FTB Ultimate - a gearmaking program

3/25/17 FTB Ultimate play world

Back to this world again.  Along with expanding Vee City, I do want a few other settlements to visit.  Yuma is a desert area around a desert temple.  The temple has a fairly cramped factory of sand, sandstone, glass.  I was planning a clay/brickworks over there as well, since there is a huge swamp next door.  Maybe a little Redpower shack to make silicon boules (8 coal, 8 sand in alloy furnace)

12) forest p + forest d,d,d. run forest + common
14) common p + 2d, rerun.
15) forest p + forest 2d + common d. run forest + common.
IC2) 3 more normal reeds.

Take a book to Yuma.  Interesting issue with lot numbers here ... the main road is at 0x, so we have (-8, -1250) on one side of the street at (4, -1250) on the other side.  I will have to call these lots E25 (east of 0) and W25 (west of 0). 

Built a frame for the clay/brick works.  Sandstone and smooth sandstone, with stone brick wall borders.  Made an alloy smelter (8 brick blocks), cooked up 8 silicon boules, warped home and cut them into 96 wafers.  Then there were weeds in my IC2 crops.  Still not a single stickreed.

Break, take cat to vet.

--- back ---

Argh another $250.

oh hey, I was going to add another double 5x5 animal pen with pigs and a slaughterhouse, but that machine doesn't exist in this old old version of MFR.  Well heck, at least I can add a little IC2 wheat crop with harvester to keep these cows breeding.  Somehow I was down to one cow again.  I wonder if the skeletons are shooting them across the wall or they are getting their heads stuck in the fences.  Weird.  Spawned in 3 new ones.  Finished that double 5x5 pen anyway, safari netted 4 pigs.  Setup a little 3x3 IC2 crop patch with carrots feeding into the pig Breeder and wheat going into the cow Breeder.  ALl wiring and piping done.  Now I should move over any butcher villagers I find into a little shack here where the goods are.  Btw, I can always safari net a villager and spawn a heap of new villagers and pick and choose the good ones.  ;-)

Break for phone calls.

[2054]
11) common/cult p + common* d + common* d + common/rocky d.  run common/cult + cult.
12) common/cult p + common/cult d + 2 common* d. run common/cult + ancient.
13) common* p + 2 d. rerun
14) common/dil p + common/cult d + cult/common d. run common/dil + cult/dil.
15) common* p + 2d + common/forest d

IC2 reed crops plagued by weeds.  Added 4 nether wart to main breeding area.

Made 42 hardened glass, pulverized a few stacks.  Encoded a few more ME patterns.  A tossup, though.  In this early version, when my ME network gets stuck crafting something (some ingredient is missing), I can't figure out how to clear that recipe.  It seems to get stuck, sometimes adding the missing ingredients leaves it stuck anyway.  So I started setting up some autocrafters in the basement for the toughest GregTech gadgets, so I can gradually add the parts as I get them ... but of course that means I have to leave one of each expensive recipe on the table as a blueprint.  Doh!  There's the project table of course.  Those blueprints are just ghosts.  Of couse, those blank plans can ONLY be made with indigo dye from the indigo flowers.

18 bonemealed grass plots gave 7 indigo flowers, extract for 21 dye.  Enough for a batch of blank plans.

Scavenge the recycling room for goodies: circuit boards (2 basic, advanced, elite), 2 adv circuit parts.  Also about 40 some wooden tools to burn ... I see, the generator upstairs overflowed its RE battery and internal buffer and was jammed with 30 sticks.  Each RE battery can only hold the power of 20 junk items.  NEed to upgrade that.

[2153]
IC2 reeds full of weeds again.  I dropped down one of the autocrafters I was carrying, set the recipe for Weed-Ex cans, made one, used it.

27 honeycombs. 

11) cult* p + cult* d + cult/noble d. run cult* + cult/dil.
12) ancient/common p + cult/ancient d + ancient/cult d.  run ancient/common + ancient*.
13) common* p + 3d.  rerun.
14) diligent* P (!) + cult/noble d + cult/dil d. run dil* + cult/dil -> diligent queen, move to auto #4.  Run common* + cult*.
15) common* p + 3d. rerun.

[2204] Centrifuge has 7 propolis, 58 honey drop, 13 honeydew, 59 wax.  Put honey in squeezer for tank.

Jungle bees: 8 silky comb.
Marsh/Water bees: 7 mossy, 9 wet comb.
Snow bees: 16 icy comb

More weeds.

[2211] 21 wax, 35 honey drop, 11 snowballs, 2 crystalline pollen, 9 watery propolis, 5 silky propolis (-> 4 wisps).

-- break --

[2320] quick hop on my experimental world to program that Computer Controlled Crafter.  Turned out it was super easy.  I quickly wrote these little programs:
    - ab: craft b over a, torch-style
    - gears: craft b around a, gear-style
    - chests: craft b around a, chest-style
    - pipes: craft b+a+b, pipe-style
    In these cases, you put material "a" into slot 0, and fill the rest of the top row.  Crafted result will appear under them in bottom row.

    - slabs: craft a single material into slabs
    - walls: craft a single material into walls
    In these cases, you put material "a" in any slos on top row.  Crafted result will appear under them in bottom row.

    - armor: put 27 of a material in slot 0, will craft a FULL suit of armor!

Really easy batch files for crafting common items!


Here is the "gears" program.  Rudimentary but it works.  They all follow this pattern:

--

print("Usage: chests: uses the Computer Controlled Crafter")
print("to craft two items, gear-style.")
print("Put the middle item in slot 0, and fill top slots with")
print("other materials to craft them all.")


craft = peripheral.wrap("bottom")
if craft == nil then
  print("")
  print("No Crafting peripheral found")
  return
end

ct=0
for i = 1, 7 do
    craft.setPattern(i,i,i,i,0,i,i,i,i)
    test=true
    while test do
        test=craft.craft(i+9)
        if test then
            ct=ct+1
        end
    end
end
print(ct.." craftings done.")

--
A standard crafty turtle could do most of this: given a chest in front and on top (for a 2nd material), it could suck items in, craft them and output to a chest on bottom.  But it would have to handle all the odd-numbered items and overflows, and clear its grid after each crafting.  This is way easier, though I don't know if I can suck items out by pipe (flip a lever) when done.

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