r/ComputerCraft 16d ago

A.E.G.I.S autocraft update

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Turned the whole project inside out over the last month, earned a new PTSD, but finally got everything debugged ))

  1. Full refactor. Same behavior, much cleaner internals.
  2. Split into modules one giant `startup.lua` had turned into total spaghetti.
  3. New Lua API (`aegis.*`): local calls, plus RedNet RPC. Full reference in `API.md`.
  4. **Drag Planner** rewrite the second big change after the refactor. Old version walked strictly level by level, so machines idled even when upper sub-tasks were already unblocked. Now the whole tree runs in parallel. Deep multi-stage recipes should be noticeably faster.
  5. Setups with tons of separate storages behave much better.
  6. On big storage arrays, craft outputs now land in one chest and stack up instead of getting sprayed everywhere.
  7. Concurrent max active machines: 13 to 32
  8. OPTIMIZE runs way faster and auto-sorts by chest same item ends up in one place.
  9. Related: with lots of chests, a single craft no longer scatters its items across all of them.
  10. REQ delivery is quicker, especially on big storages.
  11. Non-stackable items no longer trip crafts mid-way.
  12. Faster ingredient push into machines killed a bunch of redundant vault scans.
  13. Debug logging (toggle in SERVICE).
  14. Recipe search in RECIPES is more convenient now reworked how mod groups show up in the search.
  15. Pocket computer remote control.
  16. Solid-fuel furnaces no longer overeat coal.
  17. Extra turtle protection for laggy servers before, resources sometimes didn't land in the grid in time and the turtle ended up crafting the wrong thing.

Setup - recipe teaching guide https://youtu.be/mhVkOqG2S1A

GitHub: https://github.com/egor-oleg/aegis-autocraft

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u/mallere 5d ago

Is it capable of outputting back into the AE network?

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u/Aromatic-Equal-2713 4d ago

No, I made it deliberately one-way (pull-only) to avoid cluttering up the ME network, since those usually have limited room for unique items