well, both are good the blockbreakers failsafe is just added securityThat'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 securityThat'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
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.
Or put the gate back at your sorting system. Same effect, just not on the frame.
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.
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.
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.
nope, if the blockbreaker has nowhere to output to, then it will refuse to break blocks.
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.
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 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.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.
Is there any way to shut down a Sorting Machine network? Other than physically visiting every Sorting Machine and turning off Automatic, that is.
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.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?