Project Red Transportation - MV Storage and Autocrafting: Difference between revisions

(Add back some sharp corners)
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== What are my options? ==
 
# Project Red: Transportation (PRT) is great and gives most of the functionality of LP without power / HV requirements. You can do it as soon as you get MV circuits, which means '''late LV'''.
 
[[File:Simplest PRT Request System.png|thumb|The simplest requester / search system. Expand by adding more chests and item interface (purple) pipes with item broadcasters.]]
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== PRT's Sharp Corners ==
PRT is probably 2-3x worse than an equivalent AE2 system. This section explains why. It is still worth it due to its extremely early tier availability, but don't expect things to be as easy as AE2.
* Inventories/machines cannot send to themselves
**Each interface pipe can only reliably interact with one adjacent inventory/machine.
**For some reason processes which send to themselves are disallowed. For example, 1 wiremill cannot do ingot -> fine wire - the intermediate wire needs to be sent to another wiremill.
*Limited machine reuse
**When a craft request is sent, PRT dumps '''all''' items at once into the relevant machines. It will wait outside machines with full inventories, so it is ok to reuse machines which cannot conflict like bending machines, wiremills, etc.
**However, machines with large inventories and easy-to-conflict recipes like assembling machines cannot be reused (unless you are sure you will avoid a conflict).
**This makes cleanroom automation basically not viable with PRT. The difficult parts are needing multiple circuit assembling machines (due partially to self-sending restrictions as well) and not having a clear way to swap out lenses.
**However, you can automate all circuit subparts like SMDs.
* Hard to cancel crafts
**Unlike AE2, there is no listing of active crafts. Instead, active machines are shown with a pulsing sphere overlaid on the pipe.
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**As a result, you have to use the annoying slow/tiered assembling machine motor crafts, or craft them by hand.
**Once you progress enough in PRT, you can set up autocrafting for EnderIO crafters. These are expensive and will only do one craft, but pretty quickly (~1s per craft). They also don't use GT tool durability, which is cool.
**Note that Slice N'Splice input is bugged and will try to pull silicon plates into its red alloy plate slot if no red alloy plates are available. As a result, for Z Logic Controller craft stability, I had to keep a buffer of red alloy plates on the system. Maybe you could use a stock keeper for this...?
**Note that Slice N'Splice input is bugged and will try
* Crafting extension cards are buggy / don't work, so need filters for MB crafts
**If you don't use crafting extension cards, PR expects the input and output for a crafting chip to be in the same block. This is fine for machines. However, it is awkward for multiblocks.
**The crafting extension card is supposed to be a fix for this - it tells the PR system to expect the output to be in a different pipe section. However, I was unable to get this to work properly.
**As a result, you may need to use filters to solve this problem. You can also take advantage of the auto-filtering behavior of machines, although you will need to use a screwdriver to re-enable this in the newest builds (2.1.2.1+).
* GT metaitems reported for missing crafts
**When requesting items with missing components, PRT will respond with "Missing X of Y". For non-GT items Y is reported as a readable name, but for GT items it is reported like "gt.metaitem.01.2301.name".
* Laggy at mega-scale
**You can figure out what it means by searching 2301 in NEI, which will show you the relevant item.
* Drawer controller items are not reported correctly
**Like the holo glasses, PRT only sees a stack of items at a time in a drawer. This applies to drawer controllers as well. As a result, for very large crafts, it is a good idea to put the precursor materials in your diamond/compressed chests beforehand so the PRT system can see all of them.
* Stock keeper / crafting chip interaction
* Routed interface pipe chip limit
* Item slot hitboxes on crafting chips
* Requesting fluids
* Laggy at mega-scale
**While it is difficult to make a large enough PRT system that this starts becoming a problem, you should not use PRT after AE2 becomes available.
**It is much laggier due to using item entities in pipes and causes bursty lag as it does not spread out computation over multiple ticks.
**For context, my skyblock run was built in Sampsa's void world. Their OW was ZPM at the time and we managed to use as much MSPT as the OW with a quite large PR system in HV/EV (200ish machines, 3 drawer controller walls, multiple multiblocks connected). It still stayed under 20 TPS, just wouldn't have easily scaled further.
 
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