Actually.. no, that would just cascade upward until it was replacing the energy cell every few ticks. What about just replacing it from the base on a timer? Swap it out every X minutes. Or just swap it out after no items come through to your base for X seconds/minutes.

Yes, I could time it, which would then, at the VERY worst (quarry is stopped) end up replacing full cells with full cells every X amount of time (50MJ/t is 1,000MJ/second roughly, so every six hundred seconds [ten minutes] I would need a new cell. Call it eight minutes in case of strangeness/safety buffer), and I likely will have to do exactly that if I ever find a way to fully automated a BC quarry. As it stands now, I still need to click the landmarks to define the area to mine, so I cannot fully automate it. The main reason that I've automated it this much is I got sick of measuring out the right area around 130y (extreme hills, whee!), which means loads of stone towers for the landmarks.

Whenever I get around to making a frame quarry, which won't have any need of redstone energy cells (I have a turtle that moves BT batteries back and forth between my 3x3 [which will become 9x9 later] solar panel array in my always-day age and wherever I need BT power such as my endship) so it'll be good to go. Thanks!
 

DonnerVarg

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Jul 29, 2019
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You know, the RP2 item detector has a mode for detecting when it's jammed, i.e.: when items are backstuffed into it.

Quarry->Relay->Tubes->Item Detector (jammed mode)->Tubes->Enderchest
Use a not gate accepting signal from the item detector to keep your engines on, or use other method to cut power like a redstone energy cell.

This way when the enderchest is full, the quarry will lose power. As it winds down one hopes the 9 slots in the relay are enough, otherwise have a restriction tube and chest(s) or more relays for overflow if jams are a likely or common.
 

trunksbomb

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You can place them automatically with deployers, which would require making a frame border around the quarry. However, deployers don't emulate the "right click to connect landmarks" functionality. So at most you would have to be available to start each new quarry.

If you're going to do that, it would be better to look into an actual frame quarry that would do just that. Someone posted their frame quarry recently here that automatically created and destroyed the arm that the head was attached to.


You know, the RP2 item detector has a mode for detecting when it's jammed, i.e.: when items are backstuffed into it.

Quarry->Relay->Tubes->Item Detector (jammed mode)->Tubes->Enderchest
Use a not gate accepting signal from the item detector to keep your engines on, or use other method to cut power like a redstone energy cell.

This way when the enderchest is full, the quarry will lose power. As it winds down one hopes the 9 slots in the relay are enough, otherwise have a restriction tube and chest(s) or more relays for overflow if jams are a likely or common.


The concern we were just discussing was not that the quarry got backstuffed but that it ran out of energy. Item detector isn't enough for that.
 

KirinDave

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Jul 29, 2019
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Remember though, the quarry is a BC machine.
When BC fails, it spills out on the floor and if one isn't around at the time, maybe it's on a chunkloaded area of a server or you're off mining or whatever, it can get to catastrophic levels where it will lag your client out.

Quarries are just easy to talk about, but plenty of other mod machines cannot "jam" the way RP2 machines can. And also, unjamming compact designs is a pain.

I'm not sure what we're talking about anymore, tbh. It's just somewhat irritating to me that people say that RP2 systems don't fail. They do, and frequently the failure mode is "figure out which machine has to become unwedged." I understand Rp2 folks are justifiably defensive given all the fire they've taken recently, but let's just maintain a thin veneer of objectivity and say, "Both systems can fail, but they fail in different ways."


nope, if the blockbreaker has nowhere to output to, then it will refuse to break blocks.

Last time I built a frame bore and this happened it didn't unwedge itself until I reset the entire head. :(
 

Guswut

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You can place them automatically with deployers, which would require making a frame border around the quarry. However, deployers don't emulate the "right click to connect landmarks" functionality. So at most you would have to be available to start each new quarry.

Yeah, I use deployers to place my new landmarks, and then I manually click the middle landmark to define the region. They then get sucked back into their landmark storage, awaiting my next request to landmark it up.

I also do not automatically remove/place the quarry as the quarry loads chunks when placed which is useful to keep going in case I need to wait for some water to clear itself away and I don't want to lag three turtles past a goat whilst it does that.

If you're going to do that, it would be better to look into an actual frame quarry that would do just that. Someone posted their frame quarry recently here that automatically created and destroyed the arm that the head was attached to.

Indeed, I will create a frame quarry (as opposed to a quarry on a frame) someday soon, after I finish my endship. The quarry on a frame was a test to get into inchworm drives, and to automate a process that needed automation as I'm going to run my quarry either way, most likely as I like the massive hole I'm making (nearing 512 by 512).
 

trunksbomb

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Quarries are just easy to talk about, but plenty of other mod machines cannot "jam" the way RP2 machines can. And also, unjamming compact designs is a pain.

I'm not sure what we're talking about anymore, tbh. It's just somewhat irritating to me that people say that RP2 systems don't fail. They do, and frequently the failure mode is "figure out which machine has to become unwedged." I understand Rp2 folks are justifiably defensive given all the fire they've taken recently, but let's just maintain a thin veneer of objectivity and say, "Both systems can fail, but they fail in different ways."




Last time I built a frame bore and this happened it didn't unwedge itself until I reset the entire head. :(

I've been the main proponent of RP here in this thread, but I've not said they don't fail. They do fail, by getting backstuffed. Neither BC nor RP is flawless, in their programming and in their implementation. I just really like RP.

(That said, it's easy to see which machine has backstuffed in an RP system- each machine will have an indicator that something's gone wrong.)

As for the bore, what do you mean "unwedge"? Just clear the chests that the breakers output to and it'll clear itself.
 

Lambert2191

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Last time I built a frame bore and this happened it didn't unwedge itself until I reset the entire head. :(
I have mine jam frequently (making extra storage barrels is annoying) all I need to do to unjam it is to give it a valid inventory to output into. Either more storage space or if you just want a quick fix then plop a random chest somewhere along the line, will all unclog itself with no problems at all.
 

KirinDave

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I have mine jam frequently (making extra storage barrels is annoying) all I need to do to unjam it is to give it a valid inventory to output into. Either more storage space or if you just want a quick fix then plop a random chest somewhere along the line, will all unclog itself with no problems at all.

I probably hit a bug then... I know I've had my tunnel bores actually rip themselves apart in a rare case or two; I think sometimes they cross chunk loading boundaries and end up doing funny things to themselves before a server can catch up. Hopefully with Eloraam back these will start to get cleared up.

Still, I think I'd rather use ANY system than RP2 for sorting. Last night I got Applied Energistics integrated into a my hybrid pack and played around with it. I nearly laughed myself unconscious with its pre-power ore doubling. I suspect this will be my next build's go-to sorting system, because with the latest version it's actually far more balanced than RP2, which has been kinda OP for a long time.
 

trunksbomb

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Kirin, a frame machine will break on chunk boundaries if it is relying on a single chunk loader. While the loader is moving along with the frame, it effectively doesn't exist.. I found this out the hard way. Easiest solution would be to move the chunk loader separately from the frame machine.

And by chunk loader I mean world anchor, because Chickenbone's Chunk Loaders don't work well with frames currently.

Phil, apply a redstone signal to the sorting machine? That might work.
 

Guswut

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Jul 29, 2019
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Is there any way to shut down a Sorting Machine network? Other than physically visiting every Sorting Machine and turning off Automatic, that is.

Well, you can "turn off" a sorting machine network in the same way you can turn off any network if, by "turn off" you mean "disable" in regards to not sorting, which means, specifically to have something in line at the start where you accept input to shut off the system.

If you specifically mean turning off EACH Sorting Machine, then maybe a turtle that removed the blutricity wire between the first machine and the power source?
 

PhilHibbs

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If you specifically mean turning off EACH Sorting Machine, then maybe a turtle that removed the blutricity wire between the first machine and the power source?
It'll carry on running on internal power for quite a while. I was hoping that a redstone signal would shut it down if it's in Automatic mode, but no such luck, I tried that.