Project Red Transportation - MV Storage and Autocrafting: Difference between revisions

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(Add back some sharp corners)
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You can see an example setup in the image on the right.
You can see an example setup in the image on the right.


Make sure you add the 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.
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.
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.
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* Pipe
* 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.)
** '''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 inbetween routed interface pipes - much cheaper. Pipe is dumb and will not route things intelligently at intersections.)
**'''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.)
**'''Routed Junction Pipe''' (Use these at intersections so items get routed correctly.)


== PRT's Sharp Corners ==
== PRT's Sharp Corners ==
* Inventories/machines cannot send to themselves
(Explanations for these are coming later)
**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.
* Limited machine reuse
*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
* 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
* Crafting extension cards are buggy / don't work, so need filters for MB crafts
* Crafting extension cards are buggy / don't work, so need filters for MB crafts
* No crafting table crafts without external machines
* GT metaitems reported for missing crafts
* GT metaitems reported for missing crafts
* Laggy at mega-scale
* Laggy at mega-scale
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* Item slot hitboxes on crafting chips
* Item slot hitboxes on crafting chips
* Requesting fluids
* Requesting fluids
*Inventories/machines cannot send to themselves


*
*

Revision as of 20:51, 5 January 2022

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?

  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.
The simplest requester / search system. Expand by adding more chests and item interface (purple) pipes with item broadcasters.

(TODO: Non PR:Transportation options - LP, enderio terminal)

Basic Requester / Search System using Project Red

Example PRT Routed Request UI. You can search for items in the search bar (simple string match), specify an amount to deliver, and submit for the items to be sent.

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

  • Inventories/machines cannot send to themselves
    • 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.
  • 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
  • Crafting extension cards are buggy / don't work, so need filters for MB crafts
  • GT metaitems reported for missing crafts
  • Laggy at mega-scale
  • Drawer controller items are not reported correctly
  • Stock keeper / crafting chip interaction
  • Routed interface pipe chip limit
  • Item slot hitboxes on crafting chips
  • Requesting fluids

PRT Passive Crafting Example: Autocrafting LV->MV circuits

How do I get Project Red 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.
  • 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.
    • 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.
  • Glass
    • Arc furnace!!