i actually have 4 things to be addressed in this post so here they are.
1. a idea that i have been trying to figure out how to do is make computer craft computers talk to redpower computers. im trying to do this as it will enable many gui options, http calls so you could technically order stuff in-game from your phone, and the player detector to determine who is using your system if, say, you set up a public buy/sell system, that redpower computers cannot do. would ribon cables do anything?
2. in your sorting system/ auto crafter, i was wondering about items that make more than 1 item in recipes. say you want a 8 levers, but have no sticks (assume we have planks to simplify it). it will make 4 sticks for 2 planks, but does it know that? else it will make 32 sticks and have an over flow of them, which gets bad if you have it making more advanced stuff and it makes 27 semiconductors instead of 9. also what happens if you have 4 sticks but it needs 4 sticks, will it make 4 or 8 sticks?
3. could you make a way to add a thaumcraft auto depositor in a crucible if you ask it for, say, thaumium. but also add a way to give stuff thaumium elements in your sorter or a new room that holds a lot of thaum items that have only 1 element/many elements? not sure if i understand what im asking in this question....
4. could you have multiple of the auto crafters in parallel so if one is busy with a request it can switch to another?
great vids though, been watching for about a month now. hope you can implement some of this stuff!
EXOgreen
Ok, I'll try to tackle most of this stuff one-by-one.
1. It is feasible, that is true. The main part is that I am not too familiar with how CC computers work (I am not an expert at LUA), but if one were to say want 40 pistons, you could have the computer light up a few bundled cables: one for the item itself, one for the number of items, and one for the computer that is to be sent to (and for determining when it is done). A buy/sell system could be done easily enough, but would require the previous thing to work. Also, a simple array on the CC computer to contain how much, for instance, EMC the item is worth, and all that juicy stuff.
2. Funny you should ask, because the autocrafter currently acts recursively. The recipe for the item contains each component item, as well as how many the recipe outputs. So, it would show it needs two planks, yet would output 4 sticks. It also has a rounding feature that rounds up to the next set of, in this case, 4. Also, it acts recursively, because in addition to the two unique IDs, each item stores the crafting recipe, if applicable, to the item. So, the piston item would be able to look up its recipe. So, if you ask for 9 semiconductors, you will get those 9 if you have, in sum, the ingredients needed.
3. The thaumcraft thing would be best done with vials, since there aren't many single aspect items. I really don't know if there would be either a) a simple way to do this, or b) a sane way to do this. It still requires the user's input for the casting, so it may just be moot. Perhaps this is best solved by having the auto-requesting module in the system be set for each vial of essences, and have the user determine what is safe.
4. This is the one that I am striving to try to accomplish. Because of the complexity involved with controlling multiple processes, it may become very difficult in determining if everything has been crafted to the highest quality. Perhaps I could get some sort of array list that somehow checks if a crafter is free (might need some detector on each stamper for a R.S. input to see if stuff is still in the machine), and if something needs to be crafted it checks if each of the things is done.
For now, I think my recursive crafter is good enough, as it can handle most of the major bumps in the road - albeit it could be considered slow, it more than makes up for itself in versatility. The last point I'll need to think if it is even possible to run even two machines at once, but we'll see what happens. Perhaps the R.S. networking can come into play...