I know ME teleport terminals were a April fools joke, but I think they were awesome. Does any body know if ME teleport terminals are going to be added to ae2, or a addon for ae2?
Might be too imba. But on the other hand, it would be like Enhanced Portals, only for AE. An alternative implementation might be spatial import/export busses so that you can enter and exit storage cells
Is there are any good "How to's" or "Best practices" for AE2?
When i was playing in MK1.6.4 with AE1 all was easy: build 1 controller and you can use cables and import/export buses-interfaces-etc. Even in case of Gregtech with overcomplicated reprocessing/crafting mechanics and over 100 mechanisms.
For now i really cant understand how to build AE netwok with size more then "tiny"! There are only 8 connections for 1 cable. How can i create HUGE network for about 200 buses? Create unrealistic size controller and use every side of them with all colors of cables? Create AE System Octopus?
As i understand the main idea in AE2 was "let's be more realistic like real computer network". No problem but how about "AE switches" and "AE routers"? Or maybe I don't understand something?
So once again: Is there are any good "How to's" or "Best practices" for AE2?
Yup, you've gotta make that octopus. There's dense cables, of course, which carry 32 channels, which not coincidentally is the number of channels that each face of a controller outputs (each face, not each side. Each block has 6 faces, when you have 2 controller blocks side by side you'll have 2 faces on the ends, and 2 on EACH side, for a total of 10 faces, or 320 channels available). What I've found very useful is cable anchors, dense cables at the controller, P2P just off the dense cables for distance, and a branching effect. But I think mostly, I'd recommend watching some YouTubers who are good with it and learning and experimenting on your own. I haven't even worked with colored cables, although I should. I do reference the wiki thing (it's not actually a wiki, but still) often, although I wish there was more documentation on this mod. A little more about the specifics of how to use it and what each part does and can do.
Is there are any good "How to's" or "Best practices" for AE2?
When i was playing in MK1.6.4 with AE1 all was easy: build 1 controller and you can use cables and import/export buses-interfaces-etc. Even in case of Gregtech with overcomplicated reprocessing/crafting mechanics and over 100 mechanisms.
For now i really cant understand how to build AE netwok with size more then "tiny"! There are only 8 connections for 1 cable. How can i create HUGE network for about 200 buses? Create unrealistic size controller and use every side of them with all colors of cables? Create AE System Octopus?
As i understand the main idea in AE2 was "let's be more realistic like real computer network". No problem but how about "AE switches" and "AE routers"? Or maybe I don't understand something?
So once again: Is there are any good "How to's" or "Best practices" for AE2?
disable the channels in the config.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Or you can... you know... actually learn the ins and outs of the mod. There are some things I don't care for in AE2 vs AE1 (crafting is a PITA before you get processor and crystal automation set up), but channels isn't one of them. The ME system is still insanely powerful, you just actually have to think about how you lay it out now.
dman11235 is on the right track, but to expand a bit. My understanding of the rules of Controllers that there can only be one set of controllers per network, the controller multiblock can be 7*7*7 at the largest, and all blocks must have at least 2 adjacent sides sides exposed. As far as I am aware those are the only restrictions. As far as space management with cables/channels, proper use of subnetworks/P2P allows you to essentially carry 128 channels on a single basic cable - watch a tutorial on it if you don't understand the feature, it's much easier to explain with the visuals. And it's easiest if you have Ender IO or Thermal Dynamics and their multipurpose pipes, but one way to save a LOT of channels in your machine room is to only use your ME system for input on each machine, and then pipe the results the normal way back to a single ME Interface.
A set of P2P connections can actually hold 16 connections, but I don't know why you'd want to. If you use dense cables, you have a total of 512 channels you can transmit via P2P. Again, not sure why you'd do that, and it would require some crazy branching on the ends to do it.
The crafting is cheaper to begin now than it used to be as well. It's just one block and an interface now, instead of the multiblock it used to be. The main problem I have with it is that it takes a lot more space to do a lot of autocrafting with it (because of channels). But that's okay. I don't really understand how to use the crafting CPUs though either, again because of the light levels of documentation. I'm still waiting on a response to my Blood Magic automation from earlier as well....
Well, yeah, if you want to nest them you can fit arbitrary numbers of channels until you start lagging out your game. I just meant having 4 sets of P2P on a basic glass cable and sticking one end of them directly on the controller.
Each crafting multiblock can handle exactly 1 crafting request at a time. That is, 1 specific end item, even if it's multiple of that item. The basic crafting processor (the one without a memory value) doesn't actually do anything, but can be used to fill out processor multiblocks (because they have to be cuboid). Crafting monitors are the same, except they visually show what it's working on crafting at the time. Crafting processors with memory values determine how complex the crafting job can be - how many steps long, including individual steps for each requested instance of the end item. If you want to be running multiple different crafting tasks in parallel (which you should be, if you have it set up to autocraft to a quota, which it sounds like you do), then you actually need multiple separate crafting processor multiblocks.. Coprocessors allow the crafter to use multiple interfaces simultaniously. For example, a crafting unit without a coprocessor trying to make glass out of cobble will do one of two things: it might grind all the cobble into sand, then cook all the sand into glass, or it might do one process of Cobble>sand>glass at a time, crafting one glass at a time beforemoving on to the next and starting again at cobble. The same crafting unit with a coprocessor added would be able to use both machines at the same time.
It would help if you posted pictures, but lets see. Do you have separate interfaces for each alchemy set up, each with it's own crafting pattern? The system is smart enough to recognize that it has multiple different places it can send things to be crafting and split it accordingly; for example, I usually have several Chargers set up because of how slow they can be and how many Charged Quartz you need, and requesting 10 Charged Certus with 4 Chargers set up will (on average) result in 2 of them getting used twice and 2 getting used three times.
What it sounds like to me, is you have 5 alchemy set ups, and 3 export busses set to craft/export the Basic Catalysts into a Storage Bus'd inventory, correct? This set up as it is will never automatically use all 5, as there is only ever 3 sources of crafting requests for single items at a time. Try this instead: Instead of import busses, try using a pannel-interface with a crafting card and 10 (I think? It makes 2 per craft, iirc? so 2*5) catalysts set in the export/inventory area. (It's actually been a while since I've had to do this, so I'm slightly unsure on that part. That will either fill the inventory and then keep the buffer of 10 in the interface itself, or it will keep 10 in the inventory at all times. If it's the second one, than instead of setting it to 10, set it to the number that you want to keep stocked.)
Or you can... you know... actually learn the ins and outs of the mod. There are some things I don't care for in AE2 vs AE1 (crafting is a PITA before you get processor and crystal automation set up), but channels isn't one of them. The ME system is still insanely powerful, you just actually have to think about how you lay it out now.
dman11235 is on the right track, but to expand a bit. My understanding of the rules of Controllers that there can only be one set of controllers per network, the controller multiblock can be 7*7*7 at the largest, and all blocks must have at least 2 adjacent sides sides exposed. As far as I am aware those are the only restrictions. As far as space management with cables/channels, proper use of subnetworks/P2P allows you to essentially carry 128 channels on a single basic cable - watch a tutorial on it if you don't understand the feature, it's much easier to explain with the visuals. And it's easiest if you have Ender IO or Thermal Dynamics and their multipurpose pipes, but one way to save a LOT of channels in your machine room is to only use your ME system for input on each machine, and then pipe the results the normal way back to a single ME Interface.
did, not worth doing, also hate how it dictates to me how i can and can't layout my base, that's the main thing really, no way in heck i will ever design my bases around the AE system, it's precisely at that point that it ceases to serve it's purpose in any way.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
What I have is 3 export busses, each with different things (because I have 16 items I'm storing in this thing), and simple catalyst is only in one of the export busses. I can simply add it to the other two as well, so that would help. The storage bus is on my main network, which is unattached from this one completely, aside from a buffer system I have set up, where my main system exports items to a buffer (I really should find a way to use a smaller buffer system here, but Storage Drawers lets me do it all on one block and it is only 4 stacks of each thing, and I have crasy amounts of resources because end game Agrarian Skies), and then sees in a storage bus. I'll get pics in a bit, I'll edit this post to add them when I take them.
Anyways, a panel-interface? And did you mean export busses? One other thing is that with the advanced chemistry components, they all require simple catalyst, so I had probably 5-6 things being crafted at once, all waiting on simple catalyst, and only one chemistry set being used to make the simple catalyst of the 5 I have.
EDIT: pics of the stuffs.
Top down view of the setup, for those who don't know blood magic alchemy. Each thing in the middle of a pattern is a blood altar, and you put the thing you want to make in there, to serve as a template. The red-grey things on one side are the alchemical chemistry sets, they actually do the recipe. The chests on the others are the I/O chests. The chest on the opposite side is the output, anything the set makes gets put in there. The chests on the other two sides are input, where the interfaces are, and that's where ingredients go. You only need to put stuff in one of the input chests, the other is cosmetic only.
That's pretty much everything you need to see about my setup. Along the top is a spidering web of cables going to each set, one import bus and one interface on each set, each interface with exactly one recipe in it. The thing I'm facing is the buffer and storage system.Storage Drawers lets me interface with every one of those inventories with just one block. The set on the left is the ingredient buffer, with those export busses exporting ingredients into the system. The one on the right is the storage system, for the results.
I am trying to combine a view cell with a fuzzy card and I must be doing something wrong because it does not have the impact I expect it to.
Got RFTools installed. A metric crap ton of dimlets in my AE system, they all share the same item ID (5937) but have different meta (5937:385... 5937:121). I created a view cell, configured it in the cell workbench with a single dimlet and then tossed in a fuzzy card. Popped the view cell in my ME Crafting Terminal and all it did was filter the single, very specific dimlet I configured the cell for in the workbench.
So I tried changing the split percentages. Same results at every one: the view cell only ever shows me the single item I added to it.
How do I get this view cell + fuzzy card combination to ignore meta data and show me everything with a similar item ID?
I'm sorry if this question has been addressed before, but is there any plans to rework the "sky stone" system? My landscape is utterly plagued by impact craters, I can hardly walk for a minute without stumbling over another one. I think there's just far, far too many major landscape interruptions. A world with this many giant meteor strikes would surely be devoid of all life. I'd much rather have Galacticraft integration and have to go to the moon for my alien technology, or maybe have parts made of Nether Stars, or have to hatch my Ender Dragon egg and ask the baby Ender Dragon how to make computers. Having this many meteors littering the terrain, though, is pretty awful, it's my least favorite feature of AE2. (loved AE1 by the way, and the rest of AE2 looks great from what I've seen so far).
I'm with you on that. Minor worldgen is fine. Stuff like more stones and such, Botania, even Thaumcraft worldgen is fine. But the meteors are ugly and BIG, MFR's lakes are EVERYWHERE and useless. I really would like to see a different method of doing this part of the collection. Pneumaticcraft has villagers provide its PCB and program parts, why not add a villager for this? As for skystone, maybe add it to the End? Maybe add a trigger event to call one down? Maybe reduce them to small, safe, minor additions to the landscape?
What I have is 3 export busses, each with different things (because I have 16 items I'm storing in this thing), and simple catalyst is only in one of the export busses. I can simply add it to the other two as well, so that would help. The storage bus is on my main network, which is unattached from this one completely, aside from a buffer system I have set up, where my main system exports items to a buffer (I really should find a way to use a smaller buffer system here, but Storage Drawers lets me do it all on one block and it is only 4 stacks of each thing, and I have crasy amounts of resources because end game Agrarian Skies), and then sees in a storage bus. I'll get pics in a bit, I'll edit this post to add them when I take them.
Anyways, a panel-interface? And did you mean export busses? One other thing is that with the advanced chemistry components, they all require simple catalyst, so I had probably 5-6 things being crafted at once, all waiting on simple catalyst, and only one chemistry set being used to make the simple catalyst of the 5 I have.
EDIT: pics of the stuffs.
Top down view of the setup, for those who don't know blood magic alchemy. Each thing in the middle of a pattern is a blood altar, and you put the thing you want to make in there, to serve as a template. The red-grey things on one side are the alchemical chemistry sets, they actually do the recipe. The chests on the others are the I/O chests. The chest on the opposite side is the output, anything the set makes gets put in there. The chests on the other two sides are input, where the interfaces are, and that's where ingredients go. You only need to put stuff in one of the input chests, the other is cosmetic only.
That's pretty much everything you need to see about my setup. Along the top is a spidering web of cables going to each set, one import bus and one interface on each set, each interface with exactly one recipe in it. The thing I'm facing is the buffer and storage system.Storage Drawers lets me interface with every one of those inventories with just one block. The set on the left is the ingredient buffer, with those export busses exporting ingredients into the system. The one on the right is the storage system, for the results.
As I said, an export bus won't work for what you want. It's also a rather inefficient way to keep things stocked.
...You've never used interface panels? Take an ME Interface, and put it in a crafting grid by itself. It will give you a version of the ME Interface that can be placed on a cable as a panel the same way buses are instead of a block. Put that up against a block the same way as any other bus, give it a crafting card, and use the stock/output sections to set what you want to keep the attacked inventory stocked with.
Also, if you're just trying to keep a buffer and are using the Storage Drawers just for their limited single-item inventories, AE2 does offer a way to do this on it's own without needing to subnet. Set up the Interface panel like I described, but then instead of placing it up against the storage drawer, put it face to face with a Storage Bus set to pull/input only (forget the exact term used). Set the interface with the values of the items you want to keep stocked, and this should tell the system to do what it can to keep that much of everything on hand.
(Will get pictures of both ways when I get back from work in ~9 hours.)
Oh. Yeah, almost all of my interfaces are the panel variety. At least the ones facing machines. "panel-interface" sounds like something completely different.
Basic system that will keep itself stocked to order (assuming it has the materials, of course), and shouldn't have the 'one at a time' issue that you're having using export buses (Assuming your crafting processor(s) have enough coprocessors). And because it's storing the buffer/crafted items in the Interface itself, they don't take up room in the network's storage.
I've never bothered automating chargers as charged ferris Quartz is primatial let used to make fluix and there is no AE idiomatic way to auto craft that on demand.
I've never bothered automating chargers as charged ferris Quartz is primatial let used to make fluix and there is no AE idiomatic way to auto craft that on demand.
direwolf20 automated it :D, it was on one of his lets play season 7 episodes. i cant remember which one though..
Just want to say thank you for this mod! Easily my favorite. I know a lot of work goes into this, so... Thank you!
Have been doing a major build with this mod all week and just wanted to say thank you. Truly a work of art, this mod is glorious.
Might be too imba. But on the other hand, it would be like Enhanced Portals, only for AE. An alternative implementation might be spatial import/export busses so that you can enter and exit storage cells
Hello!
Is there are any good "How to's" or "Best practices" for AE2?
When i was playing in MK1.6.4 with AE1 all was easy: build 1 controller and you can use cables and import/export buses-interfaces-etc. Even in case of Gregtech with overcomplicated reprocessing/crafting mechanics and over 100 mechanisms.
For now i really cant understand how to build AE netwok with size more then "tiny"! There are only 8 connections for 1 cable. How can i create HUGE network for about 200 buses? Create unrealistic size controller and use every side of them with all colors of cables? Create AE System Octopus?
As i understand the main idea in AE2 was "let's be more realistic like real computer network". No problem but how about "AE switches" and "AE routers"? Or maybe I don't understand something?
So once again: Is there are any good "How to's" or "Best practices" for AE2?
Yup, you've gotta make that octopus. There's dense cables, of course, which carry 32 channels, which not coincidentally is the number of channels that each face of a controller outputs (each face, not each side. Each block has 6 faces, when you have 2 controller blocks side by side you'll have 2 faces on the ends, and 2 on EACH side, for a total of 10 faces, or 320 channels available). What I've found very useful is cable anchors, dense cables at the controller, P2P just off the dense cables for distance, and a branching effect. But I think mostly, I'd recommend watching some YouTubers who are good with it and learning and experimenting on your own. I haven't even worked with colored cables, although I should. I do reference the wiki thing (it's not actually a wiki, but still) often, although I wish there was more documentation on this mod. A little more about the specifics of how to use it and what each part does and can do.
disable the channels in the config.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Or you can... you know... actually learn the ins and outs of the mod. There are some things I don't care for in AE2 vs AE1 (crafting is a PITA before you get processor and crystal automation set up), but channels isn't one of them. The ME system is still insanely powerful, you just actually have to think about how you lay it out now.
dman11235 is on the right track, but to expand a bit. My understanding of the rules of Controllers that there can only be one set of controllers per network, the controller multiblock can be 7*7*7 at the largest, and all blocks must have at least 2 adjacent sides sides exposed. As far as I am aware those are the only restrictions. As far as space management with cables/channels, proper use of subnetworks/P2P allows you to essentially carry 128 channels on a single basic cable - watch a tutorial on it if you don't understand the feature, it's much easier to explain with the visuals. And it's easiest if you have Ender IO or Thermal Dynamics and their multipurpose pipes, but one way to save a LOT of channels in your machine room is to only use your ME system for input on each machine, and then pipe the results the normal way back to a single ME Interface.
A set of P2P connections can actually hold 16 connections, but I don't know why you'd want to. If you use dense cables, you have a total of 512 channels you can transmit via P2P. Again, not sure why you'd do that, and it would require some crazy branching on the ends to do it.
The crafting is cheaper to begin now than it used to be as well. It's just one block and an interface now, instead of the multiblock it used to be. The main problem I have with it is that it takes a lot more space to do a lot of autocrafting with it (because of channels). But that's okay. I don't really understand how to use the crafting CPUs though either, again because of the light levels of documentation. I'm still waiting on a response to my Blood Magic automation from earlier as well....
Well, yeah, if you want to nest them you can fit arbitrary numbers of channels until you start lagging out your game. I just meant having 4 sets of P2P on a basic glass cable and sticking one end of them directly on the controller.
Each crafting multiblock can handle exactly 1 crafting request at a time. That is, 1 specific end item, even if it's multiple of that item. The basic crafting processor (the one without a memory value) doesn't actually do anything, but can be used to fill out processor multiblocks (because they have to be cuboid). Crafting monitors are the same, except they visually show what it's working on crafting at the time. Crafting processors with memory values determine how complex the crafting job can be - how many steps long, including individual steps for each requested instance of the end item. If you want to be running multiple different crafting tasks in parallel (which you should be, if you have it set up to autocraft to a quota, which it sounds like you do), then you actually need multiple separate crafting processor multiblocks.. Coprocessors allow the crafter to use multiple interfaces simultaniously. For example, a crafting unit without a coprocessor trying to make glass out of cobble will do one of two things: it might grind all the cobble into sand, then cook all the sand into glass, or it might do one process of Cobble>sand>glass at a time, crafting one glass at a time beforemoving on to the next and starting again at cobble. The same crafting unit with a coprocessor added would be able to use both machines at the same time.
It would help if you posted pictures, but lets see. Do you have separate interfaces for each alchemy set up, each with it's own crafting pattern? The system is smart enough to recognize that it has multiple different places it can send things to be crafting and split it accordingly; for example, I usually have several Chargers set up because of how slow they can be and how many Charged Quartz you need, and requesting 10 Charged Certus with 4 Chargers set up will (on average) result in 2 of them getting used twice and 2 getting used three times.
What it sounds like to me, is you have 5 alchemy set ups, and 3 export busses set to craft/export the Basic Catalysts into a Storage Bus'd inventory, correct? This set up as it is will never automatically use all 5, as there is only ever 3 sources of crafting requests for single items at a time. Try this instead: Instead of import busses, try using a pannel-interface with a crafting card and 10 (I think? It makes 2 per craft, iirc? so 2*5) catalysts set in the export/inventory area. (It's actually been a while since I've had to do this, so I'm slightly unsure on that part. That will either fill the inventory and then keep the buffer of 10 in the interface itself, or it will keep 10 in the inventory at all times. If it's the second one, than instead of setting it to 10, set it to the number that you want to keep stocked.)
did, not worth doing, also hate how it dictates to me how i can and can't layout my base, that's the main thing really, no way in heck i will ever design my bases around the AE system, it's precisely at that point that it ceases to serve it's purpose in any way.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
What I have is 3 export busses, each with different things (because I have 16 items I'm storing in this thing), and simple catalyst is only in one of the export busses. I can simply add it to the other two as well, so that would help. The storage bus is on my main network, which is unattached from this one completely, aside from a buffer system I have set up, where my main system exports items to a buffer (I really should find a way to use a smaller buffer system here, but Storage Drawers lets me do it all on one block and it is only 4 stacks of each thing, and I have crasy amounts of resources because end game Agrarian Skies), and then sees in a storage bus. I'll get pics in a bit, I'll edit this post to add them when I take them.
Anyways, a panel-interface? And did you mean export busses? One other thing is that with the advanced chemistry components, they all require simple catalyst, so I had probably 5-6 things being crafted at once, all waiting on simple catalyst, and only one chemistry set being used to make the simple catalyst of the 5 I have.
EDIT: pics of the stuffs.
Top down view of the setup, for those who don't know blood magic alchemy. Each thing in the middle of a pattern is a blood altar, and you put the thing you want to make in there, to serve as a template. The red-grey things on one side are the alchemical chemistry sets, they actually do the recipe. The chests on the others are the I/O chests. The chest on the opposite side is the output, anything the set makes gets put in there. The chests on the other two sides are input, where the interfaces are, and that's where ingredients go. You only need to put stuff in one of the input chests, the other is cosmetic only.
That's pretty much everything you need to see about my setup. Along the top is a spidering web of cables going to each set, one import bus and one interface on each set, each interface with exactly one recipe in it. The thing I'm facing is the buffer and storage system.Storage Drawers lets me interface with every one of those inventories with just one block. The set on the left is the ingredient buffer, with those export busses exporting ingredients into the system. The one on the right is the storage system, for the results.
I am trying to combine a view cell with a fuzzy card and I must be doing something wrong because it does not have the impact I expect it to.
Got RFTools installed. A metric crap ton of dimlets in my AE system, they all share the same item ID (5937) but have different meta (5937:385... 5937:121). I created a view cell, configured it in the cell workbench with a single dimlet and then tossed in a fuzzy card. Popped the view cell in my ME Crafting Terminal and all it did was filter the single, very specific dimlet I configured the cell for in the workbench.
So I tried changing the split percentages. Same results at every one: the view cell only ever shows me the single item I added to it.
How do I get this view cell + fuzzy card combination to ignore meta data and show me everything with a similar item ID?
I'm sorry if this question has been addressed before, but is there any plans to rework the "sky stone" system? My landscape is utterly plagued by impact craters, I can hardly walk for a minute without stumbling over another one. I think there's just far, far too many major landscape interruptions. A world with this many giant meteor strikes would surely be devoid of all life. I'd much rather have Galacticraft integration and have to go to the moon for my alien technology, or maybe have parts made of Nether Stars, or have to hatch my Ender Dragon egg and ask the baby Ender Dragon how to make computers. Having this many meteors littering the terrain, though, is pretty awful, it's my least favorite feature of AE2. (loved AE1 by the way, and the rest of AE2 looks great from what I've seen so far).
I'm with you on that. Minor worldgen is fine. Stuff like more stones and such, Botania, even Thaumcraft worldgen is fine. But the meteors are ugly and BIG, MFR's lakes are EVERYWHERE and useless. I really would like to see a different method of doing this part of the collection. Pneumaticcraft has villagers provide its PCB and program parts, why not add a villager for this? As for skystone, maybe add it to the End? Maybe add a trigger event to call one down? Maybe reduce them to small, safe, minor additions to the landscape?
As I said, an export bus won't work for what you want. It's also a rather inefficient way to keep things stocked.
...You've never used interface panels? Take an ME Interface, and put it in a crafting grid by itself. It will give you a version of the ME Interface that can be placed on a cable as a panel the same way buses are instead of a block. Put that up against a block the same way as any other bus, give it a crafting card, and use the stock/output sections to set what you want to keep the attacked inventory stocked with.
Also, if you're just trying to keep a buffer and are using the Storage Drawers just for their limited single-item inventories, AE2 does offer a way to do this on it's own without needing to subnet. Set up the Interface panel like I described, but then instead of placing it up against the storage drawer, put it face to face with a Storage Bus set to pull/input only (forget the exact term used). Set the interface with the values of the items you want to keep stocked, and this should tell the system to do what it can to keep that much of everything on hand.
(Will get pictures of both ways when I get back from work in ~9 hours.)
Oh. Yeah, almost all of my interfaces are the panel variety. At least the ones facing machines. "panel-interface" sounds like something completely different.
Basic system that will keep itself stocked to order (assuming it has the materials, of course), and shouldn't have the 'one at a time' issue that you're having using export buses (Assuming your crafting processor(s) have enough coprocessors). And because it's storing the buffer/crafted items in the Interface itself, they don't take up room in the network's storage.
I've never bothered automating chargers as charged ferris Quartz is primatial let used to make fluix and there is no AE idiomatic way to auto craft that on demand.
Subnetwork, Formation Plane, Annihilation Plane, flowing water through a channel made of Growth Accelerators. http://imgur.com/a/NhLB9
direwolf20 automated it :D, it was on one of his lets play season 7 episodes. i cant remember which one though..