I really don't understand why AlgorithmX2 didn't make the crystal growth process completely automatable, and without the need for all of the in-world crafting and waiting. All the current crystal growth process makes me do is throw 3-4 stacks worth of ingredients in to make the crystal I want, and I suddenly have crystals for days for a while, until I need more crystals, which means I throw in another 3-4 stacks, repeat as needed. I really don't care how the channel system was designed to work, or if I learn anything about it, to me AE2 is "connect this here, set up items to be sent over here, and items to be received here" with the appropriate blocks/items, and receive items from having set things up. The channel system to me is something "behind the scenes", if I really wanted to know how many channels are in use there are even cables in the mod specifically designed for such purposes.
I much prefer being able to simply plug in and get AE to work with what I want from it, Crystal Growth Chambers do make sense, but I don't necessarily agree with the way the mod addon author implemented them. I myself have found, through testing, that five, yes five, Crystal Growth Accelerators equals almost instant seed growth for any number of seeds I want to grow. With that, the only limitation on making seeds is filtering them into a chest or input buffer fast enough. I seriously think AlgorithmX2 needs to rework the whole crystal growth process, not to make them more difficult to craft or to teach people about AE2 specific blocks/items, but to make it more easily automatable, as this to me is what AE2 has always been and always will be.
Automation is one of AE2's strong points, and I completely fail to see why AlgorithmX2 wants to hide it behind complicated mod mechanics that the vast majority of users will either get someone else to help them with, or will never even realize, always building things the way they've been used to. If there's one thing people are good at, it's making boring and repetitive tasks automatable, which in turn dilutes the boring and repetitive aspects of said tasks to tolerable levels, and that's another thing AE2 was designed for.
Finally, a word on the AE2 autocrafting itself: Why is it all crafting recipes involving items have to be lumped into one single crafting place? Why can't I create specialized crafting storage that is specifically designed with multi-level crafting steps in mind? A lot of the more complicated mods, like IC2, have high level items like MSFU which require one or more lower tier items. I would have thought that there would be a logical way of separating the lower tier items from the higher tier items that will require mostly or all lower tier items to be crafted, from within AE2, but from looking at it, this does not appear to be the case. It would simplify a lot of multi-level items if I could assign them their own level area from within AE2. That would make more sense for autocrafting complicated items.
Cheers ...
BrickVoid