I don't think you need any level emitters for this.Yeah, so I'm wondering if there's a way to tell an AE system to never keep more than X amount of a certain (or any) resource, without preformatting every single storage space?
For example I would want to limit the amount of Cobble to 64 stacks and having any cobble above that amount voided instead of put in an overflow chest. This might be beewax or honeydrops or whatever, really. I tend to overproduce a lot.
Any ideas welcome
I have, for things I never want to keep more than 4096 of, a wall of barrels. Each barrel has a storage bus attached to the top. The storage bus is set to priority 3. The storage bus is set to only accept one item.
I also have a storage bus set to priority 2 pointing to a void chest/ME condenser/trash can(I don't like this solution..I think trash cans end up being too slow), or some other method of auto destruction. That storage bus is set to receive anything that is configured to go to any of the barrels. All drives in the drive bays are priority 1.
Whenever trigger items come in, they're routed Barrel -> Void Chest -> Drives. The only way you get an overflow is if your void chest cannot accept more input. If you feel that's going to be an issue, split the load over multiple void chests. (That was actually my issue with the trash can, apparently it couldn't accept items fast enough, it allowed items to go into drives, and that threw the whole system off. I have not had the same problem with void chests, nor with the ME Condenser).
If you want to keep less than 64 stacks, don't use a barrel...use a chest. If you want more than 64 stacks, use a DSU or multiple barrels.