diff --git a/guidebook/ae2-mechanics/subnetworks.md b/guidebook/ae2-mechanics/subnetworks.md
index ac6963488e8..94c29a86085 100644
--- a/guidebook/ae2-mechanics/subnetworks.md
+++ b/guidebook/ae2-mechanics/subnetworks.md
@@ -37,7 +37,7 @@ network can access
-"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
@@ -45,6 +45,10 @@ main network or does some small task. They are typically small enough to not req
* 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
diff --git a/guidebook/example-setups/main-network.md b/guidebook/example-setups/main-network.md
index 198daa4c07f..9f4b596a874 100644
--- a/guidebook/example-setups/main-network.md
+++ b/guidebook/example-setups/main-network.md
@@ -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:
-
+
-
+
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.
-
- Some machines, with a pipe subnet to push their outputs into the providers.
+
+ 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.
-
- Some terminals and assorted utility doodads. (you probably want just a crafting terminal, not a regular terminal _and_ crafting terminal)
+
+ Every good network has an energy cell, to allow higher energy input per gametick and
+ smooth out power fluctuations.
-
-
- 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.
-
-
-
- Your controller should be in the middle of your base, and probably a bit larger than this. A stick-shape is pretty good.
+
+
+ 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.
-
- Various methods of doing storage, with drives or storage busses. Notice all in groups of 8.
+
+ Facades can be used to hide stuff behind walls
-
-
- Various methods of doing storage, with drives or storage busses. Notice all in groups of 8.
+
+ Facades can be used to hide stuff behind walls
-
+
diff --git a/guidebook/items-blocks-machines/pattern_provider.md b/guidebook/items-blocks-machines/pattern_provider.md
index d8ea3d439f0..164e5e167ca 100644
--- a/guidebook/items-blocks-machines/pattern_provider.md
+++ b/guidebook/items-blocks-machines/pattern_provider.md
@@ -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 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 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.