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NashiTUT_Locale/assets/ae2/ae2guide/ae2-mechanics/me-network-connections.md
2025-08-27 15:50:53 +02:00

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---
navigation:
parent: ae2-mechanics/ae2-mechanics-index.md
title: Network Connections
icon: fluix_glass_cable
---
# Network Connections
## What Does "Network" Mean?
A "Network" is a group of [devices](../ae2-mechanics/devices.md) linked by blocks that can pass [channels](../ae2-mechanics/channels.md),
like [cables](../items-blocks-machines/cables.md) or fullblock machines and [devices](../ae2-mechanics/devices.md).
(<ItemLink id="charger" />, <ItemLink id="interface" />, <ItemLink id="drive" />, etc.)
Technically a single cable is a network, actually.
## An Aside On Device Positioning
For [devices](../ae2-mechanics/devices.md) which have some specific network function (like an <ItemLink id="interface" />
pushing to and pulling from [network storage](../ae2-mechanics/import-export-storage.md), a <ItemLink id="level_emitter" />
reading the contents of network storage, an <ItemLink id="drive" /> being network storage, etc.)
the physical position of the device does not matter.
Again, **the physical position of the device does not matter**. All that matters is that the device is connected to the network
(and of course which network it's connected to).
## Network Connections
An easy way of determining what's connected in a network is using a <ItemLink id="network_tool" />. It will show every
component on the network, so if you see stuff you shouldn't or don't see stuff you should, you have a problem.
For example, this is 2 separate networks.
<GameScene zoom="6" background="transparent">
<ImportStructure src="../assets/assemblies/2_networks_1.snbt" />
<BoxAnnotation color="#915dcd" min="0 0 0" max="1 2 2">
Network 1
</BoxAnnotation>
<BoxAnnotation color="#915dcd" min="2 0 0" max="3 2 2">
Network 2
</BoxAnnotation>
<IsometricCamera yaw="195" pitch="30" />
</GameScene>
This is also 2 separate networks, because the <ItemLink id="quartz_fiber" /> shares [energy](../ae2-mechanics/energy.md)
without providing a network connection.
<GameScene zoom="6" background="transparent">
<ImportStructure src="../assets/assemblies/2_networks_2.snbt" />
<BoxAnnotation color="#915dcd" min="0 0 0" max="1 2 2">
Network 1
</BoxAnnotation>
<BoxAnnotation color="#915dcd" min="1.3 0 0" max="3 2 2">
Network 2
</BoxAnnotation>
<IsometricCamera yaw="195" pitch="30" />
</GameScene>
However, this is just 1 network, not 2 separate ones. The [quantum bridge](../items-blocks-machines/quantum_bridge.md) acts like
a wireless [dense cable](../items-blocks-machines/cables.md#dense-cable), so both ends are on the same network.
<GameScene zoom="4" background="transparent">
<ImportStructure src="../assets/assemblies/actually_1_network.snbt" />
<BoxAnnotation color="#915dcd" min="0 0 0" max="7 3 3">
All 1 network
</BoxAnnotation>
<IsometricCamera yaw="195" pitch="30" />
</GameScene>
This is also just 1 network, as [cable](../items-blocks-machines/cables.md) color has nothing to do with network connections other than cables of different colors not
connecting to each other. All colors connect to fluix (or "uncolored") cables.
<GameScene zoom="6" background="transparent">
<ImportStructure src="../assets/assemblies/actually_1_network_2.snbt" />
<BoxAnnotation color="#915dcd" min="0 0 0" max="4 2 2">
All 1 network
</BoxAnnotation>
<IsometricCamera yaw="195" pitch="30" />
</GameScene>
## Less Intuitive Connections
In this case, this is just 1 network, because the <ItemLink id="pattern_provider" />, being a fullblock device, acts like
a cable, and the <ItemLink id="inscriber" /> does similar. Thus, the network connection passes through
the provider and inscriber.
<GameScene zoom="6" background="transparent">
<ImportStructure src="../assets/assemblies/pattern_provider_network_connection_1.snbt" />
<BoxAnnotation color="#915dcd" min="0 0 0" max="4 2 2">
All 1 network
</BoxAnnotation>
<IsometricCamera yaw="195" pitch="30" />
</GameScene>
To prevent this (useful for many autocrafting setups involving [subnetworks](../ae2-mechanics/subnetworks.md)),
you can right-click the provider with a <ItemLink id="certus_quartz_wrench" /> to make it directional, in which case it will
not pass channels through one side.
<Row gap="40">
<GameScene zoom="6" background="transparent">
<ImportStructure src="../assets/assemblies/pattern_provider_network_connection_2.snbt" />
<BoxAnnotation color="#915dcd" min="0 0 0" max="2 2 2">
Network 1
</BoxAnnotation>
<BoxAnnotation color="#915dcd" min="2 0 0" max="4 2 2">
Network 2
</BoxAnnotation>
<IsometricCamera yaw="195" pitch="30" />
</GameScene>
<GameScene zoom="6" background="transparent">
<ImportStructure src="../assets/assemblies/pattern_provider_directional_connection.snbt" />
<BoxAnnotation color="#ee3333" min="1 .3 .3" max="1.3 .7 .7">
Observe how the cable does not connect
</BoxAnnotation>
<IsometricCamera yaw="255" pitch="30" />
</GameScene>
</Row>
Other parts that do not provide directional network connections are most [subpart](../ae2-mechanics/cable-subparts.md)
[devices](../ae2-mechanics/devices.md) like <ItemLink id="import_bus" />ses, <ItemLink id="storage_bus" />ses, and
<ItemLink id="cable_interface" />s.
<GameScene zoom="6" background="transparent">
<ImportStructure src="../assets/assemblies/subpart_no_connection.snbt" />
<IsometricCamera yaw="195" pitch="30" />
</GameScene>