Replies: 10 comments
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ore you can look in to bc gate trigger |
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both make LP more dependant onto BC, where the current goal is to get it standalone.... though the idea is interesting... I could imagine a module for that On the other hand, you cann allready achieve that by setting the furnace up with a Crafting pipe and a Chest with a supplier and a provider. The supplier will not see the provider since its on the same inventory. it will instead task the Furnace to smelt sand into Glass |
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This works only up to the maximum inventory space of the crafting machine. When I want four stacks of glass stocked and there is less than three stacks stored, the system sends more than one stack to the furnace and the system starts doing weird things like sending sand in all directions and not counting the crafted glass and so on. |
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Its actually not acting wierd, its acting like it should. The shifting items round and round you mentioned has to do with the following: And by the way it DOES count the Glass you produced, but if you request 128 Glass and have a single slot Furnace you wind up with 64 Sand as overflow getting sent back. And every time a smelting operation finishes the crafting pipe will request the last n-i Items (n ϵ Overflow, i = Smelting operations done) |
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I'm fully aware of that behaviour. I use this for my ore processing as I have a supplier to suply ten of each ore to the pulverizer. The first ore type can go in, the rest is sent back. A level emitter could have another use, too: Process all BUT a certain number. In current LP there is no way to process all wood to charcoal, but leave two stacks for daily use. |
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You can set your Provider to “Leave 1st and last Stack“ wich equates to what you want. I noticed that too, stuff traveling is not that easy to take into count though |
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Well, two stacks was only a random number. What if I want five stacks? There is no leave last five stacks option ;). |
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You can trick your System a bit with Firewalls and/or subsystems |
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I have another use case that is possibly more cut and dry for a level emitter: Forestry has farm multi-structures, each direction can be a different farm, and by applying a redstone signal to the corresponding side of a control block you can shut off one direction of the farm (or the whole farm if you want). The farm essentially just spits out resources (lets say carrots) indefinitely otherwise and I end up terminating the excess, but that's wasteful. What I would like to be able to do is have a pipe or module that can be used to emit a redstone signal on certain conditions of items in inventory (say, when available carrots is at or above 2048) so I can shut down the farm when I have enough carrots in my inventory. |
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"both make LP more dependant onto BC" It wouldn't, if you make BC as an optional dependency, and only add the affected blocks/items when BC exists. It does not build a direct dependency between LP and BC. And at least you have other BC integrations, so development environment will have to have BC anyway. |
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Due to the fact, that you can screw the whole system when you put a supplier pipe on an Inv with more, than a single crafting process can provide (e.g. four stacks of glass, but your furnaces can only hold two stacks of sand), I suggest implementing a way to send a redstone-signal based on the amount of a certain item-type in the system.
That way you can supply the furnace with sand and have it activated as long, as there is less than maybe 200 glass in the system.
Crafting recipe could be a pipe plug, a redstone torch and a golden chipset or golden keg.
The block the plug is facing could recieve a strong redstone signal.
Extra points for an analog signal with strength equalling the percentage of the set amount reached.
The interface could be like the one for the fluid supplier with a slot for a ghost-block instead of the fluid selector.
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