Ore Processing Concepts: Difference between revisions

m
no edit summary
mNo edit summary
mNo edit summary
Line 140:
'''[How Desirable is the System?]'''
 
# '''Flexible: S Rank.''' It is very easy to add new modules, and they can be added in any configuration (before or after existing modules) without breaking things. Filters are very explicit and can be examined visually with NEI-like images. Because of the priority system you are able to always add a new, higher priority exception.
# '''Expandable: S Rank.''' All that you need for a machine integration is a space for item I/O, and EIO lets you do input and output from the same side. If you need fluids later, like for rare earths, you can bundle an ender fluid conduit inside the item conduit.
# '''Unbreakable: A Rank.''' While this system by default is very robust to random items thrown in, like backpacks and tinker tools (these will automatically go to the output chest since they have no routes), the ability for logic to break down if buffer chests fill is a major weakness. While you can always add more chests, it is never able to be "truly" solved - a large enough input can still break your system.
# '''High Throughput: B Rank.''' Item conduits are by default quite slow (4 items every 0.8 seconds or so). You can upgrade them up to 64 per 0.8 seconds, but this is still much too slow for endgame. You can use conveyors into conduits to get a sufficiently high throughput, but using conveyors everywhere is relatively expensive and annoying compared to just using AE interfaces.
151

edits