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Posted

I was looking for an easy way to destroy excess items.I have a projectred transport pipe system with a few deep storage units for cobblestone etc but I am finding with my newly built mob spawner I'm getting loads of necromancy bits, brains, muscles etc. What is a good non-vanilla way to destroy them

Posted

I'll check out the nullifier in the morning, that sounds like fun. There is an overflow chip in projectred but it still links to an interface pipe with an inventory block connected. I was going to hover a tesseract over a lava pool but the items don't just fall out without somewhere to go.

Posted

I'll check out the nullifier in the morning, that sounds like fun. There is an overflow chip in projectred but it still links to an interface pipe with an inventory block connected. I was going to hover a tesseract over a lava pool but the items don't just fall out without somewhere to go.

Posted

Oops I double posted my reply. My bad. Just googled the nullifier and that is EXACLY what I need. Thanks for the quick reply. I'm going to add 1 into my system tomorrow to control the unwanted items. I built my storage system then added the mobspawner and extended the storage to approximately 90 double chests. All done in survival too. Took ages to get all the illuminars for the chips, so I've designed an auto tree farm for coloured saplings.

Posted

Don't forget you can also use deep storage units as well In your storage system. The only downside with them is when you look in the storage interface it will only show 64 units of that item in the DSU. So, you have to retrieve a stack and re-poll the interface for that item to show up again if you're wanting more than one stack.

Posted

I have all my mob drops other than necro going into DSU's and then one of the larger capacity chests (not a strongbox, the other ones sorry spacing on the name right now) then filled it with what I wanted where, threw a dynamic responding chip into it so that it will only take those particular items, and then have a regular chest near my nullifier (I also use this chest as my "trashcan" if you will) set to be priority 2 for any necromancy stuff with the other chest being 1. This ensures that when that chest fills up it just trashes the rest of the stuff. I have a few things actually programmed to that chest instead of the rest of my storage system just for simplicity. 

 

StratusNightstar I agree, thats my only dislike of the DSU's is that in my routed request side I only see 64, thou it has rarely become an issue as I have just started crafting in 64s lol. If I am running low I just make a bunch and then have them on hand, or in some cases as I am about to setup I am using liquid crafters and or cyclic assemblers and then sending completed items to DSU's this will be for the carpenters blocks and such like BDubs has done just on a larger scale of storage. My tree farms SO over produce already might as well use it. But thats a bit of a side track anyways. 

Posted

Don't forget you can also use deep storage units as well In your storage system. The only downside with them is when you look in the storage interface it will only show 64 units of that item in the DSU. So, you have to retrieve a stack and re-poll the interface for that item to show up again if you're wanting more than one stack.

 

"Request 40" - Wait a second "Request 40" - Wait a second "Request 40" - do this infinitely, no re-polling crap.

Posted

I do use DSU's for the stuff I want to accumulate large quantities like cobblestones, wood blocks, blaze rods etc but I was building up a huge amount of brains, lungs, muscles, sugar etc from my witchs (which also yield glowstone and redstone which I do want to keep) so I came up with a neat solution. I have a chest with a responder chip set to high priority filtering the stuff I want to dispose of but no broadcaster chip, then I have 2 more outputs on that chest, 1 that goes to another chest on the main network (with no responder chip on the network side, and a stock control chip on my trash chest side telling that chest what I want to keep) Then the last output on the trash chest has a partially upgraded extractor chip (stack size, not timing) and this goes into a nullifier. This way I have the quantities that I decide of certain items, and the rest gets trashed. The stuff stays in the trash chest long enough that the stock control chip has time to grab what it needs but not long enough that it overflows the chest.

I did some experimenting with the responder and stock control chips, and you can use more than 1 of each (in the appropriate spots of course) so you could in theory store 127 (max number of items that a stock control chip can handle in each matrix slot) of 27 different items in 1 chest with the rest of those items getting trashed. I can post a simple schematic if anyone is interested. It took me a while to come up with this solution, but so far it is working really well.

Thanks heaps for the nullifier advice StratusNightstar

Posted

Also on the subject of DSU's you can easily have a chest with a lower priority on the network that stores say 4 stacks of the item you want to keep available. Just fill it with a stock control chip and it will be there when you need it..... Great for redstone or glowstone etc....

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