Skip to content

Commit

Permalink
add link to network connections page in other pages
Browse files Browse the repository at this point in the history
  • Loading branch information
Sea-Kerman committed Nov 14, 2023
1 parent aaeb1d7 commit d2e1bc6
Show file tree
Hide file tree
Showing 3 changed files with 30 additions and 28 deletions.
6 changes: 5 additions & 1 deletion guidebook/ae2-mechanics/subnetworks.md
Original file line number Diff line number Diff line change
Expand Up @@ -37,14 +37,18 @@ network can access
<IsometricCamera yaw="195" pitch="30" />
</GameScene>

"Subnetwork" is a rather loosely-defined term, but one might say that a subnetwork is any network that supports your
"Subnetwork" is a rather loosely-defined term, but one might say that a subnetwork is any [network](../ae2-mechanics/me-network-connections.md) that supports your
main network or does some small task. They are typically small enough to not require controllers. Their main 2 uses tend to be:

* To restrict what [devices](../ae2-mechanics/devices.md) have access to what storage (you don't want the import bus on a "pipe" subnet to have access to your main net
storage, or it will put the items in your storage cells instead of in the destination inventory).
* To save channels on your main network, like having a pattern provider output to an interface connected to several storage
busses on several machines, using 1 channel, instead of putting a pattern provider on each machine, using several channels.

Very important in making a subnet is keeping track of the [network connections](../ae2-mechanics/me-network-connections.md).
Often, people put together some jumble of interfaces and busses and stuff and expect it to be a subnet when
all the devices are still connected to the main network through various fullblock devices.

Cables with different colors have nothing to do with making a subnetwork other than that they won't connect to each other.

They can be
Expand Down
38 changes: 18 additions & 20 deletions guidebook/example-setups/main-network.md
Original file line number Diff line number Diff line change
Expand Up @@ -11,38 +11,36 @@ Many other setups reference a "Main Network". You might also ask how all these [
together into a functional system. Here is an example:

<GameScene zoom="2.5" interactive={true}>
<ImportStructure src="../assets/assemblies/treelike_network_structure.snbt" />
<ImportStructure src="../assets/assemblies/small_base_network.snbt" />

<BoxAnnotation color="#dddddd" min="3.9 0 1.9" max="9.1 5 7.1" thickness="0.05">
<BoxAnnotation color="#dddddd" min="5 1 10" max="9 7 14" thickness="0.05">
A big cluster of pattern providers and assemblers give a lot of space for crafting, stonecutting, and smithing patterns.
The checkerboard pattern allows providers to utilize multiple assemblers in parallel while keeping it compact.
Groups of 8 make it impossible for channels to route incorrectly.
</BoxAnnotation>

<BoxAnnotation color="#dddddd" min="3.9 0 9.9" max="5.1 3 12.1" thickness="0.05">
Some machines, with a pipe subnet to push their outputs into the providers.
<BoxAnnotation color="#dddddd" min="13 10 12" max="14 11 14" thickness="0.05">
You don't actually need that big of a controller, all those huge rings and cubes designs you see in people's bases
are mainly just to look cool.
</BoxAnnotation>

<BoxAnnotation color="#dddddd" min="-0.1 0 8.9" max="1.1 3 13.1" thickness="0.05">
Some terminals and assorted utility doodads. (you probably want just a crafting terminal, not a regular terminal _and_ crafting terminal)
<BoxAnnotation color="#dddddd" min="13 12 13" max="14 13 14" thickness="0.05">
Every good network has an energy cell, to allow higher energy input per gametick and
smooth out power fluctuations.
</BoxAnnotation>

<BoxAnnotation color="#dddddd" min="-0.1 0 -0.1" max="2.1 3 8.1" thickness="0.05">
An array of crafting CPUs. A few with larger amounts of storage and a bit more with lower amounts of storage.
You probably want to have more co-processors in an actual setup but that would be a bit large for this scene.
</BoxAnnotation>

<BoxAnnotation color="#dddddd" min="5.9 0 13.9" max="7.1 1 15.1" thickness="0.05">
Your controller should be in the middle of your base, and probably a bit larger than this. A stick-shape is pretty good.

<BoxAnnotation color="#dddddd" min="2 1 10" max="4 4 13" thickness="0.05">
You probably want to use some other mod's power source, a reactor or solar panel or generator or
whatever. Vibration Chambers are ok-ish but AE2 is designed to be used in a modpack and use your
base's main power generator.
</BoxAnnotation>

<BoxAnnotation color="#dddddd" min="11.9 0 7.9" max="13.1 4 13.1" thickness="0.05">
Various methods of doing storage, with drives or storage busses. Notice all in groups of 8.
<BoxAnnotation color="#dddddd" min="15 1 9" max="16 3 14" thickness="0.05">
Facades can be used to hide stuff behind walls
</BoxAnnotation>

<BoxAnnotation color="#dddddd" min="10.9 0 0.9" max="13.1 2 7.1" thickness="0.05">
Various methods of doing storage, with drives or storage busses. Notice all in groups of 8.
<BoxAnnotation color="#dddddd" min="15 3 12" max="16 10 14" thickness="0.05">
Facades can be used to hide stuff behind walls
</BoxAnnotation>

<IsometricCamera yaw="315" pitch="30" />
<IsometricCamera yaw="135" pitch="15" />
</GameScene>
14 changes: 7 additions & 7 deletions guidebook/items-blocks-machines/pattern_provider.md
Original file line number Diff line number Diff line change
Expand Up @@ -100,16 +100,16 @@ Pattern providers will attempt to round-robin their batches to all of their face
Pattern Providers come in 3 different variants: normal, directional, and flat/[subpart](../ae2-mechanics/cable-subparts.md). This affects which specific sides they push
ingredients to, receive items from, and provide a network connection to.

* Normal pattern providers push ingredients to all sides, receive inputs from all sides, and, like most AE2 machines, act
like a cable providing network connection to all sides.
* Normal pattern providers push ingredients to all sides, receive inputs from all sides, and, like most AE2 machines, act
like a cable providing [network connections](../ae2-mechanics/me-network-connections.md) to all sides.

* Directional pattern providers are made by using a <ItemLink id="certus_quartz_wrench" /> on a normal pattern provider to change its
direction. They only push ingredients to the selected side, receive inputs from all sides, and specifically don't provide a network
connection on the selected side. This allows them to push to AE2 machines without connecting networks, if you want to make a subnetwork.
* Directional pattern providers are made by using a <ItemLink id="certus_quartz_wrench" /> on a normal pattern provider to change its
direction. They only push ingredients to the selected side, receive inputs from all sides, and specifically don't provide a
[network connection](../ae2-mechanics/me-network-connections.md) on the selected side. This allows them to push to AE2 machines without connecting networks, if you want to make a subnetwork.

* Flat pattern providers are [cable subparts](../ae2-mechanics/cable-subparts.md), and so multiple can be placed on the same cable, allowing for compact setups.
* Flat pattern providers are [cable subparts](../ae2-mechanics/cable-subparts.md), and so multiple can be placed on the same cable, allowing for compact setups.
They act similar to the selected side on a directional pattern provider, providing patterns, receiving inputs, and **not**
providing a network connection on their face.
providing a [network connection](../ae2-mechanics/me-network-connections.md) on their face.

Pattern providers can be swapped between normal and flat in a crafting grid.

Expand Down

0 comments on commit d2e1bc6

Please sign in to comment.