Ultimate pack, 1.4.7
I'm new to gates and don't fully understand their behavior. I don't understand how they trigger on the different states.
Scenario #1:
I have a barrel of wood and a sawmill 4 blocks away (feeding a boiler). In between is transport pipe with a gate on each end and red pipe wire between. I set the barrel gate to "if red wire on, then pulse". It works fine. My confusion is on the sawmill gate. I have it set to emit a red pipe wire signal if the inventory is not full. Well this seems to only be true when the inventory is empty, not "not full". The end result is that the sawmill empties out, then the gate triggers and emits a signal. The other gate gets the signal and starts extracting wood. As soon as any wood hits the sawmill, the signal turns off. So the sawmill gets about 20 wood to process, chews through it, and then emits the signal again. Repeat.
So this mostly accomplishes what I want - to keep the sawmill busy. But there's inefficiencies in the down time between when the sawmill goes empty and it gets the first wood block. Not a big deal, but I'm mostly just confused on why the gate doesn't seem to operate the way it says. Why does an inventory of 1 block, when it can hold 64, register as "full"?
Scenario #2:
I have a compressor connected to a barrel of plantballs. They are about 5 blocks apart. Trying to do the same thing as scenario #1. But because they are further apart, the signals have a delay in the sense that by the time the first item hits the compressor and the gate registers as "not empty", there's already another 20+ items in the pipe flowing towards it. If the pipe was longer, I'd have a ton of items already "in route" and once they hit the full machine they'd pop out on the ground. Is the answer to loop it back to the original chest? But then only 50% of the items would randomly go into the machine. I guess I could let it run forever but wouldn't that cause lag?
Ultimately I'm trying to use gates to pull items as needed from inventories. But I am running into issues where it pulls too many and spills over, or the gate doesn't seem to be checking the machine's "inventory" properly. Is there a guide or tutorial on how this is used? The concepts seem straightforward but in practice it seems clunky. Most advanced FTB videos I see simply skip BC pipes and just use AE. I'll do that eventually, but I don't like not understanding how to make this work![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Thanks!
I'm new to gates and don't fully understand their behavior. I don't understand how they trigger on the different states.
Scenario #1:
I have a barrel of wood and a sawmill 4 blocks away (feeding a boiler). In between is transport pipe with a gate on each end and red pipe wire between. I set the barrel gate to "if red wire on, then pulse". It works fine. My confusion is on the sawmill gate. I have it set to emit a red pipe wire signal if the inventory is not full. Well this seems to only be true when the inventory is empty, not "not full". The end result is that the sawmill empties out, then the gate triggers and emits a signal. The other gate gets the signal and starts extracting wood. As soon as any wood hits the sawmill, the signal turns off. So the sawmill gets about 20 wood to process, chews through it, and then emits the signal again. Repeat.
So this mostly accomplishes what I want - to keep the sawmill busy. But there's inefficiencies in the down time between when the sawmill goes empty and it gets the first wood block. Not a big deal, but I'm mostly just confused on why the gate doesn't seem to operate the way it says. Why does an inventory of 1 block, when it can hold 64, register as "full"?
Scenario #2:
I have a compressor connected to a barrel of plantballs. They are about 5 blocks apart. Trying to do the same thing as scenario #1. But because they are further apart, the signals have a delay in the sense that by the time the first item hits the compressor and the gate registers as "not empty", there's already another 20+ items in the pipe flowing towards it. If the pipe was longer, I'd have a ton of items already "in route" and once they hit the full machine they'd pop out on the ground. Is the answer to loop it back to the original chest? But then only 50% of the items would randomly go into the machine. I guess I could let it run forever but wouldn't that cause lag?
Ultimately I'm trying to use gates to pull items as needed from inventories. But I am running into issues where it pulls too many and spills over, or the gate doesn't seem to be checking the machine's "inventory" properly. Is there a guide or tutorial on how this is used? The concepts seem straightforward but in practice it seems clunky. Most advanced FTB videos I see simply skip BC pipes and just use AE. I'll do that eventually, but I don't like not understanding how to make this work
Thanks!