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.