The problem of separating many items in the logistics system

If you don’t add auxiliary logistics mods such as AE, BC, EIO, etc., you will encounter a very troublesome problem when building the automatic ore processing system of GT6: you need to divert a large amount of ore into different processing flows, which is a very troublesome thing for the logistics system of GT6. Although there are filters, it will be difficult to set up. Especially for crushing ores, the crushed ores need to be separated from the stone powder first, and then enter four ore processing lines according to different needs: mercury, persulfate, firestone and sluice. The classification here is the most troublesome, especially for the sluice. Due to the large number of ores without “special processing”, it is impossible to label so many minerals in the filter. Therefore, it is generally necessary to filter out other specially procressing ores before sending the remaining minerals into the sluice. To illustrate how troublesome it is to perform this type of diversion, we will use pictures as an example below:

When you want to separate two different types of items, you usually think of a filter block (because the cover can only be marked with one), which uses a restricted logistics pipe to set priority, allowing the branch with the filter to pass first. This way, items that can enter the branch will enter the branch first, while other items cannot enter the branch and can only enter the main road:

There is a flaw in doing this: if the branch is blocked, causing items to be unable to enter the branch, the main road becomes the only feasible path, and the filtering becomes ineffective:

The only way to prevent this situation is to place a reverse filter on the main road to prevent items that should enter the branch road from entering the main road (I think this is the only way):

So, to conduct a thorough diversion, two filters need to be used each time. This will make the wiring of the logistics system very complicated. Here is what I think is the simplest classification system for crushed ores. Let’s see how troublesome it is (especially if the same list needs to be marked twice):

My opinion is that perhaps we can add an input item and output from the front if it meets the criteria, and output from the side if it does not meet the criteria, similar to a “router” block, to solve this complex filtering requirement. Given the complexity of its functionality, I believe a higher level of technology is required (requiring circuit boards and possible robotic arms, but not necessarily using crystal processors). But I’m a bit unsure if it’s realistic to add such complex blocks at the moment, and if it will make the original filter blocks less useful.
Perhaps there will be a better setting than what I have now? I’m not sure either.

Another annoying thing is various tiny ore. Due to the fact that you cannot allocate a large storage for each ore, and the boxinator is prone to getting stuck due to less than 9 remaining tiny ore, there is currently no good solution to this problem. Do you have any suggestions?

2 Likes

you could have the chest for A with an item count detector and it that chest is about to get full, you disable the input hopper, that way it will not start flowing into NOT A, this way you could easily connect those overflow detectors together to form OR gate so that it will scale for multiple filters

1 Like

I usually use hoppers (usually ultimet to that its big) set to output in multiples of 9 and feed that into the boxinator. I also use the same setup but with multiples of 2 for acid bath ore processing so that it will only put two ores in and then the output can be electrolyzed directly (the recipe needs 2x the amount to work), so I dont need multiple electrolyzers for different vitriols and whatnot.

1 Like

Wait if your Branch is being overfilled for some reason, isn’t the reasonable way to deal with it to just make that Branch better? Like actually make it process the Ores faster so it can meet demand?

This setting will only lead to more complexity when multiple classifications are required. Just give it a try and you’ll know, especially since you need to add a redstone line from the finish to the fork.

1 Like

You should always prevent possible accidents, especially for machines like bath that cannot increase speed. The first time there were too few ores, not enough parallel quantities, delays in block updates, computer lag, insufficient output throughput resulting in delayed product output, and other unforeseen stuck.

1 Like

The problem is that the quantity of ores is clearly greater than 36, and if there is only a little left in the hopper, it will still cause stuck.
PS: I found that when the logistics bus sets the output quantity, even if the network is less than this quantity, it will still output, so this will still get stuck.

1 Like

Each of the Hoppers that does the piling up of 9 crushed pieces should have its own Filter, even if they all point into the same branch.

Also Computer Lag does not influence the outcome of ANYTHING, it just makes it so the Human at the Computer needs to wait longer.

what? Filters cannot limit the number of outputs at a time, as outputting less than 9 at a time can cause stuck.


I am not sure if there is a delay in automatic input detection on my computer sometimes, and whether this is related to the lag on my computer.

1 Like

filter can not, but hoppers can. You have to configure the hopper to output amounts divisible by 9

1 Like

I think the Issue might be the amount of stacks at a time, since wider item pipes can send multiple stacks at once. However in either case, you need to either increase the buffer size or increase the production capacity, because if you do the thing you want (have it get stuck when there is no space), then your entire ore processing line is going to be clogged up, leading to more Issues.