Make your base use power only, never use coal or something but lava power for the power.
I don't understand what this means? Are you saying don't use coal for power, make a decent power system?
Make your base use power only, never use coal or something but lava power for the power.
Now this I'd like to see. Also wouldn't mind using JABBA instead of Factorization if I could(due to perfering JABBA Barrels over Factorization ones).Coal is decent power...well, rather, charcoal is decent power. It just needs to be spammed a bit! Besides, what's the fun in building, for the millionth time, a generic solar flower or another one of those over-complicated IC2 monstrosities that go under the name "reactor?" I get a kick out of the former, especially when combined with the Condensed Blocks mod and not using AE for auto-crafting.
* - Used a combination of touch screen monitor, turtles, and Factorization barrels to make a turtle-based auto-crafting system. Bonus points if the turtle is behind a glass wall, so you can see it as it works.
That is quite similar to what I have already. The api I wrote looks a lot clumsier than that but the functionality was broadly the same. You could make a button and give it a customized button draw and a customized function and all buttons would be stored in an array for easy click handling. The problem I had was that it I couldn't figure out a good way of doing toggles. Say I made a button turn green to show that it was on, I couldn't come up with a good way to turn it red after a given time delay while still being able to do other things at the same time, like interact with other buttons. I think it involves learning about coroutines but I still haven't wrapped my head around those yet. It has been a long time since I wrote that API and it was unfinished then. I guess if I started it up again now I wouldn't mind rewriting most of it and see if a new approach will give me that kind of flexibility.Found something that might fix that particular problem. It requires that you pass a callback method to the button's constructor, so you can customize things. Only thing it wouldn't be useful for would be toggle buttons, unless you had a status monitor or something.
Thats an interesting thought. I have always envisaged a system where turtles would send appropriate amounts of material to autocrafting tables like cyclic assemblers. It agree that it would be better to have an easily extensible way of adding "patterns" that a crafting turtle could understand without having to rely on third party crafting tables. You would probably still need openperipherals at least to make sure that items were imported into the turtles inventory in the right slot to make sure you get the right crafting result. The problem is finding a good way to make these patterns that the turtle could reliably make sense of and would be human read/writable enough to make it easy to add new patterns.You could make a derpy AE system using turtles. It would sortve be like DW20's portal code in that you place books for loading things, but instead of going into a book receptical in the portal, the book has instructions for assembling the items which another turtle reads and does. Books would then be patterns, and you would have multiple "pattern chests" that turtles read to find out what recipes it has. It would make it more modular than hard coding each recipes me thinks.
ftfy.Store a friend in a spatial storage cel
Thats an interesting thought. I have always envisaged a system where turtles would send appropriate amounts of material to autocrafting tables like cyclic assemblers. It agree that it would be better to have an easily extensible way of adding "patterns" that a crafting turtle could understand without having to rely on third party crafting tables. You would probably still need openperipherals at least to make sure that items were imported into the turtles inventory in the right slot to make sure you get the right crafting result. The problem is finding a good way to make these patterns that the turtle could reliably make sense of and would be human read/writable enough to make it easy to add new patterns.
One idea I have just had is to arrange your crafting pattern in the top right hand corner of a crafting table using real items and them run a script using open peripheral methods to capture that pattern, then it could share the pattern using a common data structure of your devising with other crafting turtles who would attempt to craft that arrangement of items in their own inventory.
I figured you'd just have a map of various items to various barrel numbers in the turtle, and have the touch screen computer send the recipe to the turtle. It goes up to the necessary barrels, and performs the necessary crafting all by itself; its why Dan gave us wireless crafty turtles!The factorization 3x3 crafting thinggy might work for distributing the materials, especially with nonstackables since it uses barrels. Then have the turtle export the items in sequence to a chest where they are sucked out by a TE item duct set to round robin into previously mentioned barrels. Then use a dummy item as an empty space item. When the dummy item is detected from the pipes under the barrels it can automatically get pulled out. Just have to adjust the flow to ensure the items dont stack and mess up when put in the chest unless you pull strait from the turtle where they are purposefully placed in order in said turtle's inventory. Lots of potential ways, but I lack the programming talent to manage getting specific items into the turtle, just the practical knowledge of what to do when it gets there.
Except for MystCraft, which is really easy to get out of pretty much anything with(assuming you have a well made linkbook). And of course any mod that allows for teleporting across dimensions. So another easy way out would be Ars Magicka 2(or 1) and using Divine Intervention. Cast once and you're back in the overworld. Cast again and you're back at your bed/spawn.for whatever number we are on
ftfy.
store self in spatial storage cell, within a spatial storage cell, within ANOTHER spatial storage cell.
in single player. before you realize you have NO way of getting out. ever.
Build 1000 display cases and put 1000 items in them while labeling them with 1000 signs, without ever using the number 7 (because 7 is mine, back away slowly).
--//CC Autocrafter
--//Pre-Init
local patternSide = "back"
local inputSide = "top"
local outputSide = "bottom"
--//Peripherals
local patternProvider = peripheral.wrap(patternSide)
local inputChest = peripheral.wrap(inputSide)
local outputChest = peripheral.wrap(outputSide)
local modem = peripheral.wrap("right")
--//Variables
local craftPatterns = {}
local dropMethods = {
["input"] = nil,
["output"] = nil,
}
--//Post-Init
--//Functions
function addComponentToSlot()
end
function getCraftingPattern()
local craftedItem = nil
local stackData = patternProvider.getAllStacks()
while true do
if stackData[9] == nil then
print("Please place the crafting product in the top right corner of the pattern making chest and press any key to confirm")
os.pullEvent("key")
stackData = patternProvider.getAllStacks()
else
craftedItem = stackData[9]["name"]
break
end
end
local components = {
[1] = {["craftSlot"] = 1, ["getSlot"] = 1, ["name"] = nil, ["id"] = nil, ["meta"] = nil, ["qty"] = nil,},
[2] = {["craftSlot"] = 2, ["getSlot"] = 2, ["name"] = nil, ["id"] = nil, ["meta"] = nil, ["qty"] = nil,},
[3] = {["craftSlot"] = 3, ["getSlot"] = 3, ["name"] = nil, ["id"] = nil, ["meta"] = nil, ["qty"] = nil,},
[4] = {["craftSlot"] = 5, ["getSlot"] = 10, ["name"] = nil, ["id"] = nil, ["meta"] = nil, ["qty"] = nil,},
[5] = {["craftSlot"] = 6, ["getSlot"] = 11, ["name"] = nil, ["id"] = nil, ["meta"] = nil, ["qty"] = nil,},
[6] = {["craftSlot"] = 7, ["getSlot"] = 12, ["name"] = nil, ["id"] = nil, ["meta"] = nil, ["qty"] = nil,},
[7] = {["craftSlot"] = 9, ["getSlot"] = 19, ["name"] = nil, ["id"] = nil, ["meta"] = nil, ["qty"] = nil,},
[8] = {["craftSlot"] = 10, ["getSlot"] = 20, ["name"] = nil, ["id"] = nil, ["meta"] = nil, ["qty"] = nil,},
[9] = {["craftSlot"] = 11, ["getSlot"] = 21, ["name"] = nil, ["id"] = nil, ["meta"] = nil, ["qty"] = nil,},
}
local stackData = patternProvider.getAllStacks()
for i,v in pairs(components) do
local data = stackData[v["getSlot"]]
if data ~= nil then
v["name"] = data["name"]
v["id"] = data["id"]
v["meta"] = data["dmg"]
v["qty"] = data["qty"]
end
end
print(craftedItem)
craftPatterns[craftedItem] = components
end
function craftFromPattern(item, amount)
print("Attempting to craft "..amount.." "..item)
local craftInstruction = craftPatterns[item]
local requiredMats = {}
for i,v in pairs(craftInstruction) do
if v["name"] ~= nil then
if requiredMats[v["name"]] == nil then
requiredMats[v["name"]] = v["qty"]
else
requiredMats[v["name"]] = requiredMats[v["name"]] + v["qty"]
end
end
end
inputChest.condenseItems()
for i,v in pairs(requiredMats) do
print("I need "..(v*amount).." units of "..i)
end
local input = inputChest.getAllStacks()
for i,v in pairs(craftInstruction) do
if v["name"] ~= nil then
print("Retrieving "..v["qty"].." of "..v["name"].." to put in slot "..v["craftSlot"])
for k,w in pairs(input) do
if w["name"] == v["name"] then
print("Found matching item in slot "..k)
inputChest.pushItemIntoSlot("down", k, (v["qty"]*amount), v["craftSlot"])
end
end
else
print("No items to be put in slot "..v["craftSlot"])
end
end
turtle.select(16)
turtle.craft()
turtle.dropDown()
end
--//Mainprog
term.clear()
term.setCursorPos(1,1)
getCraftingPattern()
print("List of craftable items: \n")
local c = 0
for i,v in pairs(craftPatterns) do
c = c+1
print(c..": "..i)
end
craftFromPattern("Chest", 2)
Now is that just the number 7 or any number featuring the digit 7?