What's a good method for maintaining a general amount of a resource in your system when the material is dependent on a farm you don't want running all the time?
I'm in the process of automating IC2 machines with my AE2 system, and rubber is one of those materials that fill that role. I'm thinking maybe set up a rubber tree farm that's shut off when local storage is full (whether IC2 or MFR trees are used), then set up an interface with my AE2 system to maintain a stack or two of each rubber, then use a processing pattern and an enderchest system to retrieve materials from that farm to make said rubber whenever either rubber store falls below the threshold in my system.
My thought is my processing pattern would send some item to the farm via an enderchest, unlocking local storage to send a preset number of items back home along with the original item. Once that cycle completed, the farm would run until it refilled its storage and then shut off again. In the meantime, my system could do whatever it needed with the resources it pulled in from the farm storage.
I'm in the process of automating IC2 machines with my AE2 system, and rubber is one of those materials that fill that role. I'm thinking maybe set up a rubber tree farm that's shut off when local storage is full (whether IC2 or MFR trees are used), then set up an interface with my AE2 system to maintain a stack or two of each rubber, then use a processing pattern and an enderchest system to retrieve materials from that farm to make said rubber whenever either rubber store falls below the threshold in my system.
My thought is my processing pattern would send some item to the farm via an enderchest, unlocking local storage to send a preset number of items back home along with the original item. Once that cycle completed, the farm would run until it refilled its storage and then shut off again. In the meantime, my system could do whatever it needed with the resources it pulled in from the farm storage.