About Refined Storage
|Release Date: |
March 20, 2016
1.16 1.15 1.14
While the name has “storage” prominently written on it, RS is really the most useful for automation, and one that is capable of interacting with a lot of other mods with some sorts of inventory system. To get started, see the official getting started guide.
Note: you can get slimeballs by smelting jellyfish, or via IF’s mob slaughter factory and converting pink slime – the latter is a much more involved process though.
Limit Import Amount
RS provides a “detector” which can send out redstone signals based on inventory status of certain items/liquids (yes this works with fluids exactly the same way). By placing detectors with the right amount, comparison and item type specified next to importers, and setting the importers to activate only with redstone signal (top left button), you can make your RS storage refuse additional items once it reaches a desirable amount.
One thing to note about process-based crafters is that the process doesn’t have to occur in a single block. As long as RS receives the promised output sometime after insertion, it will be happy and consider the process fulfilled.
As such, not only can you have automated smelting and automated crushing, you can actually have your entire ore processing system from Mekanism automated with a single crafter (ok maybe not 5x, but at least up to 4x). With 4x as an example, you point the crafter at the Chemical Injection Chamber, and place the importer on the Smelter at the end of the chain. RS needs to know nothing about the intermediate steps or products!
The Mekanism Basic Fluid Tank is capable of bucketing (creating a bucket filled with liquid from an empty bucket and the liquid). Attach a crafter and an importer as usual, and create a pattern for the liquid bucket using the JEI + button for the Spout – it works just fine; you can verify your pattern by shift-hovering on it to make sure it says, e.g. “Input: 1 Bucket, 1 B water, Output: 1 Water Bucket”. Note that you will need the relevant liquid stored in your RS Fluid Storage.
(Alternatively, if you have a steady supply of the liquid, forgo the storage and use the fluid tank directly, so the crafting pattern just becomes “bucket in, filled bucket” out, though you’ll need per-liquid-type tanks and crafters.)
Keeping Item in Stock
See the official RS interface trick to keep items you frequently use in stock, so that when you send crafting requests, the time-consuming portion of crafting, like smelting and infusing, are done after you receive the item, and that you always have the needed amount of cables or pipes available without waiting. Note that a single interface can only keep 1 stack of a type of item in stock, so if you need multiple stacks, you’ll need multiple interfaces.
Alternatively, if you need a LOT of a single type of item, you can use a Requester. It allows only one type, but you get to choose an amount greater than 64.
Fun with Ender Storage
In Valhelsia 3, you can craft Ender Pouches and Ender Chests that match to one another via color codes, and they function just like the vanilla Ender chest. This allows us to do some fancy things, since Ender storage interactions can take effect regardless of distance and dimensions. This allows you to not only keep some mobile storage, but make them provide more functionalities than merely storing things.
Anywhere Push to Storage. Carry an Ender Pouch, and have at your base an RS importer on the corresponding Ender Chest. This way anything you put into the pouch gets instantly sent home, so that on your exploration trips you don’t have to decide which resources to ditch in order to bring more precious ones back. This same ender chest can be used in your various remote resource gathering sites, like excavators, to receive item inputs.
Auto-Stocking Pouch. Basically the inverse of the above. Sometimes on your adventures you wish you’d brought along more stone bricks, more food, more cables or just that one more bucket of water. Well, the auto-stocking pouch ensures that you will always have a nigh-infinite supply of all these.
To set this up, for each individual ender chest (with unique color code), up to 3 exporters, 3 crafting upgrades and 3 regulator upgrades. Each exporter can handle up to 9 types of outputs, so theoretically you just need three exporters to fill fully manage an ender chest, and only use up 3 sides of the chest. Since the chest only has 27 slots, more is meaningless. Put one crafting upgrade and one regulator upgrade into each exporter facing into the chest, and then you can specify the type and number of items you want to keep in the chest.
The items you want in stock are:
- consumables, e.g. food, water bucket, ender pearl, potions, ammunition, mob imprisonment tools
- common crafting material, e.g. wood, iron
- placeables, e.g. cobblestone stack, cobblestone slabs, cables and pipes, torches
- currency, e.g. emerald and gold for when the perfect trade shows up far from home
Auto-Smelting Pouch. Sometimes you are walking around in your factory doing some quick one-off crafting, and realize you need this thing smelted but don’t want to walk to your smelter or make a pattern for the thing. Or maybe you just want roasted chicken.
A setup like the above will allow you to send items to be smelted, then get the outputs sent back to you. You’d need a smeltery-pouch, a corresponding ender chest to receive the items and push to a smelter, and a receiving chest/pouch combo to get the finished goods. In my case, since I still have room in my stocking pouch, I just used that one.
Though as always, remember to chunkload. This setup can be also extended to any other single-input machinery – sawmills, crushers, what have you. You can even have it do ore processing and return the multiplied ingots, but I believe the better approach would be to store the ingots for production of stuff you actually need, as in with the stocking pouch.
By making use of the fact that fluid tanks can be set to eject from bottom, that mechanical pipes will destroy any liquids it contains when removed, and using RS constructors and destructors, fluid destruction can be automated like so.
Note: RS appears to have a bug where it can use up and place down mechanical pipes even if there’s already one present in front of the constructor. It’s perhaps advisable to make sure the destructor is always on, and the constructor tied to a redstone signal, e.g. lever.