I'm not familiar with them - I thought they only ignored damage values and NBT data. Can you set them to do wildcards on the name?
My presumption is that Canopy Wood is like most other varieties of wood, NBT variants on base wood. Besides, that example is kind of odd anyway. Again, why would you need to do that with a properly stocked traveller's pouch?
Oh and no one else mentioned it but those stupid quartz are nonrenewable which means from early game to end you gotta mine them and plopping down a quarry or two won't work as good as picking it yourself
By the time I had my first quarry up and running in my previous world I had over a stack of Cetus and a rather nice AE network sans auto-crafter. After running my quarry down to about 40 I had 3 stacks of Cetus, more than enough to get autocrafting going. There's a lot more of it out there than people think.
So you can never fab them like RP2, MFR, and BC.
Good thing you don't have to. And, hey, it cuts down on the need for fabricating power all over the place, too.
So annoying having to get those quartz and will be pain in the rear in 1.5+ cause of also nonrenewable Nether quartz is also needed. Like anyone have fun being ghasted right?
Nether Quartz is a godsend since you can grind that up and use it for the silicon needed for chips, saving on your Cetus. And I take it you haven't played 1.5 yet? Nether Quartz is so abundant that you can hardly go 20 steps without seeing a new vein of it, and each vein is ~6-12 blocks, each dropping 1-4. I rarely leave the Nether without having at least 1-2 stacks of it on me from just tapping random veins while looking for other things. To me the largest limiting factor in AE is glowstone for patterns.
Connect your Ender Chest to an import bus with an empty bucket in the filter, then have an interface with an empty->full bucket recipe sitting next to a liquid transposer filled with water. An export bus connected to the same Ender Chest dumps the filled bucket back in.
Ungh, and me going out of my way to point out people generally don't put inputs on their traveler's pouch. Fine. ME Storage Bus on the ender chest, level emitter on the autocrafter of your choice to make a full bucket, have 2 buckets in the chest, deposit empty, pull 1 full, the empty is pulled, filled, dropped into the chest. Or if you just have to have only 1 in the chest, attach an export bus with water bucket. There, you have 1 full bucket in the chest at all times, single pouch, no input race condition, no overuse of buckets.
Though why there is this absurd "single pouch" limitation is beyond me. Generally by the time you get to an auto-stocked traveler's pouch it is your second pouch with the first being to your input chest. Deposit empty into input, pull full from traveler's, let the system autofill.
Or, you know, just right click on the nearest water source, probably the one you placed with the bucket in the first place. In the grand scheme of things "look, I can have a water bucket right here all the time!" is pretty low on the priority totem pole.
You might need to do some fancy stuff with dark cables to keep it from filling every empty bucket in your ME system, but it's not impossible.
Nope, level emitters, wonderful things.
EDIT: And it'll probably do it in even less than 30 seconds.
Which is why I said Hibbs' is trying to think about AE in terms of RP2. AE is better suited for keeping things stocked, not designing specialized little mini-machines which stock on demand. At least, right now it is. Which is why my solution focuses on keeping the bucket in the chest at all times, not filling a bucket that is placed there. The effect of both is the same, I have a water bucket at my disposal at all times. Same thing for the "Oh noes, I need coal!" When I get to the level of having a traveler's pouch I simply have my logistics system keep a stack of torches in the chest at all times. Same for food of choice, stock building materials, etc.