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Applied energistics how to keep a certain amount of each processor crafted

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Applied energistics how to keep a certain amount of each processor crafted
April 01, 2019 Entertainment and Movies 1 comment

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Hi everyone!
We've been having a lot of crashes lately (I'm looking at you beyond/direwolf), so i thought i'd write up a small, general guide on mitigating lag.

So, lets touch on what this signifies. Lag is a general term for slowness, stalling, etc(We're covering serverside lag.). It occurs, typically, when the server CPU is unable to keep up with what is going on in the world. Minecraft measures processor cycles as 'ticks', and there are generally 20 of these ticks in a second - and you want somewhere around 18 for optimal play. when the tps drops below 16, you may notice things start to get a bit slow or a block takes longer to break. Around 12, that terminal you just right-clicked might not open on the first try or it may hang for a bit, and around 8 you may need to break something multiple times for it to actually break.

Now, the most prevalent - and obvious - cause of Tick-per-Second lag is the mods themselves. No, not the staff, but the gameplay modifications. Some mods cause almost no lag, some cause a lot in any situation, and and some only do so in certain situations. And, of course, the majority only do so with certain blocks. So, lets look at some common mods and examine why they cause this & how you can avoid it.

Applied Energistics -2-​


AE2 is perhaps one of the most well-known, most beloved mods out there, simply because it serves as a powerful storage system.
However, it can also serve as an auto-crafting system, and as many call it, the central nervous system of any modded base. And thats great, AE2 is wonderful! But, AE2 is perhaps one of the laggiest mods when used incorrectly. Autocrafting is the main cause of this.

While i won't touch too heavily upon this, autocrafting takes many more ticks to complete if it isn't done correctly. You should always seek to set up your autocrafting in a sensible, OPTIMAL way. Having your ME compress & utilize 43,046,721 cobblestone all at once just to make one ingot of bedrockium can and generally will bring a server to its knees - Instead, you should make lots of quadruple cobble, which is much easier on the server, then sextuple, THEN let your ME go onto the rest. While the outcome is the same and slightly slower, by breaking this process into segments instead of letting it go straight from cobble to bedrockium, you reduce the load on the server and minimalize how many items the ME has to process at one time.

For inscribing, you can use item conduits to carry the materials & products from one machine to the next, rather then many import & export buses - placing the load on the conduits, rather then letting the ME process that as well.

In fact, this brings us to the next mod.

Ender IO


Ender IO is perhaps one of the most optimal transport systems(on 1.10, conduits cause lag and should be avoided.), and the mod adds in many machines, items, conduits, and even a teleporter. It serves as a great support mod to the techy path. But, like many other mods, it brings with it the danger of TPS lag if used incorrectly.

First off, capacitors. Do you need 300 basic capacitors, or will you be ok with a few vibrants? If so, then put in the extra effort, get rid of those basic batteries, and make a few Vibrants. Every extra capacitor you have takes up a few more .02milli-seconds of processor time - a few nano-ticks, if you will. Thats not much, but when you have dozens upon dozens of capacitors, it really adds up. Instead, compress your power storage by using a higher tier of device - or use a different method entirely. We'll touch upon that in the next mod.

Speaking of Ender IO, you may be familiar with it;s conduit system. These conduits can fit multiple pipes, of different types, such as energy, item, fluid, gas, etc into one block, making a functional and efficient piping system. This is great, but you should avoid going overboard. These conduits are actually known to be slightly laggy. However, they are considered the better alternative to Thermal Dynamic's itemducts - which cause FPS lag on lower-tier computers, due to the items being seen within them. You can use the opaque itemducts to reduce this, if you decide or have to use them.




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Mekanism


Mekanism is a great mod that brings with it several benefits, such as ore processing(5x the ingots! Woot!), power generation, energy storage, limited flight, a little robot companion who serves as a mobile anvil/chest/furnace, and many other things.


The Mekanism Fusion Reactor, pictured above, creates lots of power - millions per tick, in fact. However, it is wasteful, laggy, and for most people unneeded. Running one of these with all the other machines necessary in one chunk will destroy the fps of most low-tier computers, and it also places unnecessary load on the server.

Instead, in more recent versions(V9) players can construct an Industrial Turbine which generates around 19 on a low grade, and can actually go up to 200Mrf/t. Normally, this device requires said reactors - but there are ways to pump in enough water to not need the steam from the reactor. I myself do this.

Next, lets look at what i just said. Placing many Mekanism machines in a single chunk generates lag. Most people don't realize this, but running 20 mekanism ore processors in separate chunks actually generates less lag then running 10 of then in one chunk. The more machines in the chunk, the worse it gets. If you were to fill a building with machines from mekanism, it would likely take a quarter of the TPS. If you ran them all, the server would crash.
Thus, you should always try to chunk-align your placement of mekanism machines - don't put more then 10 machines from mekanism in the same chunk. And, if you're using a multiblock, such as a salination plant, try to ONLY put that multiblock in that chunk - don't combine it with lots of other machines.

Something many don't realize is that this mod actually includes a major power storage system - no, i don't mean energy cubes. I'm referring to the induction Matrix. Server owners and staff in general normally hate this device, because players have a tendency to make their matrices overly bloated - 30Grf storage is more then enough, you don't need to store 400000000000rf in a single chunk. Its unhealthy for the server, laggy for anyone nearby, and generally causes issues. This matrix is much more healthy then dozens of capacitors, but only when used in moderation. Don't go overboard when you don't need to. You don't need that much power.

Flans Mod

Everyone wants their pulse rifle, their SMG, a plane to crash into someone's tower, blowing it to bits..., Err, what? I didn't say that.

While not all modpacks on Kooky include Flans, a few do or did.
Flans is a fun mod - explosions everywhere, planes flying around and often wrecking, gun blazing - it paints a, well, explosive picture. No other mod quite captures the destructiveness of flans. Well, except ICBM, but we're not discussing that.

But Flans is also very destructive on servers. Not just the explosive ammo, but the actual bullets. f you fire bullets into unloaded chunks, their tickrate massively increases - going from merely ticking once, to many ticks per second, despite being unloaded. Which, of course, destroys the server they're used on. While i don't believe common flans ammo is banned, now that you know this, remember to fire in moderation - and try not to fire dozens of rounds off into the unloaded void.

Carpenters
Carpenters is a popular mod allowing modular building via frames which can be replaced with the textures of other blocks/etc.
However, carpenter blocks are Block Entities, not just blocks - much like signs, beds, etc. They include additional data.
Carpenter blocks look awesome in a base and you can make many nice things with them. But since said blocks contain more data then a normal Block, once you've built an entire base out of them, that base uses more resources to store its information then a normal base would - because each block stores more then just its ID and four data bits. So, try to avoid placing over 100 of these blocks in a tight cluster - you'll use up server resources, slowing down everything for both yourself, and others on the server.


Galaticraft
Today's update will concern a couple of mods, and we're starting off with the most well-known space mod: Galaticraft.

Galaticraft can be fun, and certainly useful if you want a base people are unlikely to grief. I live on Titan, without a claim, and have never been griefed - simply because 90% of people don't want to bother putting in the effort to get there.
But we're discussing lag here, so lets switch to a mainline portion of the mod: Oxygen. You need it to live, as it kills even through godmode. But the vanilla method of production causes severe lag, especially over time.

Oxygen sealers don't really generate any tps lag, but the oxygen bubble & oxygen collectors can both severely lag servers, although perhaps not at first. Its best to avoid them by using a sealer, and for producing oxygen, the electrolytic separator from Mekanism is a much better, and more stable, choice. In fact, this separator can be hooked up to 4-5 gas-burning generators, burning the hydrogen created, to make it energy-neutral. That is, it forms a closed circuit. Fully upgraded separators can use around 40krf/t while fully running & 12krf/t whilst semi-idle, so utilizing this can greatly save on power. While its certainly more work, it'll make a server much more tolerable for you & for others.

This is a pretty short mod-post, so i'm just going to say this:
Do.Not. Make. Large.Openblocks. Tanks.

Natura
Natura is pretty cool, and overall doesn't really affect the server much - if anything, it'll hit your fps much more.

At least, until someone with a lumber axe stumbles upon a redwood forest and thinks "Oh hey, better chop down all these trees and crash the server over & over!" Yes. People do this. No, you shouldn't. IF one had to chop down a redwood tree, remove a layer from it around the upper-middle, then chop them down separately.

Thats it for now! This post is a WIP, & i'll add more as i think of it.​

The ME Auto Crafting system is an expandable modular multi-block structure from the Applied Energistics 2 mod. An important feature of the ME Network. Once properly set-up the Player only need to order the items needed on demand by creating a crafting job and the system will automatically craft all needed parts from the resources available. All of the craft-able items do not use any storage space until crafted. Each item's recipe only needs to be "crafted" once and encoded on a Blank Pattern using the ME Pattern Terminal. Special "processing" recipes are also encoded with the Pattern Terminal for interaction with machines via an Interface. The Auto Crafting Structure can only be functional connected via an ME Controller.

Assembly[edit]

The Assembly multi-block structure is the part of the Auto Crafting that assembles the items from the jobs ordered. It is composed of one or more ME Interfaces connected up with a Molecular Assembler and managed remotely via the ME Interface Terminal. This structure may be designed to the Players fancy, as long as an ME Dense Cable is used to provide a connection with the necessary channels when using more than 8 Interfaces on the same line. The Molecular Assembler does not use any channels. Each Interface may be programmed with up to 9 crafting recipe Patterns that will tell the Assembler which resources to use in the crafting. The Interface will automatically collect the finished product and store it on the Network to an ME Storage Cell in the ME Drive.

CPU[edit]

The CPU multi-block structure, which synchronises the Auto Crafting operations, is composed of a Crafting Storage (required), a Crafting Co-Processing Unit (recommended) and a Crafting Monitor (optional). This structure provides the storage memory necessary for multiple simultaneous crafting orders. To be valid the parts need to be placed in a "cuboid" shape. Several of these structures may be interconnected in the Network. The entire Crafting CPU multiblock only uses one channel. A Crafting Unit may be placed to fill the structure into a valid shape, although it will serve no other purpose. The Monitor will display the item that is being crafted by the system and show a countdown of the number of items remaining to be crafted.

Processing[edit]

Inscribers and machines are automated in a similar way as the Assembler with an Interface but programmed with a processing Pattern that will supply the proper material to the given machine as per the crafting job ordered. The finished product is collected using an ME Import Bus, an Itemduct or other transport system, connected back to the Interface [1].

Note[edit]

  1. ↑The Interface (Panel) cannot receive items nor power an Assembler or ME Device.
  • It is important to return all Auto Crafted items to the ME Network, otherwise the item's job will remain pending.

Video[edit]

An Assembly structure built with 4 Interface and 20 Molecular Assemblers
4 independent CPU structures
Inscribers automated to press Printed Circuits and Processors

Applied Energistics - Crafting more than one stack at a time in the crafting terminal? Is there a way to use all the essence to create a full inventory of the crafted items? Once you've got your crafting CPU set up, you'll need to tell AE Click on the item, and it'll pop up a GUI asking how many you want.

This page is a list of potential automation systems available in GTNH. Comprehensive guides can found below.

Hoppers[edit | edit source]

Primitive early game automation. Chests or other storage can be placed on top to extend buffer size. Can be placed beneath steam machines to pull contents. Output direction can be adjusted using GT wrench. Transfer rate is fairly slow, 1/s. Transfers until receiver is full. Can be disabled with redstone signal. Buggy with certain containers like drawers, may pull items even if the hopper is full.

GT pipes and conveyors/pumps[edit | edit source]

More advanced automation. Conveyors and pumps pull or push items/fluids, with rates increasing by tier. Fluid pipes try to divide flows evenly, but can suffer from backflow issues. Multi-pipes available with fluid filter covers allowing specific fluids into or out of each pipe. Item pipes route item to nearest-allowed-destination based on distance. Smaller pipes are automatically given a longer distance. Simple filtering possible with locked barrels. Transfers until receiver is full. Can be used for dedicated setups, ie compressing and centrifuging air, oil desulfuring and mixing to max diesel, etc. Automation is a pull-based system - you pull something out at the end, and the ingredients slowly percolate to the start. Can be upgraded to be redstone controlled. GT item filters and chest buffers can be used with other systems to do type filtering or providing specified amounts of items.

Translocators[edit | edit source]

Simple 1 block automation. Fast and can be upgraded with a glowstone dust for speed, and a diamond nugget for stocking. Easy to pull and sort items out of a mixed output into different destinations, including GT pipes. Multiple inputs/multiple outputs within the 1 block. Interface must touch another block. Item and fluid variants, however the fluid version is much worse than the item one, and is worse than a lot of GT pipes. Like an advanced, high-speed hopper. Good for compact setups like air centrifuging/water electrolyzing or simple sorting into destination pipes. The item versions are some of the fastest item transport you have available, especially in MV.

Enderio item/fluid conduits[edit | edit source]

Automation level similar to GT pipes but without sloshing, and with better filtering. Can store small amounts of fluid within the conduit itself. Can be redstone controlled. Supports basic filtering. Transfer rate isn't upgradeable on fluid conduits, but item conduits can get up to 64items/cycle instead of the base 4. You can also downgrade item speed to 1/cycle which plays well with round robin mode. They also pull by themselves, and don't need a pump/conveyor like GT.

Item conduits shine when their existing item filter is used. It essentially is an infinite filter, which also has the abilities of normal eio filtering. This is many people's go to for separating siftable ores from thermal centrifuge ores. It can also be used in conjunction with automated assemblers that use more than 1 type of fluid. Can be used to automate an assline and act as an interface from AE2 to an assline. AE2 would dump parts into a chest, then EIO would filter them into the correct assline locations.

Fluid conduits are some of the best fluid transfer in the game. They're instant, have what can be a really high throughput, and can have every fluid move through one conduit. They have instant transport, but a slow input of 500L/t. So if you want to do more than that, you need something pushing into the conduit. This makes their pull speed reliant on the output rather than their listed rate. Not the fastest thing overall, but great for systems that use a lot of fluids. As simple move 1 fluid a few blocks, they aren't great.

[edit | edit source]

Automation level similar to GT pipes. Supports simple autocrafting with World Interaction Upgrades. Crafting table recipes, requires items in 3x3 inventory shape in front of the item transfer node. Crafting speed is slow but can be upgraded. Transport speed is slow but can be upgraded. WIU can mine or collect items, including liquid blocks or cobblestone generators. Various pipe options to support rationing and inherently has round-robin distribution at intersections. Perhaps better for lag since pipes don't show contents. Liquid pipes cannot transfer lava. Possible infinite water source?

Thaumcraft golems[edit | edit source]

Low tier transport and mid-tier player actions emulation. Golems can do specific actions, such as planting, harvesting crops, lumberjacking, fishing, etc. Transport golems can move items from inventory to inventory. Not particularly fast, and pretty pricey to make. OK for low-speed player emulation needs. Solution for alchemy automation.

ProjectRed (link to comprehensive guide)[edit | edit source]

Mid-tier on-demand automation. No support for fluids. Fluids must be placed into a tank and transported using cells. Supports automated extraction and stock-keeping (keep XX of YY in this slot). Items can be extracted from general purpose storage and provided on demand. Items can be crafted on-demand. Using setups for multiple roles is difficult but doable. Works best when a setup's outputs is used in multiple locations - think Oxygen and sending it to a polyethylene setup, polyvinyl chloride setup, and nitric acid setup. Automation is pull-based - you pull something out, and the ingredients slowly bubble back to the starting requirements. Has special requirements for pipe intersections. Can be expensive with circuits, not recommended until LV circuit assembler is available. Perhaps worse for lag since pipes show contents.

Steve's_Factory_Manager (link to comprehensive guide)[edit | edit source]

Steve's Factory Manager is a high-tier, versatile automation helper. It excels in last-mile item and fluid routing and can eliminate almost all cable clutter. Setup and control is done through a drag and drop GUI interface.

Open Computers (link to comprehensive guide)[edit | edit source]

High-tier on-demand automation, including in-world manipulation. Drones and robots can emulate most player actions, including Thaumcraft infusion (with Gadomancy Infusion Claw).

Misc GT items[edit | edit source]

GT has a lot of covers that come in handy when setting up automation. Fluid level detectors, machine controllers, item/type filters and buffers are some of the most helpful. The filters are wonderful for things like ore processing, where all your items share an ore tag but are different, like crushed/washed/centrifuged ores.

Applied_Energistics_2 (link to comprehensive guide)[edit | edit source]

Ferrari of automation and autocrafting systems. Near-essential in some form by LuV. Very complex setup requirements, and large power draws. Storage, transport, and automated crafting. Supports interfaces to Thaumcraft essentia for automated alchemy. May require secondary systems to craft items dumped into an intermediate location, or small pull systems to keep items stocked. Supports Push-based system - you request X, and it will figure out and build/push the minimal basic ingredients it is missing to get to X.

Pages in category "Automation"

The following 6 pages are in this category, out of 6 total.

Applied Energistics Storage System for End Game.

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Now that you know the fundamentals of creating a network, connecting cables and setting up a storage system, it’s time to get to the really good stuff: autocrafting.

Applied Energistics 2 features a very complex recursive automatic crafting system. “Recursive” means that the system is capable of automatically crafting not only the item(s) that you order, but also the individual ingredients for those items. For very complex crafting recipes, this may save you a lot of time. A fully functional autocrafting setup requires a number of components, which we will be discussing in detail in this tutorial.

This tutorial is part of a series on Applied Energistics 2.

Contents

The Crafting Processor

Crafting processors handle the “management” side of the autocrafting process. They are assembled by placing the following blocks into a cuboid pattern:

  • Crafting Storages
    Available in 1K, 4K, 16K and 64K units, these components provide the memory for your crafting jobs. The more items you order, and the more complicated your crafting jobs are, the more memory you need in your crafting processor.
  • Crafting Co-Processing Units
    Each Co-Processing Unit increases the number of simultaneous crafting jobs that a crafting processor can run, which means that you crafting orders finish faster. This comes in handy if you want to order large amounts of items.
  • Crafting Monitors
    The Crafting Monitor shows the item that is currently being crafted by it, and the number of items that are still on order.
  • Crafting Units
    Crafting units are the ingredient from which all other crafting processor parts are constructed. They can be placed as a valid part of a crafting processor cuboid, but they do not have a function of their own (other than to fill gaps).

When you place the blocks to construct your crafting processor, they will turn into a dark grey once they are in a valid cuboid shape:

Note that in the example above, the cable does not connect because the structure does not have a valid cuboid shape. As soon as you place the missing block in the middle, it turns into a valid crafting processor and connects to AE2 cables:

As a general rule, a crafting processor should have at least 2-3 co-processing units in its structure, one crafting monitor and at least 4K crafting storage capacity. The crafting monitor shows the currently active crafting order, which may help you identify affected crafting processors in case a crafting order does not complete for some reason.

The storage components and co-processors will allow you to automatically craft sufficiently complex items well into the mid-game. When you are starting out, two cuboid crafting processor structures should be enough to last you for a long while. If you find that you are crafting a lot of items or very complex items often, you may want to add additional crafting processors, or expand the ones you have with more co-processors.

The Interface

Interfaces and Molecular Assemblers handle the actual item crafting in the autocrafting process. The Interface acts as a relay between the items stored in your AE2 network and machine inventories outside of that network. They can pull items from your network inventory, and any items that are pumped into it (with Thermal Expansion itemducts, or instance) are saved within your network inventory. In addition to that, they hold the crafting recipe patterns with which the molecular assembler crafts the items. Each interface requires one AE2 network channel.

Interfaces have a number of other uses outside of autocrafting, but for now we will just be looking at what’s relevant for our autocrafting setup. The GUI of an ME Interface looks like this:

  1. Config: These slots hold items that have been pumped into the interface. Normally the items would enter the AE2 network inventory pretty much immediately, but if the cable connection to your network controller is interrupted somehow, or if the network does not have enough power, the items will amass in these slots, meaning: if something is in those slots, there is a problem somewhere in your network.
  2. Patterns: These slots hold crafting recipe patterns for autocrafting. We’ll get to that later.
  3. Blocking Mode: This determines the item placement behavior when your interface is pointed at another machine or inventory. Not relevant for a simple autocrafting setup.
  4. Interface Terminal: This option allows you to show or hide this particular interface from the view in an interface terminal. This should generally stay enabled.
  5. Priority: This allows you to set the crafting priority of this interface. The higher the priority value, the lower the priority in the crafting process. This option may come in handy, if two different crafting recipes have the same output, but you want to prioritize one over another.
  6. Card Slot: You can place a crafting card here. This will allow the interface to request items to be crafted from the network. Not revelant for a simple autocrafting setup.

The Interface needs a Molecular Assembler closeby to be able to craft items.

The Molecular Assembler

Where the Interface provides the crafting recipe and the ingredients, the Molecular Assembler handles the actual crafting of ordered items. It does not require a channel to run. Here’s the GUI of a Molecular Assembler:

  1. Crafting area of the currently active crafting recipe.
  2. Crafting result.
  3. Crafting progress bar.
  4. Crafting pattern slot: You can manually place a designated crafting pattern here. Note that this will make the assembler unusable for crafting by interfaces.
  5. Accelerator Card slots: You can place up to five accelerator cards in these slots to speed up the crafting process. Autocrafting is already pretty fast by default, and adding additional accelerator cards to a molecular assembler will make crafting almost instantaneous.

An ME Interface can use all Molecular Assemblers that it is touching. Molecular Assemblers function like a AE2 network cable, but they do not require a network channel themselves. This means that you can place up to eight interfaces in a honeycomb pattern with molecular assemblers like this:

The example above may not be 100% efficient, but since each interface touches at least two molecular assemblers, it will suffice for most use cases. Its simple rectangular pattern will also allow you to embed it into a floor. If you do not want to embed it into a floor, you can also choose to go for a 2x2x4 block pattern in which each interface touches at least three molecular assemblers:

If you would like to make sure that each interface has a maximum amount of access to assemblers, you can simply surround each individual interface with molecular assemblers on all six sides:

Crafting Patterns

Now that you have set up and connected your crafting processors, interfaces and molecular assemblers, you need to create crafting patterns for the items you want to autocraft. In order to create and use these patterns, you need blank patterns, a ME Pattern Terminal, and a ME Interface Terminal.

Place the ME Pattern Terminal on a network cable with a free channel and open it. Let’s take a look at the GUI:

  1. Inventory: This shows the items stored in your network. Items that are marked as “Craft” instead of a number indicate items that can be autocrafted.
  2. Search: You can search for specific items here. Clicking on button (13) changes the search mode and allows for synchronisation with the items in your Not Enough Items (NEI) view on the right.
  3. Crafting Recipe: This is where you can specify a crafting recipe by placing ingredients in the crafting field. If the recipe is valid, the output will be visible in field (6).
  4. Clear: Clicking this button will clear the crafting recipe field (3) and the crafting result field (6).
  5. Ore-Dict Substitutions: Clicking this option will allow crafting recipes to use items from other mods. For example, if a recipe would require copper ingots, setting this option to allow for substitions would mean that you could craft the item with any copper ingot, regardless of whether or not that ingot is from Immersive Engineering, Thermal Expansion, or any other mod. I highly recommend setting this to allow for substitutions.
  6. Crafting Result: An item will only show up in this field if you have set a valid crafting recipe in field (3).
  7. Blank Pattern Slot: Place blank patterns you want to encode in this slot.
  8. Encode Pattern: Click this button to encode the current crafting recipe in a pattern.
  9. Encoded Pattern Output: Encoded patterns ready for usage in an interface will be put into this slot once you press button (8).
  10. Sort By: Clicking this button allows you to sort your inventory by “Item name,” “Number of items,” “Mod,” and “Inventory Tweaks.”
  11. View: This button allows to view only stored items, only craftable items for which there are encoded patterns somewhere in the network, or both stored and craftable items.
  12. Sort Order: Allows you to change the order of your currently active sorting option from button (10).
  13. Search Box Mode: This button allows you to synchronize the AE2 search box (2) with your Not Enough Items (NEI) inventory view. That way you don’t have to leave the GUI in order to look up crafting recipes.
  14. Terminal Style: No idea what this option does; if you know it, a comment would be appreciated.
  15. Crafting Status: Opens the crafting status GUI – we’ll look at this a bit further down.
  16. View Cell Slots: You can place view cells here to restrict the amount of items visible in the inventory (1).
  17. Crafting Pattern / Processing Pattern: This button determines whether you encode a crafting pattern or a processing pattern. We will be looking at processing patterns in a separate tutorial.

Now the fastest way to create an encoded pattern works like this: You open the ME Pattern Terminal, and with the Search Box Mode (13) set to “NEI Synchronized Standard“, you enter the name of the item you want to encode in the search bar (2). Then hover over that in the NEI view to the right of the screen and press the “R” key to open the recipe view.

Hold the “Shift” key down and left-click the question mark button (1). This will transfer the recipe into the crafting recipe field (3) of the Pattern Terminal. Now make sure that there’s at least one blank pattern in the designated slot (7) and press the encode button (8) to receive the encoded crafting recipe in slot (9).

Now we need the ME Interface Terminal. Place it on a network cable with a free channel and right-click it to open its GUI:

  1. Search: Allows you to search for specific encoded crafting or processing recipes.
  2. Machine Name: Shows the name and amount of the machines or inventories that ME Interfaces in the network are connected to.
  3. Interface Pattern Slots: Shows the encoded crafting patterns that are currently in interfaces within the network.

Take the pattern that you encoded earlier and place it in one of the free slots below the section that says “Molecular Assembler.” This pattern is now available for autocrafting in your network. You can also manually place the encoded pattern in a interface of your choosing.

The Crafting Status GUI

Finally, let’s take a look at the crafting status GUI. Place a sufficiently large order of the item and open the crafting status GUI. You can access it by clicking on the hammer symbol in the top right corner of an ME Terminal interface, marked with the number (7) in the screenshot below:

Clicking the hammer (7) will switch to the crafting status GUI:

  1. Active Orders
    The main interface area shows all crafting orders active on one single crafting CPU. The number “Stored” indicates the number of items reserved for crafting by the network, “Crafting” indicates the number of items that are currently being crafted, “Scheduled” indicates the number of items that await crafting. Once a crafting order has been completely fulfilled, the crafted items are stored within the network for retrieval, and the screen is wiped clear.
  2. ME Crafting Terminal, or ME Terminal
    Allows you to return to the main interface window.
  3. CPU
    Allows you to switch between the different crafting CPUs connected your network. Useful if you want to check up on the progress of several crafting orders that are running on different crafting CPUs at the same time.
  4. Cancel
    Cancels the currently active crafting order.

Now you know everything to start your own autocrafting system.

Summary

To review what we have learned:

Crafting Processors manage the autocrafting process, interfaces provide inward and outward access to items in the network inventory, molecular assembles need interfaces to craft. Autocrafting recipes are created in the pattern terminal and can be placed into the interface terminal, which also shows you all interfaces connected to the network (unless that option is disabled in an invididual interface).

That concludes this tutorial. We will looking at automated item processing such as furnace smelting next.

Bookmark.
WATCH THE VIDEO ON THEME: Applied Energistics 2 Tutorial #9 - Auto Inscribers

My problem is that I want to set up let's say for example an alloy smelter to craft Let's say I have the in stock and I try to craft something that wants is: cnmcblog.com and I tried it or other inventory that matches the amount of items you want to keep in stock.

Applied Energistics

This article is a work-in-progress.
It may be finished in the near future, check its history to see previous edits.

Introduction[edit | edit source]

You have probably heard about it. Maybe you are currently playing Infinity Evolved Expert Mode, or Infinity Evolved Skyblock, and you want to autocraft items because doing 20 crafting steps manually just to get a Hardened Jetpack becomes boring after a while. But Applied Energistics is so expensive! You will need something to automate crafting a long time before you can afford the required wrench. So people have been telling you to use Logistics Pipes.

Or maybe you're just bored of using AE all the time and want to try something different for a change?

But this mod seems daunting. So many different pipes and modules with strange names - what is a "polymorphic item sink"? Or a "satellite pipe"? And you don't know how anything works either. How do you even get items out of a machine to transport it to a chest? How can you autocraft items with it? How do I use modules and upgrades? What pipes do you have to use for what? This guide will teach you the most important things you should know to use Logistics Pipes effectively.

This guide assumes that you are using a (more or less) up-to-date version of Logistics Pipes, as it is currently used in 1.7.10 FTB modpacks. Logistics Pipes depends on BuildCraft. Other mods used in this guide include Thermal Expansion and Dynamics, Storage Drawers, Iron Chests, EnderStorage and MineFactory Reloaded.

About the mod[edit | edit source]

Logistics Pipes (LP) is an add-on to BuildCraft. The original aim of the mod was to greatly improve the functionality and usefulness of BuildCraft's various transport pipes. However, after many continuous improvements, LP now only uses BuildCraft pipes in crafting recipes anymore. If you're used to them being used together with BC's pipes, you can still do it that way, but in most cases that is not optimal.

The mod is a solid item transport and routing system with many neat tricks. You can use it to automate crafting and machines, keep certain items stocked, and remotely order items from your storage. It can handle items as well as fluids, can transport RF and EU power, and it even has special handling for Forestry's bees and Thaumcraft!

Everything in LP is about automating item transport. The transport and sorting works with both the push and pull principles. Push means that items can be simply inserted into the LP network and it will find a suitable destination; pull means that an item is requested at a specific destination, and the LP network will try to find an inventory which contains the item, then send it on its way. BuildCraft's pipes for example only use the push principle, it cannot order items. The automated crafting systems can handle both regular crafting recipes and machines well.

LP can also be very compact. Almost all of the functional pipes that the mod offers are also available as a module which can be used in a Logistics Chassis, a special type of pipes with varying amounts of module slots. With these modules it is possible to fit up to 8 pipes into one! There are also some modules that don't have a pipe equivalent, so their function can only be used in a Chassis.

Preparations[edit | edit source]

Before you begin with LP, you should get some power. Whether you want to use RF or EU does not matter, LP accepts both - but it will definitely require some power.

I highly recommend you also make an Assembly Table and a few Lasers (and enough power to run them), as you can save resources by using chipsets instead of ingots or gears to craft functional Logistics Pipes. Later you will learn how to keep a few chipsets stocked so you don't have to wait so long for the chipsets to finish.

Now, prepare the following items:


A wrench is necessary to do almost anything with Logistics Pipes. A Crescent Hammer or Buildcraft's own Wrench will do the job nicely. Unlike other mods, to open the GUI of the mod's special pipes you will need to right-click it with the wrench - be sure to keep it handy!

Like an ME Network, a Logistics Pipes network will not simply work as it is. It requires power, which is supplied with a Logistics Power Junction. As mentioned, this device accepts either RF or EU power and will convert it to Logistics Power, which is transported and used by most pipes. An LP network does not need much power and can be used quite early, but power requirements rise together with the size of the network. Also, the Power Junction has a large power storage (4 million RF or 1 million EU), so if you don't have enough power stored then be prepared for it to drain all of your power. You will only need one Logistics Power Junction as long as everything is connected to it.

Unrouted Transport Pipes are the simplest and cheapest pipes. They serve only to transport items and Logistics Power; they don't have any special functions and can't connect to machines or inventories. These pipes will be used everywhere so it's a good idea to have a few dozen of them!

The Basic Logistics Pipe is the most important pipe you will use. They are used to connect to machines and chests - which means that you will need to connect your Logistics Power Junction with a Basic Logistics Pipe. They are also responsible for routing your items to the correct destination. Unrouted Transport pipes will send items in random directions if they intersect - that's why Basic Logistics Pipes have to be placed at every intersection! You should always have some available because they're used very often.

Lastly, the Soldering Station is required to craft some of the more advanced Logistics Pipes items. You will not need it in the beginning but if you have the materials to make one then it's a good idea to do it. It uses Logistics Power, so you just need to connect it anywhere in your LP network with a Basic Logistics Pipe.

Tip: All Logistics Pipes show red corners when something is wrong, e.g. when you used an Unrouted pipe at an intersection, or when the system has no power:

Item storage[edit | edit source]

The first thing you want to have in your Logistics Pipes network is item storage. LP is mostly about transporting items to specific places, so it needs a place to store items - and take items out of.

You can use all normal inventories to store items. Iron Chests, JABBA's Better Barrels and MFR's Deep Storage Units are good storage options. An especially good option is Storage Drawers since you can connect dozens of drawers with the Storage Drawer Controller and thus only need one pipe to connect a large storage system.

ItemSinks[edit | edit source]

The various ItemSink modules are used to designate storage destinations - a place to sink items into.

Normal ItemSink[edit | edit source]

The Basic Logistics Pipe and its module equivalent for use in a Logistics Chassis, the normal ItemSink module, can be used to choose up to 9 specific items which will be sent to the connected inventory. But more importantly, you can use it to set a default route, which is used to set a place for items that don't have any other place to go to.

To set a default route with a Basic Logistics Pipe, open its GUI with your wrench and click the button on the bottom right. If you are using the ItemSink module, open your Logistics Chassis' GUI and place the module inside, then click the exclamation point button that appears next to the module slot. The same GUI that the Basic Logistics Pipe has will open. Alternatively, you can right-click while holding the module in your hand to open the GUI, then insert the module into the Chassis by right-clicking the pipe with the module.

You should always have a default route available - if there is no available destination for an item, it will get stuck and eventually drop out of the pipes! A simple chest is fine for that purpose if you check it regularly.

If you click the Import button, the first 9 items in the inventory will be inserted into the GUI as ghost items. This is useful to set a destination for specific items.

But especially if you are using chests, you probably don't want your items thrown into random places - which is what happens if you only use default routes. They need to be sorted. And using tons of ItemSink modules to set each item manually is much too tedious. There are better ways to do that.

Mod based ItemSink[edit | edit source]

Especially if you are playing with many different mods, it's a good idea to sort your items by mod. The Mod Based ItemSink module does just that. This is very useful for mods where you have a large amount of different items, but only a small amount of these items is actually stored.

The GUI of the Mod Based ItemSink looks like this:

Simply insert an item that belongs to the mod you have chosen and insert it into the item slot (it will become a ghost item), then click the Add button to add the mod to the list. I used my Crescent Hammer to add Thermal Expansion to the list - now all items that belong to Thermal Expansion will be sorted into the connected chest.

This module and all other special ItemSink modules are not available as a dedicated pipe and thus must be used in a Logistics Chassis.

Polymorphic ItemSink[edit | edit source]

It has a complicated-sounding name, but the Polymorphic ItemSink module's function is simple: It sorts items that are already present into an inventory. This is useful for inventories that keep large amounts of a single item, like Better Barrels or Deep Storage Units. If you are using Storage Drawers, you can use a Polymorphic ItemSink for the Drawer Controller, and all items that are already stored in the Storage Drawer system will be sorted into it.

This module doesn't have a GUI.

Other ItemSinks[edit | edit source]

A few other ItemSink modules are available. You can sort items after Ore Dictionary names with the OreDict ItemSink module, sort by Creative Mode inventory tabs with the Creative Tab Based ItemSink module (despite the name, it also works in Survival), and even Thaumcraft Aspects with the Thaumic Aspect Based ItemSink module. Also, there are special ItemSinks for enchanted items (Enchantment Sink module and its MK2 version) and for Forestry's Bees (BeeSink module).

Inserting items into an LP network[edit | edit source]

Now that your LP system knows where to store items, you just need to insert items that are to be stored.

Machines that have automatic output, like Thermal Expansion machines, can insert items into a Basic Logistics Pipe and the LP network will find a suitable place for them. Of course many machines don't have that luxury. And you probably want to have a "dump chest" into which you can simply put all unnecessary items that clutter your inventory and have them sorted into your storage.

To extract items from machines, you can use the various Extractor modules. There are 6 of them: the normal Extractor modules MK1, MK2, MK3 and the Advanced Extractor modules MK1, MK2 and MK3. The difference between normal and Advanced is that the latter also feature a whitelist or blacklist for items. MK1 Extractor modules are very slow as they only extract 1 item every 5 seconds; MK2 is a bit faster and extracts one item every second. The MK3 is much faster as it can extract a whole stack every tick.

But there's a better option for your dump chest: the QuickSort module. Unlike the Extractor modules, which just throw everything into your LP network without checking if there's a valid destination, the QuickSort module looks for an available destination before sending items away. It will ignore your default route. This means that items which can't be sorted will just stay in the "dump chest".

This module has some other useful applications too but they are outside of the scope of this guide.

Requesting items[edit | edit source]

You can go to your chests and drawers to take items out, but as your base becomes bigger it's just a hassle to have to run there all the time. Wouldn't it be much better if you could have items come to you instead? Well, you can do that!

But before that, your LP network will need to know where to take items out from. It already knows where to send items, but it doesn't remember the items it sends into an inventory.

Provider module[edit | edit source]

If the network is supposed to see the items in the inventory, you will have to use a Provider Logistics Pipe or a Provider module. Both pipe and module have a MK2 version which is faster.

The Provider module/pipe's GUI looks like this:

The Switch Button on the left changes what the Provider module/pipe does with the items in the inventory. Normally it will just provide everything in the connected inventory, but it can also leave the first or last stack (or both) in the inventory, it can leave 1 item per stack, and it can leave 1 item per type. The last option should be chosen when used together with a Polymorphic ItemSink so that at least 1 item is still left. If using barrels or drawers, you can lock them to only accept one specific type of item (shift-rightclick a barrel with an empty hand or rightclick a drawer with the Drawer Key) - so you can just use Normal mode; it's not necessary to leave an item because the inventories themselves have this function.

If you're using storage for large item amounts, like barrels, Deep Storage Units or Storage Drawers, it's a good idea to use a Logistics Chassis MK2 with a Polymorphic ItemSink module and a Provider module MK2.

Now you just need something to actually order the items to come to you.

Request Logistics Pipe[edit | edit source]

You can request items with the aptly named Request Logistics Pipe (or its faster MK2 variant).

This is its GUI:

The search box is active when you open the GUI, which makes it easy to order a specific item quickly. You can use the Sort button to toggle different sortings (ID, name, stored amount etc.).

Use the various +/-buttons to choose the amount you want to request. The + button will increase the amount by one, the ++ button by 10, and the +++ button by 64; the same applies to the - buttons. After you have chosen the amount, simply hit the Request button, and the item(s) will travel to the Request Logistics Pipe... then drop onto the ground. You can put a chest next to the pipe if you don't want requested items to be dropped.

Of course, the Request Logistics Pipe can only see items from inventories which are connected to the network with a Provider module or pipe.

Now this pipe allows you to order items, but you will still need to go to one of these pipes. You can of course place one of them in every room, but what if you're outside your base? Let's do this remotely.

Remote Ordering[edit | edit source]

You can order items remotely with the Remote Orderer and Remote Orderer Logistics Pipe. Rightclick the pipe with the Remote Orderer item. Now you can remotely order items to the pipe - but the items will still only go to the pipe, not to you. But we can do something about that - EnderStorage to the rescue! Put an Ender Chest next to the Remote Orderer Logistics Pipe, then Shift-rightclick the Ender Chest with an Ender Pouch to link it. Now you can order items with the Remote Orderer and take the items out of your Ender Pouch.

Opening the Remote Orderer will consume some power from the Logistics Power Junction - 1 Logistics Power per block distance to the Remote Orderer Logistics Pipe, and an additional 2500 Logistics Power if you're in another dimension (this will require your base to be chunkloaded). This means that it effectively has a range cap of 2 million blocks as this is the amount of LP stored in the Power Junction. Actually ordering items does not consume power though.

Upgrades[edit | edit source]

Logistics Pipes do transport items pretty quickly already - the same speed as BuildCraft's Golden Transport Pipe, in fact. But you still have to wait so long for items! We should speed that up.

The Item Speed Upgrade can be applied to any Logistics Pipe (except Unrouted), and any item that passes through that pipe will be sped up. But one of these upgrades doesn't make a noticeable difference - you should use at least 8. Place these upgrades at places where items often enter the network, for example directly at your storage, so that requested items arrive at their destination as fast as possible. Items will not lose any speed, as Unrouted Transport Pipes don't have any drag like BuildCraft's pipes do.

You can add upgrades simply by rightclicking a pipe with the upgrade. To see and remove upgrades, however, you will need the Logistics Pipe Controller. If you rightclick a pipe with this tool you will see the upgrade slots, a security tab, some statistics and more. Also, if you rightclick with the Controller tool anywhere else, you can edit the graphical settings of the LP mod to tweak your performance and graphical fidelity.

Now let's make crafting items a bit easier.

Logistics Request Table[edit | edit source]

If you have used Applied Energistics before, you probably know its ME Crafting Terminal. Inserting an item recipe into the GUI via NEI is a really nifty feature, right? You supply the recipe and the network will provide the necessary items so you don't have to drag stuff around anymore. Logistics Pipes can do this too - with the Logistics Request Table, which is crafted in the Soldering Station.

It includes a normal Request Logistics Pipe interface, as you can see in the GUI:

The request interface can be hidden with the hide button at the top.

To insert a recipe into the crafting grid, open the table's GUI (you don't need a wrench for this), then choose a recipe via NEI and Shift-click the question mark button next to the recipe. It will be inserted as ghost items. When a valid recipe is in the grid, you can order the materials needed for one item with the + button. You can also order the materials necessary to craft 10 or 64 items with the ++ and +++ buttons, respectively. Ordered materials will be put into the inventory that's displayed below the crafting grid. Once everything has arrived in the inventory, you can craft the items by clicking the recipe grid's resulting item slot above the + buttons. Pressing the X button will clear the recipe.

The tilde (~) button will also order the materials necessary to craft a recipe once, but it will check the Request Table's inventory for materials as well instead of ordering everything from your storage. If you want to craft e.g. a hopper and you already have a chest in the Table's inventory, then you can click the tilde button and only 5 pieces of iron will be ordered.

If you insert items into the marked "Sort" slot, they will be sorted into your storage.

Now you can sort items into your inventories, request them from storage, and craft items more easily. But you still need to actually craft them, that needs to be automated too!

Automated crafting[edit | edit source]

To automatically craft items, the Crafting Logistics Pipe or Crafting module are used. Both have MK2 and MK3 versions which can craft items faster. They can be used for both machines and normal crafting grid recipes.

Throughout the entire automation chapter, we will work towards the final goal of automatically crafting a Basic Logistics Pipe after the recipe in the Infinity Evolved Skyblock modpack:

This will require

I chose this recipe because it requires several different machines to create. Ample opportunities to learn new things!

If you have Infinity Evolved or Infinity Evolved Skyblock installed, I'd be happy if you created a new world in Creative Mode and followed along! Make a tiny LP network with a power junction (connected to a creative energy cell) and a Logistics Request table. Add some small item storage (diamond chest, Provider module, ItemSink module set to default route) and put some materials in (oak wood, redstone, diamonds, cobblestone, obsidian, gold ingots, lead ingots). Now just get some pipes and a wrench into your hotbar and you're all set! (Of course you're free to follow along in Survival mode too - or to not do it at all. Your choice!)

Crafting Grid autocrafting[edit | edit source]

You can use other mods' automated crafting tables (the LiquiCrafter deserves a mention) with Logistics Pipes just fine, but the simplest (and probably fastest) option is to use LP's own Logistics Crafting Table. Place it down and open its GUI; you will see a normal crafting grid and a small inventory into which items can be placed. Now, like with the Logistics Request Table, you can insert a ghost item crafting recipe with NEI by Shift-clicking the question mark next to a recipe. First, we will need to create Oak Wood Planks (or whatever else wood you have available en masse):

This is Expert Mode, so a block of Oak Wood only yields two pieces of Planks. You can see that a faint picture of the Oak Wood is displayed in the table's inventory, but that is of no consequence.

Now, connect a Logistics Crafting Pipe to the table and open its GUI with your wrench, then click the "Import" button:

As you have noticed, using the "Import" button will import the recipe that is entered into a connected Logistics Crafting Table. The "Open" button will open that table's GUI, which may seem silly and unnecessary, but is incredibly helpful once you have a big wall of 200+ tables and pipes. Now what does that "Satellite" stuff do? Hold on just a little longer, we'll use that for the machine autocrafting a lot!

Let's check our Request Pipe/Table and search for "planks". You will see that Oak Wood Planks are available, even if you order everything you have stored. Now click the "Both" button at the bottom left - it will now say "Craft" and list all crafting recipes that are available. Now you will only see the planks, but the list is going to grow. If you click the button again, it will say "Supply" and only list items that actually exist in your storage, without crafting recipes.

Like a Request Logistics pipe, the Crafting Logistics pipe orders items from your storage, just automatically - so don't forget those Provider modules!

Now try ordering only 1 piece of Oak Wood Planks. The Oak Wood will be extracted from storage and sent to the Logistics Crafting Table, then crafted into planks. But the recipe yields 2 planks, so 1 piece of planks will be sent to your Request pipe while the other piece will be sent to your storage instead. Keep this in mind as you will need a suitable storage destination for excess items!


We will need some more Crafting Tables and Pipes to continue. Go ahead and set up autocrafting for these items while I go get some coffee:

  • Stick
  • Redstone Torch
  • Cobblestone Transport Pipe
  • Diamond Transport Pipe
  • Basic Logistics Pipe

Mmm, coffee. You're done already? Great. Now your little setup is probably going to look a bit like this:

Do you know which crafting recipes I have put into which tables/pipes? Of course not. Now what would happen if I had 200 of these? Total chaos. I wouldn't be able to remember which recipe is where. Hope I never have to change one.

But how about this?

Much better! Now you can easily see which item is crafted where. You can add these crafting signs with the Crafting Sign Creator. Just right-click a Crafting Logistics Pipe with this tool and it will add a sign that displays the output.

Of course you're not able to craft the Basic Logistics Pipe straight away - several ingredients are still missing. Now we will need to automate machines.

Automating machines[edit | edit source]

Now let's see what that Satellite stuff is for!

Redstone Furnace[edit | edit source]

You can theoretically just put a Crafting Logistics Pipe next to a Redstone Furnace, add a recipe (like Sand to Glass), set the Furnace's side and you're done.

But there's a problem: the furnace's input slot only fits up to one stack of an item. What if you need to make more? The items will be sent to the destination anyway, but if the slot is full, they will just be rejected and sent back to storage. Then one item has finished smelting, another item can fit into the input slot, and all the items in the queue will be sent to the furnace again, just to be rejected again.

And this is where we are going to use the Satellite Logistics Pipe. (Finally!) This pipe, used together with a Crafting Logistics Pipe, can be used to designate a different place for crafting materials to go to. This means ingredients will not be sent to the Crafting pipe, but to the Satellite. This enables you to use a buffer chest for the Redstone Furnace, like here:

Oh, I forgot to add Servos, hope nobody notices...

After you have placed the Satellite Logistics Pipe down, open its GUI with your wrench and give it an ID (not zero). This ID is global, not per-network, which can be confusing in Multiplayer when the first non-zero ID that is availabe is something like 37. This is done so that two different LP networks can be connected without any ID conflicts arising.

Open the Crafting pipe's GUI, put a piece of glass in the Output slot and a piece of sand in the marked Satellite section. Choose the Satellite ID that belongs to the Furnace's buffer chest. Double-check if necessary. It should look like this:

Even if 10 stacks of glass have to be crafted, the sand will be sent to the chest, so items won't be sent back and forth anymore.

Note: when using Thermal Expansion machines, use their GUI's Configuration tab to set the side that is connected with the Crafting Logistics Pipe to "any I/O", the little square with 4 dots at the corners. That's because the Crafting Pipe has to pull the items out so that the LP network notices that the item has been successfully crafted. If you set the side to Output (orange) then the items will instead be pushed into the network by the machine and then sorted, while the crafting pipe still waits for the items that it will never be able to pull out.

Pulverizer[edit | edit source]

We will need 3 recipes for the Pulverizer:

  1. Cobblestone to Gravel,
  2. Gravel to Sand,
  3. Obsidian to Obsidian Dust.

Of course, using 3 Crafting Logistics Pipes is a waste of space, so we will use a Logistics Chassis and Crafting modules. When playing normally, you probably want to always use MK4 or MK5 Chassis because you will need many Furnace and Pulverizer recipes. With four MK5 chassis and a Satellite (leaving one machine side for power) you can use up to 32 recipes with one TE machine.

However, the Pulverizer has a secondary output. That should be extracted as well if you don't want the machine to clog. Normally one would use a Crafting Byproduct Extraction Upgrade for this - but this upgrade cannot be used with a Logistics Chassis! Not yet, anyway. You probably noticed that the Upgrade's tooltip says "Can be applied to Crafting pipes and Crafting modules", but the special Chassis upgrade that is needed to apply an upgrade to a module instead of a pipe can only be spawned in. So the functionality is there, but it's still not usable yet. I look forward to it being officially added!

But now we sadly have to give up on one set of crafting recipes. Replace one Chassis with a Basic Logistics Pipe and set the Pulverizer to output its byproducts into it (yellow side) so that all secondary output will be sorted into your storage.

Induction Smelter[edit | edit source]

The Induction Smelter works, for our purposes, the same way as a Pulverizer, even though it has two inputs. If you just pipe the buffer chest's input into a blue side it will work just fine. This machine can have secondary outputs as well, but our recipe (Hardened Glass) can't have any byproducts, so we will ignore this in our setup.

Simply add the recipe for Hardened Glass in your Crafting Pipe or module:

Now you can autocraft almost everything - save for the Golden Chipset. For that, we will need to automate the Assembly Table.

Advanced Autocrafting[edit | edit source]

This is going to be more complicated than a Furnace.

Assembly Table[edit | edit source]

As you probably know, the Assembly Table does not store its output. It will either drop finished items on the ground or insert them into a chest if it's next to it. This means that we can't attach a Crafting pipe or module to the Assembly Table since it won't be able to pull the items out.

To solve this problem, we will use what I call "reverse Satellite crafting" - the Chassis with Crafting modules is attached to the Assembly Table's output chest, and the Satellite Logistics Pipe is attached to the Assembly table itself:

Then just add a Crafting module to the Chassis and enter the desired recipe:

This will perfectly do the job that we want it to do (crafting a Golden Chipset) - but, outside of this guide, you will normally need several other Chipsets too, including the Redstone Chipset. But, because of the way the Assembly Table works, we are presented with a problem: the recipe for the Golden Chipset includes 1 Gold Ingot and 1 Redstone dust, and the Redstone Chipset needs only 1 Redstone dust. Now, if both recipes are added to the Assembly Table, and we insert a Gold Ingot and a Redstone dust, the Redstone Chipset might be crafted instead of the Golden Chipset we wanted!

To avoid this recipe overlap, there is only one solution: you will need to use two Assembly Tables, one for the Redstone Chipset and one for everything else.

Now you can craft Basic Logistics Pipes completely automatically!

Open your Request pipe or table and check the crafting recipes:

All the recipes are added. If your storage contains all necessary materials then you can go ahead and order some pipes, then watch as everything is coming together.

If your storage doesn't contain enough materials for the crafting to complete, it will not start crafting anything at all and notify you with a popup. You can disable this popup with the "Popup" checkbox in the Request pipe/table GUI, it will then notify you via chat instead.

Now we're done with this section! Thanks for following along

Stocking items[edit | edit source]

So now you can autocraft items too. But those pesky chipsets always take so long to craft, and your power just isn't enough to run more lasers.

Active Supplier module[edit | edit source]

Let's teach our network to always keep exactly 8 Iron Chipsets in stock, and craft more if there are less. This way you always have some chipsets available if you need them so you don't have to wait anymore.

To do this, simply add an Active Supplier module (or a Supplier Logistics Pipe) to your item storage. Insert an Iron Chipset and right-click the ghost item to increase the amount. It should look like this:

Now the module will always keep 8 Iron Chipsets stocked, and it will autocraft them if necessary.

You can modify the way the Active Supplier works with the Request Mode.

  • Bulk50 will start to request items once half the specified amount remains in your inventory. If you only had 4 chipsets left, it would start to craft more.
  • Bulk100 will only start to request items once the inventory has nothing. So it would start to craft once you don't have any chipsets left.
  • Full is similar to Bulk100, but it will only send the full amount at once into the inventory. It waits until the inventory has no more chipsets, then crafts 8 chipsets but only sends them into the inventory once all crafting has finished so that the whole specified amount enters the inventory at once.
  • Partial will simply order items whenever there's not the full specified amount in the inventory. Even if only one chipset is missing, it will order enough to fill the inventory up immediately.
  • Infinite will ignore the specified amount and just send items into the inventory until it's full.

For our purpose, Partial is the best mode.

Note that the Active Supplier module is called that because it actively requests items if any are missing. This is why it can have items autocrafted.

Passive Supplier module[edit | edit source]

If you want to keep an item stocked without it being autocrafted, you would use the Passive Supplier module. It does not actively request items. Instead, it acts as a highest priority destination for items that enter the network. You could use this to keep a tree farm stocked with a certain amount of saplings, or to setup an automatic ore processing system which directly sends the ores that your Quarry or Laser Drill produces to machines.

Working with Fluids[edit | edit source]

Logistics Pipes can also transport fluids from place to place and use them in crafting recipes. This also allows you to carry multiple fluids along the same Logistics network and use it to replace a tangle of plain fluid pipes. For most kinds of pipe, there is a corresponding Fluid Pipe that performs the same function, but using fluids instead of items. All of these pipes have a small internal fluid buffer that is used to store fluids before or after they are transferred across the LP network in the form of the transient item "Logistics Fluid Container".

Logistics Fluid Basic Pipe[edit | edit source]

Sets a destination for any fluids inserted into the network. Unlike the Basic Pipe, there are no default routes - each Fluid Basic Pipe is a destination for exactly one fluid, which you must set in its GUI. Fluids are inserted into the network via Fluid Extraction/Insertion Pipes. The Fluid Basic pipe may be adjacent to more than one fluid tank, and if one tank is full it will try to fill another one.

Logistics Fluid Provider Pipe[edit | edit source]

Provides liquids when requested by Crafting, Fluid Supplier, or Fluid Request pipes. Unlike the Provider Pipe, there is no whitelist or any other customizable behavior - in fact, it has no GUI at all and simply provides whatever fluids are in any tanks adjacent to the pipe. This pipe may be adjacent to multiple fluid tanks and will provide all of the liquids that are in any of them.

Logistics Fluid Supplier Pipe[edit | edit source]

Requests fluids to be inserted into an adjacent fluid tank. The Fluid Supplier's GUI has several options for controlling the rate of supply. Clicking on the square box at the top will allow you to select a fluid from a list. The rows of buttons labeled 1, 10, 100, and 1000 are fairly self-explanatory - clicking a button in the top row increases the amount to supply by that much, and the buttons in the bottom row likewise decrease the amount. The "Partial" button controls whether the pipe will request amounts less than the requested amount. If set to "No", it will only request fluid when the tank is completely empty. If set to "Yes", it will request fluid as soon as the amount in the tank drops below a certain level. This level is controlled by the "Min. Mode" setting, which may be 1, 2, or 5 buckets, or "None". If the setting is "None", the supplier will request fluids as soon as the tank's level drops by any amount; otherwise, it will only request fluids when the difference between the amount in the tank and the amount to supply is at least the number of buckets set for the Min. Mode setting.

Some fluid tanks such as machine input tanks do not allow the pipe to find out how much fluid is in them; in this case, the fluid supplier will always believe the tank is empty and will continue requesting fluid until no more can be inserted into the tank.

Logistics Fluid Extractor Pipe[edit | edit source]

Extracts fluids from an adjacent fluid tank and routes them to the appropriate Fluid Basic Pipe. The fluid is first extracted into the pipe's internal buffer of 5 buckets. If a Basic Pipe is found on the network that accepts that fluid, it will be sent to that pipe, otherwise the fluid will simply remain in the Extractor Pipe until a destination appears on the network. The Extractor Pipe extracts fluids at a rate of 1 bucket per second, but also allows other forms of fluid transport to insert fluids into it at any speed.

Logistics Fluid Insertion Pipe[edit | edit source]

Similar to the Fluid Extractor Pipe, this pipe will route any fluids that are inserted into it, but will not extract fluids from adjacent tanks. Curiously, many forms of fluid transport will not connect to the Fluid Insertion Pipe. Buildcraft Fluid Pipes and any GregTech machines that can auto-eject fluids are able to insert fluids into the Insertion Pipe, but others such as EnderIO Fluid Tanks and Conduits will not.

Logistics Fluid Satellite Pipe[edit | edit source]

The Fluid Satellite Pipe is used in conjunction with a Crafting Pipe which has a Fluid Crafting Upgrade installed into it. First, the Fluid Satellite must be configured with a satellite ID. The Crafting Pipe will have a new expandable tab on the left side corresponding to the Fluid Crafting Upgrade, which has the usual controls for selecting a fluid type and amount. The control at the bottom of the tab will select the satellite ID that the fluid will be sent to. From then on, each time an item is requested for crafting from that Crafting Pipe, the configured fluid will also be sent to the Fluid Satellite. Unlike the regular Satellite Pipe, the Fluid Satellite Pipe is not optional and must be used every time a Fluid Crafting Upgrade is used.

Logistics Fluid Container Supplier[edit | edit source]

The Container Supplier is not strictly a Fluid Pipe. It is more similar to the plain Supplier Pipe in that it supplies plain items rather than fluids. The items to supply are configured in its GUI, which is nearly identical to the normal Supplier Pipe. If the items are fluid containers such as Buckets or Cells, they will be emptied into a tank adjacent to the pipe, and the empty bucket or cell (if any) will be returned to storage. Otherwise, the items are stored in an adjacent inventory, or ejected into the world if no inventory is adjacent. Like the Fluid Supplier, the Container Supplier can detect the amount of fluid in the adjacent tank and only request items when the amount in the tank is less than the amount requested.

Logistics Fluid Request Pipe[edit | edit source]

The Fluid Request Pipe, like its counterpart, displays a list of all of the fluids available on the network and allows you to request precise amounts of a fluid, measured in millibuckets. The requested fluid will be sent to an adjacent fluid tank, or simply deleted upon arrival if no tank is present.

Transporting Power[edit | edit source]

Example use of Basic Logistics Pipes (highlighted with blue clay) and the Logistics Power Junction. All other pipes are Unrouted Transport Pipes.
Example use of a Remote Orderer Logistics Pipe connected to an Ender Chest, with a Logistics Request Table on the right. Storage Drawers inventory in the background.

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Written by Migul
1 Comment
  • Dour

    DourApril 10, 2019 4:26 AM

    Good gradually.

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