Auto-Crafting in 1.7.10?

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ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Okay, so I was doing more playtesting of my mod pack for 1.7.10, and I've come to the realization that in an attempt to get rid of mods I no longer use, I've also removed auto-crafting.

I have zero interest in Logistics Pipes because I don't have Buildcraft installed. AE2 doesn't really do the whole auto-crafting thing. Refined Relocation is great for sorting, but doesn't have any way to access the stuff once you store it.

Are there any mods in 1.7.10 that assist with auto-crafting?
 

RenzosNips

New Member
Jul 29, 2019
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Let's see, I have 4 ways in my install currently.
TE's cyclic assembler
Steve's Workshop has autocrafting
Extra Utilities has the autocraft via a crafting bench and a transfer node
MFR's liquicrafter
 

CatDany

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Jul 29, 2019
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AE2 now has auto crafting.
And you can also try Steve's Factory Manager or Steve's Workshop
 

ShneekeyTheLost

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Not a fan of SFM or Steve's Workshop.

AE2's autocrafting is... somewhat less than stellar. Particularly when you consider how many channels it eats up trying to set up even a modest autocrafting system. One channel per nine recipes? That's pretty darn steep.
 
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ShneekeyTheLost

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@Succubism could poke Ben for us? Steam powered crafting would be hella rad.


Would you care to expand on that? I think both those mods are pretty cool so hearing the other POV might change my mind.
Not a fan of Steve's Carts either, if that helps.

SFM is an extremely powerful mod capable of extraordinary automation. If you are willing to put in the hours to code it. I tend to be more of a console jockey, so the visual interface is kind of counter-intuitive to my way of thinking. Then again, I must be the only person in the modded MC community who misses RP2's FORTH computers, go figure. It was the only part of that mod that I still think could benefit the modding community... so long as it does not come with anything resembling a Turtle.

Steve's Workshop is a... how shall I put this? It feels like the first mod a person puts out. Learning a lot while they go through with it. Not bad for a first attempt.
 

KurShedir

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Jul 29, 2019
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I see. On the other hand, in a lightweight modpack a lightweight and powerful mod such as SMF has the potential to cover a lot of functionalities without installing more mods.
I tend to be more of a console jockey, so the visual interface is kind of counter-intuitive to my way of thinking
Flowcharts are also good for programming, I learnt the first algorithm concepts thanks to similar stuff when I was a kid. It may seem counter-intuitive at first if you are so console-oriented, yeah, but it's also easier to learn than it looks. Give it another shot if you feel like it, it may come in handy.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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I see. On the other hand, in a lightweight modpack a lightweight and powerful mod such as SMF has the potential to cover a lot of functionalities without installing more mods.
You... have a valid point. I may have to see about including it. With the previous version with AE1 and the MAC, it really wasn't necessary. It may be now. I shall have to review this mod again.

Flowcharts are also good for programming, I learnt the first algorithm concepts thanks to similar stuff when I was a kid. It may seem counter-intuitive at first if you are so console-oriented, yeah, but it's also easier to learn than it looks. Give it another shot if you feel like it, it may come in handy.
I still occasionally dropped back into DOS to run things all the way up to XP, just because the marquee interface was one I grew up with. Now that I'm on Linux, this has helped me with the Terminal prompt. Yes, flowcharts are a thing, but I've always been more intuitive than visual with them. I may have to just suck it up and learn it. The logic seems fairly straightforward, once you get your head wrapped around where it goes.
 
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ratchet freak

Well-Known Member
Nov 11, 2012
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Not a fan of SFM or Steve's Workshop.

AE2's autocrafting is... somewhat less than stellar. Particularly when you consider how many channels it eats up trying to set up even a modest autocrafting system. One channel per nine recipes? That's pretty darn steep.

when you realize you can have 32*4*7+32*2=960 channels on a single network and only 1 channel for the CPU and subnets are cheaper compared to EA1 (so processing plants for ore or complex crafting chains can be on a subnet) it's not so bad
 

Mikerman

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Jul 29, 2019
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project-red (for the storage and sorting) in combination with thermal expansion (the autocrafting machines)

setting up is pretty darn expensive however it is amazingly fast once fully upgraded