Automated Crafting in Mindcrack pack [Tutorial]

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Korenn

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Jul 29, 2019
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I think you are missing the part where I said I don't want a crafting table for every recipe.

But, just in case you don't see the potential in the maker/stamper *digs through hours of video*, here ya go: Relevant bit starts at 1:10.


Oh, that's very helpful to explain how it works. So it's paper, then 9 items to fill the recipe? How do you set empty space in a recipe?
But it's tricky to use without a computer. I guess you could use that with redpower sorters set to roundrobin to fill the packets up on demand. But then you'd have a sorter per recipe instead of a crafting table, which doesn't make all that much difference.


If you are talking about the code specific to the CCCrafter, sure:

setPattern(...): Uses item ID's to define the recipe for the item it is creating. nil is used as a 'blank' slot. Goes left to right, top to bottom.
craft(slot): Makes the items with the materials at hand, and puts the item into (slot).
list(): Tells you what items are in what slots
get(slot): Tells you what item (if any), and how many of that item, is in that slot.

Therefore, a simple crafting program would be:

rp.setBundledOutput(to get items for the crafting, it pulses redstone signals to trigger their being sent to the CCCrafter)
setPattern(...)
-- basically, makes the crafting recipe
craft(18)
-- makes the item, and puts it in the final item slot
rp.setBundledOutput(to get the finished product out, possibly pulsing a transposer on the CCCrafter to pull it out)
setPattern(nil, nil, nil, nil, nil, nil, nil, nil, nil,)
--clears the recipe for the next use

The first line could be quite complicated, or it could simply be a turtle fetching the items required.
That's pretty cool. combined with rednet messages you could supply it from all over the world.


But I still won't use it on account of it requiring programming. To me that's just too much like work. Of course I could download the program from somewhere else, but I like to feel proud of my creations. If someone else did it all I might as well download a map somewhere :p
And it's awesome to see a factory floor full of golems scurrying about when you tell them to make a redstone engine :D
 

noah_wolfe

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Jul 29, 2019
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If you don't want to program the recipes, I probably wouldn't suggest it as a viable option.

For spaces, manually, you just don't select the empty grid space. You cycle both incomplete and complete recipes back into a maker to add ingredients / slots. I don't think the grid GUI can be manipulated externally, though that would be a welcome addition. For that reason, WayofFlowingTime's setup dedicates a Maker to each block of the 3x3 crafting grid. In this way, you can theoretically program every single recipe in the game into the Sortron, and pull it through the makers in series from raw mats on the network - in a space that would be completely impossible otherwise (not counting turtles, which are the solution to everything ... zzz).
 

Korenn

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Jul 29, 2019
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If you don't want to program the recipes, I probably wouldn't suggest it as a viable option.

For spaces, manually, you just don't select the empty grid space. You cycle both incomplete and complete recipes back into a maker to add ingredients / slots. I don't think the grid GUI can be manipulated externally, though that would be a welcome addition. For that reason, WayofFlowingTime's setup dedicates a Maker to each block of the 3x3 crafting grid. In this way, you can theoretically program every single recipe in the game into the Sortron, and pull it through the makers in series from raw mats on the network - in a space that would be completely impossible otherwise (not counting turtles, which are the solution to everything ... zzz).
Oh, so that setup was actually a lot bigger than it looked? I think I'll stay away from factorisation crafting for the moment ;) Except maybe the packager thing, that's nice and simple.
 

Lathanael

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Jul 29, 2019
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Oh, so that setup was actually a lot bigger than it looked? I think I'll stay away from factorisation crafting for the moment ;) Except maybe the packager thing, that's nice and simple.

For only 1 or 2 items it is bigger yes, but as soon as you start to add more and more recipes the system "shines". Once setup, it won't get bigger like it gets with ACT and logistic pipes. (Ofc turtles can do the same with less space used. But i do not like to use CC as it feels like cheating for the most part. CC really needs a setting for expansive recipes!)
At the moment Factorization + RP2 and Turtles are the best options for autocrafting without growing once set up. I am thinking of building a system like WOT did. I would add a craftpacket maker for the recipes which use all 9 slots though (like the one of neptune) as a vast majority of recipes use 9 slots.
 

Abdiel

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Jul 29, 2019
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For only 1 or 2 items it is bigger yes, but as soon as you start to add more and more recipes the system "shines". Once setup, it won't get bigger like it gets with ACT and logistic pipes. (Ofc turtles can do the same with less space used. But i do not like to use CC as it feels like cheating for the most part. CC really needs a setting for expansive recipes!)
I consider the code to be a part of the "resource" cost of CC. The resource here being your time and knowledge. It took me the better part of two weeks to design, write, and perfect my autocrafting system, and it still has a lot of quirks and bugs I know of (forgetting the whole "nukes the entire server on every third use"). There are very few items in Mindcrack that I couldn't gather the resources for and craft in that time. In fact getting my gravisuit took me less time than that.

Of course you can completely avoid that cost by copying someone else's code. But in my opinion (and yours may very well differ), that's pretty much the same as giving yourself stuff from NEI - you didn't put any effort in either. It does not make you a dirty cheater not worth living, but it is not the way the mod is balanced around.
 

Korenn

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Jul 29, 2019
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I consider the code to be a part of the "resource" cost of CC. The resource here being your time and knowledge. It took me the better part of two weeks to design, write, and perfect my autocrafting system, and it still has a lot of quirks and bugs I know of (forgetting the whole "nukes the entire server on every third use"). There are very few items in Mindcrack that I couldn't gather the resources for and craft in that time. In fact getting my gravisuit took me less time than that.

Of course you can completely avoid that cost by copying someone else's code. But in my opinion (and yours may very well differ), that's pretty much the same as giving yourself stuff from NEI - you didn't put any effort in either. It does not make you a dirty cheater not worth living, but it is not the way the mod is balanced around.
I absolutely agree! And I have no interest programming them myself to boot ;)

I have no problem with crafting systems growing as more recipes are added. As long as it doesn't cause them to slow to a crawl.
 

Vovk

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Jul 29, 2019
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as for craft packet makers automatically spitting out the stone slab recipe, instead of having 1 craft packet maker for the slab and 1 for the handle, try programming a sortron to put in stone stone stone stick stick in order. Instead of making another craft packet maker with another setup for iron, you can just change the programming to iron iron iron stick stick.

you could have one for a thermal expansion machine set where you could program bucket, glass, machine block, glass, tin, servo, tin for accumulator and through the same packet maker piston flint machine block flint copper reception coil copper makes a pulverizer.

The point is that it's an autocrafting table where a computer can change the crafting recipe automatically, which is hardly useless.