#LuV+ Universal Automation for Multis
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well ๐
later with both stocking hatches you can do thjat
well yeah i get it i just didnt take into consideration that it reads the items throught the storage cell
that is indeed MB
also if i wanna parallel multiple machines for example fluid solidifier should i put circuits not only in the recipe inputs but also in the outputs?
or like molds
You can put the NCs in the output but only do that for expensive stuff
Everything else just have them orderable
so i just make like 2k types of all circuits so that iam safe
yeah basically
@outer ocean is the UA setup directional-based?
I want to use it for my fluid shapers
No, you can use it anywhere and on any machine as long as you respect the placement of blocks around the microcontroller.
hmm ok
so I just need the input hatch behind the controller right
Its how i did mine
Both of them share the input hatch/bus and output so they can share the work
Only 1 universal setup for both machines
jesus that is cursed 
I have mine stacked on top of one another
horizontally

I was debating to put 2 more on top and split the UA on top for 4 machines but that was too much

I might end up just using either solidifier hatch spam, or the other UA design that IX showcased
I was using that first and it was also great
Atleast for that one you dont have to make a ton of molds
But both are great imo
after my craft is complete the NC circuit stays in the slightly larger chest? what is the issue here
controller on, me interface present?
yeah its online as well
it is connected to main net
oh I restarted the microcontroller and now its working
weird
Also make sure blocking mode is on
you mean with the interface that contains the pattern, I have blocking mode and subnet interface with advanced blocking card
I have 64 universal mixers im setting up how would I distribute the patterns to all 64
yeah that's good
so I only need 1 microcontroller for all 64 mixers
yeah you can place controller anywhere with adv socking hatches and buses
so I just need this setup and the rest of the mixers just have the advanced stocking buses on them and it will work just fine
@outer ocean sorry for ping, but it's not on github - what's the license?
Just added the MIT license.
possibly dumb question for when doing this with say a mixer and needing two fluids, do you just use a quad hatch? or can you somehow use 2 different input hatches for bigger capacity? I know it has to be next to the microcontroller
You can have as many input hatches as the multi allows you to put on there. The only condition is that if you are not using (advanced) stocking hatches that there must be one input hatch next to the microcontroller and it must have the highest priority out of all the input hatches on the multi.
ah that makes sense. so at least a fluid is always put there to monitor.
cool ๐ looking forward to getting this going once i get assline up
I also guess the intention is to just have a ton of numbered circuits for crafts? I can automate them with one time screwdrivers i guess ๐ค
Yeah, just make a bunch early on and it stops being a problem real quick since LV circuits are so cheap. We used the Large Molecular Assembler with single-use screwdrivers to pump them out super fast. At the start, you might run into issues because circuits need circuits - so first queue up a bunch of circuit 0s, then go for the big craft that needs programmed circuits.
I figured as much, makes sense. I'm working on building all the OC stuff to get things situated and then painfully move all the patterns over ๐
You can automate that process with another computer.
#1342168683946184784 message
ooh i didnt think that would add the circuits to it
There are various options, but by default it patterns in any missing circuits.
on that topic, how easy/hard is it to add twist multis to that? I only poked around it briefly and seems like you can control machines/voltages locally but recipes are in the server.
If you don't want it to optimize you can also set -m 1 for one multiple.
Yeah if you have multis outside of GT:NH stable then you'll need to extract those recipes yourself and run your own copy of the server with those recipes and machines added.
okay i suspected as much, shouldnt be too hard i think. depends if the recipe format is cursed or not. i didnt look inside the json file
im not sure if its even relevant to be honest, just thinking ahead
You'd probably just want to fork RecEx and add the recipemaps you want to it.
I manipulate the output of RecEx a little bit, because it makes the Rust code a little simpler.
hmm okay so thats a bit of a project then
likely easier to just manually tune patterns to some degree if i even wind up using universal on a twist multi
I may come back to pick your brain if i do cross that road
@outer ocean got it setup and very neat ๐ tweaked the setup a bit as i like going up for patterns instead of down but same same. Now to migrate everything @_@
Is there a way to prevent it from loading another craft before the current one is done? Im guessing it would have to read from an activity cover or something like that? Recently added a few ABS to universal and the issue is pretty annoying there where it will load arcanite in an already long running abs instead of putting it in a free one.
Yes, it's a silly trick, but you'll want to manually add a second very quick recipe to your pattern (making sure it goes after the long craft).
I used this for radox centrifuging.
Oh that is a silly trick. I never would have thought of that. Hm okay. I'll give that some testing ty
Reminder to use Sticky Card on the circuit/NC chest if one is using Smart Blocking 
How well does smart blocking work with this btw? I've never had good experience
works fine long as it doesnt push too many of the same recipe at once, so that it overflows the NC chest into the drive, causing it to cease
Makes sense. I'll play around with that then. ๐
Consider using a babychest in that case.
Assuming you never need more than 1 type of NC for your recipes (not true for engraver for instance).
Thanks for this universal script and the youtube tutorial video! I've been trying different approaches for automation! Linked Input busses, Universal Automation with storage cell shuffling, my own concoction...
I'm doing OC Universal less optimal where all my MBs share auto stocking hatches/busses having one microcontroller running universalfast.lua. I think it is pretty fast and suites my laziness
Really easy to setup. Not cumbersome at all. Flexible and I think it's better for tps in comparison to all the cell shuffling, redstone timers etcetera
That looks awesome
!!!
It is! I used it for cutting factories, wire factories and bending machines as well now
yay :)! you can wallshare mufflers btw
oh cool, I didn't know that ๐
another interesting thing is that the Matter Manipulator can move/copy the complete setup
This is a copy with "plan auto", I only needed to place down a new microcontroller first, because it can't be crafted of course
stuck again lol. and after i clicked "inventory sort" button, micro controller can transpose these circuits to interface.
Do you have blocking mode and stuff setup on the kissing dual interfaces etc where the actual recipe is?
For people dealing with throughput issues when using quads, using 4 reg input hatches also works, as long as the one next to the controller has the highest priority
how do you do when not using fluid hatch ? it doest seem to work
you mean setup without fluids or using advanced stocking input hatch (instead of input hatch)?
the microcontroller turn red and the circuit are not output back to the me system
setup without fluid
cell in the first slot of the me drive?
yess
the microcontroller should be green, did you properly flash the EEPROM?
i did the setup 6 times
but the 2 times the input hatch was not behind the controller
it won't work
are u sure its getting power
the interface beside it is how it gets power iirc
You should send pictures of what it looks like
My computer is just a black screen when I right click it. What am I missing here? Appreciate any help
do you have shaders?
Ohh damn you are right it were the shaders all along thank you very much
Hello
During a craft or when I put a circuit in my AE2 subnet
a 2nd one appear for no reason
But in the chest I can only see 1
Any idea where it's comming from ?
And when I remove a single on of them the 2nd one disappear after few secondes
Hey guys, does this still work for 2.8x onwards? We're having some issues establishing it within our world.
With it programmed after it just doesnt work. Im unsure how, but this is the current setup. Does anything look off?
(Checking for the person who was working on it as its been frustrating to establish)
does the subnet have power?
also if your on 2.8 how come you still have the larger chests? I thought they were removed
had them on a 2.7 build, still exists haha. And Ill check.
where is that second one? in the chest or in the OV preview with the hollow glasses?
Our subnet is recieving power, Main controller is lit up.
its only visible in the me stocking input bus
also yes it removes a singular cirucit in the chest, if nothing else is in the subnet, thats the only thing the OC does, check if there is anything anywhere, if there isnt yeet circuit from chest
and the ME panel
so you mean in the GUI of the stocking?
is the controller still red blinking?
Yep, reworking and making a new one now just to make sure though.
Got 50 seconds on the eeprom flash.
But when I shift click to retreive them I only get one
Which is more like 5 minutes lol
Yet the next craft won't start because its written 2
how is your recipie encoded? whats your setup look like? what happens if you order smth?
Like the usual universal which I copied a lot but instead of an advanced ME stocking input hatch I have a normal one which is filter
I'll screen what happens if I order something
then why even use the universal?
Heres the error.
Mhhh everything went right this time
or do you still have mulitpe recipies in tehre?
for the circuits + i'll change to advanced once I can
Whats weird is everything is in place, its just... not working.
fair
yup I filtered almost all the fluids required by the recipes
It did work rn without having to manualy remove circuits so i'll investigate
thank you tho ๐ซถ
Screenshot of the bottom area?
It cant find the chest for NC's (Non consumables) aka for the circuits.. since 2.8 doesnt let you make the slightly larger chest it might need to be changed
Nah, that's programmed in. Barrel or not it doesn't work.
When used on other worlds it's fine.
https://github.com/Vlamonster/universal/blob/LuV%2B/universal.lua#L18,L29 its looking for the side with nc inventory and not finding it..
" elseif n == "tile.extrautils:chestFull" or n == "tile.etfuturum.barrel" then nc = side"
Is there a config with server utilities or anything for computercraft usage??
That's the thing though, we did the exact same build on a single player world and it worked. Same blocks everything.
Completely rewired and everything
Done 3 times ofer
It just doesn't work on the server???
what version of gtnh is on the server?
The only way to debug would be to connect the chest to an OC computer side and run the same command as the code and see what is returned
"local n = getInventoryName(side)"
and see if its different to either "tile.extrautils:chestFull" or "tile.etfuturum.barrel"
I'll try
Is there any computercraft restrictions on server configs or anything as well?
there is an opencomputers config
The only thing making me think is that this server has existed since 2.7.0. I usually update the config files. But I'm just confused, because one of the people who helped us (MisterGreed) has no clue why it was only happening on the server.
yeah thats hard to say.. was the single player world originally on 2.7 then upgraded to 2.8? could be an artifact of the upgrade
if you hold the chest in your hand and run "/mt hand" what gets printed?
Lemme log on.
If needed as well I can give out the IP privately to observe it in person too because this is a weird ass trip
thats same as mine
Yeah, you see how weird this is??
could be OC though.. since the text isnt exactly the same as the code.. (i dont have 2.8b3 installed locally)
what do you get for the barrel? the etfuturum:barrel
Thats the thing though, it works fine in Singleplayer with the exact same setup, blocks, everything...
yeah seems like its whats expected
Do you want me to hop into a lobby call or something to keep figuring this out?
i cant talk atm... best next bet is to place chest next to OC computer.. run lua on it and then do getInventoryName(0) with 0 through 5 for all sides to see what it thinks the chest is called
do it 6 times.. for 0 through 5
though looking at the code "local getInventoryName = transposer.getInventoryName"
it seems to be using the transposer inside the microprocessor
to access the invontoryu
so it might not work
Yeah I just hitched an error
yeah it needs a conneted transposer
with barrel next to transposer
something like
local component = require("component")
local sides = require("sides")
local tp = component.transposer
-- Example: check the inventory on the "north" side of the transposer
local name = tp.getInventoryName(sides.north)
print("Inventory on north side:", name)
So like this?
should work
So for me to put in that full code though im gonna have to write it right
As a file
you can do a file.. or from inside lua command
Still got errors from Lua :(
what did it say
Its gone now but here, I ran this and it says this
Looks like its on west but its not calling back anything...
try it in single player and see if you get something different
maybe version of OC is different on server?
Trying it now.
????????
Okay so
It works and picks it up completely on multiplayer
singleplayer**
The server doesnt pick up the object at all.
And it should be because I am facing west.
yeah check the version of OC on the server
vs what you have
maybe something is off when it got upgraded
Hard to say why its not getting anything from the call.. havent seen that before
different teams or something?
Fake players
fun times
Fake players need to be allocated and processed into the team to identify objects
hmm maybe a new 2.8 thing.. i never had to do anything
Well good to see its sorted ๐
Biggest piece of bullshit I have ever heard holy
RIGHT
IM SO MAD
7 HOURS
have used this universal setup for many hours and for some reason the circuit keeps getting stuck in the chest
idk whats wrong with it
ive set it up the exact same as all my other ones and idk if im just overlooking something but this is driving me insane
Wrong Julia 
my bad
no worries
idk why I cant @ you. But for some reason my universal just broke
circuit keeps getting stuck in chest
holy shit this is irritating idk why this is breaking
replacing the fluid cell fixed it
holy fuck that was irritating
she left this discord ๐
yeah julia isnt in this discord anymore lol. left a long time ago i think.
ah damn
try replace the drive with a fresh new one
ive seen it stop moving circuits before cause the drive had some nbt on it
they keep leaving and rejoining
any ideas? been a hot minute since ive set one of these up so idk if i did something wrong, looking at my other setups though it should be correct
is it because the flat interface isnt on mainnet? its on a subnet that has a storage bus on insert on main net interface
Do your other setups work?
Are there still other items in the network?
yes and no respectively
i noticed when i made these microcontrolers the transposers i crafted didnt stack with the ones i had in my ae2 system, could that be the issue? im on exp 20, idk if it matters
Just change the recipies, something seems to have changed with them they should still work tho
Did you try the updated code?
Does the interface have a channel? 
That should be a non issue
no, still using the old code, which all my setups are still running
ye
hmm now its not pushing the crafts at all so something has to be wrong on the ae2 side
but idk what, theres no items or fluids on the subnet for blocking mode to not push
The controller is green? So not flashing red?
microcontroller? yeah
Huh
ive turned it on and off a few times as well
The lens is still in the chest, that is blocking
i removed it myself and reordered
Oh ....
I think the interface need to be the block one, OC cant interact with the flat one
unless something changed thats not true i think
Are you sure there is litteraly nothing else in the Subnet? Only reason why it shouldnt push and insert
all my old setups that work have flat
It can
nothing other than an empty cell in a drive, i used hologlasses to check all the interfaces to see if they had items and nothing showed
hatch and bus is empty too
Is the cell in the first slot?
Mh that was my next question
Because with what you showed me it should theoretically work
Try replacing the OC controller with one of thr working setups
Perhaps you forgot smth
Just to test
i did that and broke/relinked the p2ps and it pushed items now
still not extracting
ig you cant use a output subnet for the ncs? give me a bit to swap these to mainnet and see
Would be weird af
If thats Not it i can offer you help over vc perhaps we overlooking smth else
do hologlasses just do this or is the nc infinitely looping?
also i just remembered but i set up universal mabs recently too and it worked fine, i havent updated anything since then
so im actually clueless rn 
Well are you pushing recipies? Like is it working?
no it isnt
I dont remember mine looking like that
ill try the new updated program, is the one in the original post up to date?
Try the fastlua
But if you got working setups then it cant be the code
the code is what handles the nc extraction no?
yeah
well
it SHOULD
i copied the one i had placed on a wall labeled universal automation
surely something didnt change to wipe it 
Surly 
oh my fucking god
that mightve been it
it works with the new one 
rip the 1k old eeproms i copied in the past, at least my old setups didnt get wiped as well
You can copy the code, so its just a matter of combining them again
In the crafting table
should i be using this one? i thought it had worse impact on tps
also why did julia leave?
her programs lowkey carry my run ๐ญ
Well are you the only one on your server?
Im not sure myself, just heard here and there a bit but no 100% reason, also dont wanna write her and ask, as that seems rude ngl
i am yes but im singleplayer, and my pc is quite dated atp (8700k) so idk how well ill hold up in later tiers when i scale hard
fair
Fair
Well then try the other ones, im not really concerned about it tbh
Was thinking about it tho, ngl....
shouldnt be too bad
im finishing now
just make sure you make big enough patterns
ye i use the pattern optimizer program every tier, hope thats good enough
yeah
i forked the optimizer and added a 2m batch size limit
for prass
what was the timeout you did? im doing 40t rn but idk if i should be doing more
timing 35000 or so
but limited to 2mil
-o, --output โ Limit the maximum pattern size dependent on the first output item
You have two interfaces next to the microcontroller, so it doesn't know which one is for returning items. Most likely it keeps looping items back to the subnet forever.
It's in the common pitfalls section too iirc.
Have there been any improvements to the setup while I was gone?
oh that would make sense, although my code was very outdated, something from like the beginning of the year almost or whenever this was originally made, so getting the most recent one and trying that seemed to fix it
idk about setup improvements personally
Maybe I should add another error message if a second interface is encountered during startup.
it was a dual interface p2p and dual interface, doesnt the program ignore those anyways?
i havent changed the setup at all other then rerouting cabling and updating the code and it works now 
it is really cursed how it determines whether something is an interface, it finds a TE that is considered not an inventory and then tries to push 0 items from it to itself. Interfaces succeed this check
i see
I dont think anyone has touched your code for improvements while you were away.
Except for the limiting of pattern optimization @feral mango made
For my run I optimized my patterns for something like 35k ticks with a max output pattern size of 2M
I spammed machines like crazy and with 1t on all hatches the tps might plummet
how would i set up parralels with this when i dont have the advanced stocking input hatch yet do i have to rebuild the setup?
you don't need an advanced stocking input hatch , you need only an advanced stocking input bus and P2P dual interface
I know but if I wanna hook up multiple machines to the one system that ainโt possible with the input hatch method right?
theoretically it is possible with use of fluid P2P on the subnet, for one (quadruple) hatch
where the microcontroller would be next to the main machine
just make sure you multiple patterns accordingly to number of machines
Hello, any idea why my items in the slightly larger chest won't get inputed in the dual interface on the right when the craft is over ? the micro comptuer is on
It's a chromatic lens
Dual interface is online, storage is okay
item storage cell is 1st and 2nd is fluid
recipe check on change is on
Here is the config
You have two interfaces next to the microcontroller - so it probably keeps cycling it to the wrong one.
Move the interface with recipes further away and I think it should work.
You might need to restart the microcontroller as well afterwards.
Tyyyyy
what could be the cause for one microcontroller to cause more lag(for lack of a better word), im trying to optimize before i scale, or are inconsistencies like this expected
iirc when it is in the inner loop it causes more lag - you can increase the delays if you want to reduce it
9us/t is incredibly small though, 24us/t is also small for an active microcontroller
i dont really understand laggoggles, is the colors it shows just relative to everything else or is there a baseline? i just went around and looked at red stuff
us/t means how many microseconds are needed each tick for the given tile entity
and if 24 is small, then its not really anything to be concerned about when i scale to 128+ machines per type? i plan on trying to use universal for the entire run with no cribs/proxies simply because i think its cooler
you have 50,000us each tick if you want to stay at maximum ticks per second (20)
So you can have ~5k microcontrollers if idle and ~2k microcontrollers if all active at the same time
you can always just give more computation to opencomputers too if you want more
oh by active i thought you just meant turned on, both of those were inactive, as in they werent moving items/there was no crafting being done
by active I mean they move items
can you elaborate on this a little bit please?
opencomputers does all its stuff on separate threads
you can provide more if you want in the config
ohhh ok, ill play around with it tyty
config/OpenComputers.cfg
# The overall number of threads to use to drive computers. Whenever a
# computer should run, for example because a signal should be processed or
# some sleep timer expired it is queued for execution by a worker thread.
# The higher the number of worker threads, the less likely it will be that
# computers block each other from running, but the higher the host
# system's load may become.
threads=4
My run had well over a 1000 microcontrollers and I believe they ran slower than you showed, so you should be fine :).
Yeah it's relative pretty sure
@outer ocean There are transposer tiers now, do we need a higher one for the microblocks?
*microcontrollers
Nope
It doesn't move fluid, so it doesn't matter.
So why would we be doing the universal automation? To reduce MB spam? Or is there a tps related reason
parallels and pattern space, since some machines cant accept that many input buses
theres probably more reasons but i cant think of anything else rn 
Also power upgrades are expensive the first time you get them.. so the less machines you need to upgrade the easier it is to exploit the new power. And UA lets you consolidate a lot of recipes into just one machine. I had a single MCR with laser power for a really long time with UA as it would just 1 tick a lot of recipes
Basically acts like an early crib + proxy, so u can run multiple in parallel & easily do any circuit type
And not have to worry about conflicts
Ofc crib and proxy are better when u do have access tho
UA still has an advantage when it comes to small multis like the material press.. You can only fit so many crib on the material press but with UA you only need 2 spots on the multi and can extend it to fit all of the multis recipes. Usually you end up with both.. fill the press with cribs and then use UA to handle the tail end of recipes
im having trouble figuring out why only 17 out of my 32 hiles are being utilized for chromatic glass, im guessing it has something to do with me patterning the qas as output as well but i have enough to utilize all 32 hiles, so im confused
You can solve this easily by adding an exporter anywhere on your system that exports quantum anomalies back into itself.
It will trick the system into thinking it has received the output quantum anomaly.
I would recommend adding speed upgrades to it so it triggers every tick.
@tender elk it's also the firdt tip in the tips section ๐
my bad, thank you
does it work
?
im updating to a newer daily rn(copying my instance takes a long time
), ill try as soon as im back on and let you know
i think so, i added an export bus to one of my hiles and now its using 18/32, ill do it for the rest, ty ty
oh no dont add it to your HILE
just add an export bus to a random interface in your system
wym, like for this usecase, export bus on mainnet filtered for quantum anomalies into an interface also on main net?
yes
it's a trick i came up with a little over a year ago now i think
ah yeah nice
good day julia, do you have a world to test it?
No, not really. My worls would be too big to share on discord. The setup is simply an export bus on an interface though ๐ .
๐ sorry did i say something wrong?
nah julia just im lazy xd
I made this for circuit recipes and it works great and reliable. So good that I tried it on my laser recipes. However, the lenses stay in the chest after recipe completion. Is it possible to mod the code to make the micro pull the lenses?
its meant to, show a screenshot of your setup
Oops I think I know what the problem is
Allright, I had the output interface connected to the subnet instead of main net
I've looked through theis thread and apparently I'm uniquely stupid. Somehow my Advanced Stocking Input bus keeps pulling the fluids in as an item. I'm using a LUV input hatch that is right behind the microcontroller, and the fluid storage bus is facing into it with priority 1.
are both Interfaces dual interfaces?
Yes. P2P Dual Interface on main net, regular Dual interface on subnet.
normal fluid crafting works for you tho I am assuming?
Realized it's not the Adv Stocking bus's fault. If I disconnect it, the fluid is just going into the storage cell as an item.
No, crafting anything without fluids works fine, even with an NC. But fluids just get inserted as items.
I mean that like normaly autocrafting with fluids for your other machines are working fine?
Oh yeah, of course.
just asking as there was one who didnt have the fluid discretizer in their main net and never realy fluid autocrafted
can you show SC's of the setup?
the only things I can think of for this not working is, that
a) no fluid discretizer in your main net (which we debunked(hopefully))
b) one of the interfaces is not dual
c) it doesnt have space anywhere to put the fluid so it stores them as items
you have made the patterns in a fluid pattern terminal?
try re-making a new pattern, sometimes that helps
All the interfaces are dual, added a fluid discretizer to the main net, and I tried wiping the pattern and making a new one. It was made in a fluid pattern terminal. Still getting the same result.
can you insert fluids via the fluid terminal by hand?
what happens?
also idk how good it is to have a second fluid discretizer on your main net
I was actually thinking of the packet decoder. I don't think we had a discretizer.
this thing from this quest
got a texturepack so thats why its looking different but without that you cant on demand fluid craft at all
Playing with a friend who set up the basics of our ME network. We've done plenty of fluid crafting, so I guees we must have one somewhere. No idea where tho.
If I insert fluids by hand into the terminal, they are going into the fluid storage bus as you would expect. This is very strange.
would you mind vc for the troubleshooting, as with just that information I dont think I will find the problem
tldr. got no clue why it isnt working, everything is a dual interface, normaly inserting fluids into the Fluid terminal works, the dual interface sends it as a fluid packet but it doesnt get converted for some reason
I figured it out. I had Microblocks strips in the same blockspace as the P2P Dual Interfaces, like you can see on the left. Apparently that somehow screws with their ability to process fluids. That's what I get for decorating before I was done with the system. Thank you for your help, though, @quaint tiger !
Oh wooow 
seems like its worth creating a github issue.. that is not exactly an obvious issue
Isnt it already know that shit littletiles and microblocks can fuck a bit with things? Remembering it is the biggest issue tho prob 
no idea
I used the pattern optimizer OC companion and posted about an issue with other fluids for EBF usage I saw in the lua, anyone have some advice for me other than just manually update the patterns after it's optimized? #1342168683946184784 message
Having the weirdest issue with a quad-volcanus setup. 3 of the 4 sides work perfectly. One will not return the programmed circuits, no matter what. I've tried swapping out the eeprom in the microcontroller, swapping out the microcontroller, re-placed every component next to the microcontroller, swapped components with known-good components from the other 3 sides, nothing. I've examined it from all angles that I can think of, and the busted side is an exact mirror of the side that works, even down to the fiddly settings like setting priorities on storage buses and auto-pull on stocking input (though none of that should matter for the return of the circuits afterwards that I can think of). I just have a whole bunch of programmed circuits in the barrel, and it won't return them.
What the heck am I not thinking of here?
The other side is the same mirrored setup, but both sides of it work perfectly.
OMFG I just figured it out by random chance. I noticed I had one more programmed circuit visible in the terminal than I had in the barrel, which, when I checked, was in the drive. I removed that circuit from the drive and now the barrel empties as it's supposed to again.
in her video Julia said it was unlikely we would have more than 16 interfaces but if I'm doing an Assembler UA we will use a lot more than 16 interfaces tho
we do agree that there should be no problem having more than 16 interfaces tho ?
there is no limit
yeah that's what I thought ty (currently working on a way to make a 64 interfaces assembler UA look nice lmao)
and how do you guys handle the P2P Dual interfaces names ?
Do you use the same name for all of them or do you do number them for clearer P2P linking ?
i just name them by incrementing numbers, then link them to machinename [Universal] so they inherit the name
or other way around sorry, ill link the master p2p to the numbered p2ps so i only have to rename one set
If this is for prass, imo choose for the coloured hatches UA
Gets you much higher throughput, less fuckery with making recipes, and much easier to maintain / upgrade recipes
This one @chrome burrow https://discord.com/channels/181078474394566657/1393594643492638861
Ty
shameless self promo, but i came up with colored hatches and made it together with jurre
glad it helps
It's mostly the isolation of circuits that helps. I ditched almost all UA for that setup in 2.7.4
It's only a pita for mcr and volc
But that problem will be solved withcimbined crafting inputs
If there was a way to associate a circuit with a recipe, without having to include it in the pattern
That would make this OC so much more convenient to use
I mean, I can think of some ways, but they aren't very flexible
Just wondering if it makes sense at this point to craft a few more, for the larger subnets like ore proc
Ah well.... tomorrows problem
can i share one pattern to multiple different mixers?
like can i use like 5 mixer to craft one single thing
If you use p2p interfaces you can share a pattern to other p2p interfaces.
if you have adv stocking hatches and buses yes
you can massively share those
i added an advanced stocking hatch to my mebf, now whenever theres a nc in the chest, the microcontroller crahses, ive tried reflashing and making a new microcontroller, the result is the same, any ideas? nothing in the setup other than the hatch changed(i replaced a slightly larger chest for a barrel after making a new microcontroller as well, but the result is the same with both), ive also tried replacing the interface to the right, still doesnt work
I'm just guessing here, but maybe the Lua code doesn't like the Advanced Stocking Hatch next to it. It may try to read stuff from it causing the crash. Place it elsewhere and see what happens
This is my assumption. Because it looks good and you said it worked before, so that must be it
You need to put item cell and then fluid cell.
I'm having bugs with the setup sometimes it doesn't pull the NC item and it stays in the barrel
like once every 100 recipe
Is it in slot 1 of the barrel? Do you have smart blocking enabled perhaps?
Also, what are the blocks touching the microcontroller?
yeah I did exactly the setup in your video, have adv blocking card, no smart blocking
slot 1
ABS setup and Laser setup
laser is 1 to 1 to your video, ABS has barrel on top and input hatch underneath but it shouldn't change anything
input hatch
and btw this problem seem to happen when I use P2P dual interfaces
oh really ?
oops
I feel stupid now ty
legit rewatched your video like 5 times lmao
managed to skip it every time
What would be the difference between universalmin and universal lua?
Oki I've been reading through, I think the minified one is the one I should be using if I don't wanna do the 0 delay one
I'll double check it has the barrels too
Right, so I'm guessing the hatch next to the microcontroller is only there to check when it's empty/full .Meaning I can have other input hatches elsewhere also?
universalmin is best to use if you want some delays (better for server performance and it doesnt matter if your patterns are big enough >0.5). universal is the code before minification in case someone wants to debug it or see how it works. universalfast is minified without delays for people who wants to see the world burn.
Yeah, as long as the hatch next to the controller has the highest priority.
Omg tysm!
ok so I followed your tutorial and used universalmin.lua to flash in eeprom to use for microcontroller. but it seems like microcontroller couldn't find interface even though this is the same setup I followed in the tutorial (with small modification for main net cable connecting to the up-facing interface because I figured that wouldn't affect microcontroller, also because I used old cell swap method before I found this method).
There is a input hatch behind the microcontroller directly, and luv stocking input to the left of input hatch btw
oh.
I see why
the up-facing interface has to be next to the microcontroller
๐
got it fixed lol
Verrrry generic question, I apologise - but I keep coming back to certain multis, like my megaLCR and precise auto-assembler and the microcontroller doesn't seem to have crashed, it's just off. There's a single programmable circuit in there and no other materials. My ME storage bus connected to the barrel is programmed to store all circuits in it at max priority, and as soon as I turn the microcontroller back on again, it starts working.
But why would it just turn off like that? I can't seem to understand.
can you search your mc log for the word 'persist'?
I just wanted to thank Julia for a truly outstanding technical solution! This has become the main way to automate our base (UMV).
Our latest iteration includes something we have developed and named "pattern providers", which is basically the whole setup with microcontroller, interfaces and more, except for the actual I/O. The pattern providers are placed in a central location away from the machines. Only the I/O is located at the machines themselves connected wirelessly. On the second picture is shown how I have managed to skip a separate interface next to the microcontroller simply by putting it next to the dual interface p2p:s with the patterns. The pattern providers are standardized and work for most machines, and they can easily be copied. The point is to enable modularity so that we can spam more machines and easily connect them to the pattern providers.
Again, Thank you!
interesting, it works fine even if the microcontroller isnt adjacent to a hatch? which program did you use for this, regular, fast, or min?
This with the programs is it new? We have been using this quite a while, and it was my buddy that implemented the first setups. So I dont know. The dual interface p2p that you see right behind the microcontroller doubles as the interface for the microcontroller and a generic interface for patterns. So we saved one channel per setup ๐
It gets tidier and we can use all channels for the p2p:s with the patterns, which makes for a symmetrical setup.
Remote UA.. amazing tech
Yeah this was possible since the beginning. As soon as you havw access to (advanced) fluid stocking the microcontroller can be anywhere you want.
oh
The code automatically recognizes whether you have stocking hatches by the presence of a fluid cell in the drive
working absolutely beautifully for my volcs, thank you ๐ซก
now to figure out to actually make a volc subnet
more of a functional question, but do you need the input hatch for automation? I want to be consistent with my UA setup, so was thinking of using it for wiremills, though I suppose you could add the fluid input and just not use it, right?
You don't need it. I am nit sure the wiremill forms with a fluid hatch.
Thanks, yeah the multi wont form with an input hatch, i hadn't had a chance to dig through the github to see if the microcontroller needed an input hatch
My friend complained about how this setup isn't producing in a batch (or being too slow compared to direct input into input buses) and I know the only solution is simply double or triple the amount of materials in a pattern to make a batch of it. The downside is sometimes we don't want to waste resource for making a few extra stuff (ie frame box or wire)
Is there a way to push many stuff into the adv stocking input so we can make batch of stuff without having to increase amount of materials in pattern?
The PrAss is supposed to be able to produce in batch, not act as a singleblock assembler with this current setup if we don't increase materials in pattern
I don't think there's really a solution to that. For my PRASSes I have 2 microcontrollers. 1 for batch processing (big patterns) and 1 for small pattern processing. They have their own colored adv stocking input busses/hatches. That alleviates some of that
Yeah you can't escape expanding your patterns
But usually anything that would get to the point of being annoying you should scale anyway
I had separate small and big pattern PrAss, kinda similar to Mena's solution. This is not really a problem you can solve, my only tips would be to either have multiple microcontrollers or scale up. Scaling up is also a good thing anyway as you progress.
As much as I love this program, for prass ONLY, I donโt think Iโd recommend it/do it a second time, thereโs simply too many patterns to keep track of what you need to optimize, and while you can sort by steps and fix it that way, again, thereโs just too many and youโll be doing this too frequently at least imo, and smart blocking isnโt supported(maybe not possible even), if I ever do a second run Iโd probaly do toggle bus universal or universal v2 just for prass since they support smart blocking, and you can just 2x in the interface when you need
I would do this UA over the others in a heartbeat
This is why the pattern optimizer exists by the way, to make upgrading patterns an automated process.
i know, but for prass theres just too many patterns and its annoying, for every other machine its amazing
someone in the ae2 feature aoi suggested the 2x interface button to ignore non consumables like programmed circuits, which would be amazing for this
I'm having Green net for big patterns and Red net for small patterns. It works fine. I have no issues. Sometimes I need to scale up a pattern that I lazily added as a single item that I suddenly need thousands of. Oh well, let's repattern that then and be done with it
And yes, the Pattern Optimizer program is a godsend. Or an @outer ocean send...
Very easy to rebuild patterns when you upgraded voltage and want to increase patterns
why is the P2P dual interface not linked to any frequency ?
I have a problem with the above setup. it keeps leaving fluid inside the input hatch and taking the circuit before the last craft is finished. Ive setup a bunch of these for different mutlis and this is the only one in which I am running into a problem on. I have priority 1 on the both storage buses. I am currently using the code pasted in pin but I've also tired the other codes on github and those have the same result. (I have restarted the microcontrollers on each change of eeprom)
Microcontroller needs to be touching the Input hatch
thats why. I was thinking of when it was talking of stocking hatch not caring placment. I'll need to check a my others ones that been works and make sure it's reading the input hatch.
any way to do this without adv stocking bus?
Not this one
Got one which does work OC and around EV Teir
im having an issue with this setup. i am trying to craft p2p - dual interfaces. when i go to craft them regular interfaces are a required component and i use the circuit 2 recipe. but for some reason instead of the circuit 2 it uses circuit 3 from a previous craft and crafts the wrong one. annihilation core and formation core use 3 and programmed circuit stays in the chest/ barrel and doesnt leave fast enough for when the interface recipe comes in. Anyone know how to fix this?
nvm i forgot to put blocking mode on ignore the above message ๐คฆโโ๏ธ
I'm still having occasional troubles with this setup. It works great like 99% of the time, but then sometimes, for reasons I cannot understand, the microcontroller occasionally errors out (flashing red) or turns off (dull green).
All I ever have to do is turn it back on again and it's back to working as expected, but it's still weird that it just randomly fails for seemingly no reason.
I could handle that, though, if I had a way to mass-reset them all without running around and turning them all on. Does anyone have any ideas how I could accomplish that part, at least? I'm not sure how to observe the state of the microcontroller, but if I could, I could rig up a button press.
Are u on 2.7 or earlier perchance
Cuz p2p had delays back then so on server startup it would be too slow to send power to turn it on
Nope, but thank you for asking. 2.8.3.
Iโm not sure which chest I should place right now. Iโve already tried many different ones.
pretty sure Julia updated it for barrel but I havent tried it yet.
In fact look at the code, its updated for barrel
There are three. Which one should I use? Maybe I used the wrong one.
I used the normal one on my last run and it was fine.
The first one?
yeh
A brief video tutorial on how to set up universal automation using OpenComputers in GregTech: New Horizons.
GitHub Repository: https://github.com/Vlamonster/universal.
Follow the steps in this video at 7:24.
does it not save for you or something?
It has been saved
not might. it is. pretty sure Julia is no longer playing.
Why is your code working?
I haven't used this uni since 2.7 and now I use uni v2 from sampsa/inphysible/hollow and crew.
It should be possible to make this work for 2.8 though, if you want to play with the code.
personally, I do not have the desire to look into why it may have issues for 2.8
Im currently using this design on 2.8.3 and it works fine minus some issues when requesting certain recipes
actually your issue might be because you didnt place the interface on the main net cable next to the microcontroller
can you throw in multiple multi fluid storage cells to support 6 fluids? thinking of using this for the CoAL with an advanced stocking hatch
Yes
Should work with multiple
Thats if the drive works as expected lol
As the code checks only the first 2 drive slots
Yeah, that worked, 2 multi fluid storage cells will support the 6-8 fluids for the coal, i used a standard stocking hatch with the fluids for the crafts copied in for each one
at a glance, it looks pretty reasonable for the program to check more cells too
supposing the extra length would fit on the eeprom
Well, I used 2 standard non advanced stocking input hatches on the CoAL, dragged in fluids, filling one hatch, and starting on the second, with a normal storage cell and 2 multi-fluid storage cells in the drive, and it does work, so i don't think it needs to check the extra cells in the drive
makes sense enough
I'm just happy I can kick the "learn universal automation v2 cell swapping" can down the road a little more
its an interesting system but isnt without bugs
the cell stocking from interfaces is buggy as shit
fuzzy cards dont make it reliable at all
its really fast though
I'm going to rock this UA until I can't scale anymore, though with p2p dual interfaces, I'm really stretching it out, my prass has 48 interfaces attached to it now
im likely to use it again after I get advanced stocking unlocked in this run.
its very slick
Only if u use interface p2p
And it has a solution fix it
the toggle bus works like 99% of the time
Yea
still had it bug out on me though
I find it funny that ppl dont use normal interface
Like the only extra cost is a fuzzy card per unloader
Which may as well be nothing
and it will auto distribute just based on blocking block. hmm thats nice
gonna change that
lol
ty for the idea
One problem I keep having is just randomly the microcontroller turns off or runs into an error, but turning the microcontroller on again fixes everything.
I've figured out how to modify the script and microcontroller to emit a redstone signal while the computer is active, but I'm looking to now turn the microcontroller back on when I lose that signal. I thought that you could just send a redstone signal to a mc to turn it on, but I've had no luck with that. Am I just wrong about that, or am I doing it wrong, or is there some other better way that I'm not thinking about that could be used to turn it back on?
U could maybe make use of ae2 toggle bus
To toggle the power going to the microcontroller
late reply, but there's a setWakeStrength function iirc that wakes the pc (or uc) if redstone goes above a certain level; you then only need a clock to pulse the uc
Hello. If I understand the universal.lua code correctly, it is possible to use a quadruple input hatch adjacent to the microcontroller, correct? Or is it recommended to use multiple regular input hatches with lower priority than the adjacent one?