I was thinking of keeping every item in my project table supplied by a manager.
So I made a quick test setup:
Manager below the project table, 1/2 stack of rubber, copper, refined iron, redstone in both the manager's interface and the project table, manager set to the mode that it keeps exactly that number of items in the adjacent inventory and priority set to 1.
That manager is connected via tubes to another manager which is adjacent to an iron chest with some stacks of rubber, copper, refined iron and redstone in it. This manager is set to the "keep infinite number of items" mode and has priority 0.
This manager has a restriction tube in front of it and on the line between the 2 managers goes off another tube towards the chest.
Now what happens is the following: If I craft for example some copper cables, the manager on the chest will first start sending copper out. However, he will only stop doing that if the manager on the project table no longer needs copper.
The problem happens now, the manager sends out for example 6 packets of 32 copper until the first one reaches the project table and is no longer requested.
Now the other 5 packets will travel back to the chest since there is a restriction tube in front of the manager.
Everything fine as long as only 1 type of item is requested at once.
But when there are 2 or more items requested at once, the manager will first send out those 6 packets of copper, however, at the moment when the 6th packet would be send out, the manager keeps it in his internal buffer because it's no longer requested and ignites his front red lights. He can't send out the second type of item as long as the copper is in his buffer.
If I break the tube in front of the manager, he will eject the copper and be able to send out the second type of item.
The ejecting when I break the tube would usually indicate that the tube network had no valid target for the copper.
However, the tube leading to the chest should be a valid target, so I can only assume that it waits explicitly for the other manager to be a valid target again.
Is such an auto-supply setup only possible if you have a chest + manager for every single item?
So I made a quick test setup:
Manager below the project table, 1/2 stack of rubber, copper, refined iron, redstone in both the manager's interface and the project table, manager set to the mode that it keeps exactly that number of items in the adjacent inventory and priority set to 1.
That manager is connected via tubes to another manager which is adjacent to an iron chest with some stacks of rubber, copper, refined iron and redstone in it. This manager is set to the "keep infinite number of items" mode and has priority 0.
This manager has a restriction tube in front of it and on the line between the 2 managers goes off another tube towards the chest.
Now what happens is the following: If I craft for example some copper cables, the manager on the chest will first start sending copper out. However, he will only stop doing that if the manager on the project table no longer needs copper.
The problem happens now, the manager sends out for example 6 packets of 32 copper until the first one reaches the project table and is no longer requested.
Now the other 5 packets will travel back to the chest since there is a restriction tube in front of the manager.
Everything fine as long as only 1 type of item is requested at once.
But when there are 2 or more items requested at once, the manager will first send out those 6 packets of copper, however, at the moment when the 6th packet would be send out, the manager keeps it in his internal buffer because it's no longer requested and ignites his front red lights. He can't send out the second type of item as long as the copper is in his buffer.
If I break the tube in front of the manager, he will eject the copper and be able to send out the second type of item.
The ejecting when I break the tube would usually indicate that the tube network had no valid target for the copper.
However, the tube leading to the chest should be a valid target, so I can only assume that it waits explicitly for the other manager to be a valid target again.
Is such an auto-supply setup only possible if you have a chest + manager for every single item?