Bit of Background: I'm working on an adventure/building/design map that focuses on creating a balanced network of automated systems, with a few twists to spice up the challenge. One of these twists makes accumulating too much of a resource a problem the player has to address in their automation (long story short: voiding mechanics and high-capacity storage options are disabled and/or against the rules). So, if you want to automate a MFR Biofuel Generator using nine different types of crops, you'd better make sure you're generating each crop at the same rate... or you'll get a surplus, and FUNishments will ensue (component.debug(WorldEdit commands go here)).
The Puzzle: There is, fortunately, one way to get rid of excess items: certain "pairs" of items can be voided together (usually, one item that requires a bit of automation must be "spent" to void something you're likely going to have too much of). For example, you can sacrifice 1 stack of Jack o' Lanterns to also sacrifice between 1 to 3 stacks of Rotten Flesh (... making automated Jack o' Lanterns an essential part of a mob farm! Fun times). I intend this to be very fluid---players can continuously pump both Jack o' Lanterns and Rotten Flesh into the voiding "system", and as long as they're sending 1 (or more) Jack o' Lanterns for every 3 Rotten Flesh, all will be well.
I'm thinking the best way to do this is with AE: Players dump/pump/pipe/whatever their surplus items into an inaccessible (to them) AE system. A computer periodically scans the drives looking for valid pairs. If it finds a valid pair---say, 64x Jack o' Lanterns and 123x Rotten Flesh---it configures an Export Bus to send those items into a Trash Can.
So far, I have Adapters with Database Upgrades ready to configure the trades, and another Adapter with an Inventory Controller Upgrade adjacent to an Export Bus to (hopefully) program it with the correct items to purge. Thing is, I've never worked with OC databases or AE integration before, so I want to make sure I'm not starting off on the wrong foot before I spend hours learning how it all works
Is this the best set-up? Will it work at all? Do you see any issues I'll run into, or things to watch out for?
One thing I noticed, is I can't figure out how to export a specific number of a certain item---according to the method documentation, it seems I can only run a "single cycle" of the export bus, and I'm not quite sure what that means. Should I be using the Inventory Controller on the me_controller component instead... or ... something?
Bah, sorry for the wordiness---I can't help it, it's a real problem. Tons of thanks in advance, and even a little afterwards, for any advice or insights you can provide!
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Bit of Background: I'm working on an adventure/building/design map that focuses on creating a balanced network of automated systems, with a few twists to spice up the challenge. One of these twists makes accumulating too much of a resource a problem the player has to address in their automation (long story short: voiding mechanics and high-capacity storage options are disabled and/or against the rules). So, if you want to automate a MFR Biofuel Generator using nine different types of crops, you'd better make sure you're generating each crop at the same rate... or you'll get a surplus, and FUNishments will ensue (component.debug(WorldEdit commands go here)).
The Puzzle: There is, fortunately, one way to get rid of excess items: certain "pairs" of items can be voided together (usually, one item that requires a bit of automation must be "spent" to void something you're likely going to have too much of). For example, you can sacrifice 1 stack of Jack o' Lanterns to also sacrifice between 1 to 3 stacks of Rotten Flesh (... making automated Jack o' Lanterns an essential part of a mob farm! Fun times). I intend this to be very fluid---players can continuously pump both Jack o' Lanterns and Rotten Flesh into the voiding "system", and as long as they're sending 1 (or more) Jack o' Lanterns for every 3 Rotten Flesh, all will be well.
I'm thinking the best way to do this is with AE: Players dump/pump/pipe/whatever their surplus items into an inaccessible (to them) AE system. A computer periodically scans the drives looking for valid pairs. If it finds a valid pair---say, 64x Jack o' Lanterns and 123x Rotten Flesh---it configures an Export Bus to send those items into a Trash Can.
So far, I have Adapters with Database Upgrades ready to configure the trades, and another Adapter with an Inventory Controller Upgrade adjacent to an Export Bus to (hopefully) program it with the correct items to purge. Thing is, I've never worked with OC databases or AE integration before, so I want to make sure I'm not starting off on the wrong foot before I spend hours learning how it all works
Is this the best set-up? Will it work at all? Do you see any issues I'll run into, or things to watch out for?
One thing I noticed, is I can't figure out how to export a specific number of a certain item---according to the method documentation, it seems I can only run a "single cycle" of the export bus, and I'm not quite sure what that means. Should I be using the Inventory Controller on the me_controller component instead... or ... something?
Bah, sorry for the wordiness---I can't help it, it's a real problem. Tons of thanks in advance, and even a little afterwards, for any advice or insights you can provide!
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