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title: Bulk Cells | ||
nav: | ||
- Preface: README.md | ||
- Concepts: bulkconcept.md | ||
- Definition & Use Case: bulkwhat.md | ||
- How Does It Works: bulkworks.md | ||
- How To: bulkhow.md | ||
- ... |
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--- | ||
title: Bulk Cells Introduction | ||
description: Overview of Bulk Cells chapter | ||
authors: | ||
- Boold | ||
--- | ||
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# Preface | ||
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This is a guide to the best storage cell (totally unbiased) you'll ever need :] | ||
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In this chapter, You'll find **How to Use Bulk Cells**, the **characteristic of the Bulk Cells** itself, the **general idea of "Bulk Storage"** and so much more. | ||
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!!! warning "Disclaimer" | ||
Going thru this without prior experience of **Applied Energistics 2** mod might be difficult to grasp. I still encourage you to read the [AE2 Online Guide](https://guide.appliedenergistics.org/) first (or quick-read the guides here). | ||
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Currently, this chapter splits into 4 different sub-chapters. | ||
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!!! danger "You can skip to [How To Use](bulkhow.md) sub-chapter if you dislike reading & just wanted to know how to do all of this" | ||
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> Applied Energistics 2 | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/applied-energistics-2) | ||
> MEGA Cells | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/mega-cells) | ||
> Functional Storage | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/functional-storage) | ||
> ExtendedAE | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/ex-pattern-provider) |
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--- | ||
title: Concepts | ||
description: Explanations regarding the term of bulk & general storages | ||
authors: | ||
- Boold | ||
--- | ||
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# *This is bulk skits* | ||
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In this sub-chapter, contained key concepts of **General** & **Bulk** Storages. | ||
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???+ warning "Familiarize yourself with these required items" | ||
![](img-bulk/booldBulkRequirements.png) | ||
* Cell Workbench | ||
* MEGA Bulk Item Storage Cell | ||
* MEGA Decompression Module | ||
* Compression Card | ||
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## Where bulk terms is used | ||
Before we went deeper, One might asks what is "bulk" and why we use it in storage, or where do we find it? moreover the importance of it to AE2 in this topic. | ||
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Take a look at this mess: | ||
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![](img-bulk/booldRandomMess.png){.center} | ||
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From the image above, there's **random things** like building blocks, seeds, some saplings, and miscellaneous materials. We also notices that most of these items **does not exceeed 3.000**. We'll call this as **Random Mess** for now. | ||
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In contrast, from the image below, we can see that those items is **stored at a very big numbers** compared to the previous ones. Instead, we'll refer this as **Bulk Mess** | ||
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![](img-bulk/booldBulkMess.png){.center} | ||
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## General vs Bulk Storage | ||
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All of those random bits and pieces of items previously typically stored insides what we call a **"General Storage"**. In a literal sense, | ||
!!! quote "every dumps & junks we insert to the network, will **eventually ends up** in this type of storages." | ||
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Just like the Random Mess we had before. Any other things then (generally) will be stored insides a **"Bulk Storage"** | ||
!!! note "A literal "storing items in bulks" !" | ||
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## Partition? | ||
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Just in case it's not obvious now, 'partitioning' cells is an **important aspect** when we talk about bulk storage. Imagine your creeper farm generating thousands upon thousands of gunpowder per minutes, this will clogs up your 'general storage' quickly over time (you don't want your cells is filled up with gunpowder **only** didn't ya?). | ||
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In this case, we **partitions** a cell (generally the ones who can stores alot) and assigned it to a specific cell. **Priority System** in AE2 means you can tell items to go into a specific storage (or drives) **first**, before it goes into another storage. | ||
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???+ tip "If you looking on how to do partitions..." | ||
Head over to [How To Partition A Cell](bulkhow.md/#partition) | ||
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???+ info "Items route in the network on General Storage vs Bulk Storage & Partitions in-between" | ||
![](img-bulk/booldPriorityInsert.png) | ||
The system works like this: | ||
1. You insert the items into the network | ||
2. The network now tried to "store" said items into the valid 'storage' | ||
3. It checks the valid storage with the highest priority (in this case, Bulk storage, which **only accepts gunpowder**) | ||
4. If it fails to store said items into the Bulk Storage (say, **a stick**), it checks again the next valid storage (eventually stored inside general storage) | ||
> Thus gunpowder always get stored first inside bulk storage, and anything that isn't gunpowder stored inside general storage. It doesn't clogs the system, and you can always dump more junks into the system. **This is why bulk storage is important** | ||
??? example "Example of this concept, visualized in an actual setup" | ||
![](img-bulk/booldExamplePriority.png) | ||
* Terminal in this case can also be represented as **Access Points**. Means it becomes a point where the network can accepts items into it (hence the appearances of **Terminal** along with **Pattern Provider** & **Interface**) | ||
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For a better grasp of the differences between the two, take a look at this table: | ||
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| **General Storage** <br> ![](img-bulk/itemCell.png) | **Bulk Storage** <br> ![](img-bulk/bulkCell.png) | | ||
|:---:|:---:| | ||
| Typically stores random things (miscellaneous items) | Typically stores specific items (mainly resources/mob drops/farm drops etc.) | | ||
| Ex. Cobble walls, doors, fence, lantern, furnace | Ex. Iron ingots, spruce logs, diamonds, rotten flesh, wheat | | ||
| Doesn't really wants "partition" | Partition is a must (at the very least, highly suggested) | | ||
| Requires less works | Usually more steps to do | | ||
| Good for dumping unorganized items | Good for optimizing your network contents | | ||
| Tends to be used less per ME Drive | Tends to be used more per ME Drive | | ||
| Identic with lower amount of items (less than 5k, etc.) | Identic with high number of items (thousands/millions/billions even!) | | ||
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??? tip "Did you know that?" | ||
Due to how storages in AE2 works (**Bytes & Types**), 20 item cells can stores **1.260** types of items but they stored less than 20 **Bulk Cells**! This is also why we use the term General & Bulk storages. | ||
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> Applied Energistics 2 | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/applied-energistics-2) | ||
> MEGA Cells | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/mega-cells) |
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--- | ||
title: How To Use? | ||
description: Setup guidance for partitions and more | ||
authors: | ||
- Boold | ||
--- | ||
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# *How to do X, Y, Z???* | ||
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Here comes the main dish | ||
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Up to this point, you should already know what is bulk and why it matters. Aswell as the **items required** for it (refer to the requirements in the [Concepts](bulkconcept.md) Chapter) | ||
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## Partition | ||
1. You need a Cell & Cell Workbench | ||
![](img-bulk/booldPartition1.png) | ||
2. Drag your cell into the slot on top-right corner | ||
![](img-bulk/booldPartition2.png) | ||
3. Drag your desired items to partitions into the 7x9 empty slots (it's only 1 for Bulk Cells). You can drag from **inventory or JEI/EMI** | ||
![](img-bulk/booldPartition3-jei.png) ![](img-bulk/booldPartition3-inv.png) | ||
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!!! tip "Quick Trick" | ||
You can do ++shift+lbutton++ to quickly assign the items into the empty slot. | ||
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4. This step will vary, depends on what cell did you use. Generally this is where you install **Card Upgrades** for the partitioned cells. Mainly **Overflow Destruction** &/ **Equal Distribution** | ||
??? tip "For Bulk Cells, they only accepts **Compression Card**" | ||
!!! danger "They can't do any compression if there's no compression card installed" | ||
![](img-bulk/booldPartition4-reg.png) ![](img-bulk/booldPartition4-bulk.png) | ||
!!! note "Previous ++shift+lbutton++ trick also applies to the card upgrades" | ||
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## Basic Functional Setup | ||
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With the importance of **Decompression Module** & **Priority System**, at the very least your network should look like this. | ||
![](img-bulk/booldBulkSetup.png) | ||
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* Top-left drive bay is for 'General Storage' with lowest priority | ||
* Bottom-left drive bay is for 'Bulk Storages' with **highest priority**/higher than the general storage's | ||
* **Decompression Module** is crucial to allow this network to decompress stored items inside a bulk cell | ||
* Because they make a *ghost-patterns*, a basic **CPU multiblock** is no less important (otherwise you can't decompress things) | ||
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> Applied Energistics 2 | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/applied-energistics-2) | ||
> MEGA Cells | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/mega-cells) | ||
> ExtendedAE | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/ex-pattern-provider) |
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--- | ||
title: What is Bulk Cells? | ||
description: Explains the characteristics of bulk cells | ||
authors: | ||
- Boold | ||
--- | ||
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# *Everything About It* | ||
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This sub-chapter brings to you the overview of **bulk cells** & it's accompanying trinkets. | ||
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## What Are Those? | ||
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### Bulk Cells | ||
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**MEGA Bulk Item Storage Cell**, further referred as 'Bulk Cells', is a storage cell from an addon mods called **MEGA Cells** by ninety. | ||
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Bulk Cells is an incredibly powerful cell. A single cell can only holds 1 type of item, **but** it stores item in ``BigInt`` value. Which is **frickin' big**, the limitations is your system memory. **Practically infinite**. | ||
> Read more about [BigInt Max Limit](https://stackoverflow.com/questions/12088436/what-does-biginteger-having-no-limit-mean) | ||
??? tip "Did you know that?" | ||
Assuming: | ||
- You can theoretically produces a resource at a ``maxInt`` value per tick (2.147.483.647 of iron ingots per tick for example) | ||
- And do it 24/7 | ||
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It still requires **6 years, 10 months, and 7 days** to only reach max capacity of ``maxLong`` (a 19 digits numbers). And ``BigInt`` can holds **more** than 268.000.000 digits (relative to your system memory of course) ! This also means you **do not** need any kind of Overflow Prevention... (or is it?) | ||
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!!! abstract "But hey, there's more" | ||
On top of storing items, Bulk Cells also have the abilities to **compress & decompress** items automatically! | ||
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### Compression & Decompression | ||
Having to make a pattern to craft ``nuggets`` from an ``iron ingots``, and another pattern for crafting ``iron block``, AND THEN another pattern to craft those back into iron ingots is surely **labor-intensive**, especially when you're playing a pack that **adds more than** just iron, gold, copper, & diamonds. Up until now, you might be familiar by using **Storage Drawers** to do this kind of thing. A Compacting Drawers to be exact. | ||
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!!! danger "But this comes with a small problem for drawers" | ||
Compacting Drawers (and any other variants of physical-storage-compactor from other mods) for the longest time existing never plays nice with AE2. This is because when a storage controller (ones you used to read all the drawers content) reads by a Storage Bus (External Storage application), **it reports the content incorrectly**. | ||
??? example "Example of misreports to AE2" | ||
![](img-bulk/booldCompactingMisreport.png){.center} | ||
![](img-bulk/booldCompactingExample.png){.center height='75px'} | ||
Here we can see that the system reads we have 81 nuggets, 9 iron ingots, and 1 iron block. But clearly **we don't have those**, since that would just means we have 3 iron blocks. When the drawer itself definitely shows **it only has 1**. This also sometimes referred as "**Over-Report**" | ||
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!!! note "Luckily the Bulk Cells already takes care of that for us :3" | ||
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### Compression Card | ||
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![](img-bulk/compressionCard.png){.center width='75px' height='75px'} | ||
Compression Card is a **Card Upgrade** which you can install to a bulk cell **inside a Cell Workbench**. This thing makes the bulk cell assigned with it **considered as valid** by the network to do **compression** of that cell contents. | ||
!!! danger "Not assigning a Compression Card = No Compression!" | ||
??? example "Comparisons between Assigning Compression vs No Compression" | ||
![](img-bulk/booldCompressComparison.png) | ||
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### Decompression Module | ||
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![](img-bulk/decompressionModule.png){.center width='75px' height='75px'} | ||
Decompression Module is a **cable sub-part**, meaning it can only be attached into a **regular-sized ME cable** (won't connect into dense). Simultaneously with compression cards, this thing instead enables **the network** itself to be able to do any decompression. To install it, just place it anywhere in the network (like the **Wireless Access Point**). | ||
!!! danger "Any decompression requires a **functional CPU Multiblock** !" | ||
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## Storage Drawers vs Bulk Cells | ||
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One might wonder, | ||
!!! quote "Huh. Bulk cells seems just like **Storage Drawers**. Both can **stores alot** & **compresses items**. Why would I use these cells instead of drawers?" | ||
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Then let me present to you the ups & downs. | ||
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!!! warning "Disclaimer" | ||
This is not to say **one is worse** than another. Both has their own pros & cons. **DO NOT** weaponize this table to go ham on another user preferences. | ||
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| **Storage Drawers** ![](img-bulk/storageDrawer.png){.center width='32' height='32'} | **Bulk Cells** ![](img-bulk/decompressionModule.png){.center width='32' height='32'} | | ||
|:---:|:---:| | ||
| Holds up to 2.1 Billions of items | Practically holds infinite items | | ||
| Very cheap | Relatively more expensive | | ||
| Very easy to get into | Quite complex to start | | ||
| Partitions done by using items + Config Tool | Partitions done by Cell Workbench + Cards | | ||
| Compacting Drawers can misreport item amounts | Precise compression | | ||
| Higher-form compression might be tricky | Handles every-form of compression innately + built-in decompression | | ||
| Takes up more physical spaces | Quite space-efficient | | ||
| Storage Bus readings (External Storage) can affect performance when scaled up | Innate AE2 support (storage cell) means more optimized when scaled up | | ||
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???+ success "Additional Notes" | ||
??? tip "Regarding Space-Efficient..." | ||
![](img-bulk/booldSizeComparison.png){.center} | ||
This is the looks of storing 20 items in bulks. ME Drive from base AE2 holds 10 cell each, and ME Extended Drive from **ExtendedAE** mods can holds 20 cell each. Making it more compact with **1:20 ratio** of space to item types compared to drawers. | ||
??? tip "Regarding External Storage..." | ||
External Storage is perfectly fine to do. Slight delay (performance affection) is bound to happen because it tries to read every slots in a **drawer network** that a storage bus able to read to. This is also mentioned by the **in-game guide**. | ||
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> Applied Energistics 2 | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/applied-energistics-2) | ||
> Functional Storage | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/functional-storage) | ||
> MEGA Cells | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/mega-cells) | ||
> ExtendedAE | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/ex-pattern-provider) |
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--- | ||
title: How Does Bulk Cell Works | ||
description: Quick explanation why compression/decompression works | ||
authors: | ||
- Boold | ||
--- | ||
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# *Why 1+1 = 2?* | ||
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!!! danger "Disclaimer" | ||
This sub-chapter may or may not explain it 1:1 to the actual backend code logic. This sub-chapter only gives you the rough ideas on why things works. | ||
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!!! tip "**Compression Card & Decompression Module is crucial** for the network. It enables the network to do any kind of compression/decompression. Otherwise your Bulk Cells is just a **fancy infinite chest**" | ||
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## Compressing/Upcrafting | ||
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It has been mentioned before that **Bulk Cells can compress items automatically**. | ||
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With the analogy of having to make patterns to craft ``nuggets`` to ``ingots``, then ``ingots`` to ``blocks``, then ``blocks`` to ``1x blocks``, and etc. this can adds up alot in the **pattern provider**. | ||
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Instead, we can use **Compression Card** inside the bulk cells to enable 'compression'. This will **allow the network** to automatically makes a *ghost-pattern* that handles **all compression**. Yes, ***everything***. From as small as nuggets, up to 9x variants of compressed block (if possible). | ||
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## Decompressing/Downcrafting | ||
Borrowing the previous analogy, we also wanted to downcraft those ``1x blocks`` back into ``blocks`` and smaller. The bulk cells also **handles downcrafting quite similar to compressing**. When a craft request a form of items at a smaller variant | ||
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!!! example "Example, make 9 ``iron blocks`` but we only have ``3x iron blocks``" | ||
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Then the system also makes a *ghost-patterns* that handles ``crafting 3x iron into 2x``, ``2x into 1x``, and more until it reaches the desired amount from the system (9 iron blocks). | ||
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??? note "This is what i meant" | ||
![](img-bulk/booldExampleGhost.png) | ||
If we requested **128 Iron Bars** even though the system have enough ingots (in form of a compressed blocks), the system needs to convert it first into ``ingots`` from 3 ``5x iron blocks`` in order to use it. We **do not** have any pattern related to this compression inside the Pattern Provider. Hence why we refer this to **Ghost Patterns**. | ||
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??? question "But WHEN it does the compression/decompression?" | ||
Generally it happens **when the network interacts with item amounts**. | ||
This includes, but not limited to: | ||
1. Items **entering** the network | ||
2. The Network **exporting out** items | ||
3. A **Crafting Requests** from an automation/player-requests for certain compressed items variants | ||
4. You, the player, directly taking out/dumping items in the **Terminal** | ||
!!! warning "for a regular player usage (it means Me, & **YOU**), all of this doesn't really need to worry about. Dont't sweat it out :)" | ||
!!! tip "If you insert/extract items within the network, if it's possible, it will always gets **unified with other compressed variants**. And the system shows the **highest compressed form possible** in the network (here, it's 1 ``9x iron`` & 3 ``5x iron``) ![](img-bulk/booldCompressedStoring.png)" | ||
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!!! danger "Regarding Energy Usage" | ||
It is also worth noting that **every contents (items/gas/fluid/etc.) movement inside an AE2 network requires energy** (in the form of AE) and it's relative to the amounts moved per tick. Compressing/Decompressing **is no exception**. On a rare case, One can stumbled upon **not enough network buffer** to do any item compression, oftentimes resulting in a **failed Crafting Request**. | ||
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> Applied Energistics 2 | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/applied-energistics-2) | ||
> MEGA Cells | [CurseForge](https://legacy.curseforge.com/minecraft/mc-mods/mega-cells) |
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