Project Red Transportation - MV Storage and Autocrafting

Introduction
It is not necessary to reach EV and get titanium to do autocrafting. While AE2 is better than all the mods listed here, it comes late in progression and GTNH is full of microcrafting.

These mods don't just give basic "auto crafting table" functionality - you can also request items on demand from a storage system, load recipes perfectly from a single input, and more!

What are my options?
(TODO: Non PR:Transportation options - LP, enderio terminal)
 * 1) Project Red: Transportation (PRT) is great and gives most of the functionality of LP without power / HV requirements. You can do it as soon as you get MV circuits, which means late LV.

Basic Requester / Search System using Project Red
PRT makes a searchable / requestable storage easy to set up. It requires only these things:


 * 1) The biggest chests you can make (diamond, compressed, etc.) Doesn't really matter, but will save you from having to craft as many things.
 * 2) One item broadcaster chip per chest
 * 3) One routed interface pipe per chest
 * 4) One routed request pipe (in total)
 * 5) (Optional) One more chest for output (routed request will throw items on the ground if you don't do this)

You can see an example setup in the image on the right.

Make sure you add an item broadcaster chip above each chest or the system will not function. You can configure the card by first opening it with right click, then closing it (the default is empty + blacklist, which is what we want). Then right click on the routed interface (purple) pipe to place it inside. You can right click on the routed interface pipe to see all cards placed inside.

When you want to request something, right click on the orange pipe. This will open a UI that looks like the image on the right.

Now you have a fully searchable storage! You can integrate this with PRT autocrafting later.

Interlude: Some Details on How PRT Works
These are the primary chips/pipes you'll be using:


 * Circuits
 * Item Broadcaster Chip (Tells the PR network that an item can be pulled from an adjacent inventory.)
 * Item Crafting Chip (Allows crafting on-demand. Tells PR system to dump items in adjacent inventory and expect some other item back.)
 * Stock Keeper Chip (Allows you to specifically demand X amount of Y items be stocked in this inventory. Great for passive crafting and inventories that can overfill with one item, eg. forestry carpenters.)
 * Pipe
 * Routed Interface Pipe (Connects the PRT system to inventories and has space for 4 chips to insert. Behavior is a bit wonky with multiple adjacent machines - best to only do 1 at a time.)
 * Item Transport Pipe (Use in-between routed interface pipes - much cheaper. Pipe is dumb and will not route things intelligently at intersections.)
 * Routed Junction Pipe (Use these at intersections so items get routed correctly.)

PRT's Sharp Corners
PRT is probably 2-3x worse than an equivalent AE2 system. This section explains why. It is still worth it due to its extremely early tier availability, but don't expect things to be as easy as AE2.
 * Inventories/machines cannot send items to the same pipe section they started in
 * Each interface pipe can only reliably interact with one adjacent inventory/machine.
 * For some reason processes which send to themselves are disallowed. For example, 1 wiremill cannot do ingot -> fine wire - the intermediate wire needs to be sent to another wiremill.
 * Additionally, you cannot connect a machine directly to the same routed interface the input items are on. This is because PR does not have a method of distinguishing between which machine/inventory to send things to.
 * (Note that the sided access on crafting chips is *solely* for which direction it acts like it is accessing the connected machine from. It does not specify the direction of the inventory it is using.)
 * Limited machine reuse
 * When a craft request is sent, PRT dumps all items at once into the relevant machines. It will wait outside machines with full inventories, so it is ok to reuse machines which cannot conflict like bending machines, wiremills, etc.
 * However, machines with large inventories and easy-to-conflict recipes like assembling machines cannot be reused (unless you are sure you will avoid a conflict).
 * This makes cleanroom automation basically not viable with PRT. The difficult parts are needing multiple circuit assembling machines (due partially to self-sending restrictions as well) and not having a clear way to swap out lenses.
 * However, you can automate all circuit subparts like SMDs.
 * Hard to cancel crafts
 * Unlike AE2, there is no listing of active crafts. Instead, active machines are shown with a pulsing sphere overlaid on the pipe.
 * To cancel a craft, you need to slot out chips or break pipes for all involved machines. (Doing it partially may cause the craft to recover and keep requesting.)
 * You will also need to take the items out of machines so it doesn't block future crafts.
 * No crafting table crafts without external machines
 * There is no molecular assembler equivalent for crafting table crafts in PRT.
 * As a result, you have to use the annoying slow/tiered assembling machine motor crafts, or craft them by hand.
 * Once you progress enough in PRT, you can set up autocrafting for EnderIO crafters. These are expensive and will only do one craft, but pretty quickly (~1s per craft). They also don't use GT tool durability, which is cool.
 * Note that Slice N'Splice input is bugged and will try to pull silicon plates into its red alloy plate slot if no red alloy plates are available. As a result, for Z Logic Controller craft stability, I had to keep a buffer of red alloy plates on the system. Maybe you could use a stock keeper for this...?
 * Crafting extension cards are buggy / don't work, so need filters for MB crafts
 * If you don't use crafting extension cards, PR expects the input and output for a crafting chip to be in the same block. This is fine for machines. However, it is awkward for multiblocks.
 * The crafting extension card is supposed to be a fix for this - it tells the PR system to expect the output to be in a different pipe section. However, I was unable to get this to work properly.
 * As a result, you may need to use filters to solve this problem. You can also take advantage of the auto-filtering behavior of machines, although you will need to use a screwdriver to re-enable this in the newest builds (2.1.2.1+).
 * GT metaitems reported for missing crafts
 * When requesting items with missing components, PRT will respond with "Missing X of Y". For non-GT items Y is reported as a readable name, but for GT items it is reported like "gt.metaitem.01.2301.name".
 * You can figure out what it means by searching 2301 in NEI, which will show you the relevant item.
 * Drawer controller items are not reported correctly
 * Like the holo glasses, PRT only sees a stack of items at a time in a drawer. This applies to drawer controllers as well. As a result, for very large crafts, it is a good idea to put the precursor materials in your diamond/compressed chests beforehand so the PRT system can see all of them.
 * Stock keeper / crafting chip interaction
 * In my experience, setting a stock keeper for something that's only available on a crafting card causes issues.
 * Specifically, the stock keeper tries to pull every second, but the craft takes longer than that. As a result, many items end up being crafted even though only 1-2 items were needed.
 * This is fine in the long term; those overcrafted items will still be used (and if they aren't, you can just slap an item broadcaster onto the system). But it can be bad if rare components are used; you'll spend more of them than you need for individual crafts.
 * Routed interface pipe chip limit
 * Routed interface pipes can only accept 4 chips at a time. This limits how many crafts you can do per machine. You can take up more sides, of course, or route through a chest, but eventually it gets very tricky to add more. This is also the case (although less so) with AE2, so it's just part of setting up autocrafting.
 * Item slot hitboxes on crafting chips
 * At least on my monitor (1440p), crafting chip item pattern hitboxes are a bit buggy left of the furthest right column. You should ensure the slot is selected or else you will accidentally throw the items on the floor (or void if you're standing in an unlucky place).
 * Requesting fluids
 * Like AE2, there is no good way to send fluids through the system.
 * Personally I tend to use EnderIO ender fluid conduits for fluid supply and keep bars of each plastic, then extrude it into the correct shape (plate, ring) on demand since plastic extrusion is very fast.
 * Laggy at mega-scale
 * While it is difficult to make a large enough PRT system that this starts becoming a problem, you should not use PRT after AE2 becomes available.
 * It is much laggier due to using item entities in pipes and causes bursty lag as it does not spread out computation over multiple ticks.
 * For context, my skyblock run was built in Sampsa's void world. Their OW was ZPM at the time and we managed to use as much MSPT as the OW with a quite large PR system in HV/EV (200ish machines, 3 drawer controller walls, multiple multiblocks connected). It still stayed under 20 TPS, just wouldn't have easily scaled further.



How do I get PRT Ingredients?
First, remember rule 1 of any autocrafting system - the first system you set up should be making more of the autocrafting system. So make sure you have chips automated.

Now, looking at specific items:


 * Dyes for Illuminars
 * One source is bees, as they passively produce flowers while active. You can automate bees easily using an apiary, a hopper, and some tin item pipes that feed the bees back into the apiary.
 * Alternatively, you can progress in Thaumcraft and get the Rainbow Cactus. This can be farmed for dyes.
 * For the main thing you'll be mass producing (lime dye for crafting chips), you can acquire it easily from combining green dye from cactus and white dye from bonemeal. No bees or magic!
 * Gold / Redstone / Glowstone Dust / Silicon
 * All of these are byproducts of glowstone dust producing flowers like glowflower or glieonia (from Thaumcraft). Set them up - you're going to need them anyway for chrome for HV.
 * You can also directly get redstone from redwheat or redlon (Thaumcraft).
 * If you're on 2.1.1.0, cobblestone -> sand -> glass -> silicon dioxide is a great source of silicon.
 * Diamond
 * GT++ Fish traps are a renewable early game source of diamonds.
 * Alternatively, you can produce these from bio chunks.
 * Alternatively, you can dig holes in the ground.
 * Glass
 * Sand + Oxygen -> 2 Glass (Arc Furnace)