No, you can have a stack of hoppers above just one heavily overclocked furnace, and each hopper can have up to 4 Export Buses each one with a Level Emitter. If you want better control then you can only have two per hopper, as you would want two LE's, one set to "emit if ingots greater than 250", and another set to "emit if dusts less than 64", and set the Export Bus to export when signal is low. That way you always have 250 ingots and 64 dust available, unless you run out of ore.That would require a furnace for every single dust and a level emitter for every single export bus. Well, whatever floats your boat...[DOUBLEPOST=1378388882][/DOUBLEPOST]Or just not process your dusts.
You're missing the point, but to each his own.
Aye.
The point is guys... If you want to fully automate the production of alloys, you are required to have a subnet of some kind. You cannot rely on your main AE system to handle the intermediate steps. You are required to create a small factory that is automated by either (a) an AE subnet (b) a LP subnet or (c) some other form of item transport system.
No you are not required to use AE or LP or even transport pipes, but the main issue is that automatic ore processing is in conflict with alloy production, given that most people automatically export bus dusts to furnaces, which would be a problem for when you are grinding ingots into dusts for alloy combinations.
Not really. Your point is that setting up an AE system that turns dusts into ingots prevents you from making those same dusts into different ingots (alloys). Like if all the gold dust becomes gold ingots, then the same AE network can't also turn some gold dust into electrum ingots. So you need multiple sub-networks to handle that issue.
His point is that there are other ways to do this:
1) Use induction smelter to smelt alloys from ingots
2) Only keep a certain stock of ingots and keep the rest as dust so it's available for alloys
3) Set the priority on the 'alloy ingot' export bus higher than the 'base ingot' export bus. Then put a level emitter on the 'alloy ingot' bus to only stock a certain amount of that alloy.
None of that requires having a completely separate subnetwork.
Thank-you captain obvious.
Thank-you once again, for stating the obvious.
Hydra is quite intelligent himself, I don't think he needs you guys to defend him. All of you are missing the point though.
Well, those were some in-depth replies, thanks everyone!
One thing I am still wondering about: When externally crafting items out of several parts that need a specific amount (like alloys, hardened glass, etc.) Do I need to set up a machine for every different recipe to eliminate the danger of having 2 different crafting operations try to use the same machine and messing up the operation (e.g. the system wants both electrum and bronze, and now the smelter has one gold ingot and three copper ingots in it)?
Yeah, I thought about how interfaces work for a moment, and realized that it would likely work anyway, as long as the side that the interface is on is set to accept input to both internal slots.Interfaces are fine as long as the pattern is configured correctly and the face it's on is set to Blue. Since Blue goes to both slots, it'll work just like the rolling machine where it fills slots the way it should.
Yeah, that's because Logistics Pipes don't have a constant energy drain. They only use power when items are passing through, unlike Applied Energistics. Probably the biggest upside of LP is that, if you ever run out of power, you can still access your storage.Yeah, I have now set up the induction smelter method, works like a charm!
Now I only need to integrate all those other proecessing methods into the network: Macerating coal, compressing, filling frames... But it's a fun project.
One thing to note about Logistics pipes though: I found that for a processing system that idles a lot (I am on a server, and the base has a running world Anchor), Log Pipes are a lot more energy efficient. So when energy usage is a concern of yours, using LP Subnetworks can help.