Uses for the Advanced Crafting Table?

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OnmyojiOmn

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Jul 29, 2019
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I've been trying to figure out a reasonably simple 1.5.2 setup with BuildCraft's ACTs where I can walk up, push a button, and out pops an engine or sturdy casing or whatever I've set up that crafting station to make. The problem is keeping the ACT stocked with the materials it needs, and only what it needs, without burning through the materials all at once. I don't want to use mods like AE or Logistics Pipes.

I know about chaining ACTs to form production lines but the only example I've seen of that is to make gears, and that's pretty silly. I don't know how to apply that to something like an engine, which needs gears and a piston as inputs.

Has anyone done something like this? Screenshots would be appreciated.
 

Omicron

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Jul 29, 2019
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You should look into Applied Energistics or preferably Logistics pipes.

What a highly useful answer after the OP specifically wrote "I don't want to use mods like AE or Logistics Pipes".

@OnmyojiOmn: what frederikam really meant to tell you is that if you want to do inventory management, you need to use an inventory management tool - you can't expect that to magically happen by itself. There are several ways you can do this with either vanilla or various mods that are not really dedicated to the task, but they are all very cumbersome. In addition, the ACT makes things difficult because it will simply yank all available resources towards itself and begin crafting with reckless abandon, so you need a solution that only starts transporting the resources on a redstone pulse instead of using the redstone pulse to request the item to be crafted.

For example, using vanilla only, your solution would be to build 9 droppers in a line pointing at 9 hoppers in a line that all feed into the next hopper and the last one feeding into the ACT. Then wire a button up to the droppers, and preload each dropper with a large amount of the item it needs (there are 9 droppers because that's one for each slot in the crafting grid; you may not need all 9 at once for every recipe but this is an example). Now when you press the button and cause a single redstone pulse, each dropper will drop one item out of its inventory into the hopper in front of it, which funnel all the items along the line into the ACT, which then uses the ingredients to produce exactly one item.

Now, if you had a recipe that is made up of many individual parts, you could have it simpler - just preload the ACT itself (or adjacent inventories, which it will pull from) with a large amount of all resources except one. Then all you need is one dropper providing single pieces of that last missing resource; a good example would be crafting pistons, where you just keep unlimited wood, cobble and redstone in stock but control adding single pieces of iron with a button press. However, this does not work with recipes like sturdy casings and machine blocks, which are made of only one single resource. For those you need a solution to insert batches of 8 <item> at once, and that means 8 droppers (at least as far as vanilla is concerned).

And since you have a whole chain of ACTs, you obviously need to wire your button up to multiple banks of droppers so that every stage along the assembly line receives enough resources to complete the entire cascade.

A mod that was flat-out amazing at providing specific sets of items on single redstone pulses was Redpower2; no other mod has really replicated that level of inventory management yet. It could have done everything written above with a single block, some tubes and some paint, for arbitrarily complex systems... But unfortunately that's not available in 1.5.2.
 

vertagen

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You should really look into Ae or logistic pipes [trollface on] .
Well you can make it so that you have the ingridients then you push the button which activates engines long enough to make only 1 item.
 

KingTriaxx

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Use a stacking chest. IE give them all the resources but one. For engines that would be wood. (For pistons and gears.) Connect it to the system with a wooden pipe, and autarchic gate set to pulse while items in inventory. Then inserting the wood causes it to pull out until the chest is empty, sending the wood to the piston manufacturing and gear construction tables. The things will then be produced and assembled into the final ACT.

I presume no AE/LP is for power concerns? If so, then one bio fuel engine will run an LP network with no issue, and LP can keep the fuel going by itself. All it needs is a continuous farmer, for which MFR is fantastic. For AE, I just build an RC Steam Boiler. 2x2x3 LowPressure will run a fairly large AE system cheaply.

Of course if it's for complexity, I'll absolutely give you that point.
 

PierceSG

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I've noticed using a Automatic Wooden Transport Pipe with a Gate on it set to [Items in inventory = Extract items] extracts the items and send them down the pipes at a faster speed compare to a Wooden Transport Pipe with an Autarchic Gate.
YMMV of course, for this is just my own experience.
 

OnmyojiOmn

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Jul 29, 2019
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Thanks for the replies. I had never done anything with droppers, and once I started experimenting with them I came up with some good setups pretty quickly.

What's weird is that if I point a dropper at an ACT and then set a recipe in the ACT, the dropper will automatically drop one item into the ACT's input inventory if there's not at least one of that item in the inventory, without any kind of redstone input. Is this a bug? It's probably useful for other things but it's not for what I'm trying to do.
 

KingTriaxx

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I hadn't actually played with an automatic wooden pipe. I've not actually played with gates much this time.

And I suspect that the ACT might be pulling from the inventory of the dropper.
 

Omicron

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What's weird is that if I point a dropper at an ACT and then set a recipe in the ACT, the dropper will automatically drop one item into the ACT's input inventory if there's not at least one of that item in the inventory, without any kind of redstone input. Is this a bug? It's probably useful for other things but it's not for what I'm trying to do.

As KingTriaxx said, it's the ACT "stealing" the item out of the dropper's inventory. It will take as much as it needs for one execution of its crafting recipe, then pull more after that batch gets consumed. So I suppose you have a recipe in your ACT that needs exactly one of the item that is stored in your dropper. If you were crafting sturdy casings and had bronze in your dropper, you'd see the ACT stealing sets of 8 at a time (and immediately start crafting).

That's why you want a hopper or other kind of inventory in between the ACT and the dropper, so you retain control over when a resource is allowed to go into the ACT.